Price of a game: $500.00 excluding VAT, transport included
Price for 2 games: $750.00 excluding VAT, transport included
For more than 2 games please contact us
know the requirements of the standard
|Games||Requirements (and quiz)||The first five cards (risks, MCT's, practices and case studies)|
|Quality||IZOGOOD® 9001 cards|
IZOGOOD® 45001 soon
|Security||IZOGOOD® 45001 cards soon|
IZOGOOD® 14001 soon
|Environment||IZOGOOD® 14001 cards soon|
|IZOGOOD® QSE soon||Q.S.E||IZOGOOD® QSE cards soon|
|IZOGOOD® 16949 soon||Automotive||IZOGOOD® 16949 cards soon|
|IZOGOOD® 22000 soon||Food||IZOGOOD® 22000 cards soon|
|IZOGOOD® 9100 soon||Aerospace||IZOGOOD® 9100 cards soon|
|IZOGOOD® 13485 soon||Medical devices||IZOGOOD® 13485 cards soon|
- Rules of the game
- Contents of the game
- Game leader's booklet
- Participant's booklet
The IZOGOOD® games are aimed at:
- training centers (the trainer who wants to make his training even more attractive)
- certified companies (the quality or QSE manager who wants to make aware staff to the requirements of the management standard)
- consultants (the consultant who wants to accompany the company to the certification or maintenance of the certification)
- universities (the teacher who wants to make his class even more attractive)
What is a business game? It is a learning tool that relies on playful challenges, in friendly and benevolent competition.
You wish to decrypt, understand and assimilate the standard of your management system while having fun? So you are in the right place because:
- playing is a favorite activity of the brain
- we learn more easily while having fun
- when we play we forget everything
- the game particularly favors memorization
- the game reduces anxiety associated with learning (participants are in a relaxed state of mind)
- help improve group cohesion
What are the benefits of a business game?
- learn in a fun way by:
- the confrontation of ideas
- team spirit and
- the acquisition of knowledge
- check the achievements
- raise staff awareness
- involve the staff (to take decisions)
- transform the trainer into a facilitator
- build together by:
- benevolence and
- to be enriched by the skills of others (learn from each other)
- assimilate the content of clauses and sub-clauses
- have the desire to play once more time
- identify some of the subtleties of the standard
- be better prepare for the certification
- A 4 part board to assemble with 5 puzzle type pieces
- 4 figures
- 4 jokers
- 4 sets of 56 cards:
- RISKS (threats or opportunities)
- MCT's (multiple choice test)
- PRACTICE (good practices or bad practices) and
- CASE STUDIES
- A game leader's booklet (rules of the game, questions, answers and comments of the 200 cards)
- 4 participant's booklets (rules of the game, reminder of clauses and sub-clauses of the standard, glossary)
- 5 certificates of participation
- 4 sheets A4 of 12 white stickers (70 x 37 cm)
- List of game's documents and contents
The game is scheduled for 2 to 5 teams of one or more people, during one or more sessions of 2 to 3 hours.
Each team receives a participant booklet.
A game leader is essential to lead the game, provide detailed answers or additional information on the requirements of the standard.
The game starts with an introduction by the game leader about the specificities of game. Then the game leader quickly recalls the principles and new features (see more) of the ISO 9001 standard and the benefits of certification.
The requirements of the standard and the comments are available at this page. A free quiz on the requirements of ISO 9001 is provided at the beginning of this web page. This will allow you to discover and become familiar with the requirements of the standard.
The game leader brings a copy of the standard (not provided in the game) and makes it availabe to the players.
A reminder of the clauses and sub-clauses of the standard is included in the participant's booklet, cf. chapter 2.
Each team chooses its figure and receives a "joker" () chip. This allows them to ask for help another team when the question is (very) difficult. When the answer given by the other team is correct, both teams advance their figures the number of squares defined by the level of difficulty (1 to 3 stars ) present on the front of the card.
The game leader places the figures on the box "departure" ().
The order of play for each team depends on the date of birth of the participants. The person with the nearest date (day and month) of the current day will be a member of the first team and so forth.
It is preferable that the teams position themselves around the board in relation to the sequence of their figure on the board.
The sequence of boxes (categories of cards) is as follow:
- RISKS - threat or opportunity - silver
- MCT - multiple choice test (requirements of the standard) - green
- PRACTICES - good practice or bad practice - orange
- CASE STUDIES - situation, challenge, solutions - blue
The first team takes the card from the RISKS stack, reads the text on the front and back aloudl and answers the question asked. If the answer is:
- correct, the team advances its figure according the number of boxes defined by the level of difficulty (1 to 3 stars ) present on the front of the card; during their turn, the team will then answer the question of the card corresponding to this box
- incorrect, the team stays on the departure box; in the next round, they will take the next card RISKS then answer the question
The cards played are kept by each team.
The other teams do as the first team but take one MCT, PRACTICE or CASE STUDY card.
Additional questions are at the discretion of the game leader depending on the level of knowledge of the teams and the speed of the game. These could be questions such as:
- What is the clause and sub-clause of the standard related to the question asked?
- Can you give an example from your department related to this topic?
- What do the other teams think?
In consultation with the players and taking into account the time allocated to the game, the game leader sets the rule for the end of the game.
By default, the team that arrives first on the "Certificate" box () wins.
The members of this team are the first to obtain the certificate of participation (). They can then support the answers of other teams with the agreement of the game leader.
The end of the game is normally effective when all teams have reached the last box "Certificate".
A concluding session allows everyone to express themselves on particular points that require further explanation.
The educational objectives of the game are as follows:
- allow each participant to:
- identify whether a risk is rather a threat or an opportunity
- increase their knowledge of the requirements of the standard through MCTs
- guess if a statement is rather a good or a bad practice
- to study the situation, the challenge and find the solution for each proposed case
- to argue the answers during the exchanges of the different points of view with the other teams in the game
- to decrypt the clauses and sub-clauses of the ISO 9001 standard and to assimilate the requirements
To adapt the difficulty to the level of the participants, several options are proposed:
- normal standard. With cards in order of number (01, 02,...) according to the clauses and sub-clauses of the standard
- normal mixed. By using mixed cards. The questions then relate to either clauses of the standard
- easy, medium, difficult. By using the cards by difficulty (number of stars ). Indeed, each card is identified by its level of difficulty (1 to 3 stars ).
You can also personalize the game with 6 additional blank cards (N° 51 to 56) available for each card category, i.e. 2 cards per difficulty level - one, two or three stars .
Self-adhesive labels are available to write (or print) the text of the cards to be customized. With the purchase of the game, you receive as annexes the leader’s booklet, the participant's booklet and the certificate in Word format. The text of the cards is in PowerPoint format.
Some questions have a touch of humor. Dare to be sincere, it's just a game.
A bias is inevitable as to the "right answers" to be retained, especially for RISKS or PRACTICES cards.
Here are two examples below:
Example 1: RISK Card 01 Is the statement on the back rather a threat or an opportunity? "Most important thing is that the organization’s strategy has been established in the past."
One could say that it is a threat or an opportunity, but it depends on when the strategy was defined.
The participating team is asked to answer that this is a threat because it is not specified when the previous strategy was developed; a year ago, 10 years ago? So there is missing information. A wise team will be entitled to react by saying: "We cannot answer because we do not have information on the date of the definition of the organization’s strategy".
Example 2: PRACTICE Card 02: Is the statement on the back rather a good or a bad practice? "To determine the issues of the context, the analysis of the competitive environment is a priority".
One could answer that it is a good practice or a bad practice but it depends on the understanding of what is a priority. It is relative because each company has a particular context and a way of identifying the issues. The participating team is asked to answer that this is a bad practice because top management must first determine internal and external issues.
However, it is legitimate to say that there is no real order of priority in determining the issues in the context in which all interested parties are to be analyzed.
Thus, the relevance of the remarks and arguments that are developed must be taken into account by the game leader who must take a step back from the "correct answers" mentioned in the booklet.
The game IZOGOOD was created and realized with a lot of attention. Thank you in advance for communicating to us any progress points that you have identified via this link: contact.php.
The game leader's booklet contains:
- the rules of the game
- the question, the answer, the sub-clause of the standard and a commentary of the response of the cards:
- Case studies
The participant's booklet contains:
- the rules of the game
- a reminder of the clauses and sub-clauses of the standard
- a glossary of used terms