Showing posts with label Gameshow Pro. Show all posts
Showing posts with label Gameshow Pro. Show all posts

Monday, February 18, 2013

Sometimes the Final Answer matters.

In the world of Jeopardy! One junior player recently made news with his bold final answer. He didn't know the answer to the question, but he knew enough to take a big risk and his gamble paid off.

Jeopardy! typically gives you a set point value for answers you get correct and deducts as much for incorrect answers. The wager--or final--question allows a contestant to essentially set the point value for the final question. If they have 1000 points (dollars in Jeopardy!) and wager nothing, they can neither lose nor gain points. If they wager everything, they may have a big gain or they may lose everything.

In Leonard Cooper's case, he wagered nothing--guessing that he wouldn't know the answer, but neither would his competitors. He ended up being the Jeopardy! Champion and his triumphant, confident answer made headlines: "WHO is some guy in Normandy....But I just won $75,000!"

In Gameshow Pro 5, the Final Answer game has Jeopardy!-style game play, so a final answer can make or break a game. There are both benefits to including a final question and reasons not to do so.

To include a Final Question:
  • Adds an element of excitement to the final round 
  • Is a great way to "cap off" a game
  • Keeps everyone in the game; even if the scores are very uneven, the final question can be an equalizer
  • Adds variety to the game play apart from multiple choice questions
  • Adds an element of chance and risk
Not to include a Final Question:
  • Consistent hard work or right answers during the game can be blown by risk aversion
  • The player with the most knowledge doesn't always win
  • Adds an element of chance and risk that aren't always appealing

Thursday, February 14, 2013

When is a little competition TOO much competition?

When your audience is really getting into your game show, that's generally a good thing. The teams are cohesive and working together, the adrenaline is flowing, emotion is high...but sometimes things get a bit, well, out of control.

We were recently hosting a game show event and coaching the game show host on how to get the teams pumped up. There are several ways to do this:

1. Get teams cheering (call out teams/team names and ask them if they're ready to play/if they're going to win)

2. Recap scores

3. Reveal prizes

4. Raise the stakes

But when we started playing the game show, we found that our worries about getting the audience into the game were completely unfounded. The audience was coming off 7 hours of training and content, and they were *ready* to compete and ready to play. (It didn't hurt that they were sales people and competitive by nature.) It was a little overwhelming. Our concern about getting them cheering quickly turned into concern for our neighboring rooms.

So when things get a little too rowdy, what can you do? Here are some tips:

1. Slow down the game play. Take a moment to get to know the team captains.

2. Ask more involved questions. Go outside multiple-choice/rapid-fire questions and get into a meatier open-ended question scenario.

3. Keep prizes small. We find that keeping prizes small doesn't usually mitigate the enthusiasm, but it does keep the competition from getting nasty.

4. Turn down the volume. Sometimes just asking for half-volume can keep the energy up while keeping the disruption down.

Wednesday, September 5, 2012

How to transition a classroom game into a larger event.

Many trainers use Gameshow Pro in their classrooms; in small-to-medium sized groups in a somewhat-intimate atmosphere. The energy it brings to the smaller training class is undeniable; it increases engagement, participation and content retention.

But can the small classroom solution translate into something like, say, a larger event? Sure a game show is fun in training a small group of sales reps, but what about in a room of 500? Will it even work? How does one even begin transitioning from a classroom game into a larger event game?

The answers are: Yes, game shows translate into large events. Yes, they invigorate a large group in the same way they add energy and interaction in a small group. Yes, it has worked time and time again.

And here are a few strategies and considerations for transitioning a classroom game into a game within a larger event:

Team selection: Whereas everyone in a small class may get to directly participate on a team, that's not always possible in a larger group. There are three options for team engagement in a big-group game show:
  1. Use audience-response keypads: If enough are available, giving everyone in the audience an audience response keypad is the most straightforward way of engaging everyone. Audience members can individually play along, but Gameshow Pro also allows you to group individuals on teams--creating a compelling, competitive dynamic. No "stage teams" are needed in this scenario.
  2. Use a mix of keypads and on-stage players: You may also want to have representative team members playing on stage to "ham it up" or to take the audience response into consideration for their answers.
  3. Use representative players on stage: Even if you have no keypads, you can engage and entertain everyone by selecting members of the audience to come play on a smaller team onstage. The rest of the audience members are still "part of" the team--they're responsible for cheering the team on and may reap some rewards if their team wins--but they don't have to directly interact with the game on stage. 
Host selection: While a small classroom game can be a scalable event--from a quiet Tic-Tac-Toe game to a rousing Classroom Feud--with a large event, bigger and broader is better. You'll want to make sure that your host is able to play to the crowd as well as team members, educate when needed, and to keep things moving. This doesn't need to be a professional emcee, but it should be someone who enjoys the spotlight and is very comfortable on stage--where anything can happen.

Simplify the rules: In a classroom you may have a chance to answer clarifying questions about the game rules as you go along. In a larger group this may not be possible, or it may be harder to control chaos from unclear rules as you go along. Make sure your game show rules are simple, clear and that everyone knows them. Playing a sample game question to get audience members familiar with the format, keypads and game logistics is a great idea.

Have someone else run the game: It's easy to click-through a game show (especially using Game Show Pro) and host at the same time in a smaller classroom. In a larger event setting, you'll want your computer hooked in to the A/V equipment and that may preclude you from controlling the game. Even if you do have access to the game controls, hosting and running through the game on stage in a large setting takes a lot more energy and focus than you'll want to spend. Get a colleague or technician to run the game software for you if you can.

Format selection: You may want to switch out a traditionally formatted game for alternate game play when bringing it on the big stage. For instance, we often make Tic-Tac-Toe into a Hollywood-Squares-Type game, utilizing different experts and presenters throughout the game.

When in doubt? Call in the experts. We'd be happy to help you transition your classroom game into a larger event.

Sunday, January 15, 2012

Speeding Up Internal Game Show Adoption


Quite frequently we'll get questions from current and prospective game show users. Recently, this question was emailed to us. We think it might help a lot of game show users trying to push for more adoption within their organization, so take a look at our answer.
Q. I love using game shows, but I can’t seem to get traction in my organization. I know my colleagues would love them if they tried them, but no one has time to create games. . . How do I get everyone on board?

A. It’s hard, sometimes, being a game show evangelist. I know they can be amazingly transformative and YOU know that…but how do you spread the word?

Well, like with anything, the key is to make it as easy and painless as possible. There are some ideas:
  • Organize a game show training day: Sometimes people will avoid a new technology just because they’re uncertain of how to use it and don’t want to take the time to learn. People are funny this way; we’ll stick with something less effective and more familiar if we can. Organize a game show training day where you can get up to speed and they can play around with creating their own games. 

  • Start sneaking games into internal meetings: Game shows become viral very quickly. Once people see them being played, they tend to want to use them for their own events, sessions, etc. Giving peers the experience of playing the game will make it easy for them to see how their own excitement and engagement can translate into their classroom. 

  • Utilize a Player version of Gameshow Pro: Gameshow Pro has a creator license version and a player license version. The creator lets you do everything—creating a game, etc. The player does not let you edit games, but it lets you play games that others have created and change a few features (and is a less expensive license). If peers don’t have to take the time to create a game—it’s right there for them and ready to play—then why wouldn’t they try it out?

Monday, October 17, 2011

63% Increase in Content Retention Cited Using Game Shows


Game shows have long been a fun and entertaining way to pass the time, but recently they’ve started to gain a reputation as something more than just entertainment. Game shows have been migrating into the training space with great success. They have the remarkable ability to engage trainees, revive the training space, and they are, of course, fun. However, are game shows really effective?

Candace Armstrong, the Corporate Training Director for ERC Properties, Inc. asked that same question. ERC faced several common challenges with their training:
·      Mandatory certification exams
·      Difficult and dry material (This ranged anywhere between strict federal regulations like tax credit compliance in managing apartments to ERC specific topics.)
·      A diverse pool of trainees with different backgrounds and individual learning styles 

“After going through orientation,” says Candace, “The trainees at ERC are typically overwhelmed with all the rules, policies and procedures that they have to memorize. Trainees are worried about having to pass the exam—that worry was not conducive to producing the best test results.”

This was when Candace found Gameshow Pro, a game show template software program. 

“After I first saw Gameshow Pro,” says Candace, “I couldn’t wait to go home and see how difficult the training would be to design…I couldn’t believe how quickly I could have the game up and running. I have to admit, however, I was somewhat skeptical about how I would apply government rules and regulations to a game.” 

Gameshow Pro would have to prove that it could:
1.    Improve trainees’ retention
2.    Convey complex, technical and difficult information, and
3.    Do all this while captivating trainees’ attention.

Candace first introduced Gameshow Pro into her training space in front of a group of superintendents. 

“They appeared very disgusted that I would even suggest playing a game,” says Candace. However, after they started, they changed their tune, “They were standing in the chairs, yelling the answers and even trying to cheat! The losing team demanded a rematch and we played the game twice. The transformation was amazing—to this day, when I see any of those guys, they all want to come to training if we can play that game again.”

The first run of Gameshow Pro was a success with a tough crowd, and definitely energized the room—even with very detailed material. 

“To my surprise, the more difficult the regulations, the better they seemed to fit into the games, and the easier they were to comprehend,” says Candace. 

After Candace and her compliance director heard comments like, “Can we do this again?” after every training with Gameshow Pro, they started looking at the impact it made on trainees’ test scores. Candace and her colleagues measured test results while playing a Gameshow Pro game as a review versus orally reading the same Gameshow Pro questions as a review. Every other factor in the training was the same, including the material, instructor, questions and exams.

The results: 
63% more people passed the exam reviewing with Gameshow Pro, the passing scores in these 3 groups were also higher—as were the overall scores. 

As one can see, Gameshow Pro had a significant positive effect on trainees’ exam scores. 

“Playing the game really makes a difference,” says Candace, “I have had many students tell me after the exam that they would never have passed without playing the review game. They could even remember who answered what question and whether or not they answered it correctly.”

Part of the ERC University goal was to ensure that necessary information was delivered to the appropriate personnel in a timely and efficient manner. Part of that efficiency means that the material has to be retained, remembered and utilized by all trainees—no matter what their learning style. With the help of Gameshow Pro, ERC achieved that goal.

Tuesday, August 23, 2011

Case Study: Game Shows in the Classroom – Increasing Content Retention Pre-to-Post Test.


Case Study: Game Shows in the Classroom – Increasing Content Retention Pre-to-Post Test.

Overview
Jack Gallegos, Ph.D, discovered that game shows (specifically, game shows using the Gameshow Pro software product) were instrumental in producing higher test scores from pre to post test. He conducted an independent study with his high school Economics class in the first semester of the school year, showing the specific increase in test scores and, most dramatically with lower-scoring students.

Process
Jack Gallegos administered 21 question, free-response (fill-in-the-blank) pretest. It was the vocabulary terms for the chapter on Gross National Product. There were 25 students who took the test. Average number correct 2.08. The students never saw the results of the pretest.

Gallegos then taught the chapter using traditional methods - lecture, notes, activities, handouts, et cetera. The class took a posttest (same as pretest). The number correct was 8.18. The class then played two rounds of Gameshow Pro - Game 1. They took a second posttest (same test, again students never saw the results of the pretest or first posttest). The average score after playing Game 1 was 11.13.

Demographics
Students: 25
Ages: High School; 16-18
Subject: Economics
Number of questions: 21
Question Type: Open-ended.


Results
Correct answer average, pre-test: 2.08
Correct answer average, post-test: 8.18
Correct answer average, post-game show: 11.13

There was a 36% increase in the scores after playing Gameshow Pro - Game 1.

Further analysis and comments
Gallegos suspected there would be an increase in scores, but there was more to it than that.

Dividing the pretest scores into the better scoring students (upper half) and lower scoring students (lower half), another result became evident. Gallegos compared the increase in scores after playing Game 1 by student breakdown. Both groups showed an increase in scores, but the top half students increased their scores by 32% while the bottom half students showed an increase of 62%.

Summary
Not only did the Gameshow Pro game increase test scores from test to test, but it also increased test scores where it really counts: with the lower scoring students. As teachers continually struggle to engage students in the classroom, the use of game shows has broad implications for increasing content retention in a way that is both effective and fun.

To quote Jack Gallegos, “Great product, great results; especially for those students who need it the most.”

Wednesday, May 11, 2011

The International Appeal of Game Shows

We're often asked if we have used game shows internationally:

Do game shows even translate in concept with an international audience? What about cultural barriers? Will the rules be too foreign to understand or explain easily?

Not only have we used game shows internationally with great success (and with international audiences locally) but game shows tend to have a rare universal appeal.

Consider this: Jeopardy! has over 25 international adaptations, and is screened in many more countries around the globe.


Consider also, the sheer volume of game shows around the world.

This not only leads to a game show having a shorter learning curve in an international audience, but it's also a great way to bring audiences of varied backgrounds together in a universal way.

All game shows share a common goal. The base of a game show is a task or a question. The base goal of a game show is competition, collaboration, and ultimately scoring the most points. No matter what game show you use and in which language you use it, the concepts and goals are the same.

Do adjustments need to be made? Aside from language barriers/translation, we haven't come across any game show elements (in American game shows) that are taboo in other cultures. There are slight shifts in hosting demeanor (in England, the host can get away with being "meaner") and in challenge execution (Japanese game shows have more of an angle of sensation and physicality), but the base product is the same.


And in the training classroom? A game show is a great way to bring an international audience together for a commonly understood goal. When it comes down to it, it's an activity that fosters communication among peers in a relaxing, fun environment.

Monday, October 11, 2010

Gameshow Pro 5 Preview!

Gameshow Pro 5 is just moments away from release, and we are SO excited about the new version of our industry-leading product.

As Dan Yaman, our President and Founder says, "This is not only our most innovative software, but it's leaps and bounds above anything else that might be out there."

So what's new with Gameshow Pro--version 5? Let's take a journey in pictures!

New GSP5 Opening Screen
 We've re-designed Gameshow Pro 5 from the ground up. You'll notice that the logo looks different from any other product.

Throughout Gameshow Pro 5, you'll find cleaner, more modern, professionally designed graphics.

This isn't just beauty for beauty's sake, however. The graphic re-fresh also comes with increased ease-of-use, simplicity in form and an overall-intuitive feel.




GSP5 Back End
The "back end" of the product has also been completely redesigned. This is what the user sees when they are creating a game.
GSP5 Back End--Game Library

A few important feature highlights:
• It's now easier to switch between games, or to choose to only see one game at once (or all of your games).
• The question library is now beside the game questions--making it easier than ever to drag-and-drop questions for fast game creation.
• Tabs are now clearer and easier to navigate, improving the overall user experience.

GSP5 Question Editor
We've also improved the question editor, making it easier than ever to modify the layout of your question, the size and style of your text, your intro hint and info screens, and more.

Gameshow Pro 5 exclusive features include the ability to:

• Modify picture size and layout within the question.
• Manually or automatically size text.
• Add, edit and select to use or not use intro, hint and info screens.
• Select to add graphics, video and sound that you've already imported, or import new media.
• Add question description, topic AND difficulty level for super-easy sorting and sharing.
• Preview the entire question--graphics and all-- before playing the game.
GSP5 Graphic Library
We've increased the functionality of the user's graphic library--making it easier than ever to rename, sort, find, and re-use your graphics. No need to re-import if you want to re-use a graphic--they're all right there in an easy-to-access, easy to sort library.

Tic Tac Toe Title Screen
Are You Smarter Than.... custom title screen
 It isn't just the back end that's had a makeover, we've drastically changed the graphics in the games--including adding dozens of new title screen templates.

Users can still add their own graphics, put text over their own graphics, customize one of our templates AND they can now use any of these professionally-designed title screens.

Smack Down custom title screen
Some of the new game screens.
 In addition to the title screens, the game boards themselves have been redesigned for a fresh, clean look. These game "skins" allow trainers to have a variety of different looks--from corporate-sleek to Hollywood-style splashy--that they can change on a game-by-game basis. Classic game boards are also available.
The class list in AllPlay mode
Re-designed AllPlay screen
 Oh, and did we mention...there are now 7 different games in Gameshow Pro 5?

AND we've incorporated AllPlay functionality into the software? This means that each player can answer game questions using their own keypad—for accurate tracking and assessment—OR players can use slammers to ring-in as a team for an exciting game show experience.


Tic Tac Toe in AllPlay Mode
Currently our Categories, Tic Tac Toe and AllPlay games have AllPlay functionality--designed from the ground up to work perfectly with the natural game play of those programs. Assessment…review…preview…instruction…and more… Gameshow Pro 5 is the most advanced, easy-to-use, exciting and effective game show template software available!






Wednesday, September 22, 2010

Engaging Participants in OSHA Training

OSHA (Occupational Safety Hazard Association) training is the mandatory standard in many industries where being improperly trained can mean the difference between life and death. Or at the very least, between safety and injury.


Proper instruction doesn’t just mean conveying information, it means making sure that you’re training in a way where content is going to be remembered.


But the problem is that OSHA training is often dry. OSHA-10 and OSHA-30 courses can cover topics like fall protection, handling of waste and chemical materials, biological hazards, disaster recovery and many, many more. Some of which may require trainees to sit through the same courses or be recertified year after year.


So if the content is critical, but making the training engaging is challenging—what is the solution?


Deb Hilmerson, of Hilmerson Safety, came up with an answer while conducting large safety and OSHA training seminars:

“We all know the challenges of keeping learners interested and engaged in safety and health training programs. To add some fun, entertainment and help engage learners, I started using game shows built around my content.”


Using game shows within such serious training modules as OSHA may not seem obvious, but game shows capitalize on competition to drive learning and captivate trainees’ attention—dramatically increasing participation, engaging their emotions and motivating them to explore content.


Dan Yaman, of LearningWare, elaborates:

“Game shows take an ordinary training session and turn it into something extraordinary. More than that, game shows create an engaging, lively classroom environment.”

If a trainer can engage their trainees at a higher rate during a training session—more of that critical information is going to be retained.


This is why Hilmerson Saftey partnered with LearningWare to create OSHA-10 and OSHA-30 games. These game show modules are ready-to-go--alleviating hours and hours of content development. Question content has been organized into “libraries” based on standard subpart topics such as fall protection, scaffolding, hazard communication, HAZWOPER and many more. Each question is painstakingly crafted to include multimedia, extra information, AND align (with citation) with the required industry standard.


OSHA-10 and OSHA-30 games are built using LearningWare’s Gameshow Pro template software, which already being over 35,000 classrooms worldwide, and is prominent in safety training. Used to preview, present and review information, Gameshow Pro has been shown to increase content retention by over 60% and has received rave reviews from trainers, trainees and corporations alike.


OSHA-10 and OSHA-30 ready-to-play games for construction will be available shortly. For inquiries, contact info@learningware.com.

Monday, August 2, 2010

Hershey Uses Gameshow Pro in Their Orientations

In the July issue of IAAPA's (International Association of Amusement Parks and Attractions) Funworld Magazine (how great is that name!), LearningWare received a featured mention.

The article, by Jeremy Schoolfield, detailed how Hershey has altered its orientation program to reflect the nature of the company---and this includes using Gameshow Pro!

From the article:

Orientation Should Be Fun, Too
Making orientation fun doesn’t fall solely on the ambassadors—Hershey goes to great lengths to ensure the entire process is set for success, right down to how the new employees are seated.
The training room is called a “Legacy Zone,” and it’s designed to feel like anything but a stodgy classroom. Current and historic Hershey jingles play over speakers while company trivia flashes on the walls. Rather than rows upon rows of desks, employees sit in table clusters that Buffington says are more conducive to a social atmosphere.

“We immerse them in the culture right away and get them excited,” she says. “This company sells experiences, and we’re trying to model what we expect.”

The orientation program thus minimizes lectures and maximizes interaction. Hershey uses Gameshow Pro software from Minnesota-based LearningWare (www.LearningWare. com) to set up its own “Jeopardy!”-style trivia game about the brand and its legacy. “We’re educating them on who we are in a fun way,” Buffington says.

Orientation also includes a “Bingo”-type get-to-know-one- another mixer game (as opposed to just the boring ol’ “My name is …” introductions) and employs videos and other multimedia programming wherever possible—anything to keep it from being one person standing in front of the group talking for too long.

“We’re an entertainment and hospitality company—so the first step is being entertaining and hospitable,” says Public Relations Manager Kathy Burrows.
You can read the entire article here.
[Photo from article, credit: Giniwoy]

Wednesday, May 12, 2010

Training Design with the Game Show in Mind: P&G Case Study

LearningWare's 16-plus years of experience being directly involved with training design and the training industry has enabled us to provide solutions above and beyond simple game show software.

Proctor&Gamble (P&G) came to us with interest in Gameshow Pro, initially. They held a week-long training course for interns transitioning to full time positions in the marketing department (called ABM College), and were looking to review and reinforce (dry) content in a way that would appeal to a younger generation.

They knew they had to engage the troops with interaction, and that game shows were the right direction to go. However, they needed guidance to incorporate games into the 5-day training program. We consulted with the head trainers at P&G to develop a program that fully engaged their trainees throughout the ABM College.

We:
  • Designed a team competition that utilized Gameshow Pro and other activities to keep everyone engaged—with a stake in learning the information.
  • Streamlined the content and organized it into learner-friendly chunks.
  • Worked with presenters on making each individual portion interactive and engaging.
  • Developed a comprehensive production guide.
  • Consulted on all aspects of the training including presentation graphics, signage, course materials, and pre- and post- communication.
  • Were on site at the first rollout to make sure that all the activities went off smoothly and the team competition was organized.
Gameshow Pro was utilized heavily throughout; we had "Branding Feud", a Categories-style "FMOT/SMOT Challenge" and many other game rounds either before or after a presentation to preview and review content.

Result: P&G elicits feedback after every ABM College. The change in format and interaction brought on a dramatic increase in the feedback scores for the event. Participants loved the games and team activities, and felt they got a lot out of their week.

Monday, April 19, 2010

Raising the Energy Level by "1000%"

This last week, we received this customer feedback about Gameshow Pro in our inboxes. This comes from Dan S. at Workflow Studios (a collaborator with IBM), and it's too good not to share:

The student reaction exceeded my expectations. My first use of Gameshow Pro was the last presentation of the morning before lunch. The energy level rose 1000%. The students had a lot of fun with it and I hope that translated in to greater knowledge transfer. Unlike a standard lecture where only a few students ask questions or speak up, everyone participated in this exercise. It made them think and process the information. The word of mouth spread so fast in IBM that I had someone who wasn't a part of the class approach me during lunch to see if we'd be playing any games in the afternoon where he could see it in action. I tweeted twice about repurposing the content and the results. I had a former IBMer inquire about it.
One line sticks out to us: "The energy level rose 1000%." Any slight hyperbole aside, THIS is the power of game shows--and it's what we see all the time; in large events, in the training classroom, etc. When the game show starts, everyone is paying attention. It's like someone plugged in the room and electricity is now flowing.

It's also why we're so passionate about using game shows in the training session: they work. They're not just a game for game's sake, they're a tool to engage learners--to convey and review content. This review of Gameshow Pro isn't unique--we hear it from trainers all the time, in every subject area, in every classroom (online or in-person) of every size.

Wednesday, March 31, 2010

New Game Board Previews

Our Twitter and Facebook followers have already gotten a sneak-peek at our new game skins for Gameshow Pro game boards, but in case you haven't seen them, take a look here: New Game Skin Album.

We've re-designed 4 of our most popular Gameshow Pro games with 10 new game skins, including designs such as: Retro Modern (shown here), Construction, Corporate, and Red Hot. Re-vamped games include Categories, Tic Tac Toe, Classroom Feud and Final Answer.

These new skins will be available shortly for FREE for existing Gameshow Pro (version 4) users, and will be included with all new Gameshow Pro licenses.
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We're also adding NEW game formats AND game skins to our new AllPlay Web product. Check them out here: AllPlay Web New Game Preview Album.

New game formats include a Wager-to-Win game and a Tic Tac Toe game--and that's just for starters. As with the AllPlay Web standard format, everyone can play along in a webinar or web conference using virtual keypads.

Check out these new, fresh updates to our already incredibly effective, industry-leading software, and keep your eyes open for even more new things from LearningWare!

Friday, February 12, 2010

Online Game Shows that Generate Interest

Most of our customers are using game shows for a training application of some sort; whether it's in a K-12 classroom, internal corporate/government training, consulting, etc.

A smaller subset of our users take game shows and use them in a different way. We have a loyal and satisfied base of DJs that have used Gameshow Pro for custom games at weddings, parties, etc.; pastors that use game shows as an addition to sermons; even entertainers who take the game show act on the road to competition nights at bars or clubs.

We even had an employee who used a Classroom Feud game at his wedding--pitting the bride's side against the groom's side in a how-well-do-you-know-the-newlyweds showdown!

(It just goes to show one that in addition to being a highly effective content retention tool, game shows are also an incredibly entertaining vehicle for learning or just for fun.)

Recently I had a different scenario proposed: Could someone use a game show to drum up public interest in a topic? The question was asked by a personal trainer, looking to stand out from the (numerous) competitors and draw potential clients to his website. He proposed doing a monthly online game show (QuizPoint would be used in this instance) to generate traffic, discussion, and to increase peoples' general knowledge of fitness topics.

It's a great idea--and one that has application both for the public AND for internal corporate/government/k-12 use. The thing is--game shows capitalize on competition. Most people love to play a fun quiz or game online, even if it's merely to test their knowledge. Having a weekly or monthly game show where online visitors can come back and prove their smarts, see where they rank amongst their quiz-taking peers, and perhaps even be entered to win a prize is an excellent way spread the word about a topic.

Used internally, weekly or monthly game shows about relevant training modules that trainees could visit and play at their own pace gets them coming back to web resources and sustains the training far beyond the bounds of a virtual or in-person classroom.

K-12 users can generate online game shows for parents (or parents and kids to play together at home)--keeping them apprised on the latest school information, hot topics and classroom subjects.

Internally, externally or for the general public, online game shows are a great way to generate, sustain and drive interest in topics.

Thursday, September 17, 2009

Using Game Shows as an Instructional Tool

Using Game Shows as an Instructional Tool

As more and more corporate and K-12 instructors gravitate towards interactive and attention-grabbing instructional techniques, many are starting to see the intrinsic benefits of using game shows. Our experiences, and those of hundreds of instructors, have shown that when learners play game shows their energy levels surge, they pay attention, and they remember more of the instructional content.

Game shows are an appealing medium—they provide healthy competition, have entertainment value, and are a cultural staple both in the U.S. and internationally. However, many instructors are unable to come up with a practical and justifiable way to use them. They are sometimes met with resistance from skeptical supervisors and financiers. What follows are a few of the most frequently voiced objections and our time-tested responses.

"Game shows aren't serious enough-they're just for fun." Training and teaching is a serious business. It's critical that learners absorb and retain content. Game shows are fun, but they're not just fun for fun's sake—they can engage learners so instructors can get serious messages across.

Using game shows can be a way to convey sensitive or serious material in a way that doesn't intimidate learners. This informal training tool opens up discussion around a topic and can "break the ice," making learners feel at ease in the training session and with the material at hand.

"Our employees or students would never buy into, or get excited about playing a game show." Game shows appeal to learners of all ages. We've personally conducted game shows that were "expected" to fail because the audience "just won't get into it." We've never had an experience (with any audience, ever) where the game show didn't appeal to a majority of the audience. There are a few reasons behind this:

  • Everyone loves to compete; people love to show what they know and see if they can answer given questions.
  • Game shows are a medium that people of all ages can relate to—nearly everyone has seen a game show in some format. They're easy to understand and pick up without complex instruction.
  • Game shows appeal to all learning styles—they allow visual learners to see the question and surrounding information; auditory learners to hear the question and discuss answers; and kinesthetic learners to ring in, cheer, and participate.
"Our content is too complex to fit into a game show format." Information is more readily absorbed when broken into smaller chunks and information groups—as is required in a game show format. We've seen game shows used successfully in every type of training situation—from learning about the American Revolution, to rocket science, to OSHA standards, to general corporate policies and procedures.

"We just don't have time to do this with all the other information we have to teach and assessments we have to give." Any type of training and instruction requires a method of review. Learners need to hear information multiple times in order to retain that information. Game shows can be used in place of an "ordinary" review, or can supplement an already existing review process. Game shows can incorporate pre-existing review exercises like role-plays, quick question-and-answer sessions, and learner demonstrations.

Game shows can also take the place of a formal assessment—many game show software programs allow instructors to record results by individual learners. This method of assessment can be less stressful and more accessible than traditional paper-and-pencil methods.

How to Use Game Shows
Game shows are used most frequently in three basic ways: previewing information, reviewing information, and as an energizing event. How an instructor uses a game show depends on the type of content they're presenting and the structure of their information session.

Using game shows as a preview mechanism in a training session can make trainees aware of their gaps, generate curiosity for an upcoming topic, and let instructors know what they need to cover in depth (and what they can skip over). "Family Feud"-style game shows work well for previewing information since you can ask questions that have multiple answers. For instance, you could build interest in a topic like customer-service policy by asking: "What are our customers' top-five complaints?" When previewing information with game shows, be "forgiving" about right or wrong answers, and consider eliminating (or minimizing) penalties for wrong answers.

Game shows are among the most powerful content-review tools around. They're great for assessment and test preparation, or for just a quick recap. Use game shows as a quick review immediately before an exam to alleviate test anxiety and refresh learners' minds. Review after a long training session to "cement" the content in trainees' brains and to provide an emotionally compelling final event.

Almost any game show can be used to review information, but for a quick-fire review session we like to use a Jeopardy!-style game show. This rapid question-answer format allows instructors to cover a lot of information in a short period of time, and as point-levels increase, they can increase the difficulty level of their questions. "Who Wants to Be a Millionaire", Tic-Tac-Toe, College Bowl, and "Wheel of Fortune"-style game shows also work well for reviewing information-and most can accommodate both short-answer and multiple-choice questions.

There's nothing wrong with using a game show to simply raise the energy level in a classroom or training session. Play a quick, fast-paced game show (like "Jeopardy!") with content that may be one level easier than you would usually use. The purpose is to "warm up" your audience and give them a positive, successful experience—not to stump them. We've also played ice breaker game shows that have nothing to do with the content at hand-using current-event or pop-culture trivia.

A Unique Experience
However an instructor chooses to use them, game shows provide learners with an experience unlike anything else. They motivate learners to pay attention during a training session, they engage and captivate the audience like no other training method, and—most importantly—they are a tool with which instructors can deliver and elaborate on their content. Most instructors know that teaching isn't just about standing up and lecturing anymore—today's learners crave interaction and excitement. As a result, game shows are a practical addition to an instructor's toolkit.

About the Authors
Dan Yaman, CEO, and Missy Covington, Communications, of LearningWare, Inc. have created and consulted on thousands of game shows in hundreds of training scenarios over the years. They are also authors of the book, I'll Take Learning for 500: Using Game Shows to Engage, Motivate and Train.

Monday, August 10, 2009

Millennials and Game Show Training

Millennials (those born after 1980, or so--depending on which research group you ask) are entering the workforce in droves. This is only going to increase over the next few years as "Boomers" retire and job positions open up.

This means that the Millennials are coming--and trainers are having to find new ways to engage them.

Recent research has discovered something particularly unique to Millennials:

The love to collaborate.

Positive or negative, collaboration is the lifeblood of the Millennial generation. They grew up working in teams and getting constant feedback from teachers, parents and peers.

This is why, when we've spoken to trainers, game shows are absolutely critical in the training classroom. Why game shows, though? Why not just some other interactive activity?

Game shows:
  • Are cross-generational. A Millennial can play a Categories game along with a Boomer or a Gen-X-er. It's a familiar format for all generations currently in the workplace.
  • Capitalize on competition. They're a friendly, non-threatening way to introduce competition into a training classroom; raising the stakes and increasing accountability.
  • Encourage team work and collaboration. Peers play together on teams, so everyone is involved and interacting with each other.
  • Are incredibly engaging. The Millennial generation is used to interactive activities and multimedia. The training-by-powerpoint-only method is particularly ineffective in the group that wants to be entertained and engaged while they learn.
  • Reinforce content. "I was learning, but I didn't know I was learning," was a comment from a high-school student we interviewed a few years ago. Game shows reinforce training content and increase retention of material by over 62%.
It's true that Millennials aren't the only generation that wants to be engaged, but with the advent of Millennials, more trainers are thinking about reinventing their training--and game shows (like Gameshow Pro) are a great start.

Monday, August 3, 2009

Case Study: Using Game Shows in the Government

Training Software Brings on Spirit of Competition in the Government Sector

Gameshow Pro Puts The Fun into Functional Training


The government - it turns out - likes to have a little fun, even while getting down to business. Gameshow Pro, by LearningWare, provides both a fun and worthwhile training session for a government agency in California, and the classroom environment has never been the same.

The curriculum has been rounded out, the return on investment (both time and money) has been reached and the overall experience is lasting.

“It is an excellent and a great addition to our active teaching tool box. We have been told that the friendly competition and depth of questions has supported overall learning,” one government trainer noted.


Gameshow Pro has been used widely amongst various government sectors, a development that has been made possible by the unique game show software’s ease and enjoyment of use, for both trainers and trainees.

“Other organizations we work with have purchased the software based on their experience in our courses. They use it much the same way we do, as a tool in a traditional face-to-face education environment,” the government trainer said.


In a time-crunch world, it’s a breeze for trainers to put presentations together. That, combined with a trainer’s ability to quickly track the class’ success rate after each course, makes it a valuable component for teaching.

“From a faculty position, it has been a wonderful tool for summary learning after a multiple-day course.”

Wednesday, July 29, 2009

Hilmerson Safety Gets Star Tribune Write-Up!

We're happy to pass on this link from the local Minneapolis Star Tribune:

Tough Cookie Doesn't Let Safety Crumble

In the write-up: Deb Hilmerson of Hilmerson Safety talks about her experiences in safety training. Hilmerson Safety uses Gameshow Pro as an exclusive game show software solution in their safety training--making their training the most engaging around!

One can also purchase safety game modules for their Gameshow Pro software through Hilmerson here.

Tuesday, July 7, 2009

Online Training's Got Game

Dan Hannan, a safety trainer and consultant, who uses Gameshow Pro for his clients recently wrote an article on using games in safety training.

The article, which highlights both Gameshow Pro and other virtual or manual gaming devices for safety training, is available here: Online Training's Got Game.

The text is also mostly intact here:

Online Training's Got Game

Constructed and used properly, gaming activities are highly effective tools for educating on virtually any topic. We can all probably remember having fun with family or friends playing board games, card games or something else on a rainy day or late at night. For me, I got caught-up in the Trivial Pursuit craze of the mid and late 1980’s. In fact, I can still remember several of the questions that I answered incorrectly en-route to loosing—and that was over 25 years ago. That is the power of a game—engaging, entertaining, extremely memorable—and and all the while they’re educating. Take these principles and apply them to some aspect of the working world, say health and safety, and you have a formula for creating “knowledge with staying power”.
The potential power of gaming activities for learning purposes, or game-based learning (GBL), became was realized about 10 years ago. Since that time, many white papers have been written touting increased retention rates of training material where gaming activities were used. The use of custom custom-developed, interactive video games for workplace training has earned the term “serious games”. Video game simulation training is now being utilized on everything from retail sales to flying drone airplanes on a battlefield. Virtual environments enable employees to interact and engage in situations in advance of “going live”. This allows an employee to learn about them self—; their ability to make decisions, be confronted (by other characters), it tests their knowledge in a very engaging way, and they can ultimately learn from a variety of different simulated interactions.
Apart from training simulations, video gaming has become a multi-billion dollar industry. To better understand the entertainment and learning potential of this media, Microsoft Research and a consortium of university partners have formed the Games for Learning Institute (G4LI). G4LI is, a multidisciplinary, multi-institutional gaming research alliance seeking evidence to support games as learning tools for math and science subjects among middle-school students. With its research, G4LI hopes to identify which qualities elements of within video games engage students and then develop relevant, personalized teaching strategies that can be applied to the learning process. The consortium partners include Columbia University, the City University of New York (CUNY), Dartmouth College, Parsons, Polytechnic Institute of NYU, the Rochester Institute of Technology, and Teachers College.
“Technology has the potential to help reinvent the education process, and excite and inspire young learners to embrace science, math and technology,” said Craig Mundie, chief research and strategy officer at Microsoft. “The Games for Learning Institute is a great example of how technology can change how students learn, making it far more natural and intuitive.”

What Makes a Good Training Game?
The author Sivasailam Thiagarajan has identified what he considers to be two critical laws that support the use of gaming activities for effective learning. They are:
1. The law of emotional learning states that events that elicit emotions result in long-lasting learning. This law suggests that people learn best when they are happy or sad or angry and they do not learn well when they are in a state of boredom or apathy. The playful elements of gaming activities add powerful emotional elements.
2. The law of practice and feedback states that learners cannot master concepts and skills without repeated practice and relevant feedback. This law emphasizes that passive understanding of content does not guarantee recall and application.
Based on the laws stated above, the desired recipe for a successful game should result in something that evokes emotion (preferably fun or happiness) and can be completed with some repetition (without getting old) to reinforce learning objectives. In the realm of video gaming, the game is working if physiological changes are taking place—heart rate increases, breathing increases, sweating, etc.
Unlike game shows on TV where information seems very “trivial”, games used to support training offer the ability to bend the rules and encourage discussion. Whether your application or need is a team-based classroom style game or a one-on-one activity, there are several elements to be mindful of when choosing and building a game to get the most out of it. These include:
  • Teams or every person for them self: —Team participation offers the opportunity for a collaboration of knowledge and the gathering of “skill sets” to solve a problem. This fosters teamwork and does not alienate or single-out someone for a lack of knowledge. Teams do, however, limit someone from “hiding-out in the back of the room” as all parties are accountable to their team. One-on-one “quiz” review or video simulation allows for individual performance to be tracked.
  • Easy, Hard or Impossible—: The quality and level of difficulty of the content being covered should be selected carefully. If the questions are too easy or too difficult, participants check-out. It is a good practice to make sure you know a bit about those attending a training session and prepare the game accordingly. Are the participant’s novices in their knowledge or veterans in their vocation? A game that allows the a progression of content from simple to difficult usually works well and offers a “little something for everyone”. Having the flexibility to customize game content and other aspects of game-play is beneficial.
  • Game-play dynamics and you, the Host—: The host is responsible for preparing and managing game play activities. This aspect is often overlooked and can make or break the game show experience. A host lacking in energy and not willing to foster participation will result in a less less-than than-entertaining time. The host is responsible for the pace of game play, being the “judge” in the event of a dispute and for ensuring that learning principles are reinforced (i.e. extended discussion on topics and reflection back on training completed).

Low-tech Alternatives
Although computer based game programs add extra visual and entertainment sizzle, not all games need to be high-tech. Low-tech alternatives exist and can be just as effective as a computer aid. Lego’s©, for instance, offer a great use of multi-colored and multi-shaped blocks to teach the art of communication between two people. With a common barrier between two participants, one describes the “structure” that is built to the other that cannot see it. The objective—to create the mirror image identical in shape, color and space. Not so easy unless you are listening and communicating properly. Want to sharpen your eye at hazard recognition—how about the age-old hazard hunt?. A photo is prepared (real or doctored) in which multiple hazards exist. The objective—identify all hazards. Twists on this activity include a team competition, timed for speed and extra points for those that can cite the regulatory standard that is being violated.

Conclusion
It appears that games, especially those that have a quick pace and are visually stimulating, speak well to the learning tendencies and needs of those younger persons entering the workforce today—no doubt groomed by Xbox, I-pods, the Internet, text messaging, etc. A properly constructed and used implemented game activity is an effective learning tool that results in increased retention of training content. Gaming activities add fun and entertainment to the training experience—something that everyone (from all generations) appreciates.
After all, Plato said “You can learn more about a man in an hour of play than in a year of conversation”.

About the author
Dan Hannan, CSP, CHMM—has been an EH&S professional for 18 years and has been providing training for nearly that long. Mr. Hannan is Vice President of Hilmerson Safety Learning Systems (HSLS). HSLS develops computer game-based learning tools to enhance safety training for the general and construction industries. More information about HSLS training tools can be found by going to www.hilmersonsls.com or by contacting Mr. Hannan at danhannan@yahoo.com.

Wednesday, July 1, 2009

Case Study: Just What the Doctor Ordered: Learning With Game Shows


Dr. C.W. Gowen supports game show learning format to improve focus and retention.

After finding out about LearningWare in the mid 1990s, Dr. C.W. Gowen has been using the LearningWare game show software product, Gameshow Pro, to train resident doctors at Children’s Hospital of the King’s Daughters (CHKD) and Eastern Virginia Medical School (EVMS). This unique training tool has been successfully implemented in the pediatric resident training program.

“The residents really enjoy the gaming formats. They like working in groups to answer questions and competing against other teams.”

Dr. Gowen said his residents have played Gameshow Pro Categories (Jeopardy style), Question Bowl (Quiz Bowl style) and the AllPlay game. “The various teams compete against each other and everyone seems to retain the information much better,” he said.

Since the incorporation of games into the curriculum, more and more of the EVMS departments have asked about the tool, resulting in broader use around the facility for the residency programs. The innovative training technique is used weekly and has helped improve the residents’ pass rate for the Pediatrics Certifying Examination.

“We have incorporated Jeopardy and AllPlay into our Grand Rounds. Quite often, the pediatric residents will compete with the OB/GYN residents. Our pediatric faculty and community pediatricians even play against the residents.”


For the past 10 years or so, Dr. Gowen’s program has hosted the Virginia state competition, which includes teams from each of the five residency programs in Virginia (University of Virginia, Virginia Commonwealth University, Inova Health System, Navy, and CHKD). Each fall, teams compete for the Williamsburg Cup playing AllPlay and answering questions about pediatrics. CHKD residents are the current champions - having won four of the last five years of competition.

Dr. Gowen also included the game formats and sample games at the annual Accreditation Counsel for Graduate Medical Education (www.acgme.org). The lecture was attended by more than 400 people and received much positive feedback about the use of games in curriculums.

“There were lots of great comments and questions from those in attendance. Hopefully, many purchased the games after they returned to their home programs.”