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THE GAME CHANGER
BNZ, The ICEHouse and InGame
Agenda
 This case study reviews the creation and rollout of ‘The Game Changer’
business simulation blended-learning tool
 Presented by InGame Managing Director Stephen Knightly at the New Zealand
Association of Training and Development Showcase day in May 2017
THE GAME CHANGER
A business simulation
Group experiential learning
Has marketing and learning objectives
FEATURES
Highly engaging experiential training brought
to life with digital tools
Simulate a management, customer or sales
scenario
Over 8 quarters and 3 annual plans
Up to six teams of five people
One to two hour long event
Easy-to-use touchscreen tablets
Dynamic feedback on the big screen
Great facilitator tools
Customisable
Business Objectives
 Help bankers build deeper relationships with clients and prospects
– Expose clients to the depth of their banker’s knowledge and expertise
– Reinforce the BNZ bankers’ customer service training programme
 Provide valuable experiential learning on strategic business problems
– Demonstrate the need for key BNZ products such as foreign exchange hedging or
credit facilities by designing them into the scenarios
 Showcase BNZ Partner Centre facilities
Learning Objectives
 Show the benefit of investing in business capabilities
using the IceHouse’s Business of International Quality (BIQ) framework
 Understand that Company Value is the ultimate client goal,
not transactions
 Show that strategic planning pays off long-term
 Demonstrate the need for key BNZ products such as foreign exchange hedging or
credit facilities by designing them into the scenarios
What we learned about designing the scenario
 ‘Goodberry Farms’ – a medium-sized growing berry company
 Realistic not childish team-building scenario
 Allow for different roles to shine
– Number-oriented accountants, wise marketers, strategic HR managers
 No one right answer. The company has various future options
– wholesale, retail, low-cost, premium or export strategies
 Present “hard choices” involving trade-offs or scarcity
 Clear consequences to previous choices
What we learned about writing the scenario
 Make it easy to edit and iterate
– Excel spreadsheet
– PC version for testing
 Avoid simulation overload. Focus on the Dashboards and Learning Objectives
– Quarterly Dashboard
– Annual Business of International Quality capabilities
 Model “min-max” outcomes on spreadsheet
What we learned about the event and user experience
 Designed to ‘pass around’ large screen tablets
 Easy to use multi-choice questions
 Blended learning and group learning makes people value the time
 Group dynamics and gamification are very real
– Competition and rivalry between teams
– Self-expression and personal fulfilment within teams
 Manage technical risk
– No Internet required
– Low battery alerts
– Test AV beforehand
– Bring your own gear, Wifi routers
 Give the facilitator the power
Facilitator Tools
 pause all teams’ games, so I can make announcements and control the group
 skip or shorten a round
 control what is displayed on the Projector
 know if a tablet battery is going flat
 know whether teams have answered every question
 know what answers each team chose to key decisions when reviewing each round
Results and Feedback
"The timing was opportune for our business as we are just moving into the phase of
appointing independent directors to our board, expanding internationally and raising
new capital through share placements. All of these subjects were touched on by the
game and we received some good advice and some hands-on lessons on these
subjects."
Tony Butler, Chairperson, Exeed
 After a successful pilot, ran 30 events with over 700 customers nationwide during 2016
 Also used with internal staff for training and team building
 Programme is renewed for 2017
 A scenario update planned
Making The Game Changer business sim

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Making The Game Changer business sim

  • 1. THE GAME CHANGER BNZ, The ICEHouse and InGame
  • 2. Agenda  This case study reviews the creation and rollout of ‘The Game Changer’ business simulation blended-learning tool  Presented by InGame Managing Director Stephen Knightly at the New Zealand Association of Training and Development Showcase day in May 2017
  • 3. THE GAME CHANGER A business simulation Group experiential learning Has marketing and learning objectives
  • 4. FEATURES Highly engaging experiential training brought to life with digital tools Simulate a management, customer or sales scenario Over 8 quarters and 3 annual plans Up to six teams of five people One to two hour long event Easy-to-use touchscreen tablets Dynamic feedback on the big screen Great facilitator tools Customisable
  • 5. Business Objectives  Help bankers build deeper relationships with clients and prospects – Expose clients to the depth of their banker’s knowledge and expertise – Reinforce the BNZ bankers’ customer service training programme  Provide valuable experiential learning on strategic business problems – Demonstrate the need for key BNZ products such as foreign exchange hedging or credit facilities by designing them into the scenarios  Showcase BNZ Partner Centre facilities
  • 6. Learning Objectives  Show the benefit of investing in business capabilities using the IceHouse’s Business of International Quality (BIQ) framework  Understand that Company Value is the ultimate client goal, not transactions  Show that strategic planning pays off long-term  Demonstrate the need for key BNZ products such as foreign exchange hedging or credit facilities by designing them into the scenarios
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. What we learned about designing the scenario  ‘Goodberry Farms’ – a medium-sized growing berry company  Realistic not childish team-building scenario  Allow for different roles to shine – Number-oriented accountants, wise marketers, strategic HR managers  No one right answer. The company has various future options – wholesale, retail, low-cost, premium or export strategies  Present “hard choices” involving trade-offs or scarcity  Clear consequences to previous choices
  • 12.
  • 13.
  • 14. What we learned about writing the scenario  Make it easy to edit and iterate – Excel spreadsheet – PC version for testing  Avoid simulation overload. Focus on the Dashboards and Learning Objectives – Quarterly Dashboard – Annual Business of International Quality capabilities  Model “min-max” outcomes on spreadsheet
  • 15.
  • 16.
  • 17.
  • 18.
  • 19. What we learned about the event and user experience  Designed to ‘pass around’ large screen tablets  Easy to use multi-choice questions  Blended learning and group learning makes people value the time  Group dynamics and gamification are very real – Competition and rivalry between teams – Self-expression and personal fulfilment within teams  Manage technical risk – No Internet required – Low battery alerts – Test AV beforehand – Bring your own gear, Wifi routers  Give the facilitator the power
  • 20. Facilitator Tools  pause all teams’ games, so I can make announcements and control the group  skip or shorten a round  control what is displayed on the Projector  know if a tablet battery is going flat  know whether teams have answered every question  know what answers each team chose to key decisions when reviewing each round
  • 21. Results and Feedback "The timing was opportune for our business as we are just moving into the phase of appointing independent directors to our board, expanding internationally and raising new capital through share placements. All of these subjects were touched on by the game and we received some good advice and some hands-on lessons on these subjects." Tony Butler, Chairperson, Exeed  After a successful pilot, ran 30 events with over 700 customers nationwide during 2016  Also used with internal staff for training and team building  Programme is renewed for 2017  A scenario update planned