It
is common practice to spice up instruction with the use of games and game-like
activities. However, how can they best be used and why do they work? This
article addresses these two questions.
Games and similar
activities are excellent learning vehicles for:
introducing
new skills, concepts or content.
Imagine that your learners have never experienced outdoor winter activities
in the snowy mountains. They are about to go off on a trip to such a
region for work, but will have some time to enjoy outside recreational
opportunities. A simple board game you have titled "Mountain High"
has players follow trails where they land on "incident" and
"question" squares, and either have to cope with the incident
(or suffer realistic consequences) or answer questions about safety
and survival. This game can open them up to the real dangers of what
appears on the surface to be a winter wonderland. Similarly a Bingo-like
game that uses products instead of numbers can be employed to open a
learning session for new hires at a home improvement megastore.
integrating
new learning by providing practice and feedback.
Your learners are taking a boating navigation course and have
learned about various cloud formations, their names and appearance characteristics.
Why not help solidify the learning with a Concentration-type game that
has learners pairing pictures of clouds with their names? You could
add humor to the title of the game by calling it "Bring in the
Clouds."
testing
assumptions. How can we get an
innovation to be adopted in an organization? Why not try to do this
in teams? Using an activity called "Innov-Eight," various
learner teams are provided with scenarios in which they have to figure
out how to get an innovation (for example, transforming an instructor-centered,
content-based way of training to a learner-centered, performance-based
approach) adopted in eight weeks (derived from an adoption of innovation
model). At each step, they make decisions and initiate actions based
on information embedded in the game feedback.
trying
out strategies. In the 19th century
the Prussian army played strategy games to determine the best way to
invade and conquer Austria. Based on the strategies they tried out in
their gaming sessions, the Prussians invaded Austria and within seven
weeks had conquered the country - a once-invincible power. Military,
political, business and economics strategists still use games and game-like
activities to test their tactics.
generating
insights.
Games and game-like activities can trigger "Aha!" moments
in learners. Sociologist Cathy Greenblatt created a group-based simulation-role
play game called "Blood Money," which models how hemophiliacs
have to deal with the medical system, family and work. By playing the
game, real family members, coworkers and medical professionals see the
world from the hemophiliac's perspective and achieve a number of valuable
insights. A cross-cultural game-like activity, "Bafá-Bafá,"
created by Gary Shirts and used in military and corporate settings,
opens players' eyes to how quickly they build up prejudices and readily
make negative judgments about other cultures.
evaluating
learning and performance. You
learned something; you can pass a written test. But can you apply what
you learned? Why not see how well you perform in this game called "Confrontation?"
You are a university-based pastor, often called upon to mediate disputes.
You have learned the principles of mediation, so "Confrontation"
places before you a range of scenarios. The pastors form groups of three.
Two of the pastor-players assume opposing roles in situations they might
encounter in their work (for example, a female student who wants to
marry and her mother who feels she is far too young). The third player
is the mediator. They have a time limit to achieve consensus. Players
rotate roles after each scenario. Everyone has tokens that are won or
lost, depending on the degree of consensus in each scenario. The pressure
is on to perform!
building
teams.
Sivasailam
Thiagarajan has created a wonderful game-like activity titled "Kindred
Spirits." Virtually any number of learners can participate. A general
topic such as "workplace equity" is given. Through a series
of different rounds in which the activities change, naturally selected
teams emerge that have like-minded ideas. They create a team logo, a
philosophy, a T-shirt slogan and an action plan. A variation of this
activity, "Our School," has successfully engaged middle-schoolers
in developing teams that come up with actions to improve the spirit
of their school in very different, but relevant ways.
improving
communication. Here's a game
that focuses on building better communication on issues about which
there are extreme views. It is called "The Great Debate."
An issue that generates polarized positions is selected (for example,
abortion, merit pay, plans for a megastore in the community or government-supported
universal health care). Participants take an opinion quiz (usually a
Likert five- or seven-point scale type of test) that is easily scored
and that establishes their views on the issue. Based on scores, the
participants are divided into "for" and "against"
teams. Those with neutral scores become the judges. To foster better
communication, the "for" players are given a variety of subtopics
on the issue. They break into smaller teams, each with one subtopic,
and prepare to debate against the issue on their subtopic themes.
Similarly, the "against" players must prepare to debate for
the issue. Assuming positions opposite of those they normally hold forces
participants to consider the other point of view. Debate ensues (each
team has two minutes). The judges decide the winning team based solely
on debating points. A general debriefing follows.
revealing
to participants how easy it is to mangle communication when it travels
a distance from the source. Try
the children's game called "Broken Telephone" or "The
Whisper Game." A phrase is repeatedly whispered from one player
to the next, until the last person repeats the phrase aloud (and likely
discovers it's nothing like the original phrase).
creating
action plans. Several of the
games and game-like activities mentioned above readily lend themselves
to action planning. The "Mountain High" game can feed right
into the creation of safety action plans. The same is true for "Innov-Eight,"
war and business games, and variations of "Kindred Spirits."
There are, however, specific games and game-like structures that are
designed to achieve action planning. One of these, "NAG (Needs
Analysis Game)" by Thiagarajan takes any number of participants
and, after separating them into teams, generates a prioritized list
of needs with respect to an issue (for example, increase promotions
for women and minorities, provide better service to elderly riders on
our buses, penetrate new markets or solution sell [as opposed to product
sell]). The outcome of this highly involving activity is not only a
priority list of needs, but also concrete actions participants will
initiate and support. The power of this game-like design is that those
charged with carrying out the actions are the ones who generated them.
Buy-in is high.
And so much more .
These engaging games and game-like "designs" are all learner-centered
and performance-based. Outcomes are verifiable and generated by the participant-learners
themselves. Other potential uses of these designs include operational
planning, problem solving, learning a foreign language and discovering
how a system works.
Why
do Games and Game-like Activities Work?
The four main reasons
are these:
They create artificial
systems with arbitrary sets of rules. When the learners accept to participate,
they also agree to accept the new rules of conduct, and are free to
let go of their usual ways of acting and thinking. This is both a liberating
and a revealing experience. Learners in this state are more open (also
vulnerable) to other ways of doing things. After all, it's only a game.
It's also fun to be allowed - even forced - to be different. The participants
are just following the rules.
When learners enter
an activity or game, they are starting off fresh. Anything that has
happened to them before in "real life" has no meaning here.
This is a new opportunity for success.
Games, in particular,
model what research has shown to foster learning success: why, what,
structure, responses, feedback and reward. All are embedded
in games. It's not a coincidence that games facilitate learning.
Games and game-like
activities incorporate three characteristics research has shown to stimulate
learning: challenge (triggers an adrenalin rush, increasing alertness
and attention); fantasy (stimulates the imagination; it is not
the real world, but an intriguing one); and curiosity (promotes
attention; what will happen next?).
Incidentally, if your
learners are uncomfortable with the term game, substitute interactive
activity or participative exercise instead. Whichever word or euphemism
you use, the games and game-like activities mentioned in the article all
work equally well.
This article is an excerpt from Harold Stolovitch and Erica Keeps' bestseller,
Beyond Telling Ain't Training Fieldbook.
Interested in learning more? Click here
to order a copy of the book.
Harold will be the
featured speaker at ISPI Michigan's Annual Signature Program on November
19, 2009 as well as conduct his Training Ain't Performance workshop on
November 20, 2009. For more information and/or to register for either
event, visit ISPI Michigan's website at http://ispimi.org/.
Talent
Management is a monthly magazine directed to top-level management,
senior human resources and workforce and organizational development executives
whose task is to optimize the abilities of their human assets to drive
and improve the execution of enterprise strategy.
Harold Stolovitch
is the regular "Human Performance" columnist for Talent Management
magazine. You can read his latest article, "The Woes of Performance
Consulting " by visiting page 12 of the September 2009 digtial edition
at http://www.nxtbook.com/nxtbooks/mediatec/tm0909/#/14.
For more information on Talent Management, visit their Website
at www.talentmgt.com.
If there are any topics that you would like Harold to address in his column,
please email him at hstolovitch@hsa-lps.com.
Have
you made your plans to join ASTD for the Telling Ain't Training Conference?
Based on the best selling book of the same name, this conference explores
the art of engaging employees in training programs using interactive activities
to stimulate conversation and interest.
There are only two
more chances to attend this popular event this year: October 14-15 in
Atlanta, GA or on October 23 in Toronto, Canada where Harold Stolovitch
in partnership with The Canadian Society for Training & Development
will run a one-day program. Register today to gain valuable tools to improve
your training programs and promote long-term retention and behavioral
change in your organization. For more information, visit tat.astd.org.
Dr.
Harold Stolovitch, Emeritus professor, Human Performance at Work and Principal
of HSA Learning & Performance Solutions, has successfully developed
workplace learning and performance professionals for over 40 years. He
is an experienced keynote speaker, workshop leader, author and consultant
who has worked with hundreds of major corporations and professional organizations
throughout the world.
Harold is available
for presentations, keynote addresses, consulting and workshops at corporations
and professional organizations. Click here
for more information.
Our Guest Author Series
features articles by various professional colleagues. The latest in our
series is by Erica Groschler. Erica is President of TPS Consulting (www.tpsconsultingltd.com)
and specializes in organizational development. She can be reached at ericag@telus.net.
Engagement:
The Key to Helping People through Transition and Change
By Erica Groschler
How often
do we hear stories about change implementations that have gone awry? What
contributes to the challenges of effectively implementing a change? What
is missing?
With people becoming
increasingly cynical about so many organizational transformations, it
doesn't help that the traditional "change management" approach
(i.e., sponsor or steering committee-led) only reinforces the jaded impression
of just another top-down initiative, which in turn, triggers resistance.
So how can we better
support changes?
Consider the sandbox
as a metaphor for your latest organizational change. How big is this sandbox?
Has management created a sandbox so small that there is little, if any,
room to maneuver? Or has it offered a large, open sandbox with a lot of
opportunity for stakeholders to participate and create?
Continuing this image,
it would be far more satisfying if all the players could become actively
engaged. Unfortunately, very few organizational changes provide well thought
out 'play areas' where affected individuals can contribute, define and
influence the terrain in which they will ultimately be very much involved.
Engagement
Principles
With a narrowly constrained
change sandbox, there is often minimal opportunity to influence or contribute
to a proposed future state. This can cause problems to arise in its implementation.
What follows is a set of principles that will help improve both acceptance
and facilitation of change, regardless of its size and scope.
1.
Involve those affected by the change
Traditional change
management generally occurs in top-down fashion. The implicit message
this sends is that management believes productivity will suffer if too
many people get involved in the transformation. This stands in contradiction
to what actually happens when there is high involvement in the change
process of affected parties as early as possible. Experience demonstrates
a much higher likelihood of increasing stakeholder ownership in the change
with early involvement, and a concomitant decrease in resistance.
As an example, a 1,200-person
company was planning a move to a new facility/location in three years.
The engagement strategy incorporated an initial large group conferencing*
methodology which included customers, front-line staff, community partners
and all levels of leadership to define the future state and culture of
the new organization. A year later, the same groups were brought together
again to help design, in more detail, the future state of the organization,
focusing particularly on the interdependencies of departments. Finally,
in the year before the relocation, all the players were once more reassembled
to participate in a conference to learn about change and transition as
well as to help create strategies for mutual support through what was
anticipated to be a significant, transformational process.
2.
Honor the past and present
William Bridges**,
an internationally recognized specialist on managing change, states that
"it isn't the changes that do you in, it's the transitions."
Transition starts with an ending - a letting go of the old reality. Frequently,
when change is introduced, people begin to fear that they will lose something
they valued in the old way of doing things. Allowing time to support people
through this part of the transition by helping them honor the past can
reap huge benefits both for them - decreased anxiety and peace of mind
- and, ultimately, the organization as they contribute to facilitating
the transition and creating their future roles within the new environment.
(This can be done through scenario building, storytelling, creating maps
that link to the past and generating learning histories.)
3.
Surface people's resistance
Driving change through
like a bulldozer will not eliminate people's resistance. In fact, it is
more likely to increase it. Far better, therefore, to design interventions
that surface the resistances and then work through these via dialogue.
An organizational
change with tightly defined parameters provided minimal opportunity for
affected stakeholder input and collaboration/contribution toward the future
state (i.e., a very constraining sandbox). As a result, resistance ran
extremely high. Faced with the consequences of stakeholder opposition,
management adopted an engagement strategy that included bi-weekly 'check-ins'
with staff for two-way conversation regarding what was going well and
what their major challenges were with the change. While the implementation
was tough, participants (including those who had been most resistant)
shared their gratitude for being listened to, validated and given the
opportunity to express their perceptions of the negative effects of the
change including how these could be eliminated.
4.
Create opportunities to empower those affected by change
Bear in mind that
when people are expected to 'get on board' with a change they have not
chosen, requiring them to let go of familiar ways of doing things, this
can be very disturbing for them. However, even when the sandbox is quite
small, with little room for participant contribution, there are always
ways to create opportunities to empower people.
As individuals shared
their issues with the change described above (#3), they were also given
the opportunity to problem-solve together rather than simply turn it back
to the project team or manager for resolution. The results were higher
performing teams and an increased ownership feeling and sense of control
over the change.
By applying the four
key principles described above and seeking engagement opportunities, regardless
of the size of the sandbox, you can increase the probability of people
feeling empowered with respect to a looming change. This, in turn, generates
a greater sense of personal influence over their futures.
It is worthwhile noting
that resistance is purely one part of the transition process. As performance
professionals, our role is to devise strategies to surface resistances,
then go on to provide opportunities for intense, meaningful dialogue that
enhances understanding of issues among all parties and, ultimately, help
individuals through their transition so that they not only accept, but
embrace the new state.
* Terms of Engagement:
Changing the Way We Change Organizations by Richard H. Axelrod
** Managing Transitions: Making the Most of Change by William Bridges
Have
you written an article that you would like us to consider including in
our
Guest Author Series? It can be new or previously published.
Please contact Erica Keeps at ekeeps@hsa-lps.com
for more information.
Harold
Stolovitch will present at the following organizations in the near future:
ASTD Telling Ain't
Training Conference - October 14 & 15, 2009 in Atlanta, GA. He will
be the principal speaker and facilitator.
ASTD Telling Ain't
Training Conference - October 23, 2009 in Toronto, Canada. He will be
the principal speaker and facilitator.
ISPI Michigan Chapter
- November 19 &
20, 2009 in Southfield, MI. He will present Discoveries
and conduct his one-day Training Ain't Performance
workshop.
Click
here
to view HSA's Events Calendar to learn where and when Harold will be speaking
as well as to read session descriptions.
Do
you have any burning Human Performance Technology questions? Visit the
Ask Harold section of HSA's Website
and ask your questions for Harold Stolovitch to answer. Here is a recent
submission that might intrigue you:
I
am conducting a study on the workload of university professors. Besides
time-on-task, what other components of the workload should be measured?
For example, you and I could spend the same amount of time on a task but
your results would certainly be of higher quality than mine. Or, you might
spend lesser time on a task than I and, again, your results would be of
better quality. Applied to professors, what is the relation between time-on-task
and performance?
To read
the response, visit Ask
Harold. To ask your own question, just click on the crystal
ball at left, fill out the form and click submit.
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