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.”

Tuesday, June 30, 2009

LearningWare has a new website!

In case you haven't seen it, you should head on over to www.learningware.com and check out our new, totally redesigned website.

Not only is it spectacularly awesome looking, but it also has a bunch of new features designed by trainers, for trainers--like our new Learning Center.

The Learning Center includes:

  • Tips for being a better game show host, structuring your game, changing the rules and using game shows in training.
  • Expert interviews with Thiagi, Bob Pike, Lou Russell and more.
  • This blog--which will feature case studies, articles, game show tips and anecdotes, and LearningWare news.
  • And more to come--including more case studies and videos!
Head on over and check it out--and don't forget to give us your feedback!

Monday, June 22, 2009

Case Study: Unique Hospitality Training Method Leaves Them Wanting More

Industry Vet Mark Eggers Keeps Employees In The Know, When It Matters Most

As a veteran of the hospitality business, Mark Eggers knows how important customer service is. Now more than ever, the competition for the consumer buck is stiff and the hospitality experience overall has to be second to none. This all starts with training and development – the learning experience has to be engaging, cost-effective, and worthwhile, so it really can spell success. Some say “enjoyable training” is an oxymoron, but Eggers thinks the opposite, in part because of his key training tool –Gameshow Pro by LearningWare.

Eggers has been a trainer in the hospitality industry for more than 10 years. He uses Gameshow Pro, which puts his training curriculum in a game show format to encourage better engagement. In fact, he’s used Gameshow Pro the last four years, and he’s found it to be a lasting experience.

“It was great for the employees because you could take training material and make it more engaging with better knowledge retention. Many times the employees wanted to keep playing after we were done,” he said.


The hospitality industry is a several billion-dollar industry. A large part of its success relies on what employees take away from their training sessions and into their day-to-day roles. The ultimate goal is extraordinary customer service and a wonderful guest experience. That is why Eggers uses Gameshow Pro in his traditional classroom training regularly. It ensures knowledge retention with the trainees and rounds out the learning process.

“Gameshow Pro is like the cherry on top of the sundae. It adds the finishing touch to a session,” he said.

New AllPlay Web Video

We'll be back to the game show training tips shortly, but for now, we wanted to share the following video with you. It's a short walk-through of the new AllPlay Web software. Let us know what you think!

Wednesday, June 10, 2009

Extending an Invitation

Recently, we were at ASTD conference delivering a workshop on using game shows in training called, appropriately: "I'll take Learning for 500."

We ended with a slide that said "You've got a friend in the business." It had the contact information for both Dan Yaman, the founder and CEO of LearningWare, and Missy Covington, the communications director. (It even included Dan's cell phone number!)

What we meant by that was that the participants in the workshop could contact us up any time to ask questions about using game shows in their training sessions--even if they weren't using our software. These questions could range from hosting the game to creating the questions, to setting up the room for a game show...anything game show related in training, and we'd be willing to help.

Because we're *that* passionate about using game shows in training, we would like to extend this invitation to you.

1.800.457.5661
x207 for Dan
x237 for Missy

dan@learningware.com
missy@learningware.com

We're dedicated to making your training successful using game shows. So give us a call today, and start revolutionizing your training.

Thursday, June 4, 2009

The Cure for the Common Webinar

My first webinar experience took place about 3 years ago. We were producing a live training event through our sister company, Live Spark, and wanted to get a solid grounding in our client's content so we sat in on one of their new product rollout webinars.

Webinars, at that time, were relatively new-ish. "How fantastic," I thought,"I can get up to speed quickly without having to leave my desk."

As the webinar progressed, however, my enthusiasm was quickly sapped. I'm not a particularly distraction-prone person, but after about 5 minutes I found myself (somewhat ashamedly and automatically) checking my email...checking the news highlights...trying to squeak in a little copyediting...

The webinar was a great way to reach people, but the problem was that it was just another deadly-dull-and-dry presentation. Not only that, but if it had been an in-person presentation, I would have been required to *try* to pay attention (or at least maintain that placid look of wakefulness). There wasn't even that level of accountability.

I don't blame that client. I've been in many, many other webinars since--and while they have been presented with varying degrees of skill, my mind was still left to wander...to email...to the news...to my other tasks...

There is just *no* way to ensure that attendees are paying attention. And if my mind is wandering, you can bet that every other attendee is experiencing brain check-out in mass as well.

More and more companies are doing webinars now--they're efficient and cost-effective in a world where offices are globalized and travel budgets are slashed. But if people aren't learning the webinar information--if they aren't engaged, if they aren't paying attention, if they aren't accountable--then webinars aren't a cost-effective solution, they're a waste of time.

Clearly, there was a problem here that needed a solution.

Hey, LearningWare had been the expert in making training engaging, memorable and fun for over 15 years... surely we would be able to come up with something to fix this new webinar problem, right?

Right.That's why LearningWare came up with AllPlay Web.
AllPlay Web lets you create a professional, fully-automated and engaging game show experience within your webinars. You can review and preview content, refresh the audience, and--most importantly--keep everyone engaged and accountable.

They have to pay attention to the presentation--their sense of competition is engaged and there might be a question on the material later.

They have to stay with you on the webinar instead of checking their email, because there is actual, tangible participation required on their part: registering their answers using their own keypads.

It's fun. It's engaging. It's memorable. It turns a common webinar into an interactive experience--truly making the webinar a cost-effective training and communication solution.

AllPlay Web even tracks how everyone answered, so you know where the knowledge gaps exist in your training. You can even ask survey questions.

We've just launched it in a beta version, it's awesome, and you should find out more about it here.

No, seriously, go check it out. Because not only is it absolutely revolutionary, but it's the first thing that's kept me on track--as a participant--during a webinar, *ever*.

And that's a pretty amazing feat. :)