Designing Training Games to Rev up your Workshops!
(The Challenges
and The Rewards)
If you are a trainer, then you must have experienced the extraordinary
power of training games. Training games make training programs more
interactive and of course, a lot more fun than they otherwise would
be. However, the main goal of any training program is learning – and
so such games should be created with learning as their primary objective.
Sometimes, even the training programs conducted by the best and the
brightest trainers in the industry; end up bartering learning effectiveness
for fun, which of course is totally unacceptable!
For the uninitiated, training games may seem to be a completely
different ballgame – something that’s too immature for adult learners.
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 although most won’t accept it on the proverbial
camera; many corporate learners visualize training programs as a
much-needed break. So when we think of adult learning experiences,
we cannot just throw entertainment out of the window and move on.
We need to consciously create a tapestry of learning, with its warp
and weft being the content, and its colors being any and all elements
of fun that we can include in the training program.
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? (Definition)
The Merriam-Webster’s collegiate dictionary, my favorite reference
that has a permanent home on my table, defines a game as an “activity
engaged in for diversion or amusement.” This simple definition
helps me 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 that
- a game is an activity engaged in for amusement; and
- training is the process of imparting learning for some
immediate application.
And What is a Training Game (Definition)
This means that a Training Game could be defined as follows:
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:
- Amusement and
- Learning
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.
The Anatomy or Framework of a Training Game
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 (Those of you into gaming will appreciate how closely a training game experience designed for a company resembles the local multiplayer gaming experience.); 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. (Relevant Reading: Operant Conditioning -B.F. Skinner.)
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.
The Mahabharata Game - A Short Analysis of a Non-Example:
Here’s a case that would help you understand this “game” of balancing
learning with amusement, better.
Let us assume that 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 Kauravas and Pandavas, narrates
the story, and establishes the rules. The goal is to ensure clear
communication between the two warring factions. For every instance
of 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 Kauravas and Pandavas would
not be keen on being the Kauravas! 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 would be: time lost in discussion
over points, the cognitive dissonance resulting from the theme-learning
disconnect, and general disenchantment and dissatisfaction due to
a nebulous connection between learning and entertainment!
Common Design Issues that Plague Training Games:
The issue that plague most training games are:
- The Amusement Factor is weak
- The Amusement Factor outweighs the Learning Factor
- The Implementation doesn’t result in thrill
- The Rewards and Penalties are not clearly defined
- The Learning Objective is not clearly outlined
- The Suspension-of-Disbelief is neither established nor sustained
Conclusion:
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 mind while
we design training games.
- Author:
Shafali R. Anand
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