Allyship Training

Not your mom's corporate training.

Background

As humans, we learn through our experiences and mistakes. What happens when someone becomes so afraid to make a mistake they avoid trying? When it comes to being an ally, many people experience a fear of making mistakes that prevents them from starting their allyship journey. Corporate trainings contradict this with boring, outdated videos that can be muted and auto-played behind other browsing tabs.

Problem Statement

Corporate diversity, equity, and inclusion (DE&I) trainings are lacking engagement, and thus, key learnings on how to support those around you are missed.

How to Play

As humans, we learn through our experiences and mistakes. What happens when someone becomes so afraid to make a mistake they avoid trying? When it comes to being an ally, many people experience a fear of making mistakes that prevents them from starting their allyship journey. Corporate trainings contradict this with boring, outdated videos that can be muted and auto-played behind other browsing tabs.

Systems Needed:

- Video conferencing platform with breakout room capabilities
- Miro (free) - virtual team collaboration whiteboard
- Time = half day event; flexibility in defining time limits for each game round

Participant Take-Aways:

- A better understanding of DE&I terms, types of inequity, and the skills needed to be an ally
- Improved emotional intelligence by identifying which skills are appropriate in various situations and why that is so
- Confidence in their ability to identify and find solutions to unjust situations

Game Definitions:

Situation(s) = the realistic case studies presented to the larger group in The Real World. The Situation(s) is/are the focus of each game round. Players use Tool Cards to pitch unique solutions to each Situation.

Tool Cards = Tool cards describe skills needed to be an ally. There are 5 total Tools: Amplify, Listen, Educate, Action, and Speak Up. In a given turn, 2 Tool Cards can be played in combination so that both skills can be used to address a Situation. There are buzzwords associated with each Tool Card so that players may not Card Hop and the Moderator can call foul.

Card Hop = when a player uses a Tool Card that isn’t in their Tool Box when pitching their solution.Toolbox = the area on the board where players store their Tool Cards.

The Real World = The Real World serves two functions: it’s the name of the meeting room where we all come together, and also the name of the area on the board where players put their Tool Cards into action.

Attributes = Attributes are the outcomes each skill is sure to provide. There are 3 total Attributes: Validation, Understanding, and Advocacy.Attribute Value = each Attribute is assigned points

Key Attribute = each Situation is assigned a Key Attribute of which only the Moderator is aware. Whichever player has the greatest Attribute Value on their Tool Card(s) played for the assigned Attribute of the scenario wins the round. As player decks build up and the Situations come more complex, multiple key attributes will be assigned to a single Situation. The first two situations will have only 1 key attribute assigned, the second two situations have 2 key attributes assigned, and the final situation has all 3 key attributes assigned.

Event Set-up:

- This is intended to be a half-day event.
- All participants will convene in a single meeting.
- The event lead will cover the importance of DE&I, introduce the event, and cover DE&I definitions (allyship, advocacy, all "Tools," all "Attributes," etc.).
- The rules of the game will be explained in "The Real World."
- The first Situation for Round 1 of the game will be given.
     - The Situations will start on a small scale and move to a large scale (microaggressions to systemic -isms). They should be identified by a focus group within the organization and be based on real events.
     - There will be 5 Situations total, and thus 5 rounds.
          - A final discussion will be held within the breakout groups to discuss highlights, takeaways, and lessons learned.
- Participants move to pre-assigned breakout rooms to begin the game, as outlined in Game Set-up below.

Game Set-up:

1) The Situation for each round will be given in The Real World. Players will be sorted into breakout rooms that will keep consistent the entire event.
2) Miro is the game table. Each breakout room will have their own Miro.
3) There will be a complete card set for each player.
4) Every player gets 1 random Tool Card to start.
5) Players take turns putting their Tool Card(s) into action by moving the desired Tool Card(s) into The Real World. In a given turn, 2 Tool Cards can be played in combination so that both skills can be used to address a Situation. When playing their Tool Card(s), the player must describe what approach they would take to the Situation using only the Tools specified on their played card(s).
6) Moderators will call foul on any approach described using buzzwords that are not relevant to the Tool Card(s) played. The player must accept the correction and redefine their approach.
7) Once all players have put their Tool Card(s) into action and described their approach to the Situation, the moderator announces the Key Attribute(s) assigned to the Situation.
8) Whichever player has the highest total points for the assigned Key Attribute(s) wins the round. Tool Cards are moved back to the respective Tool Boxes.
9) Players who do not have the winning Tool Card for the round in their Toolbox will receive that card, as they have learned a new skill.
10) The moderator leads discussion around pros and cons to approaches described, identifying why certain Tools are more appropriate in various scenarios, etc. A final approach is decided by the players.
     a) This discussion is also a time to touch on potential barriers or hesitation people might have using certain Tools in different Situations. The goal is to get players thinking of ways to combat the barriers/hesitation, acknowledge that it is okay to be human and make mistakes, and see that the most important thing is to do something (with positive intent).
11) Once time is called in a round, all players rejoin The Real World and moderators share the final approach discussed with the larger group. The event lead will initiate discussion around all approaches shared.
12) A new Situation will be presented in The Real World and another round will begin.

Upon the resolution of the final Situation within The Real World, players will separate into their assigned break-out room for a final discussion around take-aways.