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

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.

Tuesday, September 1, 2009

The Top 5 Reasons to Use AllPlay Web!

The Top 5 Reasons to use AllPlay Web in your Webinar

  1. Adults need to be re-engaged every 5-7 minutes.
  2. Competition captivates and motivates learners.
  3. Team play builds camaraderie and fosters networking--even in the virtual space.
  4. Specific, measured interactions makes attendees accountable for their attention.
  5. Game formats have been proven to increase content retention and comprehension.
But don't take our word for it. Sign up for a webinar and see AllPlay Web in action today!

Wednesday, August 26, 2009

To Poll or to Play

To Poll or to Play

How AllPlay Web goes beyond polling to create interactive webinar experiences.

When LearningWare first saw the need for more engaging webinars, we did a lot of research into what was already out there. Our experiences with webinars thus far had left us flat. For the most part, they were just another presentation as usual; only there was no accountability, no interaction, and no effort made to re-focus attention.

We did find that there was a measure in place in some webinar technology (i.e. Webex, Gotomeeting, etc.) attempting to solve this problem: polling.

But polling has been around since the advent of webinars, and it hadn’t yet solved the problem of disengagement. Polling is a nice start, but it only goes a portion of the way in creating truly interactive webinars—whereas game-based technologies (like AllPlay Web) are a revolutionary tool in the webinar space.

Why is this such a radical shift from simple polling technology? Well, there are five major differences between polling and playing in a webinar:

1. Scoring

Yes, polling can show how many people answered a question a certain way—but to what end? The score in a game format is added question-by-question, keeping the attendees invested in the game. This cumulative score also allows a presenter to reward attendees based on their total answers throughout the webinar. (This reward may be as simple as prestige or praise, but it can also be something like a small gift certificate or promotional item.)

Concrete scoring can also allow presenters to track how much everyone is learning and retaining.

2. Competition

Competition engages webinar attendees like nothing else. There are now stakes involved in answering questions (whether the aforementioned reward is valuable or not). When attendees know that they’re going to be tested on the material—and that they’re going to be competing with peers—they have an incentive to pay close attention to the content at hand.

People are naturally competitive—whether playing by themselves or in teams—and a game format capitalizes on this friendly competition to wholly captivate a webinar audience.

3. Teams

Unlike polling—game formats like AllPlay Web allow people to play in teams. This is significant for a few reasons:

  • The team structure makes attendees accountable to their peers. One doesn’t want to be “that guy” who lowers the team score—so they engage with the webinar content.
  • When people are grouped together they are more invested in interaction. They’ll speak up, participate, and become active attendees.
  • In a team, an attendee is no longer one person in a sea of dozens or hundreds. The team allows for a small-group experience—even in a large webinar.
  • Teams build relationships and networking. Even if a group is scattered across the globe, being on a team will allow them to interact with their peers on a personal level that one usually doesn’t get in a webinar.

4. Structure

Unlike a poll—which doesn’t have a particular structure throughout the webinar—a game can frame a webinar presentation. Ask questions at the beginning to preview information, then pause the game and go into content. Use the game again to bring up and teach additional points. Then elaborate more on presentation content. Then, wrap up the webinar with a final, rousing game round—reviewing the content.

Not only does it keep attendees engaged (and attendees need to be reengaged every 5-7 minutes), but it’s continually reinforcing key points—boosting the learning potential in a webinar.

5. Visual Appeal

A webinar is a visual medium—hosts can put a lot of work into their PowerPoint presentations and graphics. Most existing polling functionality in a webinar is very rudimentary. The game format is visually captivating, and allows hosts to add graphics, sounds and a game feel that reengages attendees.

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Don’t get us wrong—we believe that polls have their time and place (which is why we’ve included a polling feature within the AllPlay Web software—that merges smoothly with the game questions). Sometimes you want to solicit opinions where there is no right-wrong answer. Sometimes you might just want to throw out a single, quick question. There’s no denying that polling software is useful and a step up from no interaction—it’s just not a fraction as engaging as a game format.

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".