Transcendix offers games-based learning interventions and expertise in designing customized games. Some key benefits of games-based learning highlighted include active participation, critical thinking, high recall value, and a fun context. The document provides an overview of sample games focused on areas like culture, teamwork, leadership, and strategy. It also lists past client organizations and details the process for designing a customized game including timelines and pricing discussed on a case-by-case basis.
1. Learning through
Games Based Interventions
A Niche Area of Transcendix Expertise
“Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll
understand." - A Chinese Proverb
2. The Background
The best learning takes
place in a (simplified) 1. In our experience, some of
subset of the real the best learning results are
domain, via simulations a achieved through game-
game can create. based learning.
Games encourage 2. A well-designed and
active and
executed game stirs deep
critical, not
thinking in the participants.
passive, learning.
Games facilitate a cycle of
probing the world (doing 3. The recall-value of
something); reflecting on moments of realization in a
this action and, on this Learners get lots of game is extremely high.
basis, forming a practice in a context
hypothesis; re-probing the that is fun and 4. This deck gives you a peek
world to test the exciting. into the games we offer.
hypothesis.
3. The Menu and Areas of Learning
1. Likes and Dislikes
Culture, Values and
2. Nine Pins
Organization’s
3. Values Auction/Values Chest
Competencies
4. Dramatix
Team 5. The Bandit’s Treasure Hunt
Working, Collaboration, Stak 6. Gift-Wrapped
eholder Management 7. Baker’s Street
Performance Management 8. Butterfly
Strategic Thinking, 9. Car Wars
Planning, Creativity 10. Wall Charts
11. Case Studies
Front-line Leadership Skills 12. Ninja Strokes
4. Like and Dislikes
Duration – 2.5 hours
Key Messages:
An activity fashioned on a Facebook wall, Desired Values of the Organization
with several status messages, and the Code of Conduct
participants, working in teams, posting Workplace Etiquette and Protocol
‘comments’ on them, with ‘likes’ and
‘dislikes.
The idea will be to create several
scenarios as ‘statuses’ posted by
protagonists and give pre-printed options
of ‘comments’ which teams can choose.
Participants build a facebook wall in the
classroom!
They role-play and act out their
preferences. Team Size – 25-30
5. Duration – 2 hours
Key Messages:
Desired Values of the Organization
• An activity fashioned on bowling, with a
twist. Each of the pins will have a message Cost of ‘Living the Values’
on it. Some messages will confirm client’s Workplace Etiquette and Protocol
stand, while others will be contra to it. Each
team’s task will be to knock off only the ones
that are ‘contra’, and try to leave the positive
ones standing!
• The teams will have fun doing this, as they
make several strategies and cheer each
other. DEFINITION
• After the game, each team will tabulate
scores and celebrate the winners.
• Finally, the teams will settle for a discussion.
Team Size – 25-30
6. Values Auction
Duration – 2 hours
Key Messages:
An activity fashioned on a Marketplace auction!
• Each value has a cost : in terms of the efforts Desired Values of the Organization
and sacrifices it take Cost of ‘Living the Values’
Workplace Etiquette and Protocol
• Participants receive Values on 10” X 10”
laminates. Set Price and Discount coupons,
fake currency notes, Sample stories and
guidelines, Leader’s Guide, PPT.
• Each team gets a budget in which they have
to bid for the values on auction.
• There are complications and offers that
makes this game exciting.
• And, as they do so, they learn what each
value stands for, and how it can be truly
lived.
Team Size – 25-30
7. Values Chest
Duration – 2 hours
Key Messages:
The game will be around positioning values
as treasures which the participants have to Desired Values of the Organization
dip into the chest to find. Cost of ‘Living the Values’
Workplace Etiquette and Protocol
Teams come, one by one, to pick a treasure
from the chest.
Each pick requires them to perform a task.
They will need to complete a task to claim
that value.
Once they complete that task, that value is
theirs.
Team Size – 25-30
8. Dramatix
Duration – 4-6 hours
Key Messages:
A ‘drama’-based learning method in which Organization’s Competency
teams learn via role-plays/street Framework.
plays/movie-making. Cost of ‘Living the Values’
Workplace Etiquette and Protocol
• The format calls for participants to create
and enact scenes as prescribed by scripts
designed by us.
• Exciting props and costumes provided.
• While doing so, they learn various
aspects related to the learning
objectives. The enactment is preceded
by 2 hours of training and followed by 1
hour of debrief.
Team Size – 25-50
9. The Bandit’s Treasure Hunt
Duration – 5-6 hours
Key Messages:
•The participants don colorful costumes provided • Collaboration
by us and plan a mission. • Managing the Internal
Customer
•The information needed to complete the mission • Stakeholder Management
is provided in parts, to the different teams. • Inclusivity & Diversity
•As the participants set out to find a lost
treasure, and grapple with exigencies along the
way.
•With lots of music, fun and dance, the tempo rises
as the treasure trove is reached.
•A powerful end, that helps them experience what
true collaboration means.
Team Size – 25-40
10. Gift-Wrapped
Duration – 3 hours
Key Messages:
•The participants are given an assortment of • Collaboration
items with which they need to prepare gifts • Managing the Internal
for an NGO. Customer
• Stakeholder Management
•The requirements of the NGO are specified • Inclusivity & Diversity
in a booklet.
•The task is to collaborate, and plan to
ensure each team arrives at a win-win.
•Colorful and fun, the game makes the
participants leverage everyone’s skills.
Team Size – 25-35
11. Bakers’ Street
Duration –3 hours
Key Messages:
Teams leverage different skills, abilities and • Inclusivity and Diversity
aspirations to complete a group task. They • Collaboration &Influencing
encounter conflicts, and challenges, but learn that • Strategizing and Prioritizing
the best outcome depends on how well they
synchronize differences instead of trying to
eliminate them!
•We set up a street with cake-assembly components
on sale.
•Teams scramble to assemble the best-possible cake
they can.
•They refer to their design, take stock of the
purchases they have made, and arrive at an
execution plan that best utilizes their ideas and
available resources..
Team Size – 25-35
12. Butterfly
Duration –3 hours
Key Messages:
• Appraisee Maturity
•The game teaches team members that • Sharing responsibility of
Performance Management is a two-way performance management.
street, with the manager
•responsible for goal-setting, ongoing
coaching and delivering
•comprehensive reviews, and the team
member responsible for
•sharing that responsibility by being
open, proactive, and responsive.
•Inspired by the Insect World.
•Insect Headbands and lots of action for
the participants.
Team Size – 15-20
13. Car Wars
Duration –3 hours
Key Messages:
• 2-way communication
• Decision Making
• The game unfolds over a lot of fun, music and • Risk-taking
action sequences that keep the participants • Collaboration &Influencing
engaged deeply. • Strategizing and Prioritizing
• Two teams are given the task of constructing a
car which has specifications like
color, length, cost etc. that would have to be
bought at a cost.
• The goal is for the teams to build a car with the
specifications while playing the roles that they
have chosen and in the given time-limit.
Team Size – 25-40
14. Wall Charts
Duration –3 hours
Key Messages:
Strategic Thinking
•A Wall Chart is a summary of a challenge Planning
being faced by any organization. Creativity
•It has point-wise notifications of the Role Play - 1 (10-50
points)
challenges.
Word Jumble - 1 (5-10
points)
•It has an accompanying booklet which
Crosswords - 2 (10 to
elaborate all the details. 20 points)
Caselet – 1 (10 to 40
•It enables teams to pin it on the walls points-
enabling other teams to view and learn
from each business challenge. Difficulty
Level
Total : 120 points
•The teams present their solutions
referring to the wall chart.
Team Size – 20 -35
15. Case Studies
Duration – 2 hours
Key Messages:
Strategic Thinking
•We offer to design case studies to help
Planning
teach issues the organization is grappling
Generating multiple viewpoints
with.
•Solutions to the case are sought via
inventive game-based methods instead of
discussions / paper and pencil answers.
•Ideal for Sr Leaders, on topics core to the
business.
Team Size – 15 to 20
16. Ninja Strokes
Duration –3 hours
Key Messages:
• Situational Leadership
•Ninja Leadership is a game that helps • Feedback and Coaching
participants to learn the different leadership
styles that are needed to manage different
folks in different situations.
•The game is played within the framework of
Ninja styles.
•Participants win color ribbons to denote
their level of proficiency as the game moves
along.
•The learning outcome is the realization that
flexibility and malleability are needed in
leading people.
Team Size – 15-20
17. • HCL Technologies Pvt. Ltd. • Iviz Technologies India Pvt. Ltd.
• Aris Global Software Pvt. Ltd. • Newton Group
• Schneider Electric India Pvt. Ltd. • Lancet Software Pvt. Ltd.
• EMC Software & Services India Pvt. Ltd. • G7 Group of Companies
• Intel India Pvt. Ltd. • Quetzel Designs India Pvt. Ltd.
• Axa Business Services Pvt. Ltd. • The Samhita Academy
• Head Start • APC by Schneider Electric
• Faiveley Transport India Pvt. Ltd. • Manatec
• Titan Industries • Exilant
• United Spirits Limited • The Zone
• CholaMandlam MS General Insurance • Thinksoft Global India Pvt. Ltd.
• Desi Crew Solutions Pvt. Ltd. • Invendis Technology Pvt. Ltd.
• Tejas Networks Limited • GRG Dairy Products Pvt. Ltd.
• Indian Machine Tools Manufacturer's • Indian Semiconductor Association
Association • Bharat Electronics Limited
• Collabera • Cisco Labs India Pvt. Ltd.
• Facebook • Syngene (Biocon)
18. •We shall require 4-6 weeks from sign-up to deliver,
based on the nature of game and the components
needed.
•The costing will based on the nature of the game,
the creative team’s man-days, and creativity
involved.
•We offer to print the game kits at our end.
The contact person for all discussions will be Ranjay
Sarda who can be reached at ranjay@transcendix.in