Communication

Communication Simulations for Career Readiness and Student Success

Role-based simulations are virtual case studies that challenge students to practice essential skills in authentic workplace scenarios.

TOPICS AND LEARNING OBJECTIVES

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Presentation Delivery
Helping a co-worker prepare for a big sales presentation by emphasizing Preparation, Content, Visuals, and Delivery.

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Teamwork
Overcoming teamwork challenges (groupthink, conflict, withdrawing) by selecting effective collaboration strategies (active listening, openness, compromise) to resolve the issue.

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Meeting Communication
Analyzing behaviors from recordings of two meetings and providing applicable feedback in three areas: conducting positive meetings, communication strategies, and etiquette.

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Interviewing
Ranking three job interview candidates based on their verbal and non-verbal responses and justifying these decisions.

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Resumes and Cover Letters
Providing guidance to a friend on drafting, revising, and editing a cover letter and resume. Evaluating multiple formats of cover letters and resumes tailored to different job opportunities.

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Diversity
Evaluating calls, emails, and other scenarios involving diversity-related communication and selecting better communication behaviors.

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Persuasion
Analyzing the situation, gathering evidence, and persuading an audience using the AIDA model (Attention, Interest, Desire, Action).

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Negative Messages
Improving the message of several negative emails and providing feedback to colleagues who request advice.

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Routine and Positive Messages
Sending routine and positive messages to clients, partners, and internal personnel by identifying appropriate messages and using relevant communication strategies.

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Planning and Writing
Building audience-appropriate messages and selecting suitable channels for message delivery.

TESTIMONIALS

Real learning about communication dynamics does not take place in a vacuum but by interacting and interfacing with others in different contextual situations. These role-based communication simulations were designed specifically to simulate real world situations to increase workforce readiness..”

Dr. Younes Mourchid

Professor of Communication Studies, California State University, East Bay

Employer surveys continue to find that strong communication skills are among the most sought-after qualities in today’s workplace but are often missing from the pool of available labor. These digital learning assets will enable students to develop critical workplace readiness skills by seeing the impact of their words and actions in a professional context..”

Teddie Laing

Department Chair of Business, Miami Dade College

FREQUENTLY ASKED QUESTIONS

Toolwire’s role-based simulations are available at a per student cost of just $3 a module. All adoptions are backed by Toolwire’s value-added services including 24x7x365 support, LMS integration, and instructor onboarding.

During the fall 2015 semester, fourteen American colleges and universities introduced Toolwire’s role-based simulations for Writing. As a follow-up, Toolwire published a Fall 2015 Research Report, which provides quantitative and qualitative faculty and student data based on 530,000 minutes of use by over 1,000 students. This seminal paper is among the first of its kind to document the use of game-based simulations at scale in higher education.

Toolwire works closely with seasoned higher education faculty to determine the most relevant topics and objectives for our game-based simulations. In addition, these subject matter experts (SMEs) help us ensure that the learning modules incorporate rigorous content that is applicable to authentic, contextually relevant workplace scenarios.

As part of our development process, we poll our SMEs to determine the most important proficiencies for entering college students. We use this information to create the skeletal structure for the content that the game-based simulations should address. In addition, we research topics and objectives from the top 10 selling textbooks in that subject area. Combining these two sources of information, Toolwire creates a final draft of topics and objectives to inform the final academic goals of each game.

All learning modules use a consistent Instructional Architecture that incorporates the following components:

  • Introduction establishes learning context and the scenario
  • Pre-test evaluates students’ skills and knowledge in a 5-question, auto-graded activity
  • Digital Learning Objects introduce and explain skills and specific content
  • Interactive Game provides opportunities to practice and apply skills and knowledge
  • Dynamic Remediation addresses errors or misconceptions based on students’ responses in the interactive game segment
  • Mentor Feedback delivers personalized encouragement and guidance
  • Post-test measures learning and skill gains in a 5-question, auto-graded activity
  • Performance Analytics include both detailed metrics and a single score based on pre-and post-test results so students can own their  learning and take steps to improve skills and knowledge

As a supplemental tool to help faculty reinforce course learning objectives, each interactive learning module targets one to three primary competencies and takes approximately 20 minutes to complete.  To support instructors, Toolwire will map game learning objectives to any course. Auto-graded assessments sync directly to an instructor’s grade book via LTI 1.1 integration.

Yes, over the years, Toolwire has integrated its courseware products with just about every major higher education LMS. Once integration is complete, students have single sign-on access to the modules. When students complete a game, the learning modules pass students’ final scores directly into faculty gradebooks. Toolwire is an IMSGlobal Learning Technology Interoperability (LTI) 1.1 certified partner. Click here to learn more.

Built with Millennials and busy, working adults in mind. Toolwire’s game-based simulations take approximately 20 minutes to complete. Each module targets one to three specific learning objectives.

Toolwire produces highly authentic game-based simulations with live characters filmed in real locations – unlike other games that leverage animated characters. Customer feedback and user testing has taught us that authenticity is essential for enhancing relevance and believability – both critical components for student engagement.

Toolwire strives to be a leader among game-based learning developers in our efforts to provide universal access to all of our users regardless of their varied needs. Our goal is to go beyond compliance in order to be the obvious, responsible choice for the thoughtful buyer.

We have an active partnership with a well-respected, national organization called the Center for Independent Living (CiL), a leader in the areas of accessibility and universal design. CiL evaluates our products, provides insights into industry standards, and even provides user-testing to ensure that the changes we make bring real and positive impact.

Toolwire follows WCAG 2.0 guidelines, which are most relevant to today’s web applications. Of the three levels for WCAG 2.0 Compliance (A, AA, AAA), Toolwire passes or surpasses almost two thirds of the requirements for WCAG 2.0, Level AA. We are safe for learners prone to seizures and learners with learning disabilities. In addition, we are navigable by learners with hearing impairments and by learners with visual impairments.

The remaining third of WCAG 2.0, AA compliance involves the difficult-to-approach functionality of keyboard-only navigation and non-sighted navigation. Toolwire games are not yet navigable by learners who are blind nor learners who are unable to use a mouse; however, we offer services of our Learner Advocacy Team to learners who need assistance beyond what our games provide.

As much as possible, Toolwire strives to go beyond WCAG standards. Where the WCAG says that a text to background contrast ratio of 4.5:1 is acceptable, our testing with learners who are visually impaired has found that not to be enough so we are rising above the minimum. Where the WCAG says we need captions, we are working with the CiL to ensure that the captions are readable to real users with real needs.

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