Most of the learners view statistical-related training, such as Six Sigma training as a "monotonous" area despite the group discussions, case studies, active summaries, Q&A sessions, and role-playing being included as part of Six Sigma training today. The learners will be less enthusiastic when similar training manner is repeatedly adopted and becomes predictable. An uninteresting training approach could cause the learners to be disengaged and demotivated to learn and thus cause the training to be ineffective and could potentially hinder the organization strategies. Therefore, to keep the learner more attentive and involved during the Six Sigma training, a fun Six Sigma training approach with a properly designed class game is desirable. The game aims to provide a complete Six Sigma project experience by simulating a real-life competitive atmosphere of commercial industry, which can help the learners to internalize the Six Sigma knowledge and its applications. The Six Sigma game embraces the form of team competition, where it covers two major aspects, namely, (i) Six Sigma expertise on how to formulate a meaningful y = f(x) and (ii) basic element of project management as a coherent approach to Six Sigma training. In this paper, the author adopted the Kirkpatrick learning evaluation model to evaluate how the learners react to the newly implemented Six Sigma game and to gauge how much their know-how improved after the training. The post-training feedback, pre-training, and post-training evaluation suggest that the Six Sigma game can engage and motivate the learners.