Play2Speak


Communication Game
«You learn more in one hour of play, rather than in one year of conversation», Plato

  What is it?
  Aim
  Advantages
  Educational Methodology
  Topics
  Target audience
  Educational material
  Duration
  Customization
  Locations

What is it?
Play2Speak is a non-digital learning game aiming at the improvement of debating and communication skills. At the same time it constitutes a diagnostic tool for the identification and evaluation of trainees’ social skills.

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Aim
The primary objective of Play2Speak is to enhance social skills (ie. communication, negotiation, conflict management, cooperation, teamwork) in an entertaining way.

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Advantages
Following the end of the educational game, trainees will be able to:
  • Develop well structured and focused presentations able to persuade their audience
  • Be active listeners and customize their speech based on the needs and requirements of their audience
  • Effectively manage their communication in risk or change situations where the need for accurate communication messages is of vital importance
  • Improve their cooperation with colleagues and partners. Through the exposure and practice gained in the various games scenarios they get involved, interact and exchange knowledge and experiences for the achievement of a common goal, to win the game.
Uses
Play2Speak can be used for:
  • Presentation techniques
  • Sales and product education
  • Conducting effective meetings/active listening
  • Team working
  • Crisis communication preparation/media training
  • Conflict resolution/addressing a problem
  • Group empowerment (merger circumstances, minority & gender group empowerment, etc.)

The effectiveness of Play2Speak is based on learning through:
  • Dynamic and active acquisition of knowledge and skills in the context of the gaming methodology
  • Participation and cooperation in groups
  • Evaluation and self-evaluation
Learning is generated through the experience gained from the involvement in simulations and scenarios and the creative use of the new knowledge attained.

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Educational Methodology
The game is played by 8 to 16 persons grouped in teams who converse on a predefined topic unknown to them. The game scenario is inspired by the debating exchange in a parliamentary discussion. Each player has a distinct and different role to fulfill. He/she is instructed to fulfil the role assigned to him/her, to present his/her case, to indicate his/her main views, and targets, to articulate arguments and rebuts and illustrate with examples his/her positions. He/she speaks in front of an audience for a predefined time slot defending his/her position. Participants interchange between the roles of the players and the judges. At the end of the game a coaching session follows where self evaluation and evaluation from the coaches takes place. Through the coaching session and the repetitive mode of the game, participants realize their strong and weak points and improve their performance in order to win the game.

While Play2Speak is a team game with continuous adaptation of the player to the feedback of the other team-mates and opponents, the learning path of each player is very much differentiated. Players optimise their own performance in the successive game rounds by focusing on the variables to optimise. Players, have full initiative in their playing and learning strategies in order to manage their individual learning journeys in a very demanding environment.

No prerequisite knowledge is necessary from the participating players. A short training session enabling players to familiarize with rules, objectives and strategies precedes the game sessions. Learning is optimised when the players’ group is relatively homogeneous.

Assessment Methodology
Play2Speak The learning cycle of Play2Speak includes the following steps:

Using both qualitative and quantitative methods participants are evaluated on approximately 20 variables which depict specific skills required in effective communication.

The categories in which the variables belong to are:
  1. Articulation
  2. Content
  3. Rolfulfillment
  4. Teamwork
  5. Active listening and participation
Group and individual performance is analyzed separately. The variables are integrated in a coherent scoring system allowing for progress assessment in consecutive game playing. Qualitative assessment reports enhanced by qualitative data can be prepared for each player.

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Topics
The topics on which trainees converse, depend on the purpose of each training activity and the particular needs of the participants.

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Target audience
Play2Speak promotes improvement in communication, argumentation, presentation and team skills. In that context, Play2Speak targets:

  • Managers who want to lead their teams to new ventures
  • Teams who want to improve their cohesion and cooperation for the achievement of common goals
  • Sales managers and sales people. It can be used as a training tool for new products, effective presentation skills, complaints managements, negotiation and argumentation skills
  • Managers, seniors and staff of call centers. It can be used as a training tool for new products or complaints management for both internal and external audiences.
  • Managers and employees in procurement for the improvement of their negotiation skills
  • Managers and employees dealing with health and safety who want to improve their communication and cooperation skills in order to motivate personnel to abide by the safety standards and policies in their work.
  • The trainers’ trainer or persons who give presentations and want to improve their communicability of knowledge
  • Elected representatives of political or social institutions

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Educational Material
Trainees Manual.

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Duration
2-days gaming is considered a minimum duration in order to establish measurable learning results and to gather significant diagnostic evidence. In the context of business training, Play2Speak is designed to be delivered in 16-hours 24-hours and 40-hours sessions.

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Customization
Customisation preceding to the game permits to adapt a game or a set of games to the particular needs of specific groups of players. For instance, a company can adapt the game in order to improve specific skills such as teamwork, presentation skills, decision making, etc. The game can be adapted to:
  • Be competitive sharpening skills in an adverse environment or be supportive empowering players and enhancing self confidence
  • Encourage reflection and exchange on specific values and ways of thinking or focus on techniques and how-to-do learning
  • Focus on a particular subset of variables such as body language, clarity and structure of argumentation, etc.
The selection of the training material as well as the examples and exercises utilized along with the emphasis to be given on practicing specific skills is based on the particular needs and educational objectives of the customer. With the completion of the educational programme, the performance of the trainees is assessed and a diagnostic report with statistical data and qualitative comments for each trainee is generated.

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Locations
Educational premises.

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Play2Speak