Hey! Keep it Down in There!

Large events often have discrete breakout sessions. These have varying levels of success and interaction--just because they have a smaller group doesn't automatically make them more engaging. We recently helped a client bring a game show in their educational workshop to help fix this issue.

This session was part of a multi-day event, and attendees could sign up for any session that they so chose. Groups would rotate after a set amount of time--giving attendees the opportunity to be in more than one session and making the presenters give multiple presentations with the same content.

When our client came to us, they were concerned about the interest level of their content. This was a sales group we were dealing with, and they had heard all about the new customer management system (the topic of their workshop), but they weren't adopting the technology as the sales leaders had hoped. So how were they going to generate excitement around not-new information?

With a game show, of course*!

The workshop ended up being structured like so (game show sections in italics):

Welcome
Introductory game questions (2 questions)
Subject: Account Planning
Review game: Account Planning (5 questions)
Subject: Customer Management System
Review game: CMS (5 questions)
Summary, additional info and questions
Review game: Both topics (6 questions)
Closing words

We divided the audience of ~60 into two teams based on the complex criteria of being either on the left or right side of the room. For the game show, every member of the audience had their own keypad and entered answers individually--the percentage of correct answers going toward their team's score. We also had a Feud-style portion where we took several volunteers from each side to come up and play for their team (while the audience cheered them on).

The entire session ended up being about 90 minutes--with games interspersed to keep the energy high.

And boy, was the energy ever high! Aside from a marked increase in attention to the content (just in case anything came up in a game), and retention of the content (as seen in tracking their individual responses) there were two stand-out results:

1. Since the workshop breakout rooms were beside each other at the hotel, you could hear the game being played in other classes. Not the game sound effects, mind, but the cheering, encouragement and general good time. One of the other leaders--jokingly--asked the facilitators to "Keep it down in there!"

2. As a result of the energy spilling out of the room, spontaneous attendance to the workshops increased dramatically. The client had people come up and say, "I know I wasn't signed up for your class, but do you have room for one more..." People *wanted* to come in and play, because it sounded like there was life and energy in the session. It attracted quite the crowd, and as a result MORE people received and retained the information than would have otherwise.

The game shows were a great success. Both the presenters and the audience had a tremendous amount of fun--but it wasn't fun without a purpose. Most importantly: the audience walked away with the message.


*Disclaimer: Game shows may not be the answer to everything... just most things. ;)
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Custom Game Shows: The Seagate Case Study

We use a lot of game show formats in general sessions: they're a great way to engage a large group, entertain the audience, and increase content retention. However, they are also a fantastic addition to breakout sessions; the smaller format can be customized to suit the needs of a trainer and create incredibly lively, effective workshops.

What follows is one example of Live Spark creating a custom game show to suit the needs of the trainer.
Summary: Seagate needed a way to engage their audience in traditionally dry breakout sessions. Live Spark created three different custom audience-response game shows that were played in each of the three breakout sessions throughout the session. The games were not only well received, but the audiences’ attention and retention of the material soared; as did the energy of both the presenters AND the attendees.

Overview: Seagate was getting all their local and international sales reps together for a large annual event. Part of this event included 90-minute workshops training on everything from product roadmaps, to new product introductions and sales strategies. Audience members cycled through the four major workshops in regional groups; from the Americas, to Europe, to Asia to Canada.

Issues: The extended workshop sessions were trying on the attention span of the attendees. A large amount of very important information needed to be presented, so presenters were scheduled back-to-back, giving attendees very little time to process and absorb the information. This was not conducive to learning.

Pile on top of that the fact that a lot of the material was very technical and could be dry. It was a recipe for attendees to check out of the breakout and check their Blackberries instead.

Solution: Live Spark designed three unique audience-response game shows that took place throughout three of the breakout sessions. They were a baseball-themed game, a quick-quiz game, and a “Get Smart” game.

Each audience member had a keypad waiting for them when they walked in the door. Depending on the game type, audience members were either playing individually (with the score of the highest keypads winning the game) or on teams. The games were introduced first thing, and a sample question was played.

After every presenter, a game show session took place. The content for the game show was based on the presentation the attendees had just heard—with the exception of the final round at the end of the workshop; which was a compendium of questions.

Why it worked: When the first question of the first round was played, and the audience found out how they scored in a dramatic, building fashion, the room erupted into cheers—led by the team with the highest score on that question. The energy, instead of draining with each progressive speaker, was refreshed and renewed in between every presentation. Not only that, but speakers highlighted the content that was going to be in the game show later—bringing out key points that were reinforced through the highly emotional game show experience.

Everyone in the audience was engaged. They were engaged during the game show--each playing along with their own keypad—but, perhaps more importantly, they were engaged DURING the speaker presentations. No one, after all, wanted to miss a question in the game show because they failed to hear a fact or key point during the presentation.

Because game shows are a somewhat-universal medium, there was no difficulty getting even international groups to play along.

Reactions: Seagate--the speakers, audience members, and organizers—were extremely happy with the game show.

”I didn’t believe you when you said they’d start cheering with the first score,” an event organizer remarked, “But this is simply amazing. Everyone is engaged.”


Audience members, knowing the next workshop was going to contain a game of some sort, were a-buzz in the hallways, talking with their peers about which session they had just come from; what game they played, who won, and which questions stumped them.

It was the most widely successful breakout session event that Seagate had ever had, and we’re happy to report that there was a distinct lack of smartphone-checking.
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