When it comes to learning, many people share this distrust of games. Games seem risky and their notion of learning is often about sharing and explaining content.
Based upon over 800 training assessment and measurement projects, we believe that learning involves both Content (sharing and explaining new information, models, principles, and approaches) and Process (providing relevant practice and immediate performance feedback opportunities.)
This is where “games,” “activities” or simulations come in. Regardless of the nomenclature, experiences allow participants to learn better and faster while providing a fertile ground to test proficiency.
Here is a simple example of an activity called “Questions” used to ensure that participants truly understand content:
- Distribute your content and 10 index cards to each participant.
- Ask each participant to read the material and write a closed-ended question on one side of the index card and the single correct answer on the other side of the card. The harder the question, the better.
- Once the material has been read and the questions have been compiled, consolidate the participants into groups of 4-7 people.
- Ask each group to shuffle their team’s question cards and trade all of their cards with another group.
- After the exchange, ask the group to place the cards in the middle of the table, question side up.
- Without lifting it from the pile, the first player reads the question on the first card.
- The player has 10 seconds to give their answer.
- Any player may challenge by giving a different answer.
- If there is no challenge, the first player wins the card. If there is a challenge, the card is turned over to reveal the correct answer.
- Whoever gave the correct answer (the original player or the challenger) wins the card. If neither answer is correct, the card is buried in the middle of the pile for recycling.
- The game continues until all cards have been answered.
- Without lifting it from the pile, the first player reads the question on the first card.
- The game is complete when you run out of allotted time, have scored a certain number of points, or run out of cards.
Regardless of the final tally, you can be assured that participants will have a greater depth of knowledge for the material which you have deemed important enough to include in your session.
No comments:
Post a Comment