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.

 

As innovative project, Mission Exodus seeks to offer students a different learning experience by adopting the use of gamification as an educational strategy. The aim is to obtain a greater interest, participation and engagement of the participants, promoted by a playful environment and enriched in stimuli. Storytelling is the guiding thread of the whole experience and as a strategic decision a spatial theme was chosen with a scenario mirrored in real situations, where part of the research was inspired by real activities of the National Aerospace National Agency (NASA).

The journey

Mission Exodus is an experience that is summarized in a day applied in the face-to-face format with 2 facilitators and can accommodate 28 people in each class. The design of the experience basically involves two large blocks of activities whose objectives are integrated to compose 8 hours of educational immersion.

In the first block, which lasts 4 hours (in the morning), the participants are introduced to the immersive environment, have contact with the support material and are presented to the theoretical exposition whose technical base has the objective of leveling knowledge. In this block, participants receive conceptual information and carry out exercises within the the storytelling of the game.

In the second block, which takes place in the afternoon and has a duration of 4 hours, students are invited to exercise their knowledge through the practice of a board game. In this activity 4 teams are organized to carry out the challenges of the game that directly connects with the central theme of the training, that is, risk management and the bowtie method. Game mechanics, rules and actions are presented to participants who need to solve certain challenges together.

Figure 1 – The classroom experience

The Exodus Mission brings resources and mechanics of a game to create a different and totally creative experience. Filled with epic storytelling, participants are invited from the beginning to embark on an unforgettable adventure. In the experience, the participants simulate a crew of 4 spaceships that need to solve a challenge in order to fulfill a very dangerous mission: transporting people and materials to a new earth. Still, the experience maintains high-level technical content and powerful educational design. Among the resources are narrative videos, boards and playable pieces, as well as exercises and content fixation resources.

Figure 2 – The spacecrafts

Figure 3 – Example of the resources/cards

On November 26, 2019, the project was officially launched by holding a class in the open format, that is, people from different companies were invited through an enrollment process with a basic participation fee. This inaugural class took place in the city of Niterói, in Rio de Janeiro, in a space chosen in a shopping center in the city. The event was attended by 32 participants from different companies, most of them in the oil & gas segment. Among the companies were representatives of Petrobrás, Saipem, Baru Offshore, DNV, among others. The profile of the target audience was professionals working in the areas of work safety or process safety in positions of coordination, supervision or management.

 

We believe that it is possible to deal with technical and complex themes through more entertaining initiatives regarding the creation of learning spaces that enhance experiences in companies. Mission Exodus is an attempt to innovate these experiences by bringing more engagement and participation in learning and spreading the bowtie method.

Do you also believe that this is possible? Are you ready to take bowtie to other corners of the universe?

Questions?

Get in touch with Euricério Filho from QSMS-PRO:

+55 21 2626-2795| atendimento@qsmspro.com |www.qsmspro.com

 

© QSMS-PRO/Euricério Filho. 2020 – The copyright of the content of this guest blog belongs to QSMS-PRO/Euricério Filho who has authorized CGE Risk to provide this content on its website.