Lessons from preschool: gamification

‘Gamification’ – making a business activity into a sort of game - is very popular as a way to make training more engaging, as well as to test business planning and readiness and raise awareness of issues.

In our business – information security – we use ‘tabletop scenario’ games: playing out, with a team, the response to some kind of fictional but realistic information security incident. Everyone agrees they are a great way to learn, to test and practice responses: but nobody really has any systematic way to measure their effectiveness – to assess their actual business value.

In my semi-retirement I have continued my engagement with universities by supporting student projects in our field. This year I’m pleased to be working with a student on a project I proposed for his MSc Cyber Security dissertation. The idea is to come up with some systematic way to measure the business value of tabletop cyber scenario exercises.

The problem with play is that everyone enjoys it but it isn’t easy to measure its value.

A bit of background. Scenario games grew out of wargaming. Developed in Prussia in the 1860s, wargames were detailed battlefield scenarios that army groups would work through: generally floor based rather than tabletop, with battlefield maps and game pieces to represent troops and equipment, but similar in concept to today’s business games. The aim, then as now, was to provide a ‘safe place to fail’ – where teams could face challenges and work out better responses, practice coping under some stress, and build team communication and cohesion. Comprehensive rule books were developed for each scenario so a moderator could look up the result against each critical decision point and give the team the bad news. The problem with such games became apparent very quickly though: they are very costly and time consuming to set up, interrupted by the pauses to consul the rule book, and rigid so that the game can’t easily be re-used with a slightly different scenario. So in 1870 the Prussians adopted ‘free wargames’: scenarios clearly defined but simple, and instead of the rule book a practitioner with recent practical experience acting as moderator, deciding the outcome themselves at decision points rather than consulting the book. This allowed the games to be set up with less fuss and cost, run more readily, and adapted quickly to modified scenarios. There’s a very good article by John Curry if you’re interested in the historical background.

What we’re talking about aren’t war games (we don’t like the word ‘war’ in commerce so much) but what John Curry calls Professional Wargames – similar in style but aimed at specific business or government fields not necessarily military. These are a more modern idea, but face a similar evolution: the over-planned scenarios with big rule books proved unwieldy to moderate and ponderous to play, so now we use experienced people to design and moderate simpler cleaner scenarios.

The issue with these simpler, more adaptive games, is that it is hard to come up with a systematic evaluation of how effective they are.

My initial bias in proposing this project, me being mathematical, was to aim for a system of numeric scoring – maybe based on subjective interviews or questionnaires, before and after, for example. A bit like the MSc module assessment criteria we used to formulate when I was leading MSc students at university, as a guest lecturer: listing learning aims, how they would be assessed, and what specific test would be applied. The trouble is, play isn’t like that.

And designing a module for an MSc course is an intensive, long term, process, with external moderation and checking and validation: we’re back to the big rule book and an unwieldy system of development and implementation. To preserve the freedom of the free wargame we need a quicker, more adaptable method.

But because of my odd career direction since retirement – as my children took over the business so I went part time into the other family business as a preschool teacher -  I get quite a lot of exposure to the idea of play as learning : and crucially to ways of measuring its effectiveness.

In England, the idea of learning through play was popularised by Samuel Wilderspin (a contemporary of Froebel who is now better known). His idea was that play is an essential way to learn not just intellectually but also emotionally:

·        “it is through the freedom of play, with their peers, unmoderated by adult intervention, that children learn to develop intellectually and socially and to build relationships”

That idea applies just as well to adults learning and developing skills and working with a team: and in incident response the emotional aspect is just as important because these incidents can be very stressful.

Wilderspin’s ideas are repeatedly opposed by those who think we should all sit still and shut up while someone talks at us, but they survive in preschool: perhaps because getting 28 three-year olds to sit still and shut up isn’t as easy as some people think. So in preschool we teach mainly through play. It isn’t unstructured though, because we have clear learning and development objectives (mandated by government, no less…) and, importantly and relevant here, a duty to observe and report on the progress towards those learning goals. So play areas may be set out with ideas in mind as to what sort of learning they might promote: the sandpit perhaps having weighing scales and different sized cups with the idea that children might start comparing heaviness and volume. An adult practitioner might prompt such enquiry by taking part - “I wonder if this will fit in that..” – so in effect setting a scenario and inviting them to take part.

This is very similar to the tabletop scenario – though in preschool we have firm guidelines, clear learning goals, regular assessment of our practice and insight through being observed ourselves or undergoing tests and training, and of course regulation through Ofsted. In information security the learning goals and development stages are much less clearly defined: and though we can find templates in for example ISO standards, or the Cyber Security Body of Knowledge, it is apparent that tabletop scenarios rarely if ever reference any such formal structure as learning goals.

The challenge, at preschool and in tabletop scenarios, is that the play develops in unexpected ways: and in fact is supposed to, as this isn’t a paper exercise in walking through a prepared response but a slightly realistic and deliberately somewhat stressful enactment. James (my son and now MD) likens a paper exercise to a fire drill – an orderly working through of a pre-planned process – and a tabletop game to a fire drill where someone sets off a smoke bomb in the stairwell: challenging with a perhaps unplanned-for event, and placing the players under a certain level of stress. So we can’t just tick off the following of each point of procedure, we have to adapt to what the players do in reaction to unanticipated events.

How, then, if we don’t know how the play will progress, can we assign clear leaning goals and reference those to some agreed systematic framework of development stages?

At preschool this is called ‘In The Moment Planning’: the teacher (or game moderator) spots ‘teachable moments’ where something of value may be learnt, and may react by prompting along that direction so that a learning aim is achieved. This isn’t easy: in fact it is really hard. The teacher (or moderator) must be very well versed in the learning goals of the framework, and be able to fit them into the given activity as opportunities occur. Not only that but they must also record whether and how the goal was attained: what their intention was, how their implementation went, and how far the learning goal was attained by the participants. That’s a lot of knowledge being leverage, and a lot of focused attention being paid to what is going on and why. Also, the teacher isn’t just sat watching in case something random comes up: like the scenario moderator they have developed a clear plan, with identified possible learning goals and probable reactions to decision points – and possibly this is all in their head because they have the experience to do that. So the outcomes aren’t just random, they are to some extent pre-planned but not rigidly so, and are cross referenced to learning and development goals.

One more complication: children of different ages are expected to attain different learning an development stages. Likewise in a commercial game an information security specialist might be expected to attain a different level and kind of awareness than a non-specialist: an executive might be expected to have a different set of motivations and actions than a staff member, because of their direct accountability to shareholders, and so on. In Early Years this is addressed by the learning and development frameworks being staged – referenced to the age and prior development – and such a structuring of levels might be equally valid for adults in commerce and government.

At preschool, also, we aren’t just left alone to do this: Early Years platforms typically offer online observation recording that can be linked to any one or more of different structured learning and developmental stage schemes – the government’s is Development matters, the sector’s own is ‘Birth to 5 Matters’ and there are several others that are widely used. Such platforms are usually accessed by tablet so that observations can be recorded ‘in the moment’ or shortly afterwards. Structured spontaneity.

This, I think, offers a model for measuring the effectiveness of tabletop scenarios:

  • A clear framework of desired development and learning stages
  • Learning goals for the scenario, referenced to that framework
  • ‘In the moment’ observations
  • Clear recording of outcomes, referenced to the learning goals and framework
  • A quick simple tool to record and categorise observations

That at least is where my thinking is at the moment – but a student project belongs to the student, not to me, so I am interested to see where that leads.

 

 


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