CUSTOMIZING SECOND MOUSE GETS THE CHEESE

Một phần của tài liệu Games that boost performance (Trang 308 - 316)

• For groups of six to ten, play as two teams.

• For larger groups, divide into four teams and then have each team select its

“response” player(s) and its “prediction” player(s).

Time of Play

• Shorten or lengthen the time allowed for question response and predictions, depending on the size of the group.

Method of Play

• Use two different color index cards to help track the two scoring systems—

one color for team responses and the second color for team predictions.

• Instruct group that each team may or may not receive a different problem.

Conduct the prediction round in the same manner. Discuss how the effect of not knowing the quality of other teams’ problems affected their predictions.

• Have teams prepare their prediction cards AFTER you have announced the correct response to the problem. See how this affects how each team reacts to hearing the correct response.

Scoring

• Award 7 points for predictions. Determine whether additional rewards actually undermine the quality of the responses.

PLAYER INSTRUCTIONS FOR

Second Mouse Gets the Cheese

• Form two to four teams.

• First question is presented.

• On the first card, write your response.

• On a second card, predict the quality of each of your opponent’s responses.

• Facilitator collects both cards.

• Scoring:

Correct response11 points

Correct prediction3 points each

Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com

Smack Down

• PURPOSE

• To create a “weakest link” situation in which you rapidly review your topic in a timed, fast-paced question-and-answer format.

• GAME OBJECTIVE

To be the team with the last icon “standing.”

• PLAYERS

Six to twenty-five.

• TIME

Twenty-five to forty-five minutes.

• SUPPLIES

• One set of twenty-five or more “direct” questions for each round of play, prepared in advance by the facilitator. Direct questions prompt players to identify a fact or concept in a short response of one to five words.

• Three sets of team designator signs—A, B, C.

• Three sets of matching icons for instructor’s table.

• An overhead projector (if using transparencies) or a newsprint flip chart and felt-tipped markers.

• Noise maker (optional).

• Stopwatch or timer (optional).

• GAME PLAY

1. Divide the group into two or three teams.

2. Place three icons for each team, such as a tent fold card with the team’s designator (A, B, or C), on the instructor’s table. For three teams this would require a total of nine icons—three A, three B, and three C icons.

3. Inform players that this game is a “lightning round,” consisting of a rapid flow of questions and answers within a three-to-five-minute period.

4. Have each team select three representatives who will respond to lightning round questions.

5. Give each representative a team sign—A, B, or C. (For three teams this would require a total of nine signs.)

Rounds

1. The first question is read.

2. After 10 seconds the Team A player gives his or her response.

A correct response keeps icons intact.

An incorrect or no response requires one of the team’s icons to be removed from the instructor’s table.

3. Play is the same for Teams B and C, except that the facilitator uses a new question each time.

4. Play is the same for all rounds.

5. Declare the team with the last icon remaining the winner.

• POST-GAME DEBRIEFING

Smack Down is a good game to distinguish between knowledge that needs to be at one’s fingertips (readily remembered) and those workplace situations that involve judgment calls, decision making, and problem solving. To highlight these issues, consider the following questions:

• The ability to quickly recall correct answers was the key to success today.

What are some other issues in the workplace where it is important to have the right answer readily at hand?

• How do we most effectively learn the “right” answer?

• How frequently do we need to apply knowledge before it begins to slip away?

• What are some of the performance support tools or job aids you use to help you recall important facts or procedures?

• What are some of the situations on the job that call more for judgment than recall?

• How long does it typically take before a new person on the job can rely on judgment rather than procedure?

• How can we help people transition from rote memory to judgment and decision making?

• GENERAL COMMENTS

• At first glance this game appears to be complicated. But it is only a three-step process of (1) presenting the question, (2) fielding the response, and (3) remov- ing the icon (as required). Once played this game will quickly become a

favorite because of how quickly the game flows and the dynamics of the scoring, combined with the benefits of a factual recall drill.

• Use the end of each round to reinforce your instructional goal of learning and retention by going over ALL responses. This is the “moment of learning”

when the participants are open to the correct responses and the rationale of the elaboration.

• Write most of the questions (80 percent) at a low level of difficulty. Use these questions in the beginning to get your players used to the flow of the game.

• Smack Down is less threatening than the highly competitive challenges featured on television. Game play encourages risk taking and promotes learning and team spirit.

• To further enhance learning and retention make the questions visible to players by placing them on charts, overheads, or PowerPoint®presentations.

• Have participants contribute questions for game play. Using participant

questions gives you an idea of their perspective on the topic as well as helping you reduce your question preparation time.

• SAMPLE PLAY

1. Group is divided into two teams—A and B.

2. Each team selects three player-representatives, each of whom receive a team designator card—A or B.

3. Facilitator sets up three team icons for each team on a table.

A B A B A B

Round 1: First Players for Each Team

1. The first question is presented.

2. The Team A player responds correctly within 10 seconds.

3. The team icon remains standing.

A B A B A B

4. The second question is presented.

5. The Team B player responds incorrectly within 10 seconds.

6. One Team B icon is removed.

A A B A B

Round 2: Second Players for Each Team

1. The third question is presented.

2. The Team A player gives no response within 10 seconds. This is scored the same as an incorrect response, and a Team A icon is removed.

A B A B

3. The fourth question is presented.

4. The Team B player responds correctly within 10 seconds.

5. The team icon remains standing.

A B A B

Rest of Game

1. Play continues as above.

2. The last team with a standing icon wins the game.

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