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Learning through
Games Based Interventions
          A Niche Area of Transcendix Expertise




“Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll
understand." - A Chinese Proverb
The Background
  The best learning takes
   place in a (simplified)                                1. In our experience, some of
     subset of the real                                      the best learning results are
 domain, via simulations a                                   achieved through game-
     game can create.                                        based learning.

                              Games encourage             2. A well-designed and
                                 active and
                                                             executed game stirs deep
                                 critical, not
                                                             thinking in the participants.
                              passive, learning.
Games facilitate a cycle of
 probing the world (doing                                 3. The recall-value of
 something); reflecting on                                   moments of realization in a
  this action and, on this        Learners get lots of       game is extremely high.
      basis, forming a            practice in a context
hypothesis; re-probing the           that is fun and      4. This deck gives you a peek
     world to test the                  exciting.            into the games we offer.
        hypothesis.
The Menu and Areas of Learning
                               1.   Likes and Dislikes
    Culture, Values and
                               2.   Nine Pins
      Organization’s
                               3.   Values Auction/Values Chest
      Competencies
                               4.   Dramatix
          Team                 5. The Bandit’s Treasure Hunt
Working, Collaboration, Stak   6. Gift-Wrapped
  eholder Management           7. Baker’s Street


Performance Management         8. Butterfly



     Strategic Thinking,       9. Car Wars
    Planning, Creativity       10. Wall Charts
                               11. Case Studies


Front-line Leadership Skills   12. Ninja Strokes
Like and Dislikes
Duration – 2.5 hours
                                            Key Messages:

An activity fashioned on a Facebook wall,   Desired Values of the Organization
with several status messages, and the       Code of Conduct
participants, working in teams, posting     Workplace Etiquette and Protocol
‘comments’ on them, with ‘likes’ and
‘dislikes.

The idea will be to create several
scenarios as ‘statuses’ posted by
protagonists and give pre-printed options
of ‘comments’ which teams can choose.

Participants build a facebook wall in the
classroom!

They role-play and act out their
preferences.                                                Team Size – 25-30
Duration – 2 hours
                                                        Key Messages:

                                                        Desired Values of the Organization
•    An activity fashioned on bowling, with a
     twist. Each of the pins will have a message        Cost of ‘Living the Values’
     on it. Some messages will confirm client’s         Workplace Etiquette and Protocol
     stand, while others will be contra to it. Each
     team’s task will be to knock off only the ones
     that are ‘contra’, and try to leave the positive
     ones standing!

•    The teams will have fun doing this, as they
     make several strategies and cheer each
     other.                                                                            DEFINITION



•    After the game, each team will tabulate
     scores and celebrate the winners.

•    Finally, the teams will settle for a discussion.

                                                                        Team Size – 25-30
Values Auction
    Duration – 2 hours
                                                       Key Messages:
     An activity fashioned on a Marketplace auction!
•    Each value has a cost : in terms of the efforts   Desired Values of the Organization
     and sacrifices it take                            Cost of ‘Living the Values’
                                                       Workplace Etiquette and Protocol
•    Participants receive Values on 10” X 10”
     laminates. Set Price and Discount coupons,
     fake currency notes, Sample stories and
     guidelines, Leader’s Guide, PPT.

•    Each team gets a budget in which they have
     to bid for the values on auction.

•    There are complications and offers that
     makes this game exciting.

•    And, as they do so, they learn what each
     value stands for, and how it can be truly
     lived.
                                                                       Team Size – 25-30
Values Chest
 Duration – 2 hours
                                              Key Messages:
The game will be around positioning values
as treasures which the participants have to   Desired Values of the Organization
dip into the chest to find.                   Cost of ‘Living the Values’
                                              Workplace Etiquette and Protocol
Teams come, one by one, to pick a treasure
from the chest.

Each pick requires them to perform a task.


 They will need to complete a task to claim
that value.


Once they complete that task, that value is
theirs.
                                                              Team Size – 25-30
Dramatix
Duration – 4-6 hours
                                                  Key Messages:

A ‘drama’-based learning method in which          Organization’s Competency
teams     learn    via    role-plays/street       Framework.
plays/movie-making.                               Cost of ‘Living the Values’
                                                  Workplace Etiquette and Protocol
•   The format calls for participants to create
    and enact scenes as prescribed by scripts
    designed by us.

•   Exciting props and costumes provided.

•   While doing so, they learn various
    aspects related to the learning
    objectives. The enactment is preceded
    by 2 hours of training and followed by 1
    hour of debrief.



                                                                  Team Size – 25-50
The Bandit’s Treasure Hunt
Duration – 5-6 hours
                                                       Key Messages:

•The participants don colorful costumes provided       •   Collaboration
by us and plan a mission.                              •   Managing the Internal
                                                           Customer
•The information needed to complete the mission        •   Stakeholder Management
is provided in parts, to the different teams.          •   Inclusivity & Diversity
•As the participants set out to find a lost
treasure, and grapple with exigencies along the
way.

•With lots of music, fun and dance, the tempo rises
as the treasure trove is reached.

•A powerful end, that helps them experience what
true collaboration means.



                                                                       Team Size – 25-40
Gift-Wrapped
 Duration – 3 hours
                                               Key Messages:

•The participants are given an assortment of   •   Collaboration
items with which they need to prepare gifts    •   Managing the Internal
for an NGO.                                        Customer
                                               •   Stakeholder Management
•The requirements of the NGO are specified     •   Inclusivity & Diversity
in a booklet.

•The task is to collaborate, and plan to
ensure each team arrives at a win-win.

•Colorful and fun, the game makes the
participants leverage everyone’s skills.



                                                               Team Size – 25-35
Bakers’ Street
  Duration –3 hours
                                                      Key Messages:

Teams leverage different skills, abilities and            • Inclusivity and Diversity
aspirations to complete a group task. They                • Collaboration &Influencing
encounter conflicts, and challenges, but learn that       • Strategizing and Prioritizing
the best outcome depends on how well they
synchronize differences instead of trying to
eliminate them!

•We set up a street with cake-assembly components
on sale.

•Teams scramble to assemble the best-possible cake
they can.

•They refer to their design, take stock of the
purchases they have made, and arrive at an
execution plan that best utilizes their ideas and
available resources..

                                                                      Team Size – 25-35
Butterfly
  Duration –3 hours
                                           Key Messages:

                                               • Appraisee Maturity
•The game teaches team members that            • Sharing responsibility of
Performance Management is a two-way              performance management.
street, with the manager
•responsible for goal-setting, ongoing
coaching and delivering
•comprehensive reviews, and the team
member responsible for
•sharing that responsibility by being
open, proactive, and responsive.

•Inspired by the Insect World.

•Insect Headbands and lots of action for
the participants.

                                                           Team Size – 15-20
Car Wars
    Duration –3 hours
                                                        Key Messages:

                                                            •   2-way communication
                                                            •   Decision Making
•   The game unfolds over a lot of fun, music and           •   Risk-taking
    action sequences that keep the participants             •   Collaboration &Influencing
    engaged deeply.                                         •   Strategizing and Prioritizing

•   Two teams are given the task of constructing a
    car which has specifications like
    color, length, cost etc. that would have to be
    bought at a cost.

•   The goal is for the teams to build a car with the
    specifications while playing the roles that they
    have chosen and in the given time-limit.




                                                                        Team Size – 25-40
Wall Charts
  Duration –3 hours
                                            Key Messages:

                                            Strategic Thinking
•A Wall Chart is a summary of a challenge   Planning
being faced by any organization.            Creativity

•It has point-wise notifications of the                          Role Play - 1 (10-50
                                                                 points)
challenges.
                                                                 Word Jumble - 1 (5-10
                                                                 points)
•It has an accompanying booklet which
                                                                 Crosswords - 2 (10 to
elaborate all the details.                                       20 points)

                                                                 Caselet – 1 (10 to 40
•It enables teams to pin it on the walls                         points-
enabling other teams to view and learn
from each business challenge.                                    Difficulty
                                                                 Level
                                                                 Total : 120 points
•The teams present their solutions
referring to the wall chart.
                                                            Team Size – 20 -35
Case Studies
 Duration – 2 hours
                                               Key Messages:

                                               Strategic Thinking
•We offer to design case studies to help
                                               Planning
teach issues the organization is grappling
                                               Generating multiple viewpoints
with.

•Solutions to the case are sought via
inventive game-based methods instead of
discussions / paper and pencil answers.

•Ideal for Sr Leaders, on topics core to the
business.




                                                            Team Size – 15 to 20
Ninja Strokes
  Duration –3 hours
                                                 Key Messages:

                                                     • Situational Leadership
•Ninja Leadership is a game that helps               • Feedback and Coaching
participants to learn the different leadership
styles that are needed to manage different
folks in different situations.

•The game is played within the framework of
Ninja styles.

•Participants win color ribbons to denote
their level of proficiency as the game moves
along.

•The learning outcome is the realization that
flexibility and malleability are needed in
leading people.
                                                                 Team Size – 15-20
•   HCL Technologies Pvt. Ltd.                •   Iviz Technologies India Pvt. Ltd.
•   Aris Global Software Pvt. Ltd.            •   Newton Group
•   Schneider Electric India Pvt. Ltd.        •   Lancet Software Pvt. Ltd.
•   EMC Software & Services India Pvt. Ltd.   •   G7 Group of Companies
•   Intel India Pvt. Ltd.                     •   Quetzel Designs India Pvt. Ltd.
•   Axa Business Services Pvt. Ltd.           •   The Samhita Academy
•   Head Start                                •   APC by Schneider Electric
•   Faiveley Transport India Pvt. Ltd.        •   Manatec
•   Titan Industries                          •   Exilant
•   United Spirits Limited                    •   The Zone
•   CholaMandlam MS General Insurance         •   Thinksoft Global India Pvt. Ltd.
•   Desi Crew Solutions Pvt. Ltd.             •   Invendis Technology Pvt. Ltd.
•   Tejas Networks Limited                    •   GRG Dairy Products Pvt. Ltd.
•   Indian Machine Tools Manufacturer's       •   Indian Semiconductor Association
    Association                               •   Bharat Electronics Limited
•   Collabera                                 •   Cisco Labs India Pvt. Ltd.
•   Facebook                                  •   Syngene (Biocon)
•We shall require 4-6 weeks from sign-up to deliver,
based on the nature of game and the components
needed.

•The costing will based on the nature of the game,
the creative team’s man-days, and creativity
involved.

•We offer to print the game kits at our end.

The contact person for all discussions will be Ranjay
Sarda who can be reached at ranjay@transcendix.in

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Game Based Interventions By Transcendix

  • 1. Learning through Games Based Interventions A Niche Area of Transcendix Expertise “Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." - A Chinese Proverb
  • 2. The Background The best learning takes place in a (simplified) 1. In our experience, some of subset of the real the best learning results are domain, via simulations a achieved through game- game can create. based learning. Games encourage 2. A well-designed and active and executed game stirs deep critical, not thinking in the participants. passive, learning. Games facilitate a cycle of probing the world (doing 3. The recall-value of something); reflecting on moments of realization in a this action and, on this Learners get lots of game is extremely high. basis, forming a practice in a context hypothesis; re-probing the that is fun and 4. This deck gives you a peek world to test the exciting. into the games we offer. hypothesis.
  • 3. The Menu and Areas of Learning 1. Likes and Dislikes Culture, Values and 2. Nine Pins Organization’s 3. Values Auction/Values Chest Competencies 4. Dramatix Team 5. The Bandit’s Treasure Hunt Working, Collaboration, Stak 6. Gift-Wrapped eholder Management 7. Baker’s Street Performance Management 8. Butterfly Strategic Thinking, 9. Car Wars Planning, Creativity 10. Wall Charts 11. Case Studies Front-line Leadership Skills 12. Ninja Strokes
  • 4. Like and Dislikes Duration – 2.5 hours Key Messages: An activity fashioned on a Facebook wall, Desired Values of the Organization with several status messages, and the Code of Conduct participants, working in teams, posting Workplace Etiquette and Protocol ‘comments’ on them, with ‘likes’ and ‘dislikes. The idea will be to create several scenarios as ‘statuses’ posted by protagonists and give pre-printed options of ‘comments’ which teams can choose. Participants build a facebook wall in the classroom! They role-play and act out their preferences. Team Size – 25-30
  • 5. Duration – 2 hours Key Messages: Desired Values of the Organization • An activity fashioned on bowling, with a twist. Each of the pins will have a message Cost of ‘Living the Values’ on it. Some messages will confirm client’s Workplace Etiquette and Protocol stand, while others will be contra to it. Each team’s task will be to knock off only the ones that are ‘contra’, and try to leave the positive ones standing! • The teams will have fun doing this, as they make several strategies and cheer each other. DEFINITION • After the game, each team will tabulate scores and celebrate the winners. • Finally, the teams will settle for a discussion. Team Size – 25-30
  • 6. Values Auction Duration – 2 hours Key Messages: An activity fashioned on a Marketplace auction! • Each value has a cost : in terms of the efforts Desired Values of the Organization and sacrifices it take Cost of ‘Living the Values’ Workplace Etiquette and Protocol • Participants receive Values on 10” X 10” laminates. Set Price and Discount coupons, fake currency notes, Sample stories and guidelines, Leader’s Guide, PPT. • Each team gets a budget in which they have to bid for the values on auction. • There are complications and offers that makes this game exciting. • And, as they do so, they learn what each value stands for, and how it can be truly lived. Team Size – 25-30
  • 7. Values Chest Duration – 2 hours Key Messages: The game will be around positioning values as treasures which the participants have to Desired Values of the Organization dip into the chest to find. Cost of ‘Living the Values’ Workplace Etiquette and Protocol Teams come, one by one, to pick a treasure from the chest. Each pick requires them to perform a task. They will need to complete a task to claim that value. Once they complete that task, that value is theirs. Team Size – 25-30
  • 8. Dramatix Duration – 4-6 hours Key Messages: A ‘drama’-based learning method in which Organization’s Competency teams learn via role-plays/street Framework. plays/movie-making. Cost of ‘Living the Values’ Workplace Etiquette and Protocol • The format calls for participants to create and enact scenes as prescribed by scripts designed by us. • Exciting props and costumes provided. • While doing so, they learn various aspects related to the learning objectives. The enactment is preceded by 2 hours of training and followed by 1 hour of debrief. Team Size – 25-50
  • 9. The Bandit’s Treasure Hunt Duration – 5-6 hours Key Messages: •The participants don colorful costumes provided • Collaboration by us and plan a mission. • Managing the Internal Customer •The information needed to complete the mission • Stakeholder Management is provided in parts, to the different teams. • Inclusivity & Diversity •As the participants set out to find a lost treasure, and grapple with exigencies along the way. •With lots of music, fun and dance, the tempo rises as the treasure trove is reached. •A powerful end, that helps them experience what true collaboration means. Team Size – 25-40
  • 10. Gift-Wrapped Duration – 3 hours Key Messages: •The participants are given an assortment of • Collaboration items with which they need to prepare gifts • Managing the Internal for an NGO. Customer • Stakeholder Management •The requirements of the NGO are specified • Inclusivity & Diversity in a booklet. •The task is to collaborate, and plan to ensure each team arrives at a win-win. •Colorful and fun, the game makes the participants leverage everyone’s skills. Team Size – 25-35
  • 11. Bakers’ Street Duration –3 hours Key Messages: Teams leverage different skills, abilities and • Inclusivity and Diversity aspirations to complete a group task. They • Collaboration &Influencing encounter conflicts, and challenges, but learn that • Strategizing and Prioritizing the best outcome depends on how well they synchronize differences instead of trying to eliminate them! •We set up a street with cake-assembly components on sale. •Teams scramble to assemble the best-possible cake they can. •They refer to their design, take stock of the purchases they have made, and arrive at an execution plan that best utilizes their ideas and available resources.. Team Size – 25-35
  • 12. Butterfly Duration –3 hours Key Messages: • Appraisee Maturity •The game teaches team members that • Sharing responsibility of Performance Management is a two-way performance management. street, with the manager •responsible for goal-setting, ongoing coaching and delivering •comprehensive reviews, and the team member responsible for •sharing that responsibility by being open, proactive, and responsive. •Inspired by the Insect World. •Insect Headbands and lots of action for the participants. Team Size – 15-20
  • 13. Car Wars Duration –3 hours Key Messages: • 2-way communication • Decision Making • The game unfolds over a lot of fun, music and • Risk-taking action sequences that keep the participants • Collaboration &Influencing engaged deeply. • Strategizing and Prioritizing • Two teams are given the task of constructing a car which has specifications like color, length, cost etc. that would have to be bought at a cost. • The goal is for the teams to build a car with the specifications while playing the roles that they have chosen and in the given time-limit. Team Size – 25-40
  • 14. Wall Charts Duration –3 hours Key Messages: Strategic Thinking •A Wall Chart is a summary of a challenge Planning being faced by any organization. Creativity •It has point-wise notifications of the Role Play - 1 (10-50 points) challenges. Word Jumble - 1 (5-10 points) •It has an accompanying booklet which Crosswords - 2 (10 to elaborate all the details. 20 points) Caselet – 1 (10 to 40 •It enables teams to pin it on the walls points- enabling other teams to view and learn from each business challenge. Difficulty Level Total : 120 points •The teams present their solutions referring to the wall chart. Team Size – 20 -35
  • 15. Case Studies Duration – 2 hours Key Messages: Strategic Thinking •We offer to design case studies to help Planning teach issues the organization is grappling Generating multiple viewpoints with. •Solutions to the case are sought via inventive game-based methods instead of discussions / paper and pencil answers. •Ideal for Sr Leaders, on topics core to the business. Team Size – 15 to 20
  • 16. Ninja Strokes Duration –3 hours Key Messages: • Situational Leadership •Ninja Leadership is a game that helps • Feedback and Coaching participants to learn the different leadership styles that are needed to manage different folks in different situations. •The game is played within the framework of Ninja styles. •Participants win color ribbons to denote their level of proficiency as the game moves along. •The learning outcome is the realization that flexibility and malleability are needed in leading people. Team Size – 15-20
  • 17. HCL Technologies Pvt. Ltd. • Iviz Technologies India Pvt. Ltd. • Aris Global Software Pvt. Ltd. • Newton Group • Schneider Electric India Pvt. Ltd. • Lancet Software Pvt. Ltd. • EMC Software & Services India Pvt. Ltd. • G7 Group of Companies • Intel India Pvt. Ltd. • Quetzel Designs India Pvt. Ltd. • Axa Business Services Pvt. Ltd. • The Samhita Academy • Head Start • APC by Schneider Electric • Faiveley Transport India Pvt. Ltd. • Manatec • Titan Industries • Exilant • United Spirits Limited • The Zone • CholaMandlam MS General Insurance • Thinksoft Global India Pvt. Ltd. • Desi Crew Solutions Pvt. Ltd. • Invendis Technology Pvt. Ltd. • Tejas Networks Limited • GRG Dairy Products Pvt. Ltd. • Indian Machine Tools Manufacturer's • Indian Semiconductor Association Association • Bharat Electronics Limited • Collabera • Cisco Labs India Pvt. Ltd. • Facebook • Syngene (Biocon)
  • 18. •We shall require 4-6 weeks from sign-up to deliver, based on the nature of game and the components needed. •The costing will based on the nature of the game, the creative team’s man-days, and creativity involved. •We offer to print the game kits at our end. The contact person for all discussions will be Ranjay Sarda who can be reached at ranjay@transcendix.in