Wednesday, March 9, 2011

Implausible Distractors

One of the tricky parts about writing multiple-choice game show questions is including plausible distractors. Those are the answer options that are NOT correct, but still sound correct enough to provide an appropriate level of challenge.

However, there are some times when you want a multiple choice question, but the plausible distractors aren't so obvious or even necessary. Perhaps you just want a quick review, and it's more important to reiterate the information than to make the question challenging. Perhaps you're looking for a speedier game that relies on quick recall instead of making a judgment call. Perhaps there's just a lack of available distractors in your content.

Whatever the reason, occasionally you need an implausible distractor... and this is when we like to add a little humor into the game show. For instance, I was recently creating questions for a customer using their content, and this was a question used [content changed slightly to protect information privacy]:

Q: What's “in it for you” to search the answer database if you already know the answer?
A. Search-typing builds finger strength
B. You don’t have to retype the solution

C. It validates your answer
D. Both B&C

 The answer was D, of course. Answer option A is an implausible distractor--you pretty much know that's not going to be the answer, but it is slightly amusing. In this case, the client didn't want to conflate the content by adding more benefits or benefits that were slightly-off or *could* technically be right, but weren't.

The benefits of using humorous implausible distractors can be:
  • They break the pattern of thinking, causing a participant to pause in the routine of game play
  • They can increase the level of cognitive processing without increasing the difficulty of a question
  • They add entertainment value (and can be a place to insert relatable in-jokes)
  • They can highlight the point you're trying to make
  • They are also fun to write
Implausible distractors aren't always necessary, but in the right game play situations, they can add a level of levity and fun to even a serious game--without detracting from the content.

Thursday, February 17, 2011

Hey! Keep it Down in There!

We recently helped a client Gameshow Pro 5 in their educational workshop.

This session was part of a multi-day event, and attendees could sign up for any session that they so chose. Groups would rotate after a set amount of time--giving attendees the opportunity to be in more than one session and making the presenters give multiple presentations with the same content.

When our client came to us, they were concerned about the interest level of their content. This was a sales group we were dealing with, and they had heard all about the new customer management system (the topic of their workshop), but they weren't adopting the technology as the sales leaders had hoped. So how were they going to generate excitement around not-new information?

With a game show, of course*!

The workshop ended up being structured like so (game show sections in italics):

Welcome
Introductory game questions (2 questions using Gameshow Pro 5's AllPlay game)
Subject: Account Planning
Review game: Account Planning (5 questions: GSP5 AllPlay)
Subject: Customer Management System
Review game: CMS (5 questions: GSP5 AllPlay)
Summary, additional info and questions
Review game: Both topics (6 questions: GSP5 Classroom Feud)
Closing words

We divided the audience of 60 into two teams--based on the complex criteria of being either on the left or right side of the room. For the AllPlay games, every member of the audience had their own keypad and entered answers individually--the percentage of correct answers going toward their team's score. For the Classroom Feud game, we took several volunteers from each side to come up and play for their team (while the audience cheered them on).

The entire session ended up being about 90 minutes--with games interspersed to keep the energy high.

And boy, was the energy ever high! Aside from a marked increase in attention to the content (just in case anything came up in a game), and retention of the content (as seen in tracking their individual responses) there were two stand-out results:

1. Since the workshop breakout rooms were beside each other at the hotel, you could hear the game being played in other classes. Not the game sound effects, mind, but the cheering, encouragement and general good time. One of the other leaders--jokingly--asked the facilitators to "Keep it down in there!"

2. As a result of the energy spilling out of the room, spontaneous attendance to the workshops increased dramatically. The client had people come up and say, "I know I wasn't signed up for your class, but do you have room for one more..." People *wanted* to come in and play, because it sounded like there was life and energy in the session. It attracted quite the crowd, and as a result MORE people received and retained the information than would have otherwise.

The game shows were a great success. Both the presenters and the audience had a tremendous amount of fun--but it wasn't fun without a purpose. Most importantly: the audience walked away with the message.


*Disclaimer: Game shows may not be the answer to everything... just most things. ;)

Thursday, January 13, 2011

What'll be new in 2011?

2010 was an amazing year for game shows in training!

Here at LearningWare, we:
  • Developed new ways to embed AllPlay Web within a webinar using Adobe Connect, omNovia and other platforms. 
  • Got a new keypad partner in Meridia--allowing for our customers to have greater flexibility with their audience response keypad choices. 
  • Released Gameshow Pro 5--adding new game boards, a new design, a new backend, AllPlay functionality and MORE to the most popular game show software for training.
  • And more (including moving into a new office)!
BUT we're not resting on our laurels. Here's what's on the docket SO FAR for 2011:
  • New games for QuizPoint, our popular online game show software.
  • New games for AllPlay Web, bringing more variety and engagements into webinars, elearning and virtual classrooms.
  • An iPad control app: The ability to completely control our Gameshow Pro 5 software using your iPad.
  • OSHA 10 and OSHA 30 Construction games: Pre-packaged, plug-and-play games making OSHA training entertaining, effective and far more engaging.

But that's just a start. Going into the next year, we'll continue to innovate by leaps and bounds--helping instructors deliver more engaging, effective and fun training.

So what do you want to see in 2011?

Tuesday, December 21, 2010

Simply Having a Wonderful Game Show Time

Here's an idea: A Virtual Holiday Party.

We all want to connect with our family, friends, co-workers and other loved ones over the holiday season. (Or at least some of the above.) However, distance, travel, time and budget often prohibit us from having everyone we want come to the holiday festivities.

Recently, we attended a virtual holiday party held by speaker/author/trainer/guru/wonderwoman Lou Russell. Since she couldn't get all her friends, clients and co-conspirators together, she hosted the party online.

Of course, the question comes up: how does one create a party atmosphere in a virtual environment?

Interact-interact-interact! Lou hosted a variety of party games. Using collaborative webinar technology, attendees could decorate a Christmas tree, play the dreidel game, list thoughts of community and family for Kwanzaa--and even play a holiday trivia smackdown (including Hanukkah, Christmas, Kwanzaa and Festivus questions)!

The latter was played using AllPlay Web--our software that lets you create and play game shows in a real-time webinar environment. The webinar audience (of about 100) was divided into two teams--the elves and the reindeer. Each person had a virtual keypad on their desktop that allowed them to answer the game questions. The reindeer triumphed in the end (despite a valiant effort from the elves), but everyone interacted and had a festive holiday competition.


The virtual holiday party was a fabulous idea for getting everyone together. In fact... hmm... we might "borrow" that idea for next year. :)

If you want to get a taste of the holiday competition, you can play our QuizPoint holiday game--using many of the same questions that were played during the virtual party. Just click here and good luck!

Thursday, December 9, 2010

You're Using a Game Show for THAT?!

When we talk to customers, we're always surprised at the broad range of content/material they incorporate into the game shows.

We were even more surprised as we uncovered that some trainers were using game shows to cover very traditionally sensitive/serious topics: sexual harassment, diversity training, etc. Topics where one wouldn't normally see people cheering, or --heaven forbid-- having fun.

I asked one trainer--a coordinator for student living on a college campus--why they were using game shows to train students on recognizing and reporting sexual assault. This was his response: "The subject is very serious and VERY important. However, we need to have an open dialog about it, and playing the game show diffuses the tension inherent in the room. People feel more open."

Here are some of the reasons why playing a game show with sensitive subject matter can be beneficial:

Your content is serious, but YOU don't have to be. Just because the content is serious, doesn't mean you have to take yourself seriously. It's okay to have fun--even in sensitive situations. Obviously, one doesn't want to be irreverent to the point of offensiveness--and pre-framing so that the content isn't trivialized is important--but adding competition to engage the audience is no crime.

The more important the subject, the more important the retention. It's critically important that employees know how to recognize harassment in the workplace. If the training is not engaging, they're less likely to remember the content. Game shows are a proven strategy for increasing attention and retention. Even though the content is serious, having a dry, non-engaging training session may jeopardize the content itself.

Games diffuse tension. No one likes to talk about personnel issues, for instance, but sometimes an open dialog is absolutely necessary. The friendly competition of playing a game breaks the ice and diffuses the tension in the room; allowing a trainer to segue into a deeper discussion.

Wednesday, November 17, 2010

The Top 5 Reasons They're Not Answering Your Game Show Questions

It's game time. Your game show is all ready to go. The content is in place, the ring-in devices are handy. You read the first question and. . .

. . . no one is ringing in to answer. The answer timer counts down in silence (with maybe a little prompting from the host; "Anyone? Anyone know the answer? Ring in..."). You reveal the answer and move on to the next question, thinking it's a fluke response. Again, the proverbial crickets chirp in place of audience responses!

So what happened? Game shows are pretty much guaranteed to generate energy and excitement in the classroom. Are your trainees just really, really shy? Out of coffee? Something else?

Here are the top 5 reasons we've found for the occasional audience-wide silence in response to game show questions.

1. The questions are too tough. Complexity is not a question's friend. If it takes contestants too long to process what you're actually trying to ask--the clock is going to tick away with nary a response. Avoid the complicated word-problem questions, questions that actually ask multiple questions (or ask you to fill in multiple blanks) or questions with many layers of information or qualification required.

Similarly, if it takes contestants too long to figure out a difficult solution to a question, the question should either be simplified or used in a less rapid-fire format. (I.e. Instead of a Categories-style game, an untimed Tic-Tac-Toe game might be more appropriate.)

Once, we had a presenter who spoke for 90 minutes and then wanted to play a game show to review her content. When the time came for the audience to answer the questions, no one was ringing in. She had covered the content, but it was too complex for the audience to absorb without a simpler review.

Tip: Questions should be not-too-easy (there needs to be some challenge) and not-too-tough (allowing the contestants to grasp the concepts).

2. The content wasn't covered.
This is the sister problem of the questions being too tough--if only because content that wasn't covered and isn't with the knowledge base of the audience IS technically too tough.

We once created a game for a training course. It was the first time we had given this course, so we only had a rough idea of the timing. We ended up running long, and had to skip almost the last third of our presentation. We didn't, however, want to skip the energizing post-session game show. As could be expected, the first 2/3 of the game show went really well. . . and the last third had us pleading, "I know we didn't cover this, but try to take a guess?"

Tip: This is where the "end game" feature comes in handy if you're using Gameshow Pro. You can also turn the game show into an open-book game if your trainees have access to materials you haven't reviewed yet.

3. The contestants don't understand the rules. We were once playing a Jeopardy!-style Categories game. A team selected the category and point value. The question was read. No one rang in. When the time ran out, we asked if anyone wanted to take a guess at the answer. As it turns out, the other (non-category-selecting) teams KNEW the answer, but thought that ONLY the team in control of the board was eligible to answer the question. Oops.

Explaining the rules clearly and up front is critical to the success of your game show. If you're using ring-in slammers, the contestants might not know *when* they can start to ring in, or who should ring in, or whether they can ring in after a team answers correctly, or how long they have to decide to ring in, etc.

Tip: Cover the rules after you introduce the game and the stakes--attention will be at its peak. Also, it's helpful to play a sample question to familiarize the audience with how the game is played.


4. Too much pressure. Your whole audience might not be shy, but chances are you'll have a mix of introverted and extroverted people. Playing individualistically can cause particular people to "opt out" of playing the game for fear of embarrassment or simply because they don't want the spotlight on themselves.

Tip: Playing in teams instead of individually is tremendously helpful in mitigating the pressures and stresses that some people may feel. There is an accountability to one's team, but not having the direct responsibility of standing up and giving an answer can be an enormous relief. You may want to designate an outgoing team captain to be the mouthpiece of the group; that way everyone can contribute but only the person who feels comfortable speaking up will be required to do so.

5. Too much risk. You're playing a Jeopardy-style categories game. You've been deducting points for incorrect answers. The scores are very close. It may be a difficult question--one that's worth a lot of points.

The team in the lead doesn't want to give up that lead, and the teams behind them don't want to lose ground. No one wants to take the risk of answering the question, so they let the time slip away. No one gains any points, but no one loses anything, either. This is a somewhat-rare phenomenon, but it does happen.

Tip: Incorporate chances to "catch up" inside the game--like extra bonus and wager questions, or just extra credit things that people can do for extra points.

You may also choose to deduct FEWER points for an incorrect answer than the question is worth. (I.e. Set the penalty at 50 points for each question, whether they're worth 200 points, or 1000.) This way the reward is greater than the risk. You may also set the game to take NO point deductions for wrong answers, if you so desire.

Monday, November 1, 2010

Training Just Got More Exciting: LearningWare Releases Gameshow Pro Version 5



LearningWare; Minneapolis, MN.  November 1, 2010: LearningWare, the experts in using game shows for training, is pleased to announce the release of Gameshow Pro Version 5. Gameshow Pro version 5 combines 7 different Hollywood-style game show templates with LearningWare’s popular AllPlay assessment software functionality. This means that trainers can quickly create their own Hollywood-style game shows in their classrooms using their own content for preview, teaching, review, assessment, energizers and more.

Using game shows in training is one of the most effective ways to increase content retention. The competition and game show experience provides a unique way to engage every trainee in a classroom; reinventing the sometimes-dry or dull training experience. Gameshow Pro is already in use in over 35,000 classrooms by trainers worldwide, and is loved by both trainers and trainees alike.

First launched in 1995, Gameshow Pro is now being released in its 5th version. It features 7 different TV-style game formats—one more than the previous release. The addition of AllPlay functionality means that each player can answer game questions using their own audience response keypad—for accurate tracking and assessment—OR players can use slammers to ring-in as a team for an exciting game show experience.

“The new release of Gameshow Pro 5 is a game-changer. Never before has it been so easy to bring game shows into the training classroom,” says Dan Yaman, President and Founder of LearningWare, “Not only does this give much-needed innovation to the industry, but it isn’t just a step forward—it’s a leap.”

The new release is a more full-bodied and powerful training tool, and it still retains its easy-to-use format. New and exclusive features include:

     AllPlay assessment capability.
     14 new game board designs—redesigned to range from corporate-sleek to Hollywood-splashy.
     A robust question library with superior search-ability and sort-ability that makes it even easier to organize content.
     Expanded ready-to-use sound and graphics libraries.
     A redesigned interface that makes the game more intuitive than ever to use.
     And many, many more.

People interested in getting a free 30-day trial to Gameshow Pro can visit www.learningware.com/gameshowpro.html

For more information on the newly released Gameshow Pro Version 5, please visit www.learningware.com, and call 1.800.457.5661 or email info@learningware.com.

Since 1995, LearningWare (www.learningware.com) has been producing software templates that have been proven to increase content comprehension and retention. They are the leading providers of game show software, and have products that include Gameshow Pro 5, QuizPoint and  AllPlay Web.
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