Who can play SKYWORD™?
SKYWORD™ is recommended for teenagers and above regardless of culture, socio-economic background, age, or gender.
How many people can play SKYWORD™ at one time?
2 to 24 players per Game Set can play the game at one time.
However, the number of players that can play the game at the same time is only restricted by the number of Game Sets and Player Packs you purchase and have available in your inventory. For example, if you want to train 48 people at the same time, you will need 2 Game Sets and 48 Players Packs, 72 people will need 3 Game Sets and 72 Player Packs, etc.
- 1 Game Set supports up to 24 players and consists of 4 identical Game Boxes with game boards that support 6 players per game board (see below). The Game Set is designed to support a typical sized classroom, team, or work group. Larger groups require more Game Sets or additional Game Boxes.
- 1 Game Box supports 2 to 6 players. Each Game Box consists of 1 Written Game Rules, 1 DVD, 1 game board, 6 rocket playing pieces, 1 die, 400 playing cards, and 75 Goal Star coins.
- Player Packs are required for each player and becomes their personal property. Each Player Pack consists of a Playbook & Progress Log, pen, Goal Tablet, and a Goal Star Coin. Player Packs come separately from the Game Sets and must be ordered and inventoried in advance.
How do TEAMS play SKYWORD™?
SKYWORD™ is designed to be played simultaneously on a personal and a team level. The only difference is:
- Teams perform team exercises right after the personal exercises are completed.
- Team exercises ask for a volunteer facilitator to help capture and summarize team inputs and decisions on a flip chart, white board, laptop, or some other device.
How much time does it take to conduct the training game?
Typically it takes 4 to 5 hours to conduct the training. The game is modularized in five stages which allows for flexible scheduling. It can be implemented all in a half day session or spread out over multiple days. The length of the training time can depend on how much group discussion is allotted beyond what is provided in the exercises and whether or not you are using it with a team. In the Leader's Guide that accompanies each training game, there is an "Estimated Training Times" table that details how much time to allot for each aspect of the training to help with planning.
What’s expected of players before they play the game?
Before players play the game, they are expected to come prepared with the following:
- A personal goal, change or improvement they want to make based on the context you give them (i.e. related to academics, athletics, work, personal life, etc.). Doing so will avoid unnecessary time delays when setting personal and team goals. Note: A "Getting the Word Out" template is provided in the Leader's Guide to help introduce the game and expectations to the players.
- A general understanding of what the training game is about by watching the short “SKYWORD™ Game” introduction video below.
- An open mind and willingness to apply the principles and tools for at least 30 days after the game.
What’s expected of players after they play the game?
After player’s complete the training, they will have a written goal and are expected to apply the following learnings and tools for at least 30 days or longer depending upon your direction.
- Practice using their "secret weapon."
- Set and achieve daily goals.
- Manage their self-talk.
- Practice situational control in difficult and challenging times.
- Be a good “champion” to a fellow player by encouraging them to work on their goal.
In addition, they are to complete the “After Training” survey after 30 days and provide feedback as directed.
As the leader, what is expected of me?
As the leader, your primary role is to ensure that all pre-game, game day, and post-game needs are taken care of as listed on the one page "Leader’s Checklist" provided in the Leader's Guide. In general, you need to:
- Communicate the purpose for playing the game. A “Getting the Word Out” Template is provided in the Leader's Guide that comes with each game.
- Make arrangements to play the game.
- Engage in the training as little or as much as you want. Because delivery of the curriculum and instructions is self-facilitated or directed via the DVD, your level of involvement during the training is entirely up to you.
- Keep the “Mental Game” alive and fun by following up with players to ensure application of principles and tools. A “Tips for Keeping ‘The Mental Game’ Alive & Fun” is provided in the Leader's Guide as a fun way to frame your interactions and communications in the context of who's winning their mental game, i.e. is it them, or is it their "true" competition (their negative thinking).
- Measure training effectiveness by conducting and compiling Before and After Training surveys that measure how often players use and apply five key thinking habits and skills that are fundamental to goal achievement. Guidelines are provided in the Leader's Guide. Survey Card tablets come with the games. Easy instructions for inputting the results into preset Excel spreadsheets that automatically calculate statistics and produce bar charts are provide in the password protected Resource Center below.
- Replay DVD as required. After the game, you can always go back and replay a particular stage to sharpen a skill, set new goals, or receive reinforcement such as how to process and move on from a heartbreaking loss or a discouraging event.
What materials do I need to implement the training?
Per the Leader’s Checklist and Game Rules that come with each game, the primary materials you will need are:
- Required number of Game Sets or individual Game Boxes and Player Packs to support the expected number of players.
- Survey Cards (Included)
- DVD Player (Not included)
- Audio/Video system (Not included)
- Facilitation aids as required i.e. team flip charts, whiteboard, markers, etc.(Not included)
- Snacks, treats, or rewards to award winners (Not included)
How does the training address a player's self-worth and ability to deal with adversity and anxiety?
In the last stage of training, player's are presented invaluable concepts as they relate to defining their identity and self-worth and how that perspective affects their ability to deal with adversity and anxiety. In the video, players are encouraged to develop an “inside-out” perspective when it comes to defining who they are based on their inner potential and strengths versus an "outside-in" perspective based on their circumstances or performance (i.e. you fail, you judge yourself a failure; you live in poverty, you judge yourself poor). Having the right perspective helps them to separate themselves from whatever adverse situations they encounter so they have the inner strength to face them head on and turn them around so something good can come from it. It’s called “situational control.” And players are guided through a number of adverse situations that may occur in pursuit of their goal and how they can practice situational control to overcome them (I.e. mistakes, failures, bad performance, fears, difficult tasks, negative comments, distractions, comparing themselves to others, etc.)
What type of support structure is provided the players after the game?
In the last stage of training, players learn that their second most important vehicle for achieving success besides their belief system, is to surround themselves with the right people—people who will encourage, strengthen, and believe in them. In the Mental Game of Goal Achievement™, that role is filled by a “champion.” To get it going, players are asked to team up with someone else who is playing the game so together they can champion or encourage one another, on a regular basis, to practice using their secret weapon and to work off daily goals. It's not about knowing each other's goal, it's about encouraging each other to work on them. This "mutual accountability" is important because successful personal change and performance improvement is enhanced when a support structure (i.e. coach, mentor, or support group) is in place to help the individual stay on track. By being a champion, players practice giving and receiving encouragement which not only helps them stay on track but also helps them develop a deeper appreciation for the role that encouragement plays in goal achievement.