Game-Based Learning.

Learning should be interactive, fun, and informative ~ so let’s play! We combine all three in our serious learning games. We take you on a journey of personal discovery so that you can be agile and achieve business excellence ~ both help teams create a ‘better’ normal workspace in our post-pandemic world.

All of the games on this floor are being refreshed and updated.

agility &
excellence

“A-Mazing”

When you combine learning with fun and just a little friendly competition it makes for an enjoyable inclusive experience ~ one that you and your teams will really remember. Come play the game and then bring all of that learning and insight into a LIVE virtual de-briefing session into the Learning Impact Lab

This is the first in a new series of game-based learning called A-MAZING JOAN WILLIAMS 

An interactive online game which teaches you about performance management and team leadership, and how to deal with sensitive human issues that arise in a team.

The scenario presents you with a series of twists and turns that will test your knowledge and skill about how to manage difficult situations and the people in your team that cause them.

Immerse yourself in the problems in the game and discover a truly different learning experience. 

Designed for seasoned and newly appointed middle managers, team leaders and those who run project teams that want to revitalise their thinking about to get the best from their team in public, private or third sector organisations.

At the end of the game you get really valuable people skills something always in demand by employers. You’ll set yourself up for your first managerial role, or take the next step up the management or team leadership career ladder.

JOAN WILLIAMS challenges the learner to make a decision on the scenario they are presented with, then another and another. Each answer leads to a consequence which produces new challenges and more choices. As the learner makes decisions, the story unfolds in unpredictable ways, thereby making this kind of learning engaging and fun. Branching scenarios are not new, they were originally called Action Mazes and their root is from psychological research into behaviour as far back as 1934 when the neo-behaviorist, Edward Chace Tolman, PhD, explained the importance of maze learning.

“Everything important in psychology … can be investigated, in essence, through the continued experimental and theoretical analysis of the determinants of rat behaviour at a choice-point in a maze.”

Branching scenarios is the term now used for maze learning, and has been readily adopted by the e-learning and gaming industries. Maze learning is different from quizzes, which also pose challenges and ask for input. The difference is that quizzes are linear. The next question is always the same regardless of what the learner answered before. In a scenario, every response determines what’s next. Scenarios aren’t linear and therefore unpredictable and engaging. It means they are fun to play, and re-play.

“The Company”

A unique learning workshop that offers a glimpse inside a fictitious organisation called “The Company” as they embark on their journey towards business excellence. Presented as a 10-part story in cartoon form, this workshop features self-paced learning points throughout. It also includes occasional forays into the real work of the Learning Impact Lab to discuss outcomes and, most crucially, their underlying causes.

The Workshop

 

This workshop was originally designed for individual online completion, but can be adapted and brought into your organisation for on-site delivery with your business teams. 

Update June 2024: Having been hit hard after pandemic years and global economic crisis, “The Company” is making internal adjustments to respond to the latest challenges and will be available for review and analysis very soon.

“VISIBLE”

A physical board game still has a valuable place in your in-company training offering, as well as for business meetings as an ice-breaker. A game of this quality, with strong pedagogical design elements cannot fail to bring out the very best, and maybe even the very worst practice of your project teams.

Here’s what makes ‘VISIBLE’ so effective as a serious learning game: 

  • Proven Validity: VISIBLE’s success in previous projects provides concrete evidence of its effectiveness in imparting the desired knowledge and skills.
  • Engaging Format: The gamified approach fosters learner motivation and knowledge retention, making the learning process more enjoyable and impactful.
  • Real-World Application: VISIBLE’s scenarios closely mirror real-world challenges, ensuring the learned skills can be directly applied in a variety of educational, vocational, and other professional settings.
  • Cross-Cultural Communication: The game’s focus on communication across diverse backgrounds equips learners with crucial skills for navigating the complexities of an increasingly interconnected world.

 

The Game in VOFO

More games coming soon...