Understanding Mini-Game Options that are Part of Drive

Knowledge Guru Drive currently includes eight different mini-games: Balloon Burst, Fish Finder, #Happy, Forest Flight, Sharp Chef, Fast Facts, Knowledge Knight and Safecracker. Depending on the content of the questions you create, each mini-game can target certain levels of Bloom’s Taxonomy. The six levels are knowledge, comprehension, application, analysis, synthesis, and evaluation.


Want an in-depth overview on how Bloom’s Taxonomy works? We describe how it works for learning games here:


The mini-games you can use will depend on the objectives you create for your topics and where those objectives are classified according to Bloom’s Taxonomy of learning. Please see this blog post for an explanation of creating objectives and the mini-games associated with the different levels of Bloom’s Taxonomy.

The table below summarizes each mini-game.

Game Name Game Goal Game Rules Supported Bloom’s Taxonomy Levels Example Learning Objectives
Balloon Burst

bb

Burst the balloon by correctly responding to statements provided. Each correct response inflates the balloon. Delayed responses or incorrect responses deflate the balloon. A game must include minimum of 2 categories and maximum of 6.

A category must include minimum of 3 statements (we recommend at least 5) and maximum of 20.

Correct responses inflate the balloon.

Incorrect responses deflate the balloon.

Levels 1 and 2 Given a feature, associate the feature with the correct product.

Given a variety of features, compare COMPANY product to its competitors.

Given specific situations and your knowledge of policies, procedures, or guidelines, determine whether to act or not to act.

Fish Finder

Catch 100 pounds of good fish; avoid catching bad fish. Fish Finder enables learners to compare one fixed item or category to up to seven other items or categories in some fashion.

Each instance of a Fish Finder game will include a minimum of four statements for players to consider and a maximum of eight statements, depending on the size of the fish they catch.

Players’ fishing license lets them catch 100 pounds of fish. They gain points for catching ‘good’ fish and lose points for catching ‘bad’ fish.

Players learn about the categories they must distinguish between, then watch the water for splashes. They have 10 seconds to select a splash.

The bigger the splash, the bigger the fish… and the greater the amount of points they will potentially gain or lose.

After tapping or clicking a splash, players see a fact and must select the category it belongs to. A correct response fills up their progress bar with good fish; an incorrect response fills up the progress bar with bad fish.

Levels 1 and 2 Given a feature, associate the feature with the correct product.

Given a variety of features, compare COMPANY product to its competitors.

Given specific situations and your knowledge of policies, procedures, or guidelines, determine whether to act or not to act.

#Happy

happy

Grow happiness in the person you are responding to. This person will always be one specific role (customer, supplier, employee). Once you hit PLAY, you get a “context” that explains an issue, situation, or background on the person you need to make happy.

You then see a statement from the target person you are trying to make happy, along with a panel of six responses. You swipe between panels to see all the responses.

You review each response and decide whether each response is a good one or a poor one to make. If your respond correctly, you grow happiness. If you respond incorrectly, happiness declines.

If the response is a bad one, tapping it causes you to lose a life (e.g. an unhappy face fills in). You see an explanation of why the choice is a bad one.

If you tap a response you shouldn’t, you lose the game. Two inappropriate taps cause you to lose the game.

Level 3 Given a variety of contexts and customer inquiries or statements, choose appropriate responses to make.

Given a specific context and employee inquires or statements, choose appropriate responses to make.

Given a specific customer objection, choose the appropriate response(s) to make.

Knowledge Knight

kk

Scare away the dragon. Each instance of the game consists of three unique questions that allow for multiple-choice, T/F, select all that apply, or answer in order responses.

Correct responses earn players an item that helps empower the knight. Incorrect responses produce items that are not useful.

If players miss two questions, they lose the game. (The dragon frightens the knight away).

 

Levels 3-6 Given background information, identify the appropriate next step in the XYZ process to take.

Explain the XYZ process.

Given data, analyze the data and form a conclusion.

Given a specific customer objection, choose the appropriate response.

Sharp Chef

kk

Cook a delicious dish. Each instance of the game consists of three unique questions that allow for multiple-choice, T/F, select all that apply, or answer in order responses.

Correct responses earn players an item that helps the chef select a good ingredient. Incorrect responses produce ingredients that are not useful.

If players miss two questions, they lose the game. (The chef cooks a not-so-delicious dish).

 

Levels 3-6 Given background information, identify the appropriate next step in the XYZ process to take.

Explain the XYZ process.

Given data, analyze the data and form a conclusion.

Given a specific customer objection, choose the appropriate response.

Fast Facts

kk

Win the race. Each instance of the game consists of three unique questions that allow for multiple-choice, T/F, select all that apply, or answer in order responses.

Correct responses earn players an item that helps the racer drive a successful lap. Incorrect responses lead to slow laps.

If players miss two questions, they lose the race.

 

Levels 3-6 Given background information, identify the appropriate next step in the XYZ process to take.

Explain the XYZ process.

Given data, analyze the data and form a conclusion.

Given a specific customer objection, choose the appropriate response.

Safecracker

safe

Unlock the safe before the alarm sounds. Players must choose specific items (benefits) that link to the prompt (aka “need statement”) then link those choices to another set of items (features).

Each decision turns the safe dial and enables player to proceed to next decision.

After decisions are made, the player attempts to open safe.

If all decisions are correct, the safe opens and reveals an appropriate sales message to deliver to customer.

If one or more decisions are incorrect, the player must attempt to correct errors. Correct choices remain locked in when player goes back; only incorrect choices will be flagged.

Player then gets a second attempt to crack the safe. If this attempt fails, the players loses, but will see a summary of the need, appropriate benefits, and correct features.

Levels 3-6 Given a specific customer need, choose the appropriate benefits and associated features to present to the customer.
Forest Flight

Escape the forest before darkness descends. Good decisions are your quickest path to safety. Bad decisions lead to dead ends. Each game must include two scenarios, but three is recommended. Each scenario must include two branches but can have three.

Player reads about a situation, ie
“you are calling on a customer who is skeptical.” Player also reads about their challenge, ie “Get Doctor Jones to make a commitment to try PainAway with appropriate patients.”

Player drags hiker to the trail marker to begin.

At each stop on the journey, player drags the hiker over different path options to reveal possible responses. Player releases the hiker over the path he wants to choose.

Each decision leads to another stop on the journey, where another decision can be made. At any time, player can tap or click the Owl icon to review the situation or challenge.

Eventually, player either gets out of the forest or reaches a dead end depending on what decisions are made. Player receives feedback on the decisions they made and receives a score.

Player can retry the game again in the practice area or wait for another Daily Three.

Levels 3-6 Given a specific sales situation and customer type, choose the right approach to identifying needs and gaining commitment.

For a more detailed description of each mini-game and how to create them, see the articles below:

How to Create and Edit Mini-Games

Guidelines for Creating Balloon Burst

Guidelines for Creating Fish Finder

Guidelines for Creating #Happy

Guidelines for Creating Forest Flight

Guidelines for Creating Knowledge Knight, Sharp Chef, and Fast Facts

Guidelines for Creating Safecracker