Showing posts with label Audience Response. Show all posts
Showing posts with label Audience Response. Show all posts

Thursday, June 2, 2011

Audience Response Keypads vs. Smartphone Systems

Many companies make an effort to keep up with the latest technology in their training classrooms (and training events). This can aid in engagement and make the training seem more technologically relevant to a younger or more tech-savvy audience. Audience response systems are a great way to engage everyone in an audience, involve trainees in competition, and encourage interaction.

We've been hearing quite a bit about using smartphones as audience response devices lately. Naturally, we're intrigued since our Gameshow Pro and AllPlay software incorporates audience response keypad technology. We've also helped clients produce larger training events using audience response systems--so we have some thoughts.

We love the idea of an audience response device that the trainee can always have with them, keep with them, and is multi-purpose. That's what we love about the smartphone audience response concept.

However, the smartphone technology still has a few things that need to be worked out:
  • Not everyone has a smartphone yet. Hard to believe, but true! Unless the company is providing the smartphone, it can be hard to reconcile the availability of technology AND make sure that the audience response system is compatible across all platforms.
  • Reception. It can be difficult to get reception in a training room. Though smartphones can often hook on to internal wifi, etc, this may pose security issues of another kind. Therefore, you have a legitimate concern with steady connectivity. If someone's cell signal gives out at a game-winning moment... We'd hate to be the judge on that one!
  • With a smartphone, everything is at hand. Literally. It's easy to get distracted by an incoming text, email, the internet, etc. Additionally, if you're using this in a large event it encourages people to have their cell phones out (when it can already be difficult to maintain their attention spans). 
  • Cheater, cheater. . . having a phone in-hand while voting makes sending a game show answer to a friend just a quick-text away. Not that we'd question the integrity of trainees, but stranger things have been known to happen. 
While we think smartphone response systems are a great concept, we think they have a long way to go in terms of practical application in the training classroom or training event. For right now, we'll stick with our good ol', reliable, radio-frequency audience response keypads.

Wednesday, May 18, 2011

Study: It's not the teacher, but the method that matters.

AP: University of Columbia
One of our customers sent us this news story:

Study: It's not teacher, but method that matters.

While you can read the entire article at the link above, the gist of the story is that it doesn't matter whether a teacher is new and inexperienced, or a seasoned lecturer--the delivery method is what matters.

Using interactive methods, such as "...in-class 'clicker' quizzes, demonstrations and question-answer sessions..." produced a better and more effective learning experience.

Students being taught with the interactive method scored 74% on a test, versus lecture-method students scoring 41%. The highest scores in the lecture class were below average for the interactive class. Not only that, but interactive-method classes were better attended.

That's in-class "clicker" quizzes like Gameshow Pro (including AllPlay functionality) using audience response pads. We've seen these results anecdotally--trainers and teachers often report the tremendous difference in effectiveness between using an interactive game show and using traditional lecture methods. What's exciting to us is that these results are being validated by Nobel-prize-winning scientists.

Carl Wieman of the University of British Columbia states:
"This is clearly more effective learning. Everybody should be doing this. ... You're practicing bad teaching if you are not doing this."

Wieman also said that "the need for a more hands-on teaching approach isn't an indictment of a generation raised on video games. It has more to do with the way the brain learns."

Game shows, quizzes, interactive tests, response pads...anything that actively engages a student in an interactive way is going to be a more effective method of teaching information than straight lecture. We're happy that these results are spreading the word and validating instructors already using interactive training and instructional methods.

You can read the whole article here.

Tuesday, March 23, 2010

AllPlay at an Event: The Experient Experience.

Imagine taking the classroom audience response experience of an AllPlay game show--every single person playing along, engaged and motivated--and expanding it to a large event audience of ~250.

That's exactly what happened in the Experient event. With the cooperation of our sister company, Live Spark, we produced a customized AllPlay audience response game show that kept everyone in the audience involved, kept the energy in the event high, and reinforced crucial content.


THE CSI SMACKDOWN
The theme of the event was "CSI: Customer Strategy Investigation". The goal was to train the audience (all functionaries within the meeting industry) to be more strategic with their clients. The audience was given a case study before the event--but the key players were unsure whether they would read it and how much they would take away from it. In addition to the case study information, attendees also had to gather "clues" throughout the event. At the end of the event, teams had to present solutions to the case study utilizing the information and clues.

OBJECTIVES:
The "CSI Smackdown"--a customized AllPlay audience-response game show--was developed to:
  • Reinforce key case study information.
  • Reinforce and point out clues.
  • Supplement a few key presentation points from the keynote speaker.
  • Energize the audience in between sometimes-dry presentations.
  • Give everyone equal footing going into the case study presentation.
  • Be part of the bigger team challenge throughout the event (game show points for each team were added into their case study scores).
  • Keep the audience on-the-lookout for clues (lest they miss any points in the game show!).
GAME PLAY: The audience was divided into four teams. Each member of each team had a keypad--and the percentage of correct responses taken from each person on the team went their team's total score.

The CSI Smackdown was played throughout the four day event in rounds of 2-4 questions each. This was just enough of a "touch" to reinforce information and energize the room without making the event too much about the game show.

Scores accumulated over 4 days, but the second day, points were doubled. The third--tripled, and the fourth--quadrupled. This was so that--in theory--any team had the chance to leap ahead of the pack with a well-played question. This meant that all teams maintained a stake in the game--whether they were the top scoring team, or the bottom of the bunch.

THE RESULTS: Cheering. Energy. Excitement. Buzz about the game show. A little bit of smack-talking.

After each question, the teams saw the right answer, and were taken to a scoring screen. Four columns--one representing each of the teams--started to rise in suspense in accordance with the teams' scores. (Chants of "Go Team X" or "Go Team Y" were heard.) The column of the lowest scoring team would stop. . . then the next. . . then the next. . . and then the room erupted into cheers, high-fives, and a burst of energy as the highest scoring team was revealed. It's amazing the amount of rejoicing takes place after each question. There's nothing like it at an event.

Most importantly--at the end of the game show, teams had a better understanding of the content than when they began. Everyone was on equal footing so they could present their final case studies, and everyone had a heck of a lot of fun.

As seen in this picture below. After all...does that look like a typical corporate event to you?