Guide to modifying the templates: Champion
How to use the template game Champion
Champion is a template game designed for product training for salespeople. In the game you are first given the information and details about a product and then your objective is to go to a sales meeting and get a âyesâ from the client. |
To create a game from the template, there are 3 main steps
- Prepare your content.
- Define what knowledge and skills you want students to put into practice.
- Include this content in your game using the table at the bottom of this document.
1. Prepare your content
Champion comes with 2 levels already created but you can add more levels if you wish to extend or repeat the sales scenario. In level 1 the player is presented with the information about the product or service you are training for. Then, in level 2 they go to a sales meeting where they role play the sales scenario and receive feedback. If you wish to build on this practice you can add more levels where the sales scenario plays out differently or where you provide more product information or advice to incorporate.
TIPS |
â Texts should be formatted in a way thatâs easy for students to read and reference. No one wants to read an unstructured wall of text.PDFs should never be more than 2 pages long. â Videos should only be a few minutes each. Long videos take people out of the flow of training. â Consider using the URL building block to share content from your companyâs webpage or the internet at large. This is generally more immersive than copying and pasting texts from there. |
For training material to be effective, it must be:
- Practical
- Useful
- Applicable either in the workplace or in everyday life.
Whittle down your content as much as possible, and get rid of everything thatâs not essential to your learning objectives. As a general rule for Champion, try not to include more information than you could reasonably convey in a 1-hour class.
đĄ | IDEA: If your content includes lengthy reference documents your students donât necessarily need to learn, explain how, where, and when they can access them instead of including that information in a lesson. |
2. Define what key skills and knowledge you want to put into practice (1 test and 1 role play).
For the lesson and the role play, define which points you want your students to remember, understand, or use in real life. Base your tests around these points. Youâll need to write one or more questions inside the tests and dialogues, each with 2 or 3 possible answers: 1 right and 1 or 2 wrong.
Ask questions that help you measure understanding and retention or address a common problem, then prepare feedback for each possible answer.
TIPS |
â Giving feedback is extremely important. It helps students learn from their mistakes and reinforces correct answers. â Try to avoid trick questions (being wrong because of phrasing or a technicality) unless this addresses a common real-life misconception or problem. Questions of this kind are frustrating and ineffective. Remember, the goal of your questions is to remind and reiterate the key points and check for understanding. |
 3. Customize the mission with your own images, logos, and documents.
The storyâs mission is represented by an image that can be customized with your companyâs logo, the name of your training program, a picture of your office…
Level 1 â Scene 1 â Triggerâ 2nd block “Placardâ
Level 2 â Scene 1 â Triggerâ 4th block “Placard”
Level 2 â Scene 1 â Triggerâ 6th block “Placard”Â
Add your company logo in the game. To do this, change the âPosterâ element in level 1 Scene 1.Â
4. Use the following table as a guide to successfully add your content to the game.
This table indicates where you can put lessons and tests.
Lessons | Tests | |
Level 1 | Scene 1 Automatic Trigger 4th block âTextâ | Scene 1 Automatic Trigger 5th block âTestâ |
Level 2 | Scene 1 Automatic Trigger 3rd block âdialogâ Decision 1: Add as many dialog lines and decisions as you want to build a full role play. |