Details about LECTURE GAMES
What is a lecture game?
A lecture game combines aspects of the traditional
lecture with those of a training game. All lecture games share
these features:
- It is a lecture. It links a presenter with
an audience through the oral delivery of the content.
- It is active. Unlike the traditional
lecture, a lecture game requires active participation from the
audience.
- It is interactive. Members of the audience
are encouraged-and required-to talk to each other and to the
presenter.
- It is a two-way process. Lecture games
involve frequent feedback from the presenter and from the
participants.
- It is safe. Unlike some other experiential
approaches, the instructor remains in complete control during
the play of the lecture game.
- It has proven worth. Studies in cognitive
science provide solid research support for the effectiveness
and efficiency of the lecture game in ensuring recall and
application of the content.
With what topics can you use lecture games?
Just about any topic, including
- Informational content such as basic computer terminology or
new-employee orientation
- Procedural content such as how to draw a flowchart or how to
specify an objective
- Conceptual content such as management styles or problem
categories
- Principles and rules such as lateral-thinking principles or
rules for reducing waste
- Interpersonal content such as active listening or handling
unwanted sexual advances
How long will it take to play a lecture game?
Lecture games permit the instructor to control the amount of
time. They add anywhere from 10 to 100 percent more time to an
equivalent lecture.
How many people can play a lecture game?
Any number can participate in a lecture game. We have used them
with groups as small as three and as large as 300.
What lecture games are included in this booklet?
- TEAM QUIZ lecture, in which a data dump is interrupted by
frequent quiz sessions.
- TEAM WORK lecture, in which participants work with others
who have complementary skills.
- ROLE-PLAY lecture, in which the instructor conducts a
spontaneous role-play to illustrate interpersonal
concepts.
- JOB AID lecture, in which the instructor demonstrates a job
aid and follows up with application exercises.
- BRAINSTORM lecture, in which the participants generate ideas
and the instructor fills in the gaps.
- BINGO lecture, in which partners cover the squares of a
bingo card with correct answers to interspersed
questions.
- DEBRIEFING lecture, in which the instructor conducts an
experiential activity and debriefs the participants.
- EG HUNT lecture, in which the instructor explains different
concepts and the participants generate specific examples.
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Revised: August 18, 2000