In 2019, QSMS-PRO has developed an epic spacial bowtie experience, based on gamification.
The game uses refined content, mostly based on the recent BowTie book published by CCPS/Wiley. Scroll down to learn more.
Are we offering good learning experiences in our companies?
Educational institutions often fail to achieve satisfactory results in terms of delivering educational solutions adherent to the current moment of the corporate environment. One of the main reasons for this failure is the repetitive use of obsolete learning strategies and approaches in the development of technical and non-technical skills of employees and leaders in companies.
Corporate education is influenced by the constant changes in work relationships, the ways in which adults learn in organizational environments and the demands for skills development. This requires educators to provide educational systems and solutions that improve the learning experience of participants with innovative, real and engaging resources, generating greater engagement and increased performance.
Analyzing this context, it is possible to support the hypothesis that the current educational strategies in a corporate environment are insufficiently adapted to the needs of companies and especially those of the participants. Therefore, the following question remains: is it possible to generate more meaningful learning through a better experience offered to participants?
How can we improve learning experiences?
One of the most interesting ways to boost learning and engage people in the corporate environment is the use of games to improve experiences. Gamification is a recent concept and comprises the use of game design techniques (which use game mechanics and game-oriented thinking) to enrich diverse contexts not normally related to games. Gamification-based learning becomes an alternative to traditional teaching methods and includes several types of activities that enhance learning. The highlight of these activities is the ability to allow participants to immerse themselves in an imaginary world in which they can act by performing activities in certain situations.
Authors like Kurt Squire present their experience in the use of games in an educational context, highlighting the potential that many video games have in providing a world that can be explored through practice, assimilating the relationships between various factors.
In the same way, another author named Jane McGonigal, who is a famous game designer and author of several related books, saw in games great possibilities to change behaviors or even society helping to create a new look at their potential. For her, games provide feelings to players that reality does not allow. It is in this context that Gamification gains an impact, having even been considered by some as the means by which we can revolutionize different contexts in which we live.
Mission Exodus: an epic spacial Bowtie experience based on gamification
Since 1 year, it is also possible to learn about bowties through gamification. ‘Mission Exodus’ is a gamification-based learning experience that was developed in 2019 in Brazil by the companies QSMS-PRO (Rio de Janeiro) and VILA DOS GAMES (São Paulo). This is a face-to-face learning experience lasting 8 hours, focusing on risk management, more precisely in teaching the bowtie method.
Mission Exodus aims to:
- Technically equip participants in the bowtie risk management method through the understanding and practice of its constituent elements.
- Exercise non-technical skills with equal depth such as leadership, teamwork, communication, decision making and situational awareness.