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Play for Performance:
The Use of Games As An Educational
Strategy for Bank Employees

Elizabeth Treher, Ph.D.
paBanker Magazine
October 2000

Play for Performance: The Use of Games As An Educational Strategy for Bank EmployeesGames have a lot more to offer than a mere night of amusement at the roulette table. In fact, when employed as learning devices, games have no relation to Lady Luck but rather act as proven and effective methods of transmitting complex information. In test labs, currently operating at the University of Connecticut, with the objective of determining how people learn most efficiently, and utilizing ten disparate learning vehicles as criteria, results are indicating that information imparted by active involvement in game playing is more quickly assimilated and is retained for longer periods of time.

A question then is can the banking industry, traditionally more conservative than consumer marketing, manufacturing, advertising, or other businesses with less acute fiduciary responsibilities, benefit from game playing? Perhaps the best answer comes from an examination of some Pharmaceutical industry practices since the field is subject to perhaps even more stringent compliance issues, and faces the same problems of training employees in complex rules and regulations needed to be grasped in order to achieve an informed and productive work force.

Since 1998, a number of major pharmaceutical companies have been training large numbers of employees in subjects relevant to both drug manufacturing compliance issues and to complicated matters and technical information involved in taking a new drug from the laboratory to the launch of the product. Much of this education has been accomplished swiftly and efficiently by using board games. Not computer games, not role-playing games but good old board games similar to the Monopolies and Parcheesis of our childhoods where we learned some rudiments of real estate and money management while having fun.

Games and Economics
According to a spokesperson for one of the companies, the board games which allow participation of up to 16 persons at a time and can be played with or without a trainer, are more effective than one-on-one computer training efforts because many employees do not like the isolation of that means of gaining information. Furthermore, team play encourages practical decision making within a group along with fostering the spirit of teamwork and competition.

Games as a viable part of culture go back thousands of years. At their worst perhaps, they were a major part of Roman punitive system as well as popular leisure activities during the time of the gladiators and of the struggles between man and beast in the Coliseum contests. At their best their effectiveness is epitomized by the rapidity with which young children assimilate basic classroom precepts through the classic games of pre-school and kindergarten. In between, games were used in Elizabethan England, often as a device for determining court rankings of specific individuals and during the French Revolution when games of all sorts were employed by masquerading insurgents and revolutionaries. And of course, for centuries there has been the game of Chess. Perhaps no better vehicle exists for subtly and consistently allowing players to grasp the precepts of logical thinking and planning ahead.


The Learning Key, Inc., a company offering training and consulting services to Fortune 500 companies, began to develop board games for use as learning tools in 1997 for an international pharmaceutical company which wished to provide continuing education for employees on the issues involved in new product development. The resulting product, The Pharm Game®, has been so successful that it has been used not only by the sponsoring company, but by most other major drug manufacturers. The Learning Key, realizing it had an effective and timely means of teaching complicated or technical information, and realizing that the financial industry had many similar compliance issues, then worked with individuals at (the former) CoreStates Bank. They researched and created a board game targeted specifically at bank employees. The game, Big Buck$$™, provides an involving and flexible means of teaching employees about banking in the changing world of finance. Big Buck$$™ provides an overview of world and national economic environments, the forces influencing the banking industry, the nature of key banking regulations and modern banking services tailored to the current consumer and financial climate. Game board sections move through "Economy" through "Regulation" and "Industry" to "The Bank," this latter section can be tailored to the specific needs of individual institutions. Banking institutions in Pennsylvania who participated in testing the product have stated that the game so engaged employees that often playing continued during breaks. Recall of the issues covered was 33% higher than other teaching devices.

Elizabeth Treher, Ph.D., President and CEO. President and co-founder of The Learning Key, Inc., Dr. Treher holds her doctorate in Nuclear Chemistry. She was a National Science Foundation Post-Doctoral Fellow and an invited member of the first U.S. Delegation to China on Human Resources and Development. Elizabeth developed Squibb College as well as Bristol Myers Squibb's Center for Science Education, an organization which continues to provide scientific and educational training. She has held key positions at The University of Southern California, Los Alamos National Laboratory and at corporate institutions.

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