
GUIDELINES
FOR TRAINERS TO ENSURE MAXIMUM BENEFIT FROM USING TRAINING GAMES
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Be clear about the purpose
of the game, particularly about the skills and behaviours that it is
designed to develop.� Try to reduce any unnecessary �clutter� and extraneous
rules that have no bearing on the development of the relevant skills.
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Provide a clear explanation
to participants.� This will probably include the aim of the game, any
restraints or �rules�, the time available and hints about preferred
strategies to adopt.� It may also be appropriate to advise participants
about how they might feel � especially where they are likely to experience
frustration or conflict.� (It is useful if the trainer has actually
experienced the game as a participant.)
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Provide opportunity for
reticent trainees to opt out or undertake a different role (as observer,
monitor or assistant game administrator).
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Try to anticipate problems
and difficulties, some of which can be minimised by including additional
rules.� It is a good idea to �test run� a new game with a group of
colleagues in order to ascertain such difficulties.
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Once the game is under way,
it is essential that the trainer acts assertively, both in applying the
rules of the game and in dealing with any unexpected eventualities.�
Creative participants will invariably find �shortcuts� or a way to �cheat�
and the trainer must be ready to make an instant decision about what to
allow.� In the advent of an unanticipated �creative solution� it is natural
to feel threatened and to respond negatively, but it is important to remind
yourself of the purpose of the game and judge whether the innovation is a
genuine attempt to achieve the objective of the game.
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Be flexible.� Sometimes a
game can take an unexpected twist that actually adds value to the learning
inherent in the situation.� It is important not to negate this by applying
the rules too rigorously.� The trainer has to achieve a difficult balancing
act between controlling the game and allowing sufficient leeway for it to
develop.
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Ensure that the aim of the
exercise is achievable (and within the time available).
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Give careful consideration
to the amount of time that may be required.� An exercise that one group
completes in ten minutes may take another group half an hour.
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Remember that the debriefing
is probably the most important part of the exercise and needs to be
carefully managed.� It may be necessary to establish a number of ground
rules, especially where participants will be examining each other�s
contribution to the achievement of a group objective.� It may also be
appropriate, if the nature of the exercise has involved working closely with
others, to consider participants� emotional reactions and whether these need
to be diffused.
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Devising effective training
games requires some skill and should not be viewed as an easy option.�
Nevertheless, the amount of effort required to design, test and amend a
training activity can be more than repaid by the effectiveness of the
outcome.
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Imagine the scene.� Eight people of both sexes and various
ages sit around a table.� Each is blindfolded.� Each nervously fingers two
or three shaped pieces on the table in front of them.� One of them mutters
beneath his breath something about crescent moons and animal horns.�
Tentatively, another holds aloft one of her pieces, shaped somewhat like an
Egyptian ankh.� �What colour is this?� she asks.
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Although it may at first appear to be some strange mystic
ritual, in fact the group is taking part in a training game and, within
minutes, is actively engaged in solving the problem of the missing pieces.�
This particular game, entitled �Colourblind�, is
designed to develop communication, problem-solving, planning and
team-working skills.� Half an hour later, having achieved their objective
and correctly identified the missing pieces from a fairly complex set, the
learning continues as the group sets about discussing how it developed a
common vocabulary, the emergence of leadership within the group and how its
members might have improved their strategy.� This debrief inevitably lasts
longer than the task, demonstrating the effectiveness of the game as a
stimulating learning tool.
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SO WHAT IS IT THAT MAKES TRAINING GAMES WORK SO WELL?
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Primarily, a well-designed training game engages the emotions
insofar as participants are actively involved in achieving a pre-set
objective, no matter how frivolous that might at first appear.� The cagey
and the cautious (and even the downright antagonistic) cannot help but
become involve as the rest of the group warm to the task.� Whatever the
initial level of commitment, most participants recognise that they have a
contribution to make and rapidly become immersed in achieving the group
objective.� Because they can be a miniature representation of reality, games
can generate real issues of concern, such as poor communication skills,
inappropriate behaviours, poor interpersonal skills, and so on.�
Nevertheless, because these arise within the context of the game,
participants feel less apprehensive about confronting them.� The
accomplished facilitator can usually broach these issues in a way that
leaves participants� self-esteem intact.
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Another factor that contributes to the effectiveness of
training games is that the learning is �owned� by the participants.�
Although the trainer may have specific reasons for including a particular
game in a training session, often the most important lessons derived from
the experience of playing the game are generated by the participants
themselves.� This potential for diversity should not be seen as a threat by
trainers but as a major strength of the genre.� Another strength of training
games is that they suit all types of learning style.� Indeed, one would
hardly expect it to be otherwise, as the well-designed game will be based on
Kolb�s learning cycle, which focuses on having an experience, then
reflecting, theorising and applying the learning inherent in that initial
activity.
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Games, or similar light-hearted activities can also be used
as effective ice-breakers.� In this instance, the facilitator needs to take
account of how well group members know each other (if at all); how easily
they can be persuaded to take part; how comfortable they will feel
participating; what their initial responses to the activity might be; and
whether there is a purpose to the exercise.� At the beginning of a day,
flung together with a group of people you have never met before, you do not
want to be crawling around on the floor making animal noises � even if it
will help to �break down your inhibitions and help you get to know one
another�.
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Of course, we have all heard our fair share of �horror
stories� relating to training games: unwilling participants being forced
into embarrassing situations; disgruntled group members �switching off�;
sensitive trainees being left in tears; and worse.� Most of us have
experienced being �jollied along� or cajoled into something with which we
were not comfortable.� This serves no useful purpose and can serve to
alienate trainees.� Trainers need to remember that some participants will be
a little reticent and should provide opportunity to opt out: most games will
benefit from having an impartial observer or two who can bring a different
dimension to the debriefing discussion.� To be most effective, observers
should be provided with a summary of the behaviours they are looking for: a
simple matter for the well-prepared trainer.
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The following websites may
be useful starting points for your enquiries about the use of games in
training:
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www.futurefactory.co.uk
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www.wessextraining.co.uk
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www.thetrainingshop.co.uk
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Another simple game that
focuses on problem-solving and team-working involves up to a dozen
participants.� Ideally, this suits a team who are used to working together.�
It requires sufficient space for participants to move about freely.� Prior
to starting, trainees should be briefed that they will be required to wear a
blindfold for the duration of the activity (about 5 � 10 minutes).� Anyone
who feels uncomfortable about this can act as an observer / safety-monitor
(to ensure that nobody comes to any harm during the exercise).
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Each playing participant is
secretly given a number, which they may not tell to anyone else.� After
familiarising themselves with the playing space, they don their blindfolds,
whereupon the aim of the exercise is explained.� The aim is simply for the
group to arrange themselves in numerical order.� The only rule is that
no-one may speak (or sing or make any other vocal sound).
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It is interesting to observe
how several strategies (such as drawing on hands, holding up fingers, tapping shoulders or
clapping) emerge simultaneously and how consensus is reached.� The exercise
typically takes as many minutes as there are participants.� Debriefing the
exercise, and the discussion that ensues, usually last considerably longer.
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