Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

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]

Tuesday, April 27, 2010

Business Solutions: Better Training Through Gaming

An article including LearningWare and Gameshow Pro from the Wall Street Journal:

THE JOURNAL REPORT: TECHNOLOGY


Business Solutions:

Better Training Through Gaming


By MICHAEL TOTTY

Staff Reporter of THE WALL STREET JOURNAL

April 25, 2005; Page R6


Note to managers: It's OK to let your employees play games at work.


We're not talking about all those hours fooling around at computer solitaire. Where games have their place -- and significant benefits -- is in livening up boring corporate training sessions.


Companies in the U.S. spend about $60 billion a year on training their employees, but there's a good chance much of that is wasted. The reason: Most training sessions are just too dull. (Web-based e-learning classes were supposed to fix that, but in reality they just allow employees to get bored at their own pace.) As a result, employees aren't coming away from the training with the knowledge or skills their employers are paying for.


"Forget learning," says Marcia Sitcoske, director of Cisco Systems Inc.'s Creative Learning Studio, whose mission is to make the company's online training tools more effective and appealing. "People aren't even completing these things, they're so boring."

Training experts insist it doesn't have to be this way. They argue that companies could make their employee-education programs more compelling, and more effective, if they made them more fun -- specifically, more like computer games.


Evidence suggests adults learn more and retain more in courses that incorporate such game elements as competitive scoring, increasingly difficult player levels and fantasy role-playing. But many managers remain skeptical. It's a rare boss who thrills at seeing workers playing games on the job, and adding games to a learning package tacks on extra expense.



War Games

The U.S. military is a lot further along in adopting game elements in training than are most businesses. In part, that's because learning on a computer is much cheaper and safer than in the field, and recruits come from a generation comfortable in the fast-paced gaming world. The best of the military's training games rival the complexity and richness of some of the best videogames. In fact, a version of Full Spectrum Warrior, a training game developed for the U.S. Army by the Institute for Creative Technologies at the University of Southern California, has recently been released for the public game market.


Outside of a few custom-designed applications, such games remain a rarity in the corporate training world; don't look for Full Spectrum CEO anytime soon. Instead, a growing number of companies are turning to more modest courses that mix work and play.


In some cases, the lack of good commercial alternatives has prompted companies to take a do-it-yourself approach. Cisco Systems' Creative Learning Studio, formed in 2001, uses technology, high-quality video -- and entertainment -- to enliven its vast library of online training tools. It now has about 4,500 e-learning courses of varying lengths. One such course, for employees and outsiders seeking certification as authorized Cisco "networking professionals," uses a game to help teach fundamentals of building a high- speed network of shared storage devices. Called SAN Rover (for storage area network), the game requires students to race the clock to gather the pieces -- hard drives, switches and other components -- and correctly put together such a network while dodging crashing asteroids.


The game, which reinforces the skills students learn in classes and from their reading, has been played about 2,000 times since it was introduced last June. "More and more people are learning that gaming can be useful in training in the corporate environment," Cisco's Ms. Sitcoske says.



It's All About Competition

Companies also can turn to simple, off-the-shelf games for reviewing and testing. The games don't even have to be that sophisticated as long as they include an essential element: competition.


Borland Software Corp. wanted to give its sales staff an incentive to master details of its product line before an annual world-wide sales meeting earlier this year, and was looking for better results than with its previous PowerPoint-laden e- learning program. So it turned to QB International, a San Rafael, Calif., e-learning company, to develop online study guides that incorporated a series of games for testing students' knowledge of the material. The simple games, based on such diversions as tic-tac-toe and hangman, featured a series of timed questions. Each member of the sales staff had to get at least 80% of the answers correct on a series of nine tests interspersed with the lessons, and those who received perfect scores were entered into a drawing for five Apple iPods. Everyone also had to take a final comprehensive exam of 100 questions, and the one with the highest score and fastest time received a $3,000 prize.


Though the games weren't very sophisticated, they were enough to motivate the highly competitive salespeople. Scores in the preliminary exams were posted for all to see.


"All of sudden, people are instant messaging each other, 'You're on top today, but you're going down,' " says Wynn Johnson, director of field readiness for Borland, based in Scott City, Calif. "The competition is a motivator."


ERC Properties Inc., a Fort Smith, Ark., builder and manager of multifamily developments faced a crucial training challenge: teaching 355 property managers how to comply with Revenue Service regulations for affordable housing tax credits. Managers need to determine the eligibility of qualified tenants, and penalties for not following the law are huge.


Candace Armstrong, ERC's corporate training director, chose software from Minneapolis-based LearningWare Inc. The software, called Gameshow Pro, provides a series of game templates based on popular television shows. Using questions and answers based on her training materials, Armstrong divides each training class into two teams that compete in a tic-tac-toe variation of "Hollywood Squares."


To test the effectiveness of the games, she compared results from a group of employees who played the game with those of a different group that received the same questions in oral review. Managers need to score 80% on a subsequent certification exam; Ms. Armstrong revealed that 88% of the group that played the game passed the test on the first try, compared with 54% of the group that received the basic review.


"Most training is very boring, especially if it's government-required," Ms. Armstrong explained, "The difference was pretty obvious. People learn more when they laugh."


Write to Michael Totty at michael.totty@wsj.com

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, September 23, 2009

"I'll Take Learning for 500" Book Review

Review for "I'll Take Learning for 500: Using Game Shows to Engage, Motivate and Train"

Reprinted from Training Media Review


I'll Take Learning for 500, by Dan Yaman and Missy Covington, Book, 2006, Pfeiffer & Company.
Support: CD-ROM. Review by Travis Russ Rating: 3 and a half stars

Field trainers and instructional designers are always looking for innovative techniques for engaging their learners and motivating them to retain training content. Game shows have proven to be particularly useful at accomplishing training objectives.

For years, classroom trainers have used game shows like Jeopardy, Family Feud, and Who Wants to Be a Millionaire to review course content. These nontraditional learning methods have proved generally effective at helping participants retain the material as well as fostering exciting and motivating learning climates. Until now, few books have been available to help trainers use games shows to their fullest potential.

Fortunately, Dan Yaman and Missy Covington have written I’ll Take Learning for 500: Using Game Shows to Engage, Motivate, and Train to fill that gap. The book is a reference guide for trainers and designers that allows the reader to quickly locate information and tips about creating and hosting classroom game shows.

The text is divided into four sections. The first, “Game Shows and Learning,” includes frequently asked questions, a list of critical differences between classroom game shows and TV game shows, a description of brain-based theory that underlies game shows, and the busting of popular myths about game shows.

The next section, “Designing a Game Show for Learning,” includes the nuts and bolts of design, including brief descriptions of popular shows, an explanation of how to select and customize a TV game show for the training classroom, and how to establish rules for the game.

The third section, “Writing Effective Questions,” highlights the types of questions that can be asked during a game show, tips for writing effective (and fair) questions, and strategies for writing questions with multimedia clues. The last section, “Conducting a Game Show,” gives valuable tips for being the host of a classroom game show and maximizing participant learning, logistical details regarding game show setup, game show software and hardware peripherals, and criteria to evaluate success of the game and your performance as the host.

The book also contains a “Resources” section chock full of helpful books and sources for software, hardware, and professionally produced materials for game shows. Finally, one of the most attractive features of this book—the biggest selling point that is also the most underplayed—is a CD that contains a demo of Gameshow Pro, software for creating professionally designed electronic question boards and scoreboards.


This book exhibits several positive characteristics in critical categories. First, it is generally quite effective at holding the reader’s interest. Game shows are a hot topic as trainers are frequently using them in the classroom and always looking for and better ways to leverage this learning methodology. Yet, few resources inform trainers how to use them appropriately and to their fullest advantage. The authors have made a concerted effort to close this gap.

The authors have written a readable text by minimizing technical jargon and writing in an accessible manner for a broad training audience. They are quite effective at dispensing advice that can be easily understood and used by the intended audience.

Second, the self-study value of I’ll Take Learning for 500 is quite high. The reader learns what the book promises to teach. It is generally quite successful at helping readers:
(1) correctly choose and design/modify a training game that will help their participants achieve the training objectives;
(2) integrate multimedia into the game show for superior creativity and innovation; and
(3) learn the ins-and-outs of playing a fun and entertaining game show host while also being an educational classroom trainer.

Third, the content of this book will likely be quite valuable to new as well as experienced field trainers and instructional designers. The authors provide a large number of practical best practices, strategies, and suggestions that are extremely action-oriented and realistic to implement in the typical training classroom and will enhance learning outcomes.

However, the authors primarily talk about how to use established game shows (e.g., Jeopardy) in the classroom. Experienced trainers and instructional designers would benefit more from the introduction of new, innovative game show formats. Chances are, veteran trainers are already using (or have used) well-known game shows. And students may perceive some of these “classic” game shows as outdated.

Newer game show formats could reinvigorate the energy and enthusiasm of trainers and participants alike. So the instructional value of this text will likely be higher for new trainers versus those more established in the field. However, I should note that I’ll Take Learning for 500 does include a helpful section for customizing a game show to fit one’s own needs and offers a number of hints and tips for using game shows in the classroom that experienced and new trainers will find helpful.

Recommendation:
Although new trainers and designers will find I’ll Take Learning for 500 more useful than veterans, I strongly suggest that all instructional practitioners have this reference guide on their bookshelves. The depth of quality information as well as the accompanying CD makes the price of the book commensurate with its value. All readers—novices and veterans—will learn something they didn’t know about designing and hosting classroom game shows. The Gameshow Pro software demo introduces readers to a tool that can create professional-looking game shows as a capstone to learning events—a benefit to both trainers and participants.

Title: I'll Take Learning for 500
Rating: 3 ½ stars out of 4

Tuesday, August 18, 2009

Brighten Boring Webinars: AllPlay Web Write-Up

AllPlay Web is getting nice buzz around the industry already--and we couldn't be more excited.

Recently it was featured at smallbiztechnology.com. The complete text is below as well:

August 6, 2009

Brighten Boring Webinars: Add Game Shows to the Q&A!

I've attended and/or participated in many webinars - as I'm sure you have as well. Most, compared to an exciting, live and face to face event are quite boring.

The speaker speaks, some questions are asked, a poll might even be given, the speaker continues, there's time for audience question and answers, and the webinar is over.

If you like to do things "out of the box" and make a splash and a bang AND you do webinars you've got to take a look at LearningWare's Allplayweb.com web site. LearningWare sells software for the creation of customized game shows for classrooms and other uses, Allplayweb.com showcases its new services to liven up webinars with a game show experience.

allplayweb.png

We all love to learn, but we also love to have fun (or be entertained) while we learn. It's exciting.

Furthermore, we retain information better when the education (be it a sales pitch, product demonstration or staff meeting) challenges us to respond to what we've learned.

LearningWare also has software, QuizPoint, which lets you create online quizzes and games to test content retention, review material and engage every learner. You can create, post and host a complete suite of quizzes and games. You can then invite users to play your online game!

All the time, companies need to innovate and be a step ahead of the competition. With tools like this, your webinars and educational or sales presentations will definitely be different and beyond your competition. I hate to sound like a cliche, but especially in this recession, it's even more important to INVEST in technology that can directly affect your bottom line. Boosting sales in a webinar or increasing employee attentiveness in a weekly webinar will definitely boost the "bottom line".

Thursday, April 23, 2009

Quiz Point Reviewed by ILEETA


The International Law Enforcement Educators and Trainers Association (ILEETA) recently reviewed LearningWare's QuizPoint in its "Use of Force" Newsletter. The article can be found here, but we've also copied the text here:

QuizPoint

with: Lt. Harvey Hedden
What an instructor knows is not nearly as important as what his student knows as a result of the instructor’s work. Law enforcement officers don’t really like being tested, but many agencies see cognitive testing as a valuable assessment tool to determine if an officer possesses important concepts, as well as a proactive defense to civil litigation, especially in the area of use of force.

Many trainers have developed PowerPoint presentations that permit the student to answer questions. The biggest limitation of these tools is that there is no means to keep individual scores.

Private industry discovered some years ago that they could make testing more palatable by making it a game. Our competitive nature means students study harder and recall more important information when learning is reinforced by competition. Even more mundane subjects are remembered because it could mean a higher score. Most of the officers you train have played some sort of video game – and many still do – making them ideal candidates for this type of testing.

Learningware is a company that has developed two such testing platforms. Their original product GameshowPro, has recently been augmented by a new product called QuizPoint. Like its predecessor, QuizPoint uses a form of television’s Jeopardy game. The game’s software allows an instructor to include pictures, video and audio clips – before, during or after a question. QuizPoint also allows for a variety of testing options, including timed responses and directing the student to corrective information.

I found the QuizPoint software easy to use as both an instructor and a student. The quizzes are created by the instructor with software provided by Learningware and then uploaded to the companies’ secure web site. The quizzes are hosted on-line and the games are flash based, meaning the student can access the test from any web browser without downloading software. Users must have a user name and password.

The student’s responses are recorded and kept on file for later retrieval. Leaningware provides a Learning Management System that allows the instructor to see results by exam, question class or student. The system is also ideal for remote learning because the exams and records are web based. QuizPoint can also provide aggregate test scores to help you identify problem learners, and you can post top scorers to maintain the spirit of competition.

QuizPoint is currently being used by California P.O.S.T. and examined by a number of other agencies. For my preference, alternative templates currently being developed by Learningware will also be a welcome addition, especially for some of our more serious subjects where the game show format may not be most appropriate.

Learningware.com offers free trials of QuizPoint so you can determine if the product can help you. Learningware also offers government pricing – a license for up to 250 students currently costs $2,000. For further pricing information, you can contact Learningware at 800-457-5661 or speak directly to the Government Services Representative at 866-433-5139.


Looks like QuizPoint is already making waves--and we're glad to hear it!