The Game of Training Games!
If you are a trainer, you are probably conversant with the magic
of training games. A training program that includes a training game
is considered to be fun and interesting, and this is a huge compliment
to the trainer. However, the main goal of any training program is
learning – and the training games should be geared towards
enhancing the effectiveness of learning. Often, training programs
end up bartering learning effectiveness for fun, which of course
is unacceptable!
For the uninitiated, training games may seem to be a completely
different ballgame, irrelevant and ineffective for adult learning.
I have come across many individuals who’ve wondered whether
it was a good idea to include games in training programs. “True,”
they say, “games generate fun and energy, but the adult learning
principles tell us that the adults are self-motivated, self-directed
individuals who just want to learn as efficiently as they can, and
then go back to their jobs and apply their learning!”
The fact remains that most of the entertainment in this world is
geared to meet the needs of adults. The adults are the biggest consumers
of novels and movies, of restaurants and of funfests, of computer
games and of sports! Adults need to play…especially when they
are on training programs, for the fact remains that many corporate
learners visualize training programs as a much-needed break. So
when we think of adult learning experiences, we cannot just leave
entertainment and move on. We need to consciously create a tapestry
of learning with hues of games and stories.
So let us begin by re-discovering games and connecting them with
learning. We will then see how instructional design helps us create
relevant and effective games that enhance the learner’s experience
with content.
So what is a Game?
The Merriam-Webster’s Collegiate dictionary, my favorite
reference that sits on my table, defines a game as an “activity
engaged in for diversion or amusement.” This simple definition
enables me to put things into perspective and establish a more directional
definition for the term Training Game that could help us design
and develop effective training games.
The dictionary definition suggests, a game is an activity engaged
in for amusement; and training is the process of imparting learning
for some immediate application, we could say that a training game
is an amusement activity that is included in a training program,
to impart/enhance learning. This is a workable definition that provides
us two clear dimensions of a training game. These are:
Thus, if we could create activities that lead to “amusement/entertainment”
and “learning” at the same time, we would’ve create
training games. The whole challenge then, percolates to ensuring
the presence of these two factors in an activity to transform it
into a training game! Unfortunately, it’s easier said than
done – especially in the case of a game, where the expectation
of amusement borders on thrill. I may be amused when I read a joke,
but I am thrilled when I clear the final level of an especially
challenging game! A training game is expected to result in a rush
of adrenaline, in an emotional connect with the concept of the game,
and in learning that’s retained better.
Let’s try to look beneath the surface and figure out the
anatomical details of a game. A game accomplishes the surge of adrenaline
through a system of challenges and rewards. A game is different
from other amusement activities as it establishes a series of challenges
and corresponding rewards; and the gamer experiences the thrill
of winning (or the pain of losing), which results in a heightened
state of attentiveness and an expanded capacity to retain the relevant
learning.
With this format established, without going into further details,
let me present the other dimension, which is learning, from the
viewpoint of a training game.
During the process of creating training games, at no point in time
should we forget the learning and, the learner. Learning is the
reason we built the game in the first place, so don’t relegate
learning to the second place, when you begin designing your training
games. Learning should be embedded in the game play, and the learner
(our temporary gamer) should be aware of the fact that learning
is the overall output desired from the activity. Yet, learning should
be integrated seamlessly into the game, without making the game
lose its entertainment appeal.
Here’s a case that would help you understand this “game”
of balance better. A trainer wishes to enhance a communication workshop
by using a game. With Mahabharat as the theme for the game, the
trainer divides the team into Kauravs and Pandavs, narrates the
story, and establishes the rules. The goal is to ensure clear communication
between the two warring factions. Upon every clear un-distorted
communication, the message sending team wins points! The messages
are written around the daily lives of the participants.
The trainer’s intentions are laudable and at first glance,
the idea seems quite creative. However, the game has implementation
issues. The first issue that we see cropping up is a thematic-disconnect
between the concept and the implementation. The communication is
completely modern, the theme is ancient, and those who know the
positive and negative connotations of Kauravs and Pandavs would
not be keen on being the Kauravs! The next problem would arise on
the floor as the rewards and penalties are not clearly defined.
Rewards are “mentioned” as points, but Penalties are
not even mentioned. Furthermore, the criteria for providing the
reward-points need to be objectively stated – and clearly
understood by both teams. The overall result of such a game could
include: time lost in discussion over points, cognitive dissonance
and thus distracted attention due to theme-learning disconnect,
weak buy-in due to a nebulous connection between learning and entertainment!
The issue that plague most training games are:
- Weak amusement factor
- Amusement factor outweighs the learning factor
- Implementation doesn’t result in thrill
- Rewards and Penalties are not clearly defined
- The learning objective is not clearly outlined
- Missing suspension-of-disbelief
As training game designers, we need to analyze our audience’s
demographics and psychographics, determine what kind of game would
suit their profiles and then set about designing a game that would
click. Some games can span different audience groups, but most games
need to be tailored to the audience’s expectations. The principles
of instructional design help us design, develop, and implement games
that ensure learning; and we need to always keep these principles
in view!
Author: Shafali R. Anand
This work is licensed under a Creative
Commons License.
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