What is HPT? |
Non-Instructional Intervention - Performance Support Systems |
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This article excerpted with permission. McGavin, S. (10/20/2002). A look at performance support systems. Document posted to Boise State University IPT560 course, Fall 2002. The Job Aids Game by
Scot McGavin GOAL:
How to select different jo This is a game that is a job aid in and of itself which has the purpose of educating about how to create job aids of any type. Theoretical
principles The game incorporates both instructional and non-instructional performance elements. The game itself is an instructional tool, and a job aid. It incorporates teamwork, and as Thiagarajan emphasizes, “team activities improve the efficiency of he HPT process” (p.521). It incorporates total physical response mechanisms for learning, imbedding recall, and transfer. The game emphasizes each of Keller’s ARCS elements: the activity and fun of the game get and hold attention of all teams involved; all aspects of both instruction and job aid interventions are relevant to HPT professionals; the randomness of the game instills confidence in learners since they don’t have to take any risks of appearing foolish or inept while experimenting with the various elements that they are learning; the high level of learning, the interactivity, the job aid takeaways, and the fun of the game play all provide satisfaction to the learners using this game. Game
Parameters
This is a team game, requiring at least 2 persons to a team, at least 2 teams. The idea behind game is to get exposure to various types of job aids, various selection criteria for using those job aids, and by using random selection via a throw of the dice, illustrate that it is NOT ideally a random process! A primary goal of the game is to get participants to be thinking creatively about how to incorporate job aids into scenarios that they have experience and exposure to in their work environments. Players will establish a random set of elements through a series of dice rolls and will then roll play a scenario to the other teams. The mixed up nature of how the dice roll and how players take their results and attempt to create a successful intervention will generate a thinking process of how to use the various elements in a productive and constructive way while at the same time imbedding the learning of what all the various elements and categories of job aids and considerations are into the players (learners) memory in a highly transferable manner. The Job Aids Game by
Scot McGavin GOAL:
How to select different job aids This is a game that is a job aid in and of itself which has the purpose of educating about how to create job aids of any type. 1. Introduce game, explain intended outcome.
2. Give several examples of job aids (flowchart, checklist, online “interest calculator”, games, etc.). Get volunteers to cite examples of job aids in practice either in their work environment, or in situations they are aware of. 3. Present the rules of the game. Game
Rules & activities 1. Team game, at least 2 persons to a team, at least 2 teams. More teams is better than larger teams. Teams take turns. 2. The active team rolls 3 dice to select a number of a job aid to work with (use the sum of the dice). 3. The active team rolls 1 die to select a scenario to work with. 4. Once the parameters are in place, the active team is given 4 minutes to brainstorm ideas on how to put the selected job aid into place into the selected situation. 5. Once the time is up, the active team acts out the scenario, first explaining the situation, then incorporating the elements of the scenario with the job aid randomly selected. 4 minutes allotted to this. 6. After acting out the scenario, the other teams rate the effectiveness of the job aid to the situation on a scale from 1 to 10, 10 being the highest. The active team then gets 2 minutes to explain the strengths and weaknesses of the selected job aid for their situation and how they would select differently for that situation if they had a choice. 7. Add the scores given by other teams for a total score. “Winning” is determined by the largest total score assigned by other teams. Game sequence should take about 10 minutes per team iteration. Play until each team has had at least one turn. Follow with discussion. Scenarios/situations
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GAME IDEAS From http://www.discian.com/resources/reports/report007.asp
SOURCES Stolovitch, H., & Keeps, E. (1999).
Handbook of human performance technology (2nd
ed.), San Francisco, Jossey-Bass Pfeiffer. Driscoll, M. (2000). Psychology of learning
for instruction (2nd ed.), Needham Heights, MA,
Allyn and Bacon. http://localtrestrain.aft.org/krsjobaid/ http://response.restoration.noaa.gov/shor_aid/shor_aid.html http://www.discian.com/resources/reports/report007.asp http://defcon.sdsu.edu/1/objects/jobaids/Intro.htm |