Wednesday, November 17, 2010
The Top 5 Reasons They're Not Answering Your Game Show Questions
. . . 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

Wednesday, October 20, 2010
Gameshow Pro 5 Exclusive Features.
Monday, October 11, 2010
Gameshow Pro 5 Preview!
As Dan Yaman, our President and Founder says, "This is not only our most innovative software, but it's leaps and bounds above anything else that might be out there."
So what's new with Gameshow Pro--version 5? Let's take a journey in pictures!
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| New GSP5 Opening Screen |
Throughout Gameshow Pro 5, you'll find cleaner, more modern, professionally designed graphics.
This isn't just beauty for beauty's sake, however. The graphic re-fresh also comes with increased ease-of-use, simplicity in form and an overall-intuitive feel.
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| GSP5 Back End |
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| GSP5 Back End--Game Library |
A few important feature highlights:
• It's now easier to switch between games, or to choose to only see one game at once (or all of your games).
• The question library is now beside the game questions--making it easier than ever to drag-and-drop questions for fast game creation.
• Tabs are now clearer and easier to navigate, improving the overall user experience.
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| GSP5 Question Editor |
Gameshow Pro 5 exclusive features include the ability to:
• Modify picture size and layout within the question.
• Manually or automatically size text.
• Add, edit and select to use or not use intro, hint and info screens.
• Select to add graphics, video and sound that you've already imported, or import new media.
• Add question description, topic AND difficulty level for super-easy sorting and sharing.
• Preview the entire question--graphics and all-- before playing the game.
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| GSP5 Graphic Library |
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| Tic Tac Toe Title Screen |
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| Are You Smarter Than.... custom title screen |
Users can still add their own graphics, put text over their own graphics, customize one of our templates AND they can now use any of these professionally-designed title screens.
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| Smack Down custom title screen |
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| Some of the new game screens. |
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| The class list in AllPlay mode |
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| Re-designed AllPlay screen |
AND we've incorporated AllPlay functionality into the software? This means that each player can answer game questions using their own keypad—for accurate tracking and assessment—OR players can use slammers to ring-in as a team for an exciting game show experience.
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| Tic Tac Toe in AllPlay Mode |
Wednesday, September 22, 2010
Engaging Participants in OSHA Training
OSHA (Occupational Safety Hazard Association) training is the mandatory standard in many industries where being improperly trained can mean the difference between life and death. Or at the very least, between safety and injury.
Proper instruction doesn’t just mean conveying information, it means making sure that you’re training in a way where content is going to be remembered.
But the problem is that OSHA training is often dry. OSHA-10 and OSHA-30 courses can cover topics like fall protection, handling of waste and chemical materials, biological hazards, disaster recovery and many, many more. Some of which may require trainees to sit through the same courses or be recertified year after year.
So if the content is critical, but making the training engaging is challenging—what is the solution?
Deb Hilmerson, of Hilmerson Safety, came up with an answer while conducting large safety and OSHA training seminars:
“We all know the challenges of keeping learners interested and engaged in safety and health training programs. To add some fun, entertainment and help engage learners, I started using game shows built around my content.”
Using game shows within such serious training modules as OSHA may not seem obvious, but game shows capitalize on competition to drive learning and captivate trainees’ attention—dramatically increasing participation, engaging their emotions and motivating them to explore content.
Dan Yaman, of LearningWare, elaborates:
“Game shows take an ordinary training session and turn it into something extraordinary. More than that, game shows create an engaging, lively classroom environment.”
If a trainer can engage their trainees at a higher rate during a training session—more of that critical information is going to be retained.
This is why Hilmerson Saftey partnered with LearningWare to create OSHA-10 and OSHA-30 games. These game show modules are ready-to-go--alleviating hours and hours of content development. Question content has been organized into “libraries” based on standard subpart topics such as fall protection, scaffolding, hazard communication, HAZWOPER and many more. Each question is painstakingly crafted to include multimedia, extra information, AND align (with citation) with the required industry standard.
OSHA-10 and OSHA-30 games are built using LearningWare’s Gameshow Pro template software, which already being over 35,000 classrooms worldwide, and is prominent in safety training. Used to preview, present and review information, Gameshow Pro has been shown to increase content retention by over 60% and has received rave reviews from trainers, trainees and corporations alike.
OSHA-10 and OSHA-30 ready-to-play games for construction will be available shortly. For inquiries, contact info@learningware.com.
Tuesday, September 7, 2010
Brain-Based Webinars Session
Hey everybody! You're cordially invited to a webinar we've developed and are hosting through one of our technology partners, omNovia.Hosted by Dan Yaman, this is a best-practices webinar that both demonstrates and illustrates how to engage the brain for a truly effective webinar. It also features our AllPlay Web technology in action--so sign up, stop in, play a game, learn a lot and have fun!
When: September 23, 2010 1:00 PM
US/Central
Description: There’s a wealth of research on how the brain best receives and retains information. This knowledge is key to conducting a webinar that is truly effective.
This entertaining and interactive presentation will focus on the latest brain-based research; illuminating the science behind conducting a webinar that:
• Engages your webinar audience and keeps them engaged throughout your presentation.
• Leads the audience through a natural learning cycle that will help them to understand and better retain the information.
• Utilizes “brain-friendly” graphics.
• Provides methods of interaction that go beyond polling.
You’ll also be exposed to examples of how to use multimedia, stories, case studies, etc. to add variety and novelty for a truly fun and memorable webinar experience.
Most importantly, you will leave with a deeper understanding of how to communicate to the brain for immediate webinar improvement.
REGISTER HERE!
Wednesday, August 25, 2010
A Happy Accident for AllPlay Web Webinars
We were asked to sit in on a customer's webinar (where he was going to be utilizing AllPlay Web).He wanted to do a discovery run (not even as polished as a dry run) to figure out how his content should flow, which slides should go where, and when to play which questions in the course of the webinar. (The screencap on the side is one of his AllPlay Web questions.)
And--as with any first time--there were some hiccups. We found ourselves seeing some of the questions only to have our host say, "Whoops, I haven't covered that yet!" and switching quickly back into the content. However, two things happened:
1. We were surprised how competitive we got, considering that we had NO knowledge of the dry topic. We really focused in on the details and data of the webinar--knowing that things may be covered later. We found ourselves taking notes (with specific details of content WE DIDN'T CARE ABOUT) in order to get correct answers.
2. Related to the mistake of showing questions before their time: We became laser-focused in on that content. We knew we were going to find the answer somewhere in the webinar material coming up, so we payed extra-close attention to getting those questions answered.
So what are the implications of our accidental discovery?
- It's definitely important to pre-frame the game at the beginning of the webinar. Tell the participants right away that they'll be playing a game--competing against each other.
- There's really no substitute for competition. We felt compelled not just to interact (i.e. like with polling) but to get the *right* answer to demonstrate our attention. There was skin in the game, so to speak.
- It's not a bad idea to preview which questions are going to be in the game before the content is covered. Especially if there is content you want to be sure to focus on or highlight. It's not tipping your hat, it's shifting the attendee focus to the most important place.













