games that change behaviour
A business simulation is like to a case study, with the difference that you and your team get to play a leading role in the story. You decide on a strategy, you determine the way forward. It’s a story, but the outcomes are informed by you and your choices.
But just like a book, you want to pick a story that resonates with you. It needs to help you work through problems you are facing or those that you are likely to face in your role, be it today or in the future.
It is not a puzzle to be solved or a race to be won. Or dare I say, it shouldn't be. It's a story that has twists and turns and unexpected surprises. Every part of the narrative needs to be well thought through and contain a relevant message, crafted specifically for its audience. It allows the learner to explore different paths, but without fear of failure. The facilitator acts only as a guide to ensure that you stay on track and to help your understanding.
Two elements need to work together in harmony for the learning experience to be of maximum value: message and method. The message addresses the challenges that the learner is likely to face in a way that is relevant, interesting, and insightful. Method – the game or simulation – is what captures people’s attention.
I came across a quote the other day in which author Tiago Forte suggests that "people’s attention is a much more scarce resource than money." When we have people’s attention, and we have something to say, we have the right recipe for learning.
“The price of failed leadership is already too high for us not to attend to the process through which we develop it.”
– Deborah Rowland
In a knowledge-based economy and a fast-changing world, our ability to learn and adapt our behaviour based on changes in context is critical for businesses to be successful. Whether that requires capability building, contextual understanding, or a mindset shift, it's about us as learners realising the need and wanting to shift behaviour. Or as Chris Anderson, head of TED, puts it, "Knowledge cannot be pushed into a brain; it needs to be pulled in."
Simulations allow us to create immersive experiences that grab people’s attention. It draws them in and gets learners interested in and excited about the message. If message and method work together in harmony, the need for behaviour change is not forced – it's discovered.