
Why
The Game Show Format Is Effective For Teaching
Researchers
and trainers agree: Game shows are a great way to reinforce learning.
Playing games
reinforces learning. This is a bold statement that some may dismiss as
frivolous, but countless researchers and corporate trainers have the studies
and experience to prove that games are one of the most powerful and successful
ways to reinforce learning in adults.
"The
idea of embedding academic learning in an entertaining format is centuries
old, because it works," says Eric Jensen in his book The Learning
Brain (Turning Point Publishing, 1995). "Creative presentations afford
the opportunity for students to reach social, artistic and emotional goals.
But more important is the fact that in these contexts, learning becomes
more enjoyable. Learners exercise choice and creativity, and there is
minimum negative pressure."
Just like
children, adults enjoy playing games. They like to laugh, and they remember
information that is tied to strong emotions. When a game is introduced
into a serious classroom environment, participants relax, they get excited,
they compete and, most importantly, they remember the event and the information
tied to it.
"I can
recall every question and answer in the game we won," says Canada
Airlines flight attendant Marnie Wilkinson about a Game Show training
session she played recently in an annual review course.
"When
the questions came up, I'd think 'Oh I remember that,' and BANG!, I'd
be hitting the button on the Game Show system to get the points."
Her instructor, Sam Elfassy, decided the game was a much better way to
end the course and reinforce the learning than a traditional written exam.
"When new information is transferred in an appealing way, it stays
with you," he says. "If your emotions are engaged, you learn
more."
"The
content of the course Handling of Dangerous Goods was pretty
boring," Wilkinson adds, "but putting it in a game format made
it more fun." She still chides colleagues in passing about beating
them at the game.
Entertained
students learn more.
Why does
the information we learn from games stay with us? Because our emotions
rule us. "Positive emotions allow the brain to make better perceptual
maps," says Jensen. "That means that when we are feeling positive,
we are able to sort out our experiences better and recall them with more
clarity."
"Gameshows
engage students in just the right way," says Elfassy, program developer
of the Air Crew training department for Canadian Air Lines in Toronto
"It's visual and audio, and it's exciting and fun to play. Whereas
exams are devoid of any engaging elements and increase the stress levels
of the students."
Melody Davidson,
training manager for McDonald's Corp. in Seattle agrees. "It's far
more effective to do experiential learning," she says. Davidson uses
gameshows in nine training seminars to reinforce 'nuts and bolts' information
like the temperature of the fry vats and garbage collection schedules.
"Tests may prove this kind of information transfer, but gameshows
are more fun. It's a 'do and learn' opportunity that lets students reach
conclusions on their own."
Davidson
sets up the Jeopardy-style game in a multi-tiered format so that winners
compete against each other, and the best ones go to the national convention,
where they have playoffs for "Top of the Arch" employee awards.
Stress
relief reinforces learning.
When training
is intensive, games are an immediate way to lower the stress level of
students quite the opposite of looming exams. "Laughter can
lower stress and boost alertness," says Dr. Norman Cousins in the
book Anatomy of an Illness.
Carla Kaufman,
applications knowledge specialist for Lawson Software in St. Paul takes
advantage of that. She uses gameshows in the classroom to liven up students
during a heavy two week applications training course. "By the middle
of the second week, everyone is tired and a little overwhelmed,"
she says. "They are stressing about exams and presentations that
they have to do. "When we start the game, everyone instantly relaxes
and has fun. It's like going to happy hour."
She uses
the gameshow to review application knowledge in many of these workshops.
"Playing the game shows the students what they did and didn't learn,"
she says. "It's a much better way to reinforce the lessons of the
past few days than to have me stand up and summarize the material."
"A gameshow
is a stress-free and fun way to learn that doesn't diminish the importance
of the subject matter," adds Elfassy. "If they are always under
stress, the information never reaches their thinking brains." By
using gameshows instead of traditional quizzes, the stress is removed
and learning is maximized, he says.
Teamwork
is reinforced.
In most cases,
trainers group students in teams of two to three people for each player
position, and questions and answers are projected on a large screen. It's
very physical, which boosts learning, according to Dr. Max Vercruyssen
of the University of Southern California, who studies how the body's posture
affects knowledge-gathering. His research shows that, on average, standing
increases the heart rate by ten beats per minute. That sends more blood
to the brain, which activates the central nervous system to increase neural
firing. "Psychologically," he says, "standing up also creates
more attention arousal, and the brain learns more."
Dr. Jon Ebbert,
chief medical resident of the Rochester, MN-based Mayo Clinic, witnessed
the result of that increased brain activity when his residents compete
in bi-monthly challenges, like "Name That Congenital Abnormality,"
a Jeopardy-style game that reinforces medical knowledge. "It's is
a different way to learn," says Ebbert. "It's an informal learning
environment. The residents let their guards down, which makes them more
receptive to new ideas, and they are more willing to challenge themselves."
Residents
gather on three teams, each with a single buzzer, and compete to respond
with "quick and dirty facts" that they need to know on the job,
he says. "It's a great way to train emergency medical personnel because
it tests for information they need to know on a reflex level. "The
fast paced question and answer format forces residents to respond instantly
with answers.
"It's
a matter of pride to win the game when you are part of a team," says
McDonald's Davidson. "Students don't want to look bad, and they don't
want to let their teammates down. It gives them an incentive to work harder."
"And," adds Kaufman, "it's amazing how a little friendly
competition gets even the quiet ones to speak right up."
Teachers
see what's being missed.
Students
aren't the only ones who benefit from games in the classroom. Teachers
use it to figure out what parts of their course content need adjusting
and what topics need to be reviewed.
"It
helps me figure out what students are learning and what they are missing,"
says Davidson. "I go back and tweak the course content if there are
certain questions that are regularly missed."
The combined
evidence proves that gameshows increase learning retention and improve
the overall attitude about training among students who use the game in
class. Attendance goes up, and people talk about the training long after
it's over.
"I have
people who come to class excited to play Jeopardy because they heard about
it from someone else who's taken the training," says Davidson. You'll
never get that kind of excitement about an end-of-class exam.
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