
GUIDELINES
FOR TRAINERS TO ENSURE MAXIMUM BENEFIT FROM USING TRAINING GAMES
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.
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.)
Provide opportunity for
reticent trainees to opt out or undertake a different role (as observer,
monitor or assistant game administrator).
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.
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.
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.
Ensure that the aim of the
exercise is achievable (and within the time available).
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.
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.
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.
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.
SO WHAT IS IT THAT MAKES TRAINING GAMES WORK SO WELL?
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.
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.
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�.
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:
www.futurefactory.co.uk
www.wessextraining.co.uk
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).
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).
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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