Professional Documents
Culture Documents
I'm sure that you have handled a $20 bill recently. Did you pay
attention to the bill? Do you remember whose portrait is on this bill?
Show the money. Ask each pair of partners to produce a $20 bill. If
any of the pairs cannot find a $20 bill, lend them one or ask them to
use any other bill. Ask the partners to hold a single bill by its opposite
corners so that each participant can see only one side of the bill.
As soon as one partner asks the question, the other partner must give
an immediate answer. Correct answers earn a point. Incorrect answers
or no answers earn no points. The questioner should immediately give
the correct answer.
2-MINUTE DRILL
Textra Games combine the effective organization of well-written
documents with the motivational impact of training games. Participants
read a handout, booklet, reprint, or a chapter in a book and play a
game that uses peer pressure and peer support to encourage the recall
and transfer of what they read.
Participants
Time
15 - 30 minutes.
Supplies
Answer Sheet. Type the question numbers and the correct answers
for each question. Prepare a copy of this sheet for each group of
players.
Timer
Whistle
Flow
Begin the first round. Start the timer and blow the whistle. Ask
Game Masters to conduct the game with their group.
Conclude the first round. At the end of 2 minutes, blow the whistle
again and ask players to stop. Instruct each player to count the
number of Question Cards that were correctly answered. This is the
player's score for the first round.
Conduct the second round. Ask the Game Masters to collect the
cards, shuffle them, and give them to the new Game Master (the
person seated to the left of the previous Game Master). Conduct the
game as before.
Repeat the procedure. Continue playing additional rounds of the
game until every member of each group has had a turn at being the
Game Master.
Conclude the game. After the final round, identify the player (or
players) with the highest total score in each group. Congratulate these
players as the winners.
[Table of Contents]
Handout
Instructions to Players
Receive a card. When the facilitator blows the whistle, the Game
Master will give you a question card.
Answer the question. As soon as possible, yell out the card number
and the answer. If you don't know the answer, make an educated
guess.
Replace the Question Card. Wait for the Game Master to repeat
your card number and tell whether your answer is correct or not. If the
Game Master says that your answer is correct, place the Question Card
in front of you. If the Game Master says your answer is incorrect, give
the card back to Game Master. In either case, get another Question
Card from the Game Master.
Play the next round. The game will be repeated for several 2-minute
rounds. Use the same procedure during each round, except during the
round when you are the Game Master.
Instructions to Game Masters
Get ready. Get a deck of Question Cards from the facilitator. Also get
a copy of the Answer Sheet.
Begin the round. Wait for the facilitator to blow the whistle.
Immediately give each player a Question Card.
Listen for answers. In a little while, players will begin yelling out
card numbers and answers. Since they will not be taking turns, this
will be a chaotic activity.
Give feedback to players. Check your Answer Sheet for the card
number that you heard first. If the player's answer is correct, say
“Correct!” and give the player a new card. The player will place the
correctly answered card in front of her. If the player's answer is
incorrect, give the correct answer, and take the Question Card back
from the player. Place the incorrectly answered card at the bottom of
the deck and give another Question Card to the player.
Do several things at the same time. Keep track of the numbers and
answers yelled out by players. Call out the next number that you
heard and give appropriate feedback. Repeat the process.
Conclude the round. Keep repeating the process until the facilitator
blows the whistle again. Ask each player to count the correctly
answered cards to determine the score for this round. Collect all the
cards, place them at the bottom of the deck, and give the deck to the
next Game Master. Also give the new Game Master the Answer Sheet
4CS
by Matthew Richter
Here's a variation of Thiagi's HELLO GAME that structures participants'
interactions and encourages them to explore the training topic. You
may use this game as an opener to discover what the participants
already know. Alternatively, you may use this game as a closer to
encourage participants to review and summarize what they learned
from your training session.
Purpose
Participants
Time
30 minutes to 1 hour
Supplies
• Timer
• Whistle
• Flip chart paper
• Markers
Preparation
Flow
Brief the participants. Explain that you would like to find out what
the participants already know about customer satisfaction. In order to
do this, you are going to play a 4CS game that will require participants
create detailed lists of different aspects associated with the concept.
Define terms. Write these four terms on a flip chart (or project a slide
with these terms on the screen). Define and discuss each term.
Form four teams. Divide the participants into four roughly equal-
sized teams. (It does not matter if some teams have a extra member.)
Brief the teams. Assign a different "C" term to each team. Explain
that each team will have the specific task of collecting information
about the assigned category associated with the concept of customer
satisfaction. In this process, each team should collect items suggested
by every person in the room. Also explain that the teams will have 3
minutes to plan, 3 minutes to collect information, and 3 minutes to
analyze and organize the information.
Co-Creation
99 WORDS
Are you familiar with the “99 seconds” approach? It makes a complete and
useful presentation in 99 seconds.
We have a printed variant of this concept (called “99 Words”). The idea is to
provide useful content using exactly 99 words—no more, no less. (The word
count includes the heading.)
Another Example
Training Games
Games feature goals, rules, and conflict. In addition, training games help
participants achieve training goals.
Nothing irritates participants like a mindless “fun” game that has no training
value. Fun is not a necessary feature of games, especially training games.
A training game need not be fun, but it should be engaging. Players should
be totally immersed in the activity.
Effective training games should be relevant to the players' real world jobs. If
job relevance is not directly obvious, the game facilitator should bring it out
during a debriefing discussion with participants after the play of the game.
Now that you have seen 99 WORDS in action, we invite you to share your
examples of this type of crisp prose.
ACTION PLAN
This activity is an application of a framegame called MATCH AND MIX. It can be
used for planning to achieve a common goal and also for exploring the needs
and preferences of different groups.
Key Idea
During the first round, each team is assigned a specific type of stakeholder
group and asked to come up with a plan for achieving a common goal.
During the second round, participants are reorganized into mixed teams with
each member representing a different stakeholder groups and asked to
synthesize their earlier ideas.
Purpose
Participants
Minimum: 9
Maximum: Any number
Best: 16 to 20
(Each participant is assigned to two different teams during the two rounds of
this activity.)
Time
30 to 60 minutes.
Supplies
• Timer
• Whistle
• Felt-tipped pens
Room Setup
Preparation
Examples: A4 or C2.
During the first part of the activity, participants organize themselves into
teams according to the letter on their card. During the second part, they
reorganize themselves according to the number on the card.
Example: The participant with the card C2 belongs to Team C during the first
round and Team 2 during the second round.
Before conducting the activity, find out how many participants you will have.
Check with the Team Allocation Table to figure out the combinations of
letters and numbers for the cards. Write the appropriate letter-number
combinations on blank index cards.
Example: You have 21 participants. Looking up this number in the table, you
prepare the following Team Allocation Cards:
Flow
Brief the participants. Explain that you are going to facilitate a structured
brainstorming activity in two rounds. Specify the goal for brainstorming.
Form matched teams. Shuffle the Team Allocation Cards and distribute
them, one card for each participant. Point out that each card contains a
combination of a letter and a number. Ask participants to find others with the
same letter and form themselves into teams. Depending on the total number
of participants, you may have three to six teams.
Assign age groups. Explain that each team will represent a specific age
level. Assign the age groups according to this list:
If you have more teams, add other groups such as committee members,
conference attendees, chapter members, international members, and student
members. Use as many membership groups as you have teams.
Generate ideas. Ask members of each team to brainstorm ideas for creating
an action plan for achieving the common goal. Ask teams to generate several
ideas, discuss these ideas, and transform them into an action plan. Request
someone in each team to record its plan. Announce a 9-minute time limit for
this activity.
Form mixed teams. After 9 minutes, blow the whistle and stop the activity.
Tell participants that you are going to reorganize them into a new set of
teams. Ask participants to check their Team Allocation Card once more and
find others with the same number to form new teams. (If there are one or
two people left over, as in this case with 21 participants, they may join any
team they choose.)
Regenerate the plan. Ask members of the new teams to continue preparing
an action plan. Ask participants to maintain their loyalty to the membership
group from the previous round but try to focus on satisfying the needs and
preferences of other groups. Encourage participants to recall and share their
ideas from the previous round and keep an open mind toward other
perspectives. As before, ask teams to select the best ideas, create an action
plan, and this plan on a sheet of flip chart paper. Announce a 9-minute time
limit for this activity.
Present the plans. Blow the whistle at the end of 9 minutes, and ask teams
to post their plans on convenient areas of the wall. Invite all participants to
take a gallery walk and review the plans from other teams.
Follow Up
Consolidate the lists. With the help of all participants, come up with a
common plan that incorporates the best features of different plans.
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
16
A4 B4 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
17
A4, A5 B4 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
18
A4, A5 B4, B5 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
19
A4, A5 B4, B5 C4, C5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4, D5
20
A4, A5 B4, B5 C4, C5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
21
A4, A5 B4 C4 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
22
A4, A5 B4, B5 C4 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
23
A4, A5 B4, B5 C4, C5 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
24
A4, A5 B4, B5 C4, C5 D4, D5 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
25
A4, A5 B4, B5 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
26
A4, A5, A6 B4, B5 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
27
A4, A5, A6 B4, B5, B6 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
28
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
29
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5, D6 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
30
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5, D6 E4, E5, E6
Form matched Randomly distribute Find others with the same letter and
teams (3 team assignment cards form teams
minutes) to each participant.
Form mixed Give instructions. Find others with the same number and
teams (3 form new teams
minutes)
Present the Give instructions. Post your action plans on the wall.
plans (5 Review action plans from other teams.
minutes)
Debriefing Game
ACTION REPLAY
by Roger Greenaway
Description
Benefits
Selected Highlights
This is a good way to introduce ACTION REPLAY for the first time. Ask
participants to suggest highlights that they would like to see again. If
the people involved agree, ask them to reconstruct the highlight and
enjoy the moment again. Although there may be some value in
repeating the game itself, it is generally better (for ACTION REPLAY) to
carry out the replay in a different place and without the original props.
(Keep things simple and quick.)
Unedited Replays
Yes, you (and they) can have a lot of fun with this debriefing game,
but where does it go? The dummy controls are not only fun to play
with, they also provide the opportunity for some very focused and
controlled debriefing. Here are some more purposeful variations and
applications of this debriefing game:
Group Grope
Time Requirement
About 40 minutes. You can easily expand or contract the game to suit
the available time.
Materials
Getting Started. Start the game quickly. When the players are ready,
say to them: “I'd like to begin right off with a group activity that will
help us get to know each other. It will also allow us to discover what
preferences adults have about their learning environments. This
activity should set the stage for the rest of the workshop.”
Card Writing by Players. Hand out four blank index cards to each
player. Ask them to write down a different response to the same
question on each card. The responses need not reflect the personal
views of the writer. They should represent a wide range of views. Ask
your question and give some sample responses.
The workshop starts at 8:30 a.m., and Susan arrives 5 minutes late.
She sees the others writing busily. Bob gives her four blank cards and
asks her to write alternative responses to the question, “What do you
need, want, or like in a learning situation in order for it to be effective
for you?” Susan thinks for a moment and comes up with the following:
• Structure
• Well-organized materials
• Time for reflection
• Discussion
Bob collects the cards from the players and adds his own collection. He
mixes the cards and gives three to each player.
Susan studies the three cards she receives and arranges them in the
following order:
• Challenges
• Knowledgeable instructor
• Relevance
Susan takes her cards to the table and rummages there. She discards
two of her cards and picks up the following:
• Practical
• Increases self-confidence
Forming Teams. Ask players to compare their cards with each other
and to form teams with people holding similar responses. There is no
limit to the number of players who may team up together, but a team
may keep no more than three cards. It must discard all other cards,
and the three cards it keeps must that meet with everyone's approval.
Susan goes around the room checking with others. She runs across
Betty, who has excellent cards, and they decide to team up. The two
set out to find other kindred souls. Tony wants to join them, and they
agree, provided that he drops the card that says, “Fun”. In a few more
minutes, their team recruits two other players, including Arthur. They
study the combined collection and reduce it to these three:
• Well-organized materials
• Credible instructor
• Intellectual stimulation
After some discussion and debate, the team decides that Susan should
be the artist and the others give her ideas. The final collage shows a
neat packet of handouts tied with a ribbon and a bow. Another panel
shows the instructor standing tall with a halo around her head. The
same panel shows a group of faces with frowns and smiles indicating
intellectual stimulation
Susan's poster did not receive an award, but Bob judged the team's
three cards to be the runners-up for most consistent!
Debriefing
ARTFUL CLOSER
This activity begins with reflection, proceeds through nonverbal
communication, and ends in a discussion. You can use ARTFUL CLOSER
to debrief participants after an experiential activity. You may also use it
as the final activity at the end of a workshop. You may even use it as
an opening ice-breaker by asking participants to think about common
personal experiences. For example, I began a recent session on
presentation skills by asking participants to process their experiences
with the most inspiring speech they had ever heard.
Purpose
Participants
Time
20 to 45 minutes
Supplies
Flow
Time to stop. At the end of 10 minutes, blow the whistle and ask
participant-artists to stop their activity. Reassure them that it does not
matter if their artwork is not yet complete.
Interpret your own picture. After all pictures have been interpreted,
ask the table teams to repeat the process. This time, however, each
person should hold up the picture and describe what insights she
meant to convey.
Debriefing
Cognitive Simulation
You don't have to be old to play AUDIO TIC TAC TOE, but you need three
people to play it. This is how the game goes:
One player is the recorder and has a piece of paper with a 3 x 3 grid
that has spreadsheet-like labels for each box:
A1 B1 C1
A2 B2 C2
A3 B3 C3
The recorder marks every move made by the other two players (called
contestants) in this grid but keeps the grid hidden.
EXAMPLE:
A contestant loses if
At the end of each game, the next player assumes the role of recorder.
Game proceeds as before.
This is just the game to play during long drives. Make sure, however,
that the driver is not the recorder.
Interactive Lecture
BEST SUMMARIES
Asking listeners to summarize your presentation from time to time is a
good technique for encouraging people to listen carefully, take notes,
and to review the content. BEST SUMMARIES uses this basic concept.
Purpose
Participants
Any number. Participants are divided into teams from time to time
during this activity.
Time
Supplies
• Index cards
• Timer
• Whistle
Sample Topics
• Organizational values
• Basic principles of customer service
• Doing business in Texas
• The coaching procedure
• Life cycle of a high-tech product
• Maintaining a database
Preparation
Flow
Exchange and evaluate. Give the packet of summary cards from the
first team to second one, from the second team to the third one, and
so on, giving the cards from the last team to the first one. Ask
members of each team to collaboratively review the summaries and
select the best one, using whatever criteria they want. Announce a
suitable time limit.
Adjustments
Structured Sharing
BOTH SIDES
Organizational life is full of paradoxes. It looks as if you always get
contradictory advice. For example, one manager suggests that all your
training should be on the Web. Another manager extols the virtues of
classroom teaching. In a situation like this, it is useless to ask, “Which
is better: online learning or instructor-led learning?” The answer is
invariably, “It all depends.” In the complex real world, the
effectiveness of any strategy depends on the context. For example,
training effectiveness depends on the content, objectives, learners,
technology, and facilitators. In order for you to come up with the best
strategy, you must explore the advantages and disadvantages of
conflicting guidelines.
Purpose
Participants
Time
• Timer
• Whistle
Preparation
Specify the general topic or issue that you want to explore. Then come
up with a list of several opposing pairs of advice (“dichotomies”)
related to that topic. The effectiveness of this activity depends on your
ability to come up with a dozen or more conflicting pairs of advice.
Here's an example:
Dichotomies:
More Examples
Flow
Assign roles. Ask each triad to identify the person who most closely
resembles you. Ask this person to play the role of the Neutral Listener
for the first round. Explain that the other two members of the triad will
become the Right Advocate and the Left Advocate. Announce that the
Right Advocate for each round will become the Neutral Listener for the
next round.
Process the first dichotomy. Announce the first guideline for the
Right Advocate. Immediately announce the conflicting guideline for the
Left Advocate. Ask all advocates to get ready for their presentation.
After 15 seconds, blow the whistle and instruct the Neutral Listeners to
point to either observer to make her presentation. Pause for a minute.
Blow the whistle again and ask the other Advocate to make her
presentation. Blow the whistle after another minute. Randomly select a
Neutral Listener and ask her to summarize the key points from both
presentations.
Matrix Game
Purpose
Participants
Time Requirement
30 minutes
Supplies
Flow
Prepare a 3 x 3 grid. Draw the grid on a flip chart. Label the three
columns customers, employees, and shareholders. Labels the three
rows with the same words.
Explain what goes in the boxes above the diagonal. Point out
that sometimes actions that satisfy one group may also satisfy another
group. Point to the three boxes above the diagonal. Tell participants
that they will place ideas for mutually satisfying the two groups
associated with each box. Point to the top-right box (that belongs to
the shareholder column and the customer row) and write, “Give
discounts to frequent customers to gain their loyalty” as an example of
a mutually satisfying idea. Explain that this action will please both the
customers and the shareholders because loyal customers buy more
products.
Explain what goes in the boxes below the diagonal. Point out
that sometimes what satisfies one group may clash with the needs of
another group. Point to the three boxes below the diagonal. Tell
participants that they will place clashing ideas that may satisfy one
group at the expense of the other. Point to the bottom-left box (that
belongs to the customer column and the shareholder row), and write
“Give excessive discounts to customers” as an example of a clashing
idea. Explain that deep discounts may delight customers but may
displease shareholders because profit margin will go down.
Announce the results. Ask the judge to read the best idea from each
box. Ask each team to keep track of how many times its ideas were
selected. At the end of the judge's announcements, identify the team
with the highest number of selected ideas. Declare the team to be the
winner and congratulate its members.
Featured Game
BULLET SLIDES
Production simulations involve the design and development of a
product. Different teams compete with each other to create the best
product. The activity begins with teams receiving specifications for the
final product along with an evaluation checklist. Teams may also have
access to training sessions, job aids, reference materials, sample
products, and expert consultants. Final products from different teams
are evaluated by outside experts, end users, and peers on a variety of
relevant dimensions.
Facilitators
Judges. You will need two or three judges to evaluate the teams'
products. These judges should be familiar with the Bullet Slides
Checklist.
Participants
6 to 30
Entry Level
Time
2 hours or more. (Time required for the evaluation phase will depend
on the number of teams participating in this activity.)
Equipment
Room Setup
Provide tables and chairs for each team. Place the screen and the LCD
projector in front of the room. Place a table (and chairs) for the judges
to permit easy viewing of the screen.
Flow
Equip and brief teams. Make sure that each team has a laptop
computer with Microsoft PowerPoint® and Bullet Slides.ppt installed on
it. Explain that trainers, managers, consultants, and salespeople
frequently use electronic slides that contain a heading and a list of
items. This type of slide, called a bullet slide, is a powerful
communication tool that is frequently abused. The objective of this
production simulation is to review and revise a set of bullet slides to
improve their effectiveness.
Conclude the review and revision period. At the end of the 1-hour
period, blow a whistle and announce the conclusion of the production
activity. Ask each team to bring its laptop computer to the front of the
room. (Alternatively, teams may simply copy their file to a floppy and
bring the floppy to the front of the room.)
Explain the evaluation procedure. Each set of six bullet slides will
be evaluated by two groups, both using the same checklist as the
rating instrument. Introduce your panel of judges and seat them at
their table. In addition to this panel, explain that each slide set will be
individually evaluated by members of all teams, except the team that
produced the slide set. At the end of each slide set, individual
participants will summarize their evaluation on a 10-point scale, where
10 indicates the highest quality.
Conduct the evaluation. Project each set of slides, pausing for about
15 seconds after each slide. At the end of each set, collect the rating
cards from team members (other than the team that produced the
slide set) and give them to your statistician for computing the average
rating. (Let the judges keep their rating cards.)
Announce the results. After all slide sets have been displayed, ask
each judge to briefly comment on the quality of the revisions in
general and announce the rating for each set. After judges' reports,
announce the average peer rating received by each set of slides.
Debrief participants. Discuss major learning points with participants.
Remember that the main focus of this activity is the production of
bullet slides and not teamwork or interpersonal skills. Use the following
types of questions to encourage participant discussions:
• What criteria did you use to select the six slides to revise?
• Which checklist item do you frequently violate in preparing bullet
slides?
• Which item is most frequently violated by other presenters?
• Which checklist item is likely to produce the most dramatic
impact?
• Which checklist items were easy to apply? Which items were
difficult to apply?
• Was there a major difference between peer ratings and the
judges' ratings? If so, what was the reason for this difference?
• Would you add any other items to the checklist? Would you
remove any item?
[Table of Contents]
Handout 1
[Table of Contents]
Handout 2
Production Specifications
1. Carefully review the set of 12 sample slides. Use the Bullet
Slides Checklist to help you in this review process.
2. Select any six slides from the sample set to revise. Select those
slides for which the revisions will result in the most dramatic
improvement.
3. Revise these slides using Microsoft PowerPoint®. Make sure that
your revisions do not violate any of the other checklist items.
4. Create a new PowerPoint® document called revised.ppt with the
six revised slides.
5. Remember that you have 1 hour to complete this task.
[Table of Contents]
Handout 3
Jolt
By the Numbers
Quick, look at these sets of three numbers:
3; 6; 7
14; 28; 29
5; 10; 11
2; 4; 5
Review these sets to discover the pattern among the three numbers in
each set.
Now write (or say) a few more sets of three numbers that follow the
same pattern.
This discovery activity is the basis for the following quick jolt. I
frequently use this jolt as a 99-seconds demonstration of an
interactive exercise.
(And before you read further, let me apologize to you. You are
probably in for a rude awakening.)
Purpose
Participants
Time
5 - 10 minutes
FLOW
Brief the players. Tell them that you are going to present a few sets
of three numbers. Ask them to listen carefully and discover the pattern
among the three numbers in each set. Present the four sample sets
listed above.
Invite participation. Most players will have a knowing grin and some
may blurt out their explanation of the relationship among the
numbers. However, ask everyone to listen carefully to your
instructions. Tell them to supply you with test sets by yelling out three
numbers. Ask the players to wait until you have said “Yes” or “No” to
each test set before offering the next one.
Provide feedback. Players will give you test sets that fit this pattern:
n, 2n, 2n+1 (any number, twice that number, one more than twice the
original number). Listen to each set and say “Yes” to confirm that it
follows the pattern.
Nag the players. After verifying a few test sets, ask the players how
they are feeling. Comment on the smug look on most faces. Present
the following information, in your own words:
Many of you are falling into the trap of hasty generalization. You found
a formula that links the numbers. You immediately start proving your
hypothesis by offering a test set that fits the formula. You feel happy
when your test set gets a “Yes”. You offer more test sets of the same
type and enjoy feeling smart and superior. You don't present a test set
that doesn't fit the formula because if you get a “No” everyone will
think that you are stupid. You yourself will feel stupid.
Give feedback. Here's where the jolt comes: In spite of how it might
appear, the pattern is simply any three whole numbers in ascending
order. According to this formula, these test sets will receive “Yes”:
7; 9; 10
19; 24; 25
5; 9; 9
12; 200; 9
98; 15; 3
Listen to new test sets and answer “Yes” or “No” according to whether
they contain three whole numbers in ascending order.
Speed up the process. Explain that you are going to try out some
more test sets yourself. Use crazy sets of numbers (such as “5; 78;
2,365,897”) and give a resounding “Yes” to each.
Explain the pattern. Ask players to tell you the formula or the
pattern that you are using. Confirm the formula of any three whole
numbers in ascending sequence.
OWZHJS
DWBRFBQ-UWWYCZI
CZJXCBCZI
PWAXHSHZS
DFCB-ACZQHQ
JNXXWBSCMH
KBWFQ-ACZQHQ
CZSHUUCIHZS
JSBFCIOSDWBRFBQ
QHXHZQFKUH
PWNBFIHWNJ
Hint
Solution
FORWARD-LOOKING
INSPIRING
COMPETENT
FAIR-MINDED
SUPPORTIVE
BROAD-MINDED
INTELLIGENT
STRAIGHTFORWARD
DEPENDABLE
COURAGEOUS
Paper-and-Pencil Game
CLEAR COMMUNICATION
In any content area, one difference between a beginner and an expert is the
latter's ability to come up with different examples that belong to the same
category. This activity strengthens your ability to come up with examples of
communication concepts.
Basic Idea
All players write an example that belongs to the category. Each player votes
for the clearest example among those written by the other players. The
player whose example received the most votes wins the game card.
Supplies
• Pieces of paper
• Pens or pencils
Preparation
Prepare a list of different categories that belong to the same training topic
and for which players can come up with different examples.
• Purposes of communication
• Types of questions
How To Begin
Select one person to be the Prime Player. The following instructions are for
the Prime Player:
How To Play
Ask everyone to write down a single clear example that that belongs to the
category. You should write a single clear example too.
When everyone has completed the task, begin with the player on your left
and ask each player to read aloud the example they wrote on the piece of
paper. Tell the players to read exactly what they wrote without any revision
or embellishment.
After everyone has read her example, ask the players to spread out their
pieces of paper on the table, written side up.
How To Win
At the count of three, ask all players to point to the piece of paper that
contains the clearest example. However, no player may point to her own
piece of paper.
The piece of paper that has the most fingers pointing to it wins the round.
The player who wrote this example earns a point.
In case of a tie, play the game again, using the same procedure. This time,
however, the players may not use any of the examples used during the
previous round.
How To Continue
Appoint the person on your left to be the new prime player. She chooses a
new category that belongs to the same training topic. Play as before.
Audio Game
CONCERN
An important skill for customer service representatives is the ability to show
concern and empathy during telephone conversations. Instead of giving
participants a checklist of suggestions and having them apply these
suggestions in roleplay practice, this activity requires participants to analyze
best-practice examples of displaying concern during telephone conversations
and applying the key features.
Basic Idea
Index Tags
To discover, discuss, and apply best practices for displaying concern and
empathy in customer service conversations on the telephone.
Participants
Minimum: 8
Maximum: Any number
Best: 12 to 20
(Participants are organized [and reorganized] into teams.)
Time
30 minutes to 1 hour.
Supplies
• Pens or pencils
Preparation
Make audio recordings. You need four sets of audio recordings of customer
service conversations on the telephone in which the Customer Service
Representative (CSR) clearly and effectively displays concern for the
customer. Each set of recordings should last about 10 minutes and contain
several authentic conversations.
Flow
Ask teams to listen to the recording. Instruct the team members to take
notes on the customer service representative's part of the conversation and
identify how she displayed and demonstrated her concern for the customer.
Ask teams to analyze the techniques for displaying concern for the
customer. After the audio recordings end, encourage team members to
share their notes and come up with a checklist of best practices for
demonstrating concern for the customer.
Re-organize participants into new teams. Explain that you are going to
facilitate sharing of best practices among different teams. Create new teams
that consist of one member from each audio station. If you have extra
participants (because some audio stations had one more participant than the
others), add them to one or more of the new teams. You will end up with
some teams having two people from the same audio station, but this should
not present any problem.
Ask the new teams to share their checklist items. Begin by asking each
team member to share the best practice she observed in the audio recording.
Encourage participants to continue sharing and consolidating their checklists.
Invite participants to discuss apparent contradictions in the behaviors of the
Customer Service Representatives.
Divide participants into groups of three and assign the roles of a customer,
customer-service representative, and observer. Within each triad, invite
participants to make up typical customer service scenarios and roleplay a
conversation in which the CSR incorporates different best practice behaviors
to display concern and empathy. At the end of each roleplay segment, invite
the observer and the customer to provide useful feedback to the CSR. Rotate
the three roles and repeat the roleplay sessions.
Interactive Lecture
CONFUSION
Even the clearest presentation is likely to confuse at least few
audience members. Setting aside ample time to answer questions from
the audience is an effective strategy to clarify your ideas. This
interactive lecture uses a card swapping strategy to help participants
share their confusion without revealing their ignorance.
Key Feature
Sample Topics
Supplies
Flow
Explain the format. Tell participants that you are going to set aside
half of the time assigned to you for responding to questions from the
audience. Warn participants that your initial presentation will be fairly
fast-paced and encourage them to take useful notes.
He takes care not to talk fast and rush through the content. Instead,
he focuses on presenting a few key concepts related to each topic.
At the end of the card exchange period, here are the questions that
Aida ends up with:
Aida does not think that either of the questions she has are important
ones, so she decides to ask her original question if she is invited.
The sentences that Chuck reads indicate that the participants have a
good grasp of the key concept. Chuck is happy about the situation.
Conclude the session. Thank the group for taking the responsibility
for their own learning. Acknowledge that you probably did not answer
critical questions from all participants. Ask participants to collect cards
with unanswered questions and give them to you. Collect these
question cards and announce that you will post the answers on your
web site.
What If…
There is not enough time? Set aside half of whatever time you
have. Remember that it is more important to clarify participants'
confusion rather than to unload more details.
There are too many people? Ask participants look at their questions
and decide if it is important. Respond to the first five or six questions.
Collect the remaining questions and create a FAQ (Frequently Asked
Questions) web page.
Participants feel left out because you did not read their
summary sentence? Collect all of the cards and tape them to the
wall. Invite participants to take a “gallery walk”, read the cards, and
compare them with each other.
Structured Sharing
Becky, the session facilitator says, “What are the top three conditions
for success in this project? Please jot them down on a piece of paper.”
Becky asks each person for the top item on her list. If the top item has
already been reported, she asks for the next item. She makes a list of
the items on newsprint and comments on each.
Becky then asks each person to go the newsprint and select an idea
they feel is important and to create a nametag with the idea.
Becky says, “Become the idea that you selected and go around the
room and talk to the other ideas. See how you relate to one another.
Does one idea form the foundation for the other?”
Becky stops the conversations after people have had the opportunity
to interact with all or most of the participants. She says, “I heard a lot
of interesting discussions. Give me a short headline about the idea you
represent and how you related to other ideas.”
Becky passes the spool to Management Support who takes hold of the
ribbon. She continues to build the web by asking how ideas are related
to one another. She continues moving the spool until all are connected.
Some ideas are mentioned several times and that person ends up
holding several loops of ribbon.
Becky points to ideas who are holding several loops of ribbon and asks
for thoughts from the group.
Someone points out that speed and quality (two of the ideas
mentioned) might be in tension.
Becky asks for thoughts from the group about how to reconcile these
ideas.
The group has some comments about how quality can reduce the need
for rework and actually improve speed.
Then Becky says “What would happen if an idea were missing?” She
asks one of the ideas with few wraps of ribbon to drop her ribbon, and
then asks the group to step back to pick up the slack and tighten the
web.
Becky does this once more with an idea with fewer loops, and then
asks one of ideas with many loops to drop the ribbon. The web
becomes too unstable to hold together and she invites everyone to
drop the ribbon.
• How did you experience the activity? How are you feeling?
• What did you observe during the activity?
• What is your view of the ideas you identified at the beginning?
• How can we use this in our teamwork?
The group points out that they have a new view of the original list and
have a new sense of which of the items might be a lever for producing
results in several areas. They also see where they need to explore
some tension among the ideas. From dropping parts of the web they
now have the view that for the whole to succeed, all of the items must
be attended to since none is operating in a vacuum.
Becky thanks the group for their observations and being such great
ideas. Throughout the rest of the meeting the team refers back to the
leverage areas and looks for opportunities to reconcile potential
tensions in the project.
Procedure Recap:
1. Ask this question of the group: What are the three most
important (fill in the blank)?
2. Get the top item from each person or next choice if already
covered.
3. Make nametags and become the idea.
4. Relate to other ideas in the room.
5. Use ribbon to form a web of ideas.
6. Discuss relationship of ideas based on the web connections
(levers and tension).
7. Ask people to drop their portion of the web and for the group to
step back take up the slack and tighten the web.
8. When the web is clearly unstable end the activity.
9. Debrief.
Co-Creation
CONTENT ANALYSIS
by Sonia Ribaux
In the January issue of TGL, we introduced a card game called DOZENS, and
showed how it can be used with different content areas (such as outsourcing
and critical thinking), and invited readers to contribute their own content for
the cards. In the February issue, we published an interesting application of
the game by Cathy Tencza. Here's another application of DOZENS by Sonia
Ribaux, my friend and past president of the North American Simulation and
Gaming Association. (See our interview with Sonia in an earlier issue of TGL.)
Sonia's topic for the DOZENS game is content analysis. During the initial stages
of training design, this game could be used with subject-matter experts or
experienced performers and it would be related to a given performance. The
results would generate a content analysis, provided that the responses were
recorded.
The game works very effectively. I tried it out with a client group that was
providing inputs to a new employee orientation program. I got a lot of useful
topics suggested in a rapid and spontaneous manner.
• Skills or topics that are “nice to know” (but not critical to performance)
Structured Sharing
CONVERSATIONAL STRESS
At home and in the workplace, it takes a lot of skill and courage to confront
others and conduct a difficult conversation. This game deals with factors
associated with such conversations. It is based on the GROUP SCOOP (originally
called GROUP GROPE) framegame.
Purpose
Participants
Time Requirement
About 40 minutes. You can easily expand or contract the game to suit the
available time.
Materials
Twenty or more index cards with different ideas about difficult conversations.
Here are some examples:
person.
• There is a large amount of tension between the two people in a serious
conversation.
In the following description, the phases of the game are printed in regular
type, while sample segments from a recent play of the game are printed in
italics.
Begin the game. Start the activity quickly. When participants are ready, say
to them: “I'd like to begin right off with a group activity that will help us get
to know each other. It will also allow us to discover what ideas people have
about difficult conversations. This activity should set the stage for the rest of
the session.”
Ask players to write cards. Hand out four blank index cards to each player.
Ask them to write down a statement related to difficult conversations on each
card. The statement should represent a variety of thoughts held by different
people. Give some sample statements to the group.
The workshop starts at 8:30 a.m., and Susan arrives 5 minutes late. She
sees the others writing busily. Bob gives her four blank cards and asks her to
write her statements about difficult conversations. Susan thinks for a
moment and comes up with the following:
• Being ridiculed, humiliated, and publicly put down by your boss calls
statements.
• When you have bad news to deliver, you will have a difficult
conversation.
Distribute the cards. After about 3 minutes, collect the cards from players.
Add your prepared cards to this pile. Mix the cards well and deal three cards
to each player. Ask the players to study the statements and arrange them
according to their personal preference—from the most acceptable to the least
acceptable statement.
Bob collects the cards from the players and adds his own collection. He
mixes the cards and gives three to each player.
Susan studies the three cards she receives and arranges them in the
following order:
Susan takes her cards to the table and rummages there. She discards two of
her cards and picks up the following:
When Bob announces the beginning of the exchange, Susan wanders around
until Arthur stops her. Comparing cards, Susan sees one that says “Logic and
rational thinking do not work in difficult conversations.” She bargains with
Arthur until he exchanges this card for her card about people becoming
manipulative. Before Susan can find someone else to swap with, Bob calls
time to end this phase of the game.
Susan goes around the room checking with others. She runs across Betty,
who has excellent cards, and they decide to team up. The two set out to find
other kindred souls. Tony wants to join them, and they agree, provided that
he drops the card that says, “On the positive side, difficult conversations help
people grow emotionally and interpersonally.” In a few more minutes, the
team recruits two other players, including Arthur. They study the combined
collection and reduce it to these three:
suddenness.
oversensitive.
Prepare a poster. Ask each team to prepare a graphic poster that reflects
its three final difficult-conversation cards. This poster should not include any
text. After 5 minutes, ask each team to read its three cards, display its
poster, and explain the symbolism.
After some discussion and debate, the team decides that Susan should be
the artist and the others give her ideas. The final collage shows a big
explosion, two automobiles involved in an accident, and a confused looking
face.
Susan's poster did not receive an award, but Bob judged the team's three
cards to be the most consistent.
Write difficult- Distribute four blank index Write four statements related to
conversation cards cards to each participant. difficult conversations, one on
(3 minutes) each card.
Distribute cards (3 Mix cards from participants Arrange three trust cards in
minutes) with your cards. Give three order of personal preference.
cards to each participant.
Exchange cards at Spread the remaining Silently discard cards and pick
the table (3 difficult-conversation cards up replacements.
minutes) on a large table.
Create posters (6 Distribute flip chart sheets Prepare a graphic poster that
minutes) and felt-tipped markers. reflects the team's three
selected cards.
Present posters (5 Select teams in a random Read the three cards, display
minutes) order. their poster, and explain the
symbolism.
[Table of Contents]
Table
6. Difficult conversations are made all the more difficult between two
people who are different from each other in terms of race, culture,
gender, age, status, and other such factors.
19.It is easy to forget your point and go off on a tangent during difficult
conversations.
35.The other person is suspicious about you and about your intentions
during a difficult conversation.
39.When you have bad news to deliver, you will have a difficult
conversation.
To keep track of scores (and to entice the players to stay at your booth
or keep returning to it), we gave tokens to the winners. The players
can exchange their tokens for various gifts. Another motivator was a
Hall of Fame display. We wrote the names of the top five players on
this poster and kept updating the list.
One of our expo games uses crossword puzzles that can be solved in 2
to 3 minutes. The facilitator quickly demonstrates how to solve a
sample puzzle. Depending on the number of players and the preferred
level of competition, you have a choice of 12 different ways to conduct
the game:
One Player
Two Players
Three Players
Jolt
DECODE
The real name of this game is TAKE CHARGE, but if you use that
name, you would give away the secret learning point.
If you know that hijackers are going to crash the plane, how do you
organize the passengers to break down the cockpit door? If you have
to locate a terrorist before he slips the net, how do you organize a
search party?
Purpose
Participants
Any number, divided into teams of 4-7. Best game involves 15-30
participants.
Time
30 minutes (15 minutes for the activity and 15 minutes for debriefing)
Handouts
Supplies
Begin the puzzle solving activity. Set the timer for 2 minutes and
ask teams to begin decoding the cryptogram. Remind participants that
you will decode any one of the words for the benefit of each team.
[Table of Contents]
Handout 1
Instruction Sheet
You are probably familiar with codes and cryptograms from your
childhood days. In a cryptogram, each letter in the message is
replaced by another letter of the alphabet. For example,
Letter Frequency
• The most commonly used letters of the English language are e,
t, a, i, o, n, s, h, and r.
• The letters that are most commonly found at the beginning of
words are t, a, o, d, and w.
• The letters that are most commonly found at the end of words
are e, s, d, and t.
Word Frequency
[Table of Contents]
Handout 2
Instruction Sheet
The other participants are learning how to solve cryptograms. But you
are specially selected to receive some secret instructions.
Handout 3
Cryptogram
ISV'B JZZXYH BPJB BPH SVQE UJE
[Table of Contents]
Handout 4
Answer Sheet
ISV'B JZZXYH BPJB BPH SVQE UJE
Several quotations capture essential truths about diversity and inclusion. This
activity incorporates genuine quotations and pseudo quotations created by
the players themselves.
Key Idea
Teams of players come up with short statements that sound like memorable
quotations. Facilitator reads these statements, mixed with a genuine
quotation that the players try to spot. Players earn points based on their
ability to fool others and to recognize the genuine quotation.
Index Tags
Purpose
To create and analyze short memorable statements that deal with essential
truths related to diversity and inclusion.
Participants
Minimum: 5
Maximum: 50
Best: 15 to 30
Time Requirement
10 to 30 minutes
When To Use this Activity
Handouts
Supplies
We may have come over on different ships, but we're all in the same
boat now.
—Whitney Young
• Countdown timer
• Whistle
Room Setup
Tables with five or more chairs around them to permit effective teamwork
Flow
Organize players into teams. If you have five or fewer players, ask them
to play individually. With more players, organize them into three to seven
teams of approximately equal size.
Prime the players. Distribute copies of the handout with the list of
quotations. Ask players to read the quotations and briefly discuss the core
message and the wording of each quotation. Explain the flow and the object
of the game.
Collect the cards. After 5 minutes, blow a whistle to signal the end of the
allotted time. Collect the cards from different teams, insert the prepared
quotation card, and shuffle all cards.
Read the cards. Explain that you are going to read the statements on the
cards along with a genuine quotation. Ask players to listen carefully and try
to spot the genuine quotation. However, players must not indicate their
choice yet. Read the statements on the cards (including the genuine
quotation).
Conduct the poll. Tell players that you are going to read the statements
again, in the same order. This time ask players to raise their hands if they
think a particular statement is the genuine quotation. Explain that a player
can raise her hand more than once if she wants to.
Read each statement. Count the number of raised hands and write down
the total on the back of the card. Repeat the process until you have read all
the cards and written the numbers on the back of each card.
Identify the winning team. Explain that each team gets a point for each
player that it fooled into believing that its statement is the genuine
quotation. Read each statement and announce the points it scored. (Skip the
genuine quotation.) Identify the card that received the most points.
Congratulate the team that created the card.
Identify the sharp spotters. Read the genuine quotation, name its author,
and ask the players who spotted it to stand up. Congratulate these players
for their shrewdness.
Debrief the players. Conduct a discussion about the common themes found
in the pseudo quotations and the real ones in the handout.
[Table of Contents]
Handout1
Collective fear stimulates herd instinct, and tends to produce ferocity toward
those who are not regarded as members of the herd.
—Bertrand Russell
Diversity is the one true thing we all have in common. Celebrate it every day.
—Anonymous
I look forward confidently to the day when all who work for a living will be
one with no thought to their separateness as Negroes, Jews, Italians or any
other distinctions.
—Martin Luther King, Jr.
If I am not for myself, who is for me? And if I am only for myself, what am I?
If not now, when?
—Rabbi Hillel
Remember no one can make you feel inferior without your consent.
—Eleanor Roosevelt
Prejudice is a burden that confuses the past, threatens the future, and
renders the present inaccessible.
—Maya Angelou
The mind does not take its complexion from the skin.
—Frederick Douglas
The war we have to wage today has only one goal and that is to make the
world safe for diversity.
—U Thant
There are no elements so diverse that they cannot be joined in the heart of a
man.
—Jean Giraudoux
There never were in the world two opinions alike, no more than two hairs or
two grains; the most universal quality is diversity.
—Michel de Montaigne
We all should know that diversity makes for a rich tapestry, and we must
understand that all the threads of the tapestry are equal in value no matter
what their color.
—Maya Angelou
Simulation Game
DO YOU REMEMBER?
by Susan Otto
Purpose
Time
30 minutes
Supplies
• Tray
• Countdown timer
Tell participants that you are going to show them a tray of miscellaneous
items and they should remember as many items as they can without writing
down anything.
Display the tray with 25 items for 60 seconds. Then talk to the group about
some other topic for a minute.
Reveal the items on the tray and determine how many correct items
participants listed.
Do the activity again, displaying a new set of 25 items for 30 seconds. Allow
participants to take notes.
Organize participants into teams of four and ask them to combine their lists.
Reveal the new items on the tray and determine how many correct items
individual participants and teams listed after the 30-second viewing.
• Participants were able to write more items in half the time (30
Conclude the activity by asking participants how they would apply the
principles of note-taking and working in teams to other situations that
requires memorizing and recalling such as:
• Proof-reading a report
DOUBLE BRAINSTORMING
After a suitable pause, stop the activity and ask the participants to find
the others with the same number and form themselves into six teams
of five members:
Point out that each team is now a diverse team with its members
representing five different roles. Ask the teams to continue
brainstorming, with its members maintaining their individual role
perspective. Encourage the participants to "cheat" by recycling ideas
from the earlier session.
Creativity Technique
DOUBLE NEGATIVES
Do you remember that the negative of a negative is a positive from
your algebra classes? We use this principle in the DOUBLE NEGATIVES
technique for generating ideas. This technique is effective because
your brain gets excited whenever you do something negative and
mischievous.
Purpose
Participants
1 to 30
Time
Team Formation
Flow
Note: These instructions are for an individual. If you are working with
teams, make suitable modifications.
Specify your goals. Write down one or more goals related to the
problem or to the opportunity. Select a goal for further exploration.
Here's the laog: Workshop participants should not return on time after
a coffee break.
Here is an example:
Sometimes you may reverse a strategy in more than one way. Here's
an example of a strategy being reversed two different ways:
Edit your list of reversals. When you reverse your strategies for
achieving your laog, you end up with strategies for achieving your
goal. Examine each strategy and rewrite it to make it more specific
and practical.
Here's an example:
Expand your list. Your edited list of strategies may suggest additional
ones. Keep adding strategies to the list.
Repeat the process with other goal statements. If you have more
goal statements, select another one, state its laog, write strategies for
achieving this laog, and reverse them into strategies for achieving the
goal.
Jolt
DOUBLE TALK
Participants at a training session are often preoccupied with other
important things in their life. Here's a simple jolt to wake them up.
Ask participants to pair themselves up. In each pair, ask the taller
participant to assume the role of a listener and the other participant to
become the IV.
Explain that the IV is to sit close to the listener and to whisper a string
of disconnected distractions that the person is likely to be thinking
about.
Recommend that the IV use topics that are highly interesting (Should I
buy a lottery ticket?) or disturbing (What if they decide to rightsize
again?) or bothersome (Did I turn the stove off this morning?) or
intriguing (What exactly does Sheila see in him?) or guilt-provoking (I
forgot Doug's birthday again. I am an idiot!). Also suggest that the IV
should use first-person singular and run-on sentences in a stream-of-
consciousness mode.
Point out that everyone's listening was less than perfect. Both listeners
and whisperers missed some important points in your presentation.
Explain that IV stands for Inner Voice and the whispers simulate
preoccupied self-talk. Conduct a quick debrief to elicit the point that
talking to yourself and listening to yourself reduce learning
effectiveness.
If time permits, repeat the activity with the other player as the IV.
Encourage the listeners to tune out the whispers and to focus on your
presentation.
If you want to be more dramatic, you can assign two IVs (one for each
ear) to each listener.
Card Game
DOZENS
Here's a fast-paced card game that can used to review the content while
requiring some higher-order thinking.
Participants
3 to 5 players.
Larger groups can be divided into smaller groups with each group playing a
parallel game.
Preparation
For example, here are the categories we used during a recent training
session on outsourcing:
Supplies
• One copy of the handout, How To Play DOZENS, for each participant
Flow
Organize participants. Divide them into groups of three to five and seat
them at different tables.
Demonstrate play of the game. Walk participants through the steps in the
handout. Read the category on a card, select a player to play the role of a
contestant, and ask all other players to listen carefully to see whether you or
the contestant makes a mistake and loses the round.
Let participants play the game. Get the game started at each table. Walk
around the room to clarify the rules, if necessary.
[Table of Contents]
Handout 1
The tallest player becomes the first player. Other players take turns to be the
first player in subsequent rounds.
The first player picks the top card of the packet. She reads the category
aloud and shows the card to the other players.
The first player selects any other player to compete with her. This person is
called the contestant.
The contestant immediately says a different item that belongs to the same
category.
The two players take turns alternatively supplying another new item that
belongs to the same category.
All other players listen carefully to the items supplied by the first player and
the contestant. One of these two players loses the round if she commits any
of these three errors:
Examples:
John hesitates too long because he could not come up with a new example of
a country to which US corporations outsource. He loses.
Chris say “Sri Lanka”. During a later turn, Pat says “Ceylon”. Since this is
just another name for Sri Lanka, the other players point out that the country
was already used. Pat loses.
When a player loses, the other person wins. She picks up the card and places
it front of her.
After each round, the next player (on the left of the previous player)
becomes the new first player. The game proceeds as before.
Game ends when all cards are played out. The person who has won the most
cards is the winner of the game.
[Table of Contents]
Co-Creation
Here are some sample category cards related to the topic of critical thinking:
• Common superstitions
• Popular ideas from ancient times that have been proven to be incorrect
Co-creation
NEW SUPERVISORS
by Catherine Tencza
In last month's TGL, we introduced a card game called DOZENS and showed
how it can be used with different content areas (such as outsourcing and
critical thinking), and invited readers to contribute their own content for the
cards.
Within 24 hours, we received an email note from Cathy, one of our active
readers:
Your newsletter came at just the right time. I'm putting together a one-week
training program for new supervisors, and I think I'll use DOZENS as an
introductory activity, as an advance organizer for course content, and to
break the ice.
Here are 24 content categories for the cards in Cathy's NEW SUPERVISORS game:
Send us your content for your own DOZENS games. We will share it with other
readers of our newsletter.
Textra Game
DRAMA
In a recent teambuilding workshop for facilitators, I wanted participants to
learn and apply the skills related to mediating disputes between two team
members. Instead of conducting the usual type of roleplay, I wanted people
to stage dramatic segments. The activity turned out to be highly motivating,
probably because everybody loves to put on a play.
Key Idea.
Index Tags
Purpose
Minimum: 9
Maximum: 35
Best: 16 to 30
Time Requirement
45 to 90 minutes
Handouts
Room Setup
Tables and chairs for each team. Waiting area for teams while another team
is staging its play.
Flow
Brief the participants. Explain that you are going to explore techniques for
mediating between two team members who are having a major
disagreement. Distribute copies of the Mediation Checklist. Walk participants
through the items on the checklist, briefly discussing appropriate behaviors
associated with each item. Encourage participants to ask questions. Respond
briefly and clearly.
Explain the evaluation task. The dramatic segment staged by each team
will be evaluated along three dimensions:
Randomly select one of the teams. Explain that instead of playing the role
of a production company, this team will play the role of a panel of drama
critics. Ask the team to come up with a rating scale for comparing and
evaluating different dramatic segments along the three dimensions that you
identified.
Stage the plays. Randomly select one of the teams to return to the room
and stage its play. Remind the 5-minute time limit and strictly enforce this
limit. Make sure that the members of the judging team are carefully watching
the play and taking notes.
At the end of 5 minutes, invite the next team to return to the room and stage
the play. (The first team can stay in the room and watch the enactment.)
Repeat this process until all teams have presented their dramatic segments.
Ask judges to announce their ratings. After the final segment, ask the
judging team to make their decisions. Invite this team to briefly explain the
items in their rating checklist and to give evaluative feedback for each
dramatic segment. After the judging team has presented its feedback, ask it
to identify the best dramatic segment.
4. Which item in the mediation checklist was the most difficult one to
portray? How did the actors portray it?
6. In each of the segments, did the mediator intervene too much or too
little? Why do you think so?
Adjustments
If you have limited time, reduce the number of teams to three (and
increase the number of participants in each team). Stage two segments.
If you too many participants, ask several teams to prepare the play but
randomly select two teams to stage their plays. Ask members of the other
teams act as the audience.
If you have a video camera, record the dramatic segments. Use excerpts
during the debriefing. Also use excerpts as illustrative samples when you
conduct the activity the next time.
Game Plan
1. Brief the Identify the topic. Listen, take notes, and ask
participants. Distribute the checklist. questions.
(8 minutes) Explain the play production
procedure and criteria.
4. Explain the Randomly select one team Listen and ask questions.
judging task. to be the judges. Explain
(2 minutes) the evaluation task.
[Table of Contents]
Handout 1
Mediation Checklist
future growth.
disputants.
[Table of Contents]
Textra Games
Basic idea. Participants review the reading assignment and prepare question
cards on the content. Facilitator collects the question cards, mixes them up,
and conducts a quiz contest.
Reading materials. Articles, chapters, brochures, or product information.
Flow. Distribute blank index cards to participants and ask them to prepare
as many question cards as possible (with questions on one side and answers
on the other). Collect all question cards, shuffle them, and read the
questions, one at a time. After each question, the first person to stand up
gets to give the answer and (if correct) earn a point. Continue the procedure
to ensure appropriate content coverage.
Basic idea. A small group of participants receive question cards from the
judge at their table and yell out the answers. If correct, the participant keeps
the card; if incorrect, she returns the card. This fast-paced game ends in 2
minutes.
14. CONFUSED
Flow. Ask participants to draw a picture that portrays one of the key
concepts from the reading assignment. Organize participants into teams. At
each team, ask participants to take turns holding up their picture while
others announce individual interpretations. Finally, ask the artist to explain
what her picture is supposed to convey.
Puzzle
The solution
Letter Frequency
The most commonly used letters of the English language are e, t, a, i, o, n, s,
h, and r. The letters that are most commonly found at the beginning of words
are t, a, o, d, and w. The letters that are most commonly found at the end of
words are e, s, d, and t.
Word Frequency
One-letter words are either a or I. The most common two-letter words are to,
of, in, it, is, as, at, be, we, he, so, on, an, or, do, if, up, by, and my. The
most common three-letter words are the, and, are, for, not, but, had, has,
was, all, any, one, man, out, you, his, her, and can. The most common four-
letter words are that, with, have, this, will, your, from, they, want, been,
good, much, some, and very.
Word Endings
The most common word endings are -ed, -ing, -ion, -ist, -ous, -ent, -able,
-ment, -tion, -ight, and -ance.
Doubled Letters
The most frequent double-letter combinations are ee, ll, ss, oo, tt, ff, rr, nn,
pp, and cc. The double letters that occur most commonly at the end of words
are ee, ll, ss, and ff.
Punctuation
A comma is often followed by but, and, or who. It is usually preceded by
however. A question often begins with why, how, who, was, did, what,
where, or which. Two words that often precede quotation marks are said and
says. Two letters that usually follow an apostrophe are t and s.
99 Seconds
DRAW A HAND
99 Seconds is a special type of training session in which the presenter
makes a brisk, self-contained presentation that lasts for less than 99
seconds. For more information about this efficient training strategy,
see the Tool Kit section of the April 2002 issue of PFP.
After 45 seconds (it doesn't matter if some of the artists are still
working on their masterpieces), begin debriefing. Instead of
conducting a discussion, present the major learning point this way:
When was the last time you ignored reality and worked with a
mental picture? Was your mental picture distorted?
99 Seconds
DRAW A TREE
99 Seconds is a special type of training session in which the presenter
makes a brisk, self-contained presentation that lasts for less than 99
seconds. For more information about this efficient training strategy,
see the April 2002 issue of PFP.
Place an index card and a pencil on each seat (to avoid wasting time
distributing these items).
After 45 seconds (it doesn't matter if some of the artists are still
working on their masterpieces), begin debriefing. Instead of
conducting a time-consuming discussion, present the major learning
point this way:
Look at your tree. How many of you included the roots when you
drew the tree?
You must agree that the root system is an important part of tree.
Why did you not draw it? Was it because you usually don't see the
roots?
How many other things do you habitually ignore just because they
are not visible? Have you stopped thinking about critical elements
that are out of sight? What problems are likely to arise from this
type of selective thinking? How can we prevent this habit?
Featured Activity
Key Concept
This activity consists of three parts: During the first part, participants
independently study a training handout. During the second part, they
write closed review questions and use the questions to play the DYADS
game. During the third part, participants write open questions and play
the TRIADS game.
Purpose
Participants
Time
Supplies
Flow
Start the DYADS game. Ask each participant to make sure that she
has a question card and a scorecard. Announce that the DYADS game
will last for 7 minutes. Set the timer and start the game.
Stop the DYADS game. At the end of 7 minutes, blow the whistle
and announce the conclusion of the game. Ask each participant to
count the number of different initials on her scorecard to compute the
score.
Identify winners. Find out which participant has the highest score.
Congratulate the winner (or winners, if there is a tie for the highest
score).
Start the TRIADS game. Ask each participant to make sure that she
has a question card and a scorecard. Announce that the TRIADS game
will last for 10 minutes. Set the timer and start the game.
Stop the TRIADS game. At the end of 10 minutes, blow the whistle
and announce the conclusion of the game. Ask each participant to
count the number of different initials in her scorecard.
Identify winners. Find out which participant has the highest score.
Congratulate the winner (or winners, if more there is a tie for the
highest score).
[Table of Contents]
The best way to construct a closed question is to start with one of the
question words as shown in the following templates. To use any of
these question templates, simply replace the words with a
strikethrough line with words related to your content.
Check your supplies. Before you participate in the game, make sure
you have a question card (an index card with a closed question) and a
scorecard (a blank index card).
Organize dyads. When the game starts, quickly pair up with another
player. Remember that if you are slow, you may be left out without a
partner.
Show your question. Hold up your question card so the other person
can read the question. Do not read the question yourself or give any
hints for the answer. Pause for a few seconds.
Get feedback. If your answer is incorrect, your partner will give you
the correct answer. If your answer is correct, make sure that your
partner writes her initials on your scorecard.
Find a new partner. Briskly move around and find a new partner.
Don't waste your time with unnecessary conversation. Repeat the
process of exchanging questions and answers and collecting the initials
from other players.
Compute your score. When the facilitator announces the end of the
play period, return your seat and count the number of different initials
in your scorecard. This is your score for the DYADS game.
How to Write Open Questions
Open questions have more than one acceptable answer. However, most
open questions permit you to compare alternative answers and decide
which one is the “best”.
Here are some templates for writing open questions. To use any of
these question templates, simply replace the words with a
strikethrough line with words related to your content.
Show your question. Hold up your question card so the other two
players can read the question. Do not read the question yourself or
give any hints for the answer.
Select the waiter. Point to one of the other two players and ask her
to cover her ears. Also suggest that she moves away a little distance
to avoid overhearing the other person's answer.
Listen to the first answer. Ask the other player to give her answer.
Listen carefully to the answer.
Listen to the second answer. Signal to the waiter and ask her to
uncover her ears. Ask her to answer the same open question. Let the
other player also listen to the answer.
Process the answers. For the benefit of the waiter, give a brief
summary of the first player's answer. Make a quick and objective
decision about which of the two answers was better. Write your initials
on the scorecard of the person who gave the better response.
Answer other players' questions. Each of the other two players will
take turns to show the questions on their cards. During the next two
rounds, you will be competing with another player to give a better
answer to the open question.
Form new triads. Briskly move around the room to find two new
players to form another triad for the next round. Don't waste your time
with social chitchat. Repeat the process of exchanging open questions
and answers and collecting the initials of other players by giving better
answers.
Compute your score. When the facilitator announces the end of the
play period, return your seat and count the number of initials in your
scorecard. This is your score for the TRIADS game.
EASY MONEY
You have to take a risk and trust your team members. In EASY MONEY,
the team makes a profit if its members trust each other.
Purpose
To explore trust among team members and its impact on team profits.
Learning Topics
Skills: Planning, predicting, decision making with incomplete
information.
Concepts: Trust, ambiguity, decision making.
Contrasts: Private vs public decisions, advising vs deciding, personal
vs team benefits, quantitative vs intuitive decision making.
Play Time
Minimum: 12 minutes
Maximum: 15 minutes
Best: 15 minutes
Debriefing Time
Minimum: 10 minutes
Maximum: 30 minutes
Best: 20 minutes.
Players
Minimum: 2
Maximum: No limit
Best: 12-25.
Supplies
11 blank envelopes
11 $10 bills
Calculator
Timer
Whistle
Flow of the Game
Distribute the 11 blank envelopes randomly among the players.
Explain that the players who received the envelopes investors who will
directly participate in the game. The other players are advisors,
observers, and spectators.
Explain the consequences. You (the facilitator) will count the money
inside the envelopes and keep it. The investment money will not be
returned. However, you will give each investor $10, if the total amount
of investment in the 11 envelopes adds up to at least $79.79. You are
not interested in individual investments, so even those who gave you
empty envelopes will get $10. However, if the total investment is less
than $79.79, none of the investors get any money. You will not even
return their investment amounts.
Collect the envelopes. Do this after 3 minutes. Make sure that the
investors' initials are written on each envelope.
Announce the results. Ask the auditor to report the total amount of
investment in the envelopes.
• If this amount is more than (or equal to) $79.79, give each
investor $10. Keep the envelopes with the money.
Debriefing
We use a seven-phase model for debriefing. Here are some
suggestions for each phase. You don't have to follow all the
instructions and ask all the questions. Be flexible.
Begin with a broad question. Invite the investors and the others to
share their feelings about the play of EASY MONEY and the results.
Explore specific feelings. Ask the players whether (and when) they
experienced these feelings:
• confusion
• greed
• frustration
• irritation
• disappointment
• elation
• investors
• auditor
• making predictions
Discuss specific events. Use the list of events from the previous
phases. Ask the players to relate each event to their workplace
experiences.
Discuss objects used in the game. Ask the players to find the
workplace analogues to these:
• Investment money
• Envelope
• Investors
• Cheap people
• Generous people
Present some scenarios. Begin with a what-if scenario from the list
below and ask the players to speculate how it would have affected the
play of EASY MONEY. Encourage an open discussion. Invite the players
to offer their own scenarios. Restart the discussion by presenting
another scenario from this list if there are long periods of silence.
If the investors did not meet the minimum requirement, return the
envelopes (with the money) to the appropriate investors. Warn them
that they may not be this lucky in real life.
Variations
Too few players? If you have fewer than 11 players, give an
envelope to each. You will have to act as the auditor yourself. Here are
the suggested minimum investment requirements:
Players don't have cash? Offer to take checks. Ask the players to
place a check inside the envelope.
Feel uncomfortable about telling the players that they will lose
the money? Eventually, you are going to return the money (or give
them a bonus) anyhow. If you are still uncomfortable, announce that if
the minimum requirement is not met, the players will get their money
back instead of getting $10. However, the players are unlikely to take
this variation seriously.
Audio Game
EMPATHY
For the past few months, I have been working with a friend on training
employees to more effectively and enthusiastically display empathy during
customer calls. The February issue contains two games (CONCERN and CONCERN
FOR CUSTOMERS) related to this training objective. Here's another game in this
series.
Key Idea
Index Tags
Purpose
Participants
Minimum: 6
Maximum: 42
Best: 16 to 30
(Participants are divided into 3 to 6 teams, each with 2-7 members.)
Time Requirement
45 to 90 minutes.
Handouts
Equipment
One audiotape recorder (or other kind of audio recorder) for each team.
Room Setup
Flow
Brief the participants. Explain that you are going to explore techniques for
displaying empathy toward customers during telephone conversations.
Distribute copies of the Empathy Checklist. Walk participants through the
items on the checklist, briefly discussing appropriate behaviors associated
with each item. Encourage participants to ask questions. Give brief
responses.
attention?
Invite the next team to play its recorded conversation. Repeat this procedure
until all teams have replayed their recorded conversations.
Ask evaluators to announce their ratings. After the replay of the last
recording, ask the evaluation team to discuss their individual ratings and
identify the best recording. Invite this team to briefly explain their rating
procedure and to give evaluative feedback for each recorded conversation.
Finally, ask the team to identify the best recorded conversation.
• Which item in the Empathy Checklist is the most important one? How
Adjustments
If you have limited time, reduce the number of teams to three (and
increase the number of participants in each team). Produce and replay two
recorded conversations.
If you have too many participants, ask several teams to produce the
conversations but randomly select two teams to replay their productions. Ask
members of all other teams to vote for the best production.
1. Brief the Distribute the Empathy Listen, take notes, and ask
participants. (8 Checklist. Briefly demonstrate questions.
minutes) and discuss different items.
3. Explain the Explain the task of creating Listen and ask questions.
production task. (3 and recording a customer
minutes) conversation that displays a
high level of empathy.
Announce the time limit.
4. Explain the Randomly select one team to Listen and ask questions.
evaluation task (2 be the evaluators. Explain the
minutes) evaluation task.
6. Play back the Play back the recorded Evaluation team: Evaluate
conversations. (5 conversations, one team at a each recorded conversation,
minutes per team) time. working individually.
Other teams: Listen to
different recorded
conversations.
[Table of Contents]
Handout1
Empathy Checklist
Opener
EPIGRAMS
I use EPIGRAMS to provide an advanced organizer for my training
sessions. It is a framegame into which you can load your own content.
Framegame
ERROR QUEST
By Margaret Gredler
You can use ERROR QUEST in any situation you have policies, rules, standards, or
criteria. Here are some sample topics:
• Web page design
• Asking questions during a job interview
• Specifying business goals
• Safety regulations
• Constructing multiple-choice test items
• Writing a catalogue description
The game requires participants to identify violations of the rules. The scoring system
rewards identification of serious errors more than trivial ones.
PURPOSE
To clarify key elements in company policies, procedures, rules, standards, and criteria
TIME
30 minutes to 1 hour
PARTICIPANTS
MATERIALS
SAMPLE MATERIALS
In a game called MENU MIXUP, we used USDA Guidelines to present our set of
standards.
Cherry Cobler
Mexican Chili
Milk
This is the scoring key that we used:
FLOW
Brief participants. Organize participants into two or more teams, each with 3 to 5
members. Present (or review) the rules related to the training topic.
Teamwork. Present the first items to examined. Ask teams to identify all errors and make
a list.
Scoring. After a suitable pause, ask the first team to identify the error. If correct, award
the appropriate number of points. If incorrect, award zero points for this round and tell
the team that they would forfeit their next turn. Ask the next team to identify a different
error. Repeat the same scoring process until all errors have been identified.
Continuation. Repeat the process with next item to be reviewed. During the scoring
round, begin with a different team.
Conclusion. After inspecting the last product, identify the team with the most score
points as the winner.
Follow up. Conduct a debriefing discussion about errors that were difficult to detect.
Also discuss strategies for avoiding different types of errors.
Matrix Game
EUROPEAN NEIGHBORS
In diversity training, we sometimes become obsessed with differences among
cultures, nations, and individuals. This mindset serves a useful purpose—and
encourages us to ignore similarities that have an important role in
understanding human interactions. EUROPEAN NEIGHBORS invites us to take a
more balanced approach between differences and similarities.
Key Idea
Three players (or teams) take turns to compete two at a time by supplying
statements of key facts, similarities, or differences related to European
countries. The third player (or team) acts as the judge to decide which
statement is the “better” one.
Index Tags
Purpose
Participants
Minimum: 3
Maximum: 21
Best: 6 to 15
Time
20 minutes to an hour.
Handout
A 6 x 6 grid with the names of the six European countries as column and row
headings.
You may want to use our ready-to-print PDF version (10K).
Markers
Flow
Brief the participants. Place the grid in the middle of the table and
distribute the markers to each participant. Explain the structure of the grid,
pointing out that the names of the same six European countries are repeated
on the rows and the columns. Then explain that each box in the grid is to be
filled with a specific type of statement about these six countries:
The boxes in the diagonal from the bottom left to the top right (which are
marked with heavier lines) require a key fact about a country. Randomly
select one of the diagonal boxes and, with the participants' help, come up
with a suitable statement for that box.
Example: Key fact about Germany: This country has the largest population
among European Union member states.
The boxes above the diagonal require a statement about a similarity between
two countries. Randomly select one box in that area, and with the
participants' help, come up with a sample similarity.
Explain the object of the game. Participants win different boxes in the grid
by providing “better” statements than their competition. At the end of the
game, the participant with the most boxes wins the game.
Begin the activity. Choose a participant to be the Judge. The person on the
Judge's right becomes the Selector and the other person is the Challenger.
Compete for a box. The Selector chooses a box in the grid and places a
marker on it. She then writes a statement that meets the requirements for
the box. The Challenger also does the same. The Judge reads the two
statements and declares which one she likes better.
Occupy the box. If the Selector wins, her marker is left on the box. If the
Challenger wins, the Selector takes back her marker, and the Challenger
places her marker in the box.
Play the next round. The next round begins with a reallocation of the roles.
The Selector becomes the Judge, the Judge becomes the Challenger, and the
Challenger becomes the Selector. The play procedure is repeated as before.
Continue the game. The game continues in this fashion until all 36 boxes in
the grid are occupied (or the specified time runs out).
Determine the winner. The person who occupies the most boxes in the
grid wins the game.
Adjustments
Limited time? Conclude the game when one participant occupies four boxes
in a straight line (horizontally, vertically, or diagonally). For a faster finish,
conclude the game when a participant occupies three boxes in a straight line.
For an even faster one, go for any three boxes.
Fixed schedule? Play the game for a specified period of time (example: 15
minutes). The participant who occupies the most boxes at the end of this
time wins the game.
Not enough markers? Ask participants to write their initials in the boxes
they have won.
Featured Activity
In the first roleplay, Project Management, two participants in each triad act
out a confrontation. The third member of the triad acts as an observer.
During the debrief after the roleplay, participants explore different
components of a conflict and discuss the need for a mediator.
Purposes
Participants
Time
45 - 90 minutes
Handouts
Supplies
• Timer
• Whistle
• Flip Chart
• Felt-tipped Markers
Flow
Brief the observers. Call the Cs to the front of the room and give them
copies of the Observation Checklist. Go through each item in the checklist
and answer any questions. Emphasize that C's task is to observe the roleplay
and to take notes on interesting behaviors and statements. Send Cs back to
their triads.
Start the roleplay. Set your timer for 5 minutes. Ask Alan and Barbara in
each triad to act out the confrontation.
• If you were playing the role of Barbara, did you believe Alan's story?
• As a roleplayer, how did you feel before the roleplay? During the
• What two adjectives would you use to describe the other person's
behavior? What two adjectives would you use to describe your own
behavior?
• What would have happened if you had more time for the roleplay?
• If you were an observer, what do you think was the crux of the
Debrief the observers. Read each item from the observation checklist and
ask the observers to report their observations during the roleplay. Invite
others to comment on each observation.
Start the roleplay. Set your timer for 8 minutes. Ask the mediators to make
their opening statement and get the discussion started.
Conclude the roleplay. After 8 minutes, announce the end of the roleplay.
Ask roleplayers to take a few minutes to leave their roles and to return to the
current reality. Encourage participants to talk to each other about the
experience.
• If you were playing the role of Bob or Cathy, did you believe the other
• If you were playing the role of Bob or Cathy, what was your reaction to
the mediator? Was the mediator neutral or did he take sides? Did the
mediator help you to resolve the conflict more effectively?
behavior? What two adjectives would you use to describe your own
behavior? What two adjectives would you use to describe the other
person's behavior?
• What would have happened if you had more time for the roleplay?
• If you were the mediator, what do you think was the crux of the
confrontation?
• What were the major differences between the previous roleplay and
this one?
Discuss the job aids. Distribute copies of the Mediation Checklist and
Mediation Guidelines to Bs and Cs. Explain that the mediators used these job
aids during the roleplay. Go through each item in the checklist and invite
participants to discuss these three questions:
• How did this mediation step affect the disputants? How did it
Roleplay 3: Deadlines
Brief the observers. Call all Bs to the front of the room and distribute
copies of the Observation Checklist. Emphasize that they will not be
mediating the conflict, but silently observing the behaviors of the two
disputants and noting the use of self-mediation techniques. Send Bs back to
their triads.
Start the roleplay. Set your timer for 8 minutes. Ask the Chuck and Angela
in each triad to begin their conversation.
• If you were playing the role of Chuck or Angela, did you believe the
other person's story? What is the reason for your belief or disbelief?
• What two adjectives would you use to describe the other person's
behavior? What two adjectives would you use to describe your own
behavior?
• What would have happened if you had more time for the roleplay?
• What were the differences between this roleplay and the first one? In
what ways did the self-mediation principles and procedures help you?
• What were the differences between this roleplay and the preceding
one? How easy or difficult was it for you to recall and use self-
mediation techniques?
techniques?
[Table of Contents]
4. Did you see any attempt at goal setting and planning for the future?
I thought that my manager Barbara was a nice person but she turns out to
be a jerk. For the past six months she has been praising my project
management skills, but I understand that last week she stabbed me in the
back. Someone told me that at the Executive Management meeting, another
manager asked Barbara whether I could lead a major product-development
initiative. Apparently Barbara told everyone that I am too inexperienced for
such a big responsibility. I know that I can manage the project and Barbara
knows that too. Maybe she is planning to keep me enslaved to her
department. I have asked for a meeting with her and I am going to ask her
point blank why she is holding me back.
PROJECT MANAGEMENT: Barbara's Story
[Table of Contents]
future growth.
disputants.
6. Be absolutely impartial.
9. Listen actively.
16. Ask questions that begin with what, when, where, who, in what way,
and how? Never ask questions that begin with why.
I work at the hotline desk and I think that my supervisor Cathy is a control
freak. She won't let go of her authority and enjoys bossing people around.
Last month the company started emphasizing customer satisfaction, but
Cathy thinks that it's all a fad. If I take extra time to talk to a customer, she
yells at me and reminds me that my quota is handling 10 calls every 15
minutes. But if we really want to delight our customers, I have to spend
more time, especially those people who are clueless about computers. Cathy
is threatening to get me fired. I am not going to put up with all this
harassment and so I sent a complaint letter to the president of the company.
We hired Bob because he had a very friendly personality but I don't think
that he will make a good hotline employee unless he changes his attitude. He
thinks none of the the callers know anything about computers and wastes a
lot of time coaching them on the fundamentals, which they already know.
Also he wastes time socializing with the customers instead of solving their
technical problems. We all know that customers get hostile if they are put on
hold for long periods of time. That's why we have this quota of handling 10
calls every 15 minutes. That way customers are happily surprised by how
quickly their calls are answered. Actually, we are rated number 1 in this area.
I told Bob yesterday that with his personality he'd make a great sales person.
Today I understand that he sent an anonymous complaint about me to the
president of our company. I am having a meeting with Bob to straighten him
up.
[Table of Contents]
Handouts: DEADLINES
Handouts: DEADLINES
Observation Checklist (for use during the DEADLINES roleplay)
6. How did Chuck and Angela demonstrate their ability to use self-
mediation techniques related to these checklist items?
o Debrief.
I always try to finish my work on time, but last week I had flu and I was
worried it could be that anthrax thing because I opened a junk mail envelope
from Florida. With all this terrorist business, I could not focus on my work
and had to get some counseling. And all Angela did was yell at me for not
finishing the tables for the monthly report. That woman is obsessed with
trivial details. Nobody reads those reports anyhow and who cares if it is late
by a couple of days?
DEADLINES: Angela's Story
Chuck never finishes anything before the deadline. We both agree when his
part of the task is to be completed but he is always late and always with a
handy excuse. Last month his kid was sick. This month he had flu. He has my
sympathy but I expect my coworkers to behave in a professional manner. He
also complains that nobody reads the monthly reports anyhow, but it's not
our job to make policy, is it?
Card Game
Purpose
Players
Time
30 minutes to 1 hour
Supplies
Decks of game cards. Each deck has 10 cards in each of the five categories:
• Compare-Contrast
• Draw It Out
• Roleplay
Instruction Sheets for playing each of the five categories of cards (see below)
Preparation
Prepare decks of cards. Use a different colored index card for each
category of cards. Create 10 or more cards in each category, using the
instructions and samples given below:
• Beat the Clock. Write a single category label on each card. (Example:
(Example: Do unto others what they would like to have done unto
them.)
(Example: Individualism)
• Roleplay. Specify “your” role and the “other” role, along with a brief
Set up the tables. FIVE CARD SETS is best played in groups of five, but it
can be played in groups of any number from four to seven. Divide the players
into groups of approximately equal size. Set up a play table for each group.
Place a deck of game cards, pads of paper and pencil, and a timer at each
table.
Briefing
Explain the nature of the game cards. Ask players to shuffle the deck of
cards and pick one card of each color. Point out that each card has a category
label and an appropriate item.
Explain the object of the game. Players win cards during the specified
period of play, trying to win one card of each color. The game ends when a
player has won a five-card set, each card of a different color.
• Compare-Contrast
• Charades
• Draw It Out
• Roleplay
Point out that in Charades and Draw It Out, two players may win cards at the
same round.
Activate the cards. Ask a player at each table to take back all cards from
the others and separate them into five packets by color. Then ask players to
turn the cards with the information side face down and shuffle each packet of
cards. Place the five packets in the middle of the table.
Begin the game. The tallest player at each table takes the first turn. She
picks up the top card from any of the five packets and plays the game
according to the standard procedure for the category of the selected card.
Conclude the round. The player who picked the card — or some other
player — may win the first card. The winner places this card in front of her
with the category label on top. If no one wins the card, it is put in a “waste
pile”.
Continue the game. The player to the left of the previous player now picks
up the top card of any of the piles on the table. Use the appropriate
procedure for the category of the selected card. Repeat this procedure to
continue playing the game.
Conclude the game. When a player has won one card of each color, the
game comes to the end. This player wins the game.
Ask for alternative responses. Point out that there could be more than
one correct answer to the question, “Which is the most important point?”
Elicit alternative responses from different participants, one at a time. Invite
other participants to comment on these choices.
Identify a new category. Ask participants to review their notes again and
identify the most useful point from the presentation. Pause briefly while
participants review their notes.
• Most confusing
• Most controversial
• Most difficult
• Most surprising
• Most amusing
• Most unusual
• Most credible
• Most trivial
[Table of Contents]
Handout01
Read the two items aloud. Then place the card in the middle of the table so
that all players can refer to it.
Ask everyone to think of the relationship between the two items and to write
a list of similarities and differences. You should also write a list.
At the end of 1 minute, fold your list in half and place it in front of you. Ask
the other players fold their lists in half.
Randomly select one of the lists and give that list and your list to a player
without anyone being able to figure out who wrote which list. (One way to do
this: Collect the folded lists from the other players and mix them up. Pick one
of the lists, place it on top of yours, mix the two up, and give them both to
any player.)
Ask this player to read the two lists, one after the other. After reading the
lists, the player places both of them in the middle of the table so that
everyone can refer to them.
Ask the player who wrote the other list not to participate in the next selection
activity. At the count of three, ask the other players to point to the better one
of the two lists on the table.
Count the number of fingers pointing to each list. Determine which list got
the most votes. The player who wrote this list wins the card. In case of a tie,
you win the card.
[Table of Contents]
Handout02
Read the category label aloud. Then place the card in the middle of the table
so that all players can refer to it.
Ask everyone to write down as many items as possible that belong to the
category. You should also write a list.
At the end of 2 minutes, fold your list in half and place it in front of you. Ask
the other players fold their lists in half.
Randomly select one of the lists and give that list and your list to a player
without anyone being able to figure out who wrote which list. (One way to do
this: Collect the folded lists from the other players and mix them up. Pick one
of the lists, place it on top of yours, mix the two up, and give them both to
any player.)
Ask this player to read the two lists, one after the other. After reading the
lists, the player places both of them in the middle of the table so that
everyone can refer to them.
Ask the player who wrote the other list not to participate in the next selection
activity. At the count of three, ask the other players to point to the better one
of the two lists on the table.
Count the number of fingers pointing to each list. Determine which list got
the most votes. The player who wrote this list wins the card. In case of a tie,
you win the card.
[Table of Contents]
Handout03
What You Do
Read the card silently and keep it hidden from the other players.
Set the timer for 1 minute and start it.
The other players try to guess the message and shout out their guesses.
If a player shouts out the correct message, say, “Done!” and show the card.
If you run out of time before anyone guesses the message, nobody wins
anything. Show the card to everyone and put it in the waste pile.
If someone guesses the message correctly, you keep the card. The player
who guessed the message correctly takes a card of the same color from the
piles on the table.
[Table of Contents]
Handout04
What You Do
Read the card silently and keep it hidden from the other players.
The other players try to guess the message and shout out their guesses.
If a player shouts out the correct message, say, “Done!” and show the card.
If you run out of time before anyone guesses the message, nobody wins
anything. Show the card to everyone and put it in the waste pile.
If someone guesses the message correctly, you keep the card. The player
who guessed the message correctly takes a card of the same color from the
piles on the table.
[Table of Contents]
Handout05
The roleplay card specifies your role, another player's role, and a situation.
What You Do
Read the roleplay instructions aloud. Then place the card in the middle of the
table so that all players can refer to the instructions.
You play the role specified for you. Select any other player to play the other
role.
All of the players (including the one who played the other role) give a
“thumbs up” or “thumbs down” sign to indicate whether or not you gave an
acceptable performance. If half or more of the players give you a “thumbs
up”, you keep the card. Otherwise, place the card in the waste pile.
Creativity Technique
FIVE IDEAS
Teambuilding activities create high-performance teams whose
members are extremely loyal to each other and to their team.
Sometimes, however, the emphasis in teamwork results in reduced
collaboration across teams. Similar problems occur when employees
become so focused on their departmental goals that they ignore or
downplay the strategic goals for the total organization.
Key Concept
During the first round of this activity, participants from each division of
an organization identify what they need from the other divisions.
During the second round, participants are organized into
heterogeneous groups with one member from each division. These
groups come up with collaborative ideas for reaching a common goal.
Purpose
Participants
Time
Supplies
• Flip charts
• Felt-tipped pens
• Timer
• Whistle
Flow
Get ready to conclude the first round of the activity. Five minutes
before the end of the allotted time, blow a whistle to get participants'
attention. Ask each group to identify its top five ideas for achieving the
common goal. Ask individual participants to take notes about the final
list. Explain that every participant would need this information during
the next phase of the activity.
Get ready to conclude the activity. Five minutes before the end of
the assigned time, blow the whistle and ask the groups to identify the
top five ideas. Also ask each group to list the final set of ideas on the
flip chart and get ready to make a presentation.
Share the ideas. Select a group at random and ask its spokesperson
to present the final set of five ideas. Encourage members of the other
groups to listen carefully. Repeat the procedure until all groups have
made their presentation.
Pam's action plan contains four items from the list created by her
group. In addition, she comes up with a bright idea of her own:
“Frequently remind other members of my group about the
importance of helping the sales groups to come up with realistic
time estimates.”
Adjustments
Not enough time? You can speed up the activity by asking the
groups to come up with just two ideas during each rounds.
Not enough participants? This should not be a problem, since you
can conduct the activity with as few as four participants (two
participants each from two different departments).
Improv Game
FLEXTALK
Can you present the same message in several different ways? This
useful skill provides you with a flexible communication style and helps
you reinforce the message.
Have you ever considered the wisdom behind the aphorism, “Silence is
golden”?
Stop talking!
You are talking too much. Please give the others an opportunity to
participate in the conversation.
Sh!
It's better to keep your mouth shut and have others wonder if you are
stupid than to open your mouth and confirm their suspicion.
If you have more than 10 participants, divide the group in half and
create two circles.
Obviously, you can load this framegame with messages that are
relevant to your instructional topic. In a computer-literacy class, for
example, you might start with this message: Save early and save
often.
FOOD CHAIN
Purpose:
To explore the relationship among suppliers, employees, and
customers.
Time:
15 to 30 minutes.
Participants:
6 or more, divided into three approximately equal groups. This game
works best with groups of 20-50.
Supplies:
• A large number of index cards (cut in half)
• Play money
• Timer
• Whistle
Room arrangement:
Assign Group 1 to one end of the room and Group 3 to the opposite
end. Place Group 2 in the middle.
5. Stop the game. Blow the whistle at the end of the 5-minute
period.
• You can sell the signed cards to any member of Group 2. You
cannot sell the cards to anyone else. The suggested retail
price is $1 per card.
• The game will end after 5 minutes. At that time, if you have
the most money in Group 1, you win the game.
• The game will end after 5 minutes. At that time, if you have
the most money in Group 2, you win the game.
• You begin the activity with $200. You use this money to buy
cards from the members of Group 2.
• Each card costs $2. Make sure that the card has two
different signatures, one below the other.
• You may not collect more than two cards that have the same
two signatures.
• The game will end after 5 minutes. At that time, if you have
the most cards in Group 3, you win the game.
Can you describe the concept of simulation game without using any of
these words: simulation, game, play, rules, reflect, represent, model,
win, lose, and real? You may not use other forms of these forbidden
words either. For example, reflection, reflective, or reflected are not
acceptable.
The second player now becomes the sender, the third player the
receiver, and the first player the monitor. A different concept is used.
The same procedure is repeated until all three players have had a
chance to be the sender. The player with the shortest total time is the
winner.
By the way, if the sender uses a forbidden word, both the sender and
the (innocent) receiver are arbitrarily given a time of 3 minutes!
When you load this framegame, the secret is to select the concepts
and the taboo words with care. Force your players to come up with
plain English translations of technical definitions.
Live eLearning
FREE MONEY
A cash game is a special type of simulation game that involves actual
cash transactions. Cash games don't deal with accounting procedures
or financial management. Instead, they explore interpersonal skills
(such as negotiation) and concepts (such as cooperation) and increase
self-awareness. Since real cash reflects the real world, cash games
bring out natural actions and emotions among participants.
Here are the details of FREE MONEY if you want to run this game during
your next live elearning session.
Time
Participants
Technical Requirement
Your live e-learning product must support polling. All products that I
reviewed (including Centra, Communicast, HorizonLive, Interwise,
Placeware, and Web Crossing) include a convenient polling function.
Potential Cost
You may have to fork out a total of $10 in prize money. However, your
money is safe. Since greed is a universal human value, it is very
unlikely that you will ever have to make this payment.
Flow
Get participants' attention. Announce that one lucky person will win
$10 in the next activity. Ask participants to listen carefully as you
explain the rules. (With money involved, they would be doing this
anyhow.
Conduct the poll. Display the polling slide that offers a choice
between $10 and 10 cents. Be sure to hide the poll results. Keep the
poll open for 99 seconds.
Display the results. After 99 seconds, announce that you are closing
the poll. Display the results. There is a high probability that more than
three people would have chosen $10. Resist the temptation to make
any comments. Just leave the results on screen. You don't have to rub
it in.
Be prepared for bad news. In the unlikely event that the group
succeeds in winning $10, get the participants who chose $10 to
identify themselves by typing their names in the text-chat box.
Randomly select one of them. Announce that you would send a check
for $10 through postal mail. (And be sure to do that.)
• If you chose 10 cents, how do you feel about your decision? How
do you feel about those who chose $10?
• If you chose $10, how do you feel about your decision? How do
you feel about those who chose 10 cents?
• What primary motive leads people to choose $10? What's the
motive behind the choice of 10 cents?
• What is the best strategy in this game? Why do you think it is
the best strategy?
• How do you react to this statement: Most people are greedy?
• Does this game reflect incidents that happen in your workplace?
Can you describe these incidents?
• Have you ever said, “Somebody should…”? What's the
relationship between a “somebody-should” situation and this
simulation?
• What would have happened if you had to choose between $100
and one cent?
• What would happen if we conducted this game in a face-to-face
classroom and permitted participants to talk to each other before
selecting between $10 and 10 cents?
Adjustments
The flow described above is based on the assumption that you have a
group of 20-30 participants. With larger numbers, increase the
minimum participation requirement and for maximum number of
people choosing $10. Rule of thumb: 30 percent for minimum
participation and 10 percent for the maximum $10 choices.
Field Notes
Jolt
FREE TIME
I recently used this jolt in the middle of a diversity presentation for
hundreds of participants assembled in an auditorium.
Purpose
Time
Supplies
One sticky dot for each participant; half of them green, and half of
them red.
Flow
But talk only to other greens. Ignore reds. Don't talk to them.
Begin the free-time period. Turn off the projector, and after about 2
more minutes, blow the whistle and ask the reds to open their eyes.
Start the timer and invite all participants to discuss their plans for the
3-minute free time. Watch the activities. Blow the whistle after 3
minutes and announce the end of the free period.
Ask “How did you feel?” Establish that reds felt uncomfortable
about being ignored and excluded. Also establish that greens felt
uncomfortable about ignoring others and excluding them.
Ask “What happened?” “As a green, what did you and why did you
do it? As a red, what did you do and why did you do it?”
Ask greens “Why?” Discuss why the greens chose to follow the
instructions even though they felt uncomfortable. Point out that you
indoctrinated them in just a few seconds. Ask them how strong their
behavior would have been if you had “enculturated” them for several
years.
Relate to the workplace. Ask, “In what ways is this activity similar
to what happens in your workplace?” Discuss responses from
participants.
Ask what-if questions. Use questions such as, “What if there were a
higher number of reds than greens?” and “What if the free time period
lasted for 10 minutes?”
GAMEGAME
GAMEGAME is an application of a flexible small-group activity to enable
players to express, explain, and exchange their opinions about training
games.
Time Requirement
About 40 minutes. You can easily expand or contract the game to suit
the available time.
Materials
Card Writing by Players. Hand out four blank index cards to each
player. Ask them to write down an opinion about training games on
each card. The opinions need not reflect the personal views of the
writer. They should represent enthusiastic and skeptical points of view.
Give some sample opinions to the group.
The workshop starts at 8:30 a.m., and Susan arrives 5 minutes late.
She sees the others writing busily. Bob gives her four blank cards and
asks her to write her opinions. Susan thinks for a moment and comes
up with the following:
Bob collects the cards from the players and adds his own collection. He
mixes the cards and gives three to each player.
Susan studies the three cards she receives and arranges them in the
following order:
Susan takes her cards to the table and rummages there. She discards
two of her cards and picks up the following:
Forming Teams. Ask players to compare their cards with each other
and to form teams with people holding similar opinions. There is no
limit to the number of players who may team up together, but a team
may keep no more than three cards. It must discard all other cards,
and the three cards it keeps must that meet with everyone's approval.
Susan goes around the room checking with others. She runs across
Betty, who has excellent cards, and they decide to team up. The two
set out to find other kindred souls. Tony wants to join them, and they
agree, provided that he drops the card that says, “Games create
problems for trainers and trainees.” In a few more minutes, their team
recruits two other players, including Arthur. They study the combined
collection and reduce it to these three:
After some discussion and debate, the team decides that Susan should
be the artist and the others give her ideas. The final collage shows a
group of smiling faces with bubbles on top of their heads and a variety
of symbols to reflect holistic learning. Another panel shows a trainer
sweating over a game board. During the “show-and-tell” period,
Arthur reads the three cards and Betty assists Susan in explaining the
poster.
Susan's poster did not receive an award, but Bob judged the team's
three cards to be the most consistent!
Structured Sharing
GENERATIONS
This activity is an application of a framegame called MATCH AND MIX. In addition
to the purpose specified below, GENERATIONS can also be used to explore the
characteristics, values, and preferences of different age groups.
Key Idea
During the first round, each team is assigned a specific age level and asked
to brainstorm ideas for a common goal. During the second round,
participants are reorganized into mixed teams with each member of a
different age level and asked to synthesize their earlier ideas.
Index Tags
Purpose
To come up with ideas that will appeal to people at various age levels.
Participants
Minimum: 9
Maximum: Any number
Best: 16 to 20
(Each participant is assigned to two different teams during the two rounds of
this activity.)
Time
30 to 60 minutes.
Supplies
• Pens or pencils
• Timer
• Whistle
• Felt-tipped pens
Room Setup
Examples: A4 or C2.
During the first part of the activity, participants organize themselves into
teams according to the letter in their card. During the second part, they
reorganize themselves according to the number on the card.
Example: The participant with the card C2 belongs to Team C during the first
round and Team 2 during the second round.
Before conducting the activity, find out how many participants you will have.
Check with the Team Allocation Table to figure out the combinations of
letters and numbers for the cards. Write the appropriate letter-number
combinations on blank index cards.
Example: You have 21 participants. Looking up this number in the table, you
prepare the following Team Allocation Cards:
Flow
Brief the participants. Explain that you are going to facilitate a structured
brainstorming activity in two rounds. Specify the goal for brainstorming.
Form matched teams. Shuffle the Team Allocation Cards and distribute
them, one card for each participant. Point out that each card contains a
combination of a letter and a number. Ask participants to find others with the
same letter and form themselves into teams. Depending on the total number
of participants, you may have three to six teams.
• Team A = 57-year-olds
• Team B = 47-year-olds
• Team C = 37-year-olds
• Team D = 27-year-olds
• Team E = 17-year-olds
If you have more teams, add more age groups (such as 7-year-olds and 67-
year-olds). Use as many age groups as you have teams.
Form mixed teams. After 9 minutes, blow the whistle and stop the activity.
Tell participants that you are going to reorganize them into a new set of
teams. Ask participants to check their Team Allocation Card once more and
find others with the same number to form new teams. (If there are one or
two people left over, as in this case with 21 participants, they may join any
team they choose.)
Present lists of ideas. Blow the whistle at the end of 9 minutes, and ask
teams to post their lists on convenient areas of the wall. Invite all
participants to take a gallery walk and review the lists from other teams.
Follow Up
Consolidate the lists. With the help of all participants, come up with a
common list that contains high-frequency ideas and avoids duplicates.
Alternatively, make a complete list of non-duplicate ideas, photocopy this list,
distribute them to the participants and others, and have each person select
the top three ideas. Use this information to prepare the final list of ideas for
immediate implementation.
A1, A2, A3, B1, B2, B3, C1, C2, C3, C4, C5
15
A4, A5 B4, B5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
16
A4 B4 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
17
A4, A5 B4 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
18
A4, A5 B4, B5 C4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4
19
A4, A5 B4, B5 C4, C5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, D4, D5
20
A4, A5 B4, B5 C4, C5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
21
A4, A5 B4 C4 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
22
A4, A5 B4, B5 C4 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
23
A4, A5 B4, B5 C4, C5 D4 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
24
A4, A5 B4, B5 C4, C5 D4, D5 E4
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
25
A4, A5 B4, B5 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
26
A4, A5, A6 B4, B5 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
27
A4, A5, A6 B4, B5, B6 C4, C5 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
28
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
29
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5, D6 E4, E5
A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3,
30
A4, A5, A6 B4, B5, B6 C4, C5, C6 D4, D5, D6 E4, E5, E6
Form matched Randomly distribute team Find others with the same letter
teams (3 assignment cards to each and form teams
minutes) participant.
Assign age Assign different age levels Get ready to play the role of a
groups (3 to each team. person in the assigned age group.
minutes)
Form mixed Give instructions. Find others with the same number
teams (3 and form new teams.
minutes)
Present lists of Give instructions. Post your ideas on the wall. Review
ideas (5 ideas from other teams.
minutes)
[Table of Contents]
You can replay the game any number of times. Each time you play the game,
you may see different activities arranged in different orders.
If you get bored, try the game at a higher level of difficulty. You will have less
time to complete the task.
GINNY
In the previous issue of PFP we discussed the advantages of two-
person training games and presented detailed instructions for a card
game called TRUMPS.
Here's another two-person card game called GINNY that is based on GIN
RUMMY. This game also deals with the stages in team development. It
uses the same deck of classification cards.
Team Development
Purpose
Two. Larger groups may be divided into pairs to play the game in a
parallel fashion. If an odd player is left out, the facilitator can play the
game with this person.
Time
Supplies
How To Play GINNY Handout. This handout summarizes the rules of the
game. Make a copy for each player.
Feedback Table. This table is used for settling disputes during the
game. The table lists each card number and the correct team-
development stage (or stages) associated with it. Make a copy for each
player.
[Table of Contents]
Handout 1
Deal the cards. Deal nine cards to each player, one card at a time.
Deal the next card (the 19th card) face up on the table. This is the
upcard. Place the rest of the deck face down. This becomes the stock.
A set may have up to six cards. A player may also assemble three
sets, each with three cards. In this case, the third set may be a suit
set or a rank set. Any card that does not belong to a set is a
deadwood.
Make the first move. The nondealer begins by picking up either the
upcard or the top card of the stock (which is face down). After adding
this card to her hand, this player discards a card face up on top of the
upcard.
Repeat the procedure. The other player now picks up a card (either
the upcard or the top card of the stock) and discards a card.
Win the game. The players check out both hands. The player who
went out wins the game if her hand contains no deadwood. If it
contains deadwood, then the number of her deadwood cards is
compared with the number of deadwood cards in her opponent's hand.
In this case, whoever has fewer deadwood cards wins the game. (So it
is possible for the player who goes out to lose the game if the other
player has a better hand.)
Strategy
Reduce deadwood. Remember that you may lose the game even if
are the first player to go out with the two required sets. This will
happen if you have more deadwood cards than your opponent. To
reduce this probability, keep adding cards to your two sets (by
collecting cards of the same rank or suit). Alternatively, you may
create a third set (either a suit set or a rank set) of three cards.
Optional Rules
Break the tie. In the rare occasion when both you and your opponent
have the two required sets and equal number of deadwood cards, use
this rule: The player who has the card with the lowest number (in the
sets or deadwood cards) wins the game.
Glossary
Dealer. At the beginning of the game, one of players shuffles the deck
and distributes the cards one at a time. This player is the dealer. When
more than one game is played, players alternate being the dealer.
Discard. Removing a card from your hand and placing it, face up, on
top of the upcard. This card becomes the new upcard.
Hand. The set of nine cards that each player has at the beginning and
end of their turn.
Nondealer. The person who is not the dealer for this game.
Rank. One of the three attributes of a card. The rank of the card is the
last digit (units digit) of its number. Card ranks range from 0 to 9.
Example: The rank of card 27 is 7. Cards with the numbers 18, 38, 88,
and 118 all have the same rank of 8. (See also Suit and Number.)
Stock. Cards that are not dealt at the beginning of the game.
Suit. One of the three attributes of a card. The suit is the category to
which the printed item on the card belongs. Example: Forming (See
also Rank and Number.)
Every playing card in the GROWING A TEAM deck has three attributes:
rank, suit, and number.
The number of the card is the complete number on the card. The
number of the sample card is 48.
The rank of the card is the last digit of the number on the card. The
rank of the sample card is 8, which is the last digit of 48.
The suit of the card is the stage of the team development process
associated with the statement on the card. This is not directly printed
on the card; you must read the statement and decide which suit it
belongs to. This sample card belongs to the forming suit because the
statement belongs to the forming stage.
It is easy to determine the rank of a playing card: Just ignore the first
digit of the card. So 12, 22, 32, 42, 52, 62, 72, 82, and 92 all have the
same rank (that is, 2). Ranks run from 0 (the lowest) to 9 (the
highest).
[Table of Contents]
Handout 2
[Table of Contents]
Handout 3
Feedback Table
Card. Suit Card. Suit Card. Suit Card. Suit Card. Suit
[Table of Contents]
Featured Activity
Purpose
Participants
Time
Supplies
Flow
Here are the steps for conducting this activity. To illustrate each step, I
have included (in italics) activities from a recent meeting of the Zurich
Conference Team.
Each of the five members of the team prepares four Take Lists, one for
each of the other members. For example, Eric prepares these four
lists:
Prepare Take Lists. Ask each team member to list three items that
she needs from each of the other team member (whose name is
specified in each Take List) in order to ensure that the team achieves
its goal. Ask each person to work independently, without talking to the
others.
Since there were five members in the team and since each person
wrote four Take Lists, the team produces a total of 20 Take Lists.
Each of the five members of the team create four Give Lists, one for
each of the other members. For example, Eric prepared these four
lists:
Prepare Give Lists. Ask each team member to write a list of three
items that she will give to each of the other team members in order to
help the team achieve its goal. As before, ask each person to work
independently, without talking to the others.
Post the Take Lists on the matrix. Organize the Take Lists that you
collected earlier by the name of the person that appears as the first
word in each list. Work through each column of the matrix and stick
each list (with its three items) on the top half of each cell.
Here's the matrix with the Take Lists placed in the correct cells. Notice
that the diagonal cells (with the same person's name for both the
column and the row) are blank:
Eric takes
Peter takes Sam takes Thiagi takes
from Heidi
Heidi from Heidi … from Heidi … from Heidi …
…
Collect and organize Give Lists. After a suitable pause, gather the
Give Lists from each team member, making sure that there is a list for
every other team member. Work through each row of the matrix and
stick each note (with its three items) on the lower half of the
appropriate cell.
The Zurich conference team matrix yielded a total score of 27. Since
there were 20 cells in the total matrix (ignoring the five blank cells),
the maximum total score is 60. The actual total score of 27 is 45
percent of the maximum indicating there is plenty of room for
improvement!
You can play GLOSSARY with any number of people from 3 to 30. With
up to 6 people, play this as an individual game. With 6-30 people,
divide them into three or more teams of approximately equal numbers.
The game description that follows is for the individual version. You
should have no difficulty modifying it for the team version.
Read each card again. After reading the card, ask players if anyone
thinks it is the official card. Write down the number of players selecting
each card.
At the end of the last round, the player with the highest score is the
winner.
Featured Activity
THE GRID
Here's a structured activity that encourages introspection and increased self awareness.
You can "play" THE GRID by yourself by following the instructions, taking care not to
read ahead before completing each task. You can also facilitate someone else through the
activity by giving these instructions while the other person follows them.
Work through THE GRID before helping others to use it. You may be able to use this
activity as a closing exercise in many of your training programs by limiting and relating
the scope to your objectives.
PURPOSE
PARTICIPANTS
This is primarily an individual activity. However, you can conduct the activity with large
groups of participants by asking them to work individually, without interacting with each
other.
TIME
30 - 45 minutes
SUPPLIES
A copy of the grid for each participant. To create the grid, fold a piece of paper in half
and then fold it in half again in the other direction. Open the folded paper and lightly
number the four quadrants thus:
4 1
3 2
FLOW
• In Quadrant 1, write a list of "things" that you want and you currently have. For
example, I have a laptop computer that I like. I also have a sense of humor and a
few nice friends.
• In Quadrant 2, write a list of "things" that you want but currently you don't
have. For example, I want a complete collection of all Agatha Christie mysteries,
a reliable doctor, and a trip to Western Australia.
• In Quadrant 3, write a list of "things" that you don't want and you currently
don't have but people in your situation seem to have. For example, some of my
age cohorts have several extra pounds and some of my fellow trainers have a great
need to lecture.
• In Quadrant 4, write a list of unpleasant "things" that you don't want but you
currently do have. I have cataract in my left eye and a habit of making sarcastic
comments that hurt other people.
You can write anything that pops into your mind, as long as you write it in the
appropriate quadrant.
So start writing. Stop when you feel that have run out of steam.
Don't read the next section until you have completed this task.
Enhancements
Did you really complete the task of writing items in the four quadrants before reading this
section? If you did not, that's okay. Your behavior merely indicates that you are dyslexic
or incapable of following directions or capable of making up your own rules.
Review the following list of Thought Triggers. See if these categories suggest more items
that you can add to your grid:
• People
• Objects
• Books
• Activities
• Attitudes
• Beliefs
• Celebrations
• Climate
• Mentors
• Competencies
• Competition
• Consultants
• Peers
• Crises
• Customers
• Equipment
• Events
• Experience
• Facilities
• Furniture
• Location
• Managers
• Negative feelings
• Personality traits
• Physical abilities
• Positive feelings
• Previous history
• Professional reputation
• Rejection
• Acceptance
• Relationships
• Skills
• Strengths
• Supervisors
• Tools
• Values
• Weaknesses
• Work environment
• Work relationships
I am going to ask you a series of questions. Think of the answers (you don't have to write
them down or share them with anyone else) and figure out what they suggest about you.
Process Check
• Did you enjoy the process or did it make you uncomfortable?
• Do you enjoy or dislike thinking about yourself?
• Did you feel calm and centered or hassled and distracted?
• Did you work in a systematic manner or did you jump around among different
quadrants?
• Did you work at the same pace or did you work fast some times and slow down at
other times?
• Were you self conscious about what you were doing or did you feel detached as if
you are analyzing someone else?
• Were you conscious of the time or did you totally forget it?
• Do you know how much time you spent on this activity? Was it more time than
you anticipated? Or less time?
• Did the thought triggers suggest more items than your earlier set of items? Or did
they add only a few more?
Content Check
• Which items came to you quickly and spontaneously? Which items did you have
to drag out slowly?
• Which quadrants have more items and which ones have fewer?
• Which items have you been thinking frequently throughout your life? Which
items appeared from nowhere?
• Which items are about you and which ones are about others?
• Which items are about people and which ones are about objects?
Paired Comparisons
• Compare the number, significance, and type of items on the right ("want") side
and the left ("don't want") side of the grid. What does this tell you about your
comparative focus on positive and negative aspects?
• Compare the number, significance, and type of items on the top ("have") half and
the bottom ("don't have") half of the grid. What does this tell you about your
comparative focus on current status and future status?
• Compare the number, significance, and type of items on the two diagonal
quadrants 1 and 3 with the other diagonal quadrants (2 and 4). What does this tell
you about your comparative inclination toward optimism and pessimism?
Think about the grid. Add more items whenever you feel like it.
Please proceed with the next section of debriefing only after you have done this.
More Debriefing
So what implications does your grid have for future action? Here are some suggestions
for you to think about. Feel free to write down the action items.
Quadrant 1
Review the items on the first quadrant. These are items that you want and have. Take one
item at a time and think about the following action steps:
• Cherish this item. Are you enjoying this item as much as you should?
• Avoid taking it for granted. Guard against its loss. Do maintenance activities to
keep it at the current level.
• Avoid a feeling of letdown. Sometimes when people strive hard and achieve an
item, they go through a feeling of letdown. Do you still have the same positive
feeling that you had when you recently acquired or achieved this item?
• Leverage this item. Add items to the quadrant below to help you fully utilize,
exploit, and market this item.
• Share this item. Give it to others without any strings attached. You will enjoy the
item more and gain some important things.
• Be ready for potential loss. Sooner or later, in spite of your best efforts, you may
lose this item. Are you ready to cope with this loss?
Quadrant 2
Review the items in the second quadrant. These are items that you want but currently
don't have. Take one item at a time and think about the following action steps:
• Plan. What steps should you undertake to acquire or achieve this item?
• Explore. You may come up with a systematic plan to achieve this item. But
perhaps there are also some intuitive approaches for doing this.
• Sacrifice. You may not be able to move an item up from this quadrant without
moving something down from the first quadrant. Think about what you have to
sacrifice.
• Evaluate. Conduct a cost-benefit analysis: How much time and effort do you
have to spend to obtain this item? What potential benefits are you likely to get
from this item? Is the cost worth the benefit?
• Avoid obsession. Don't become so focused on what you don't have that you don't
have time to enjoy what you already have.
• Ask for advice. Other people may give you useful suggestions, but remember you
are unique and your learning and working style may be different from those of
others.
Quadrant 3
Review the items in the third quadrant. These are items that you don't want and don't
have--but there is a chance that you may get them. Take one item at a time and think
about the following action steps:
Quadrant 4
Review the items in the fourth quadrant. These are items that you have -- but don't want.
Take one item at a time and think about the following action steps:
• Remove. If it is within your control, do whatever is needed to get rid of the thing
that you dislike. Add an opposite item to the second quadrant.
• Reduce the impact. Do what it is needed to make sure that this item does not
drag you down.
• Compensate with technology. Use suitable tools to help you minimize the
impact of this item.
• Accept reality. If you cannot change this item, accept it with wisdom and
maturity.
• Stop feeling guilty. Avoid blaming yourself for your past behavior. It is time to
move on.
• Take time to grieve. If a new item appears in this area, give yourself time to
accept it.
Additional Suggestions
Here are some additional thoughts about THE GRID as a self-assessment tool:
• Keep adding items. Throughout this day, this week, and this lifetime -- keep
adding items to the grid.
• Retirement scenario. Try a time-travel activity. Imagine that you are retiring
from your professional career. What would the items in the grid look like?
• Role-playing. Pretend you are your manager or your mother. How would she or
he fill out the grid for you? How would your significant other fill out this grid for
you?
• Narrow the scope. Take one specific aspect of your life such as your career as a
consultant. Complete the grid with items that are relevant to only this aspect.
Review the items and come up with an action plan.
• Happy Birthday! Fill out the grid on the eve of your birthday. Review the
differences between last year's grid and this year's. Are you headed in the right
direction?
May the items on your grid keep moving toward the top right. However, may new items
keep popping up all around the grid to keep your life exciting.
GUT TALK
Most employees are trained to control and hide their emotions and
behave in a professional fashion. However, professionals have
emotions too. These feelings and emotions are critical components of
many conversations. As Douglas Stone, Bruce Patton, and Sheila Heen
point out in their brilliant book, Difficult Conversations (published by
Viking) unexpressed emotions leak into conversations, take a toll out
of our self-esteem and relationships, and make it difficult for us to
listen to what the other person is saying.
Purpose
To effectively express appropriate feelings and emotions in
professional conversations with another person.
Participants
Any number
Time
60 - 90 minutes
Supplies
• Copies of GUT TALK Checklist
• Felt pens
• Timer
• Whistle
Preparation
List of scenarios. Review the GUT TALK Checklist and the list of
sample scenarios. If you want to, prepare your own scenarios that
are locally relevant. However, don't make them so close to real
incidents and people that they may arouse conflicting reactions. To
specify your scenario, all you need is a one-or-two-sentence
description so participants can personalize it with their own
experiences and preferences.
Room Setup
Arrange chairs in clusters of five. You don't need tables for this
activity.
Flow
Present the framework. Briefly discuss the costs associated with
both suppressing and expressing feelings and emotions in the
workplace. When a person decides that it is worth clearing the air by
expressing feelings in a specific situation, he or she should clearly
identify these feelings and analyze them. The roleplay activity that you
are planning to conduct can help the person effectively express his or
her emotions without becoming emotional.
Assign roles. Give a packet of five role cards to each group and ask
each participant to take one. If there are more five people in a group,
ask the observer to share the card with one or two of the others
without cards. Explain that the ensuing activity will involve three
minutes each of preparation, roleplaying, and debriefing. Explain that
each role card contains instructions on what to do before, during, and
after the roleplay. Pause briefly while participants review their role
cards.
Begin the roleplay. After 3 minutes, blow the whistle and instruct
participants to take their positions: In each group, the speaker and the
listener are seated facing each other. The speaker's coach stands
behind the listener and the listener's coach stands behind the speaker
so that they can hold up the coaching cards without distracting the
other person. The observer (or observers) is seated in front of the
roleplayers. Ask the speakers at each group to begin the roleplay.
• Identify the one most positive thing that you did or said
during the roleplay.
• Suggest the one most important change that you would like
the speaker to consider during similar situations in the
future.
• Wait until you coach has given his or her feedback to the
speaker.
• Identify the one most positive thing that the speaker did or
said during the roleplay.
• Suggest the one most important change that you would like
the speaker to consider during similar situations in the
future.
• Identify the one most positive thing that the speaker (not
the listener) did during the roleplay.
• Suggest the one most important change that you would like
the speaker to consider during similar situations in the
future.
• Divide the checklist items among all observers (if there are
others).
• Identify the one most positive thing that the speaker did (or
said) during the roleplay.
• Suggest the one most important change that you would like
the speaker to consider during similar situations in the
future.
Scenarios
Both your parents are facing major medical problems. You are not sure
if you should ask for a leave of absence.
You are excited about a major project assigned to you, but you are not
sure if you have the experience and expertise to handle it.
You feel that the company has not given you enough freedom to use
your talents.
Your manager has been making disparaging remarks about you while
talking to other managers.
Simulation Game
HARVEST
by Dennis Meadows
In the 1980s I created FISHBANKS, LTD, a 2-hour, computer-assisted role
playing game that teaches key ideas about the sustainable
management of renewable resources. Thousands of sets are in use in
at least 15 countries. But there has been demand for a simpler, faster
version that does not require a computer. So I created the following
exercise, which I call HARVEST. Some features of this exercise were
originated and used by others, long before I came along. But the
exercise described below has unique characteristics for which I am
responsible. It is in the public domain, and it may be copied and
adapted by anyone for any purpose. It would not be correct to give me
full credit for this game. I do not know its parentage. I am describing
here a very simple version intended for children. But you'll see it could
be modified by replacing the candy with money or poker chips. Then it
would work as well for adults. A slightly more complex version of
HARVEST, based on teams, is described in the Systems Thinking
Playbook.
Supplies
To run the game you need one medium-sized bowl, a whistle or bell,
and 150 - 200 pieces of candy.
Participants
Player Instructions
In just a moment I will blow my whistle to start the first round. Then
all of you will have 5 seconds to take from the bowl as many pieces of
candy as you wish to or are able to grab.
After 5 seconds I will blow my whistle again, and you must stop.
After you stop, I will count how many pieces of candy are left in the
bowl, and I will double them or bring the total up to 50, whichever
requires fewer pieces of candy. So, for example, if you left 35 pieces
in the bowl, I would add 15, making the total for the next round 50. If
you left 20 pieces in the bowl, I would add 20.
After I have added the required number of pieces of candy, I'll give
you a few moments to consider your strategy, and then I'll blow the
whistle again to start the second round. In that round each of you will
once again have 5 seconds to take as many pieces as you wish to or
are able to grab.
After 5 seconds, I'll stop the round, count the candy, add the
necessary pieces, and give you few moments to consider your
strategy. Then I'll blow the whistle for the third round.
Facilitator Notes
I usually try to blow the whistle for the first round before they have a
chance to talk about a common strategy. But after that, if they ask
about the possibility of talking together, I say they should do whatever
they feel will let them maximize the amount of candy they can get. If
they ask how many rounds will be played, just say, “We'll do this for
awhile, until I decide to stop.”
Debrief
One key issue in the game is the choice between collaboration and
competition. Collaboration requires joint decision making, coordination,
and trust. It is useful to get the participants to share their thoughts,
observations, and strategies on this choice and to discuss where and
how this choice confronts them in real life.
Of course, over the long term, they cannot take out on a sustainable
basis more than you put in. You can draw a graph to make this clearer.
On the horizontal axis is “Number of pieces at the end of the round”
ranging from 0 to 50. On the vertical axis is “Number of pieces added”
ranging from 0 to 25. The data curve has the shape of a equilateral
triangle with its peak at the point (25,25). Engage them in discussions
about where this kind of regeneration confronts them in real life. The
relation to fisheries, forests, and ground water is obvious. The game
also makes points about softer resources, like faith in government.
Purpose
Time
15 minutes
Participants
Two. You can divide a larger group into pairs to play the game. See
variations for team versions.
Supplies
Flow
Explain the Game. Present these two important points to the players,
using your own words:
• You will not use X's and O's to mark your plays on the tic-
tac-toe grid. Instead, you will use your coins to mark the grid.
One of you will be the “Heads” player and will place coins heads-
up on the grid. The other will be the “Tails” player who will place
coins tails-up on the grid.
• You will not take turns to move. One of you may get to place
several coins in a row before the other player gets to place a
coin on the grid.
Conduct the Bidding Round. Both players take a blank slip and write
a bid on it. The bid must be at least 1¢ but no more than the amount
of money they currently have.
Reveal the Bids. Both players ante up with one penny. They then
reveal their bids. The player who bid the highest amount takes back
the penny. The penny from the other player (who bid the lower
amount) is discarded from the game.
Rebid if necessary. If the players tie, they rebid until one player wins
the Bidding Round. The original ante maintains until the bidding round
is over: players do not need to ante up more than once in any round.
Place the Coin. The player who won the bid places the highest value
coin involved in the winning bid on the grid. It is not allowable to say
“My winning bid of twelve cents was two nickels and two pennies”,
unless the player's dime has already been played onto the grid. The
balance of the bid remains with the player for use during the next
round.
Conduct the Next Bidding Round. The player who lost the first bid
now has a pot worth 50¢ (the ante was not returned). This player may
therefore only bid up to 50¢ in the second round. The player who won
the first bid now has an amount reduced in value by the largest coin
used in that bid. (Example: If the player winning the first bidding
round played a dime, that player has only 41¢ available for bid,
including the ante that was returned.)
Debriefing
Ask the players how their strategies and tactics changed during the
game as they lost or won bidding rounds. Discuss the game experience
with these types of questions:
HELLO!
Purpose:
To collect background information about the participants.
Time:
15 to 30 minutes.
Participants:
At least 10.
Supplies:
• Flipcharts or blank transparencies
• Timer
• Whistle
Variations:
Too many people? Assign the same topic to different teams.
Framegame
HIGH SCORE
by Steve Sugar
Here's a multi-purpose review game that can be used to follow up a
reading assignment, a training video, or a lecture presentation.
Purpose
Participants
Time
15-45 minutes
Supplies
Form pairs. Pair up participants and ask members of each pair to sit
next to each other.
• There will be five mini-tests, conducted one after the other. Each
test will contain five questions to be answered in 3 minutes.
• Each participant will take the mini-test individually and write the
answers on the test sheet.
• At the end of a mini-test, participants in each pair will exchange
their test sheets with each other.
• You will announce the correct answers to each question.
Participants will mark each other's answer paper.
• After marking all five answers, participants will compare their
test sheets. If both have correctly answered an equal number of
questions, each participant will score 1 point. If one participant
has more correct answers, then he or she will score 2 points and
the other participant will not get any points.
Conduct the first round. Distribute the first mini-test, face down.
Ask participants to turn over the test sheet and begin writing the
answers. Blow the whistle at the end of 3 minutes to announce the end
of the first mini-test. Ask participants to switch the test sheets with
the other member of the pair. Go over the correct answers to each
question and ask participants to score the test sheets. After the fifth
answer, ask each pair to compare the number of correct answers and
award scores depending on whether or not both participants had the
same number of correct answers.
Jolt
Purpose
Basic concept
Players race to be the first one to solve a crossword puzzle. What they
don't know is that there are two sets of clues for the same puzzle and
a few of the players are struggling with the difficult clues while the
others are breezing through the easy ones.
Here's the easy clue for the puzzle word cat: “An animal that says
‘Meow.’” Here's the difficult clue for the same word: “Feline mammal.”
Players
Time
20 minutes (7 minutes for the play of the game and 13 minutes for
debriefing).
Supplies
Preparation
Stop the activity. When the majority of players have solved the
puzzle, blow the whistle and ask everyone to stop solving the puzzle.
Congratulate the players who are standing up and ask them to sit
down.
Read the solution. Ask everyone to check their answers as you read
them. Read these answers (without reading any clues):
1 across: cat
2 across: ship
5 across: three
6 across: bed
7 across: ball
8 across: run
9 across: house
11 across: green
12 across: year
1 down: cash
3 down: Hamburger
4 down: meeting
5 down: tea
7 down: book
10 down: sky
Point out that there are 15 words in the puzzle and so a perfect score
will be 15 points. Ask players to count the number of correct words
and write down the score.
• How do you think the first players to solve the puzzle feel about
their performance?
• How do you think the players who did not solve the entire puzzle
feel about their performance?
• How do you think the first players to solve the puzzle feel about
those who did not solve the entire puzzle?
• How do you think those who did not solve the entire puzzle feel
about those who did?
• What is the impact of other players' performance on your self
image?
• If you enjoy solving crossword puzzles, would that fact have
reduced or increased the impact of other players' performance?
Reveal the secret about two versions of clues. Explain that a few
players received a difficult set of clues. Ask players to read the easy
and difficult versions of clues for the same words.
• How do you think the first players to solve the puzzle now feel
about their performance?
• How do you think the players who did not solve the entire puzzle
feel about their performance?
• How did the knowledge of the two sets of clues affect your self
image?
• How do players' behaviors and feelings reflect similar behaviors
and feelings in the workplace?
• Did your self image suffer damage in the workplace just because
you were slower than your co-workers?
• What is the workplace equivalent of receiving easy and difficult
clues?
• What if the first player to solve the puzzle received a cash prize?
How would that have impacted other players' feelings?
• What if I never revealed the secret about the two versions of the
clues? How would this have affected your self image?
• What if only one player received the difficult set of clues and
everyone else finished solving their puzzles?
• What if we had teams solve the puzzle and one team had the
difficult set of clues and the other teams had the easy ones?
How would this have affected the unity among team members?
Structured Sharing
I'M A ....
I am a(n) _______________ .
After they have done this, ask them to complete the same sentence 10
different ways.
Ask each person to place his or her list (written side down) on a table
and pick up some else's.
Debrief by calling out various categories and asking for examples from
different lists.
Here are some suggested categories:
• ethnicity (hispanic)
• gender (woman)
• profession (trainer)
• race (Caucasian)
• region (Southerner)
• religion (Roman Catholic)
• tribe (Kpelle)
Stress the main learning point that there are more dimensions of
difference than race or national origin.
Featured Activity
IMPROVED SOLUTIONS
You can improve any solution by objectively reviewing its strengths and
weaknesses and making suitable adjustments. In this creativity framegame,
you improve the solutions to several problems. To maintain objective
detachment, you deal with a different problem during each of six rounds and
assume different roles (problem owner, consultant, basher, booster, enhancer,
and evaluator) during each round. At the conclusion of the activity, each
player ends up with two solutions to her problem.
Purpose
Learning Outcomes
• Compare the potential value of two different solutions for handling the
same problem.
Participants
Flow
Brief players. Explain that the game will consist of six rounds and announce
time allocation for each round. Indicate that players will specify a problem in
the first round and let go of it during the subsequent rounds while they are
busy with other problems and solutions.
• What is the gap between the desired state and the current state?
Let me illustrate the steps of this activity by reproducing one of the problem
statements from a recent play of the game: “My name is Russ Powell, and I
am the Director of Customer Service at a Financial Services organization.
Sam, one of the four team leaders who work for me, presents a performance
problem. When we recently collected feedback data using a 360°
questionnaire, six out of ten members of Sam's team rated his
communication style as unacceptable. All these six employees are women.
(The four male members of the team rated Sam's communication style as
acceptable.) I have also heard complaints about Sam's rude behavior from
women employees in other teams. My performance goal for Sam is that all
members of his team, irrespective of the member's sex, rate his
communication style as acceptable.”
Ask for solutions. At the end of the time limit, ask each player to give her
problem description to the next player. (The last player gives her problem
statement to the first player to complete this sequence.) Tell players that
they will play the role of a creativity consultant during this round. Explain the
task by asking players to review the problem description (generated by the
previous player) and write a suitable solution. Encourage players to keep the
suggested solution brief and specific. Discourage them from using such
delaying tactics as asking for additional data or suggesting further analysis of
the problem. Announce a time limit for completing this task.
Here's the solution suggested by the next player: “Send Sam to a training
workshop on cross-gender communications that focuses on skills related to
communicating with women. Also ask Sam to read popular books on gender
differences.”
Ask for critiques. At the end of the time limit, ask each player to rotate her
solution and the problem description to the next player as before. Tell players
that they will play the role of a cynical basher during this round. As the
basher, each player reviews the problem and the suggested solution. She
identifies the weaknesses, limitations, and negative consequences of the
solution and records them in a short critique. Encourage players to ignore all
positive aspects of the solution, accentuate the negative, and avoid
suggesting specific changes to the solution. Announce a time limit for
completing this task.
This is the critique from the next player: “The suggested solution assumes
that Sam has a skill/knowledge problem. It is more likely that his problem is
primarily attitudinal, arising out of a need to maintain a macho image. Sam
will perceive the training workshop as a punishment and a challenge. In
Sam's perception, he probably wants to treat all employees the same,
irrespective of their gender. So he may treat the suggestion as an example
of politically-correct management behavior. Anyhow, most workshops on this
topic merely increase players' awareness levels and don't provide any useful
skills. These workshops are of a generic nature and examples used in them
are likely to be irrelevant to the specific needs of Sam's organization.
Combining the workshop with reading assignments is likely to add to Sam's
frustration and irritation. Most pop-psychology books in this field are written
by charlatans without any empirical basis. Principles and procedures
presented in these books are likely to contradict each other and contradict
what is taught in the training workshop.”
Ask for testimonials. At the end of the time limit, ask each player to rotate
the packet of three items (problem, solution, and critique) to the next player
as before. Tell players that they will play the role of a booster during this
round. As a booster, each player reviews the problem, the solution, and the
critique. She identifies the strengths, virtues, and positive consequences of
the suggestion and records them in the form of a short testimonial. The
booster is asked to overlook all negative aspects of the solution and to avoid
suggesting any specific changes. Announce a time limit for completing the
task.
This is the testimonial from the next player: “I like the double-barreled
approach: a training workshop and popular books. There are many effective
performance-based workshops that can increase Sam's level of awareness
about the impact of his communication style on women. Such a workshop
will also provide useful knowledge about differences in communication styles
between men and women. Most importantly, the workshop will provide skills
practice though low-risk role-playing. There are many popular books that are
both research-based and practical. Some of these books have been on best-
seller lists, suggesting high perceived value.”
Ask for improved solutions. At the end of the time limit, each player
rotates the packet of four items (problem, solution, critique, and testimonial)
to the next player as before. Tell each player that she will play the role of an
enhancer. In this role, she will review the problem, solution, critique, and
testimonial and suggest an improved solution to the original problem.
Announce a time limit for completing this task.
Here's the improved solution from the next player: “Have a coaching
conversation with Sam, presenting a business case and a personal case for
reducing complaints from women employees. Establish a mutual and
measurable goal related to cross-gender communication skills. Let Sam work
out details of how he will reach the goal and demonstrate his achievement.
Offer a menu of several appropriate strategies including training workshops,
books, counseling from the Employee Assistance Program, and discussion
with his team members. Assure Sam of your support but explain negative
consequences of continued complaints from women employees.”
Ask for comparative scores. At the end of the time limit, instruct each
player to rotate these three items to the next player: problem, original
suggestion, and improved solution. (Withhold the critique and testimonial.)
The two solutions should be shuffled a few times before being handed over to
the next player so that there is no indication which one is the original and
which one is the enhanced version. Tell each player that she will play the role
of an evaluator. In this role, she will compare the two solutions and distribute
99 points between them to reflect their relative effectiveness. Announce a
time limit for completing this task.
The next player awarded a score of 34 points for the original solution
(training workshop plus books) and 65 points for enhanced solution
(coaching and other support).
Variations
Lots of players? If you have 12 or more players, organize them into six
teams of 2 to 5 members. Use the same procedure as described above,
except require members of each team to work together to create a single
problem, solution, critique, testimonial, improved solution, and comparative
scores.
Not enough time? Skip the first step. Instead of asking players to describe
a problem, give each player (or each team) a ready-made problem that you
had created earlier. Also skip the last step that requires evaluating and
awarding score points.
Not enough time for a single session? Spread the activity over six
different sessions. Exchange the information packets during each session,
give instructions for the next step, and let participants complete their task at
their own time.
Textra Game
Key Idea
Index Tags
To identify key features of textra games and describe a few typical examples
of this type of game.
Participants
Minimum: 4
Maximum: 100 or more
Best: 12 to 30
Time Requirement
The actual time required for textra games on other topics will depend on the
length and complexity of the reading assignment.
Handouts
• Textra Games Posttest (one copy for each participant. Later, one copy
• Answer key for the test (one copy for each participant)
Flow
Take the test (individually). After 8 minutes, blow the whistle. Take back
copies of the handouts and any notes from the participants. Distribute copies
of the test. Explain that participants will have 6 minutes to select and circle
the best response for each multiple-choice test item. Start the timer and ask
participants to begin working on the test.
Take the test (in teams). Blow the whistle at the end of 6 minutes. Ask
participants to write a four digit number on the top right corner of the test
(and remember this number). Collect the test papers from all participants.
Organize participants into two or more teams, each with two to seven
members. Distribute a new copy of the test for each team. Ask teams to
jointly take the test by discussing each item and selecting the best
alternative. Encourage team members to announce their choices, explain
their reasons, and conduct a logical discussion whenever there is a
disagreement about the best choice. Start the timer.
Score team test responses. After 8 minutes, blow the whistle to announce
the end of the team test period. Ask teams to switch their test papers.
Distribute copies of the answer key (the test with the correct answers
circled), one to each participant. Ask teams to score the other team's test.
Score individual test responses. Blow the whistle and each team to
announce the score. Identify the team (or teams) whose test received the
highest score and congratulate them. Redistribute the individual test papers
that you had collected earlier, one test per participant. Ask each participant
to score the test she received by using the scoring key.
Debrief. Blow the whistle and announce the participant (or participants)
whose test received the highest score. Congratulate these participants. Start
a discussion about the test items that were difficult, confusing, or unclear.
Adjustments
2. Take the test Take back the handouts. Distribute Take the test
individually. copies of the test. individually.
(5 minutes)
3. Take the test Take back the test papers. Organize Work with other team
in teams. participants into teams. Distribute a members and respond to
(7 minutes) new copy of the test for each team. the test items.
Ask teams to jointly take the test.
[Table of Contents]
Handout 2
LEARNING TEAM. Divide the reading assignment into convenient sections and
prepare a set of short-answer questions for each section. Organize the
participants into teams and ask them to study the first section of the
handout. Encourage team members to coach each other and get ready for a
quiz game. Assign all participants to different contest groups so that each
group has a representative from each team. Use the short-answer questions
and conduct a quiz game among the contestants in each group. At the end of
the contest, send the players back to their original teams to combine the
score points earned by each member. Repeat the procedure of cooperative
learning and competitive contests with each section of the handout. The
team with the most combined score points wins the game.
MINING THE LIBRARY. Collect several books on the same topic. Ask participants to
select and read one of the books, looking for six immediately-applicable
techniques. After a suitable pause, ask each participant to find a partner and
share the practical techniques. Now ask each pair to team up with another
pair. Ask each member of this team of four to explain the six ideas from her
partner. Finally, ask each team of four to select the most practical technique
and present it to the entire group.
RIP OFF. This is a textra game for exploring the broad cultural aspects of a
country. Obtain copies of English-language newsmagazines (or newspapers)
from the target country. Separate them into individual pages and distribute
two or three pages to each participant. Ask participants to review the pages
and write down salient cultural characteristics reflected in the news items,
articles, and advertisements. Participants should write these characteristics
on index cards, one item per card. After a suitable pause, collect the cards
from all participants. Organize the participants into teams and give each
team equal-sized piles of cards. Now ask the teams to organize the cards into
suitable clusters and identify the most salient cultural characteristics of the
country. Compare the lists of characteristics generated by different teams.
You can plug in existing handouts, reprints, articles, and books into the
framework of a textra game to create an instant training activity. Textra
games combine the effective organization and independent study of text
materials with the peer support and team learning of games. Different types
of textra games can be used for achieving different types of instructional
objectives. However, don't use these games to compensate for sloppy writing
and don't use review questions that emphasize mindless recall of
meaningless facts.
[Table of Contents]
Handout 3
8. During the quiz game in LEARNING TEAM, each student plays with
____
A. members of other teams
B. members of his or her own team
C. winners of the previous contest
D. any opponent of his or her own choice
10.During the last round of MINING THE LIBRARY, each team presents to
the entire group ____
A. four ideas (one from each team member)
B. a single idea
C. six ideas from each team member
D. six ideas from the team
Recordings Framegame
items.
them.
We invited TGL readers to try their hand at creating their own versions of the
RECORDINGS game. Dave Piltz, one of our loyal readers, sent a copy of the
following checklist that could be easily incorporated in the RECORDINGS frame.
Thanks, Dave, for sharing this effective checklist. (You may learn more about
Dave in the TGL interview published in the April issue.)
A Checklist for INFLUENCING CO-WORKERS WITHOUT AUTHORITY
2. Create a plan that meets the needs of your co-worker so anything she
does for you is outlined in the plan.
3. Present ideas as options and present more than one option at a time.
4. Allow your co-worker to choose an option that works best for her from
the list you generated.
7. Provide data to your co-worker that forms the basis of your request.
9. Ask your co-worker what priority she uses to determine the sequence
in which she works through different projects. Use this information
when presenting options so that they are aligned with your co-worker's
priorities.
14.Thank your co-worker for any help she is willing to provide. Continually
provide positive feedback for being a part of the team.
[Table of Contents]
Hint
Opener
INTRO
At the beginning of my training workshops, I have been trying to avoid
the usual routine of everyone standing up and introducing herself.
However, participants have resisted this innovation and demanded the
traditional introductions. As a compromise, I have added an ending to
the usual ritual to let participants have it their way while I stay faithful
to my principle of interactivity in everything I do. This opening activity
rewards participants who pay attention to other people's introductions
instead of rehearsing what they are going to say.
Purpose
Minimum: 6
Maximum: 30
Best: 10 to 20
Time
Flow
Briefing. Announce that you are going to start the session in the usual
fashion by asking everyone to take turns to stand up and briefly
introduce themselves. Explain that most participants do not pay too
much attention to these introductions. For a change, ask participants
to listen carefully to what other participants say about themselves.
• Who has been a manager for more than 15 years and recently
visited Shanghai?
Online Activity
KARMA
“Enjoy the moment” is a valid piece of advice. “Think of the future” is
another valid piece of advice. KARMA is a PC (that is, Playing Card)
simulation that gives you practice in choosing between these two
guidelines in making a series of decisions.
Purpose
Participants
Minimum: 2
Best: 10 to 20
(Participants are divided into pairs.)
Time
15 to 30 minutes
Supplies
Flow
Conduct the first round. Ask the dealer to shuffle the hand and ask
the decisionmaker to take any card and turn it face up.
Continue the game. Game continues in the same fashion. The value
of any black card less than six is added to the decisionmaker's
enjoyment score for the round. In the case of a temptation card, the
player has the choice of accepting it (which results in adding points to
the score and moving red cards from the stock to the hand) or
resisting it (which results in no addition of points to the score or red
cards to the hand). If there are not enough red cards remaining in the
stock, the player must resist during that round.
Deal with red cards. During any round, if the decisionmaker selects
a red card, its value is subtracted from the decisionmaker's current
total score.
Conclude the game. Game ends after the tenth round. The
decisionmaker's total enjoyment score becomes her score for the
game.
Variations
No one to play with? You can play the game all by yourself by taking
on both roles of the dealer and the decisionmaker.
Don't have a deck of playing cards? Buy a deck (or several decks)
as soon as you can. In the meantime, you can play our automated
version on the computer by visiting http://thiagigroup.com/karma/ .
Structured Sharing
Purpose
Participants
Minimum: 5.
Maximum: 30.
Best: 10-20.
Time
Supplies
• Index cards
• Whistle
Select a role model. Everyone has one or more ideal leaders whom
they have personally met or read about. Ask participants to
individually select a role model who has inspired them. This role model
could be a family member, a school teacher, a boss at work, a captain
of the industry, a political leader, a sports coach, a military genius, a
spiritual mentor, an inspiring writer, a fictional hero, or a prophetic
guide. Ask each participant have a clear mental picture of this leader.
Roleplay the role model. Ask participants to take on the role of the
role model they selected. Ask them to imagine that a young person is
asking this role model for leadership advice. Ask participants to write
on their index card one important piece of advice they would give (in
their assumed role) to this young person. The advice may be about
leadership styles, characteristics, attitudes, behaviors, or skills.
Encourage participants to limit themselves to one or two short
sentences. Pause while participants complete this task.
Exchange the advice cards. Ask each participant to turn the card
with the written side down and exchange it someone else. Repeat this
procedures until all cards have been rapidly and repeatedly exchanged.
Blow a whistle to get participants' attention and ask them to stop the
process.
Read the piece of advice. Ask each participant to read the piece of
advice on the card that they received. Invite them to think about this
piece of advice and how it would help them personally to become a
better leader. Encourage them to think about applying this piece of
advice to their personal and professional life. Pause while participants
do this.
Guess the role model. Ask everyone to think about the piece of
advice for a minute. Then ask them to guess who could be the role
model (leader) who gave this piece of advice. Invite participants to call
out their guesses. Point out that most leaders have similar traits,
perceptions, behaviors, and ideas. Ask the participant who read this
piece of advice to identify the role model specified on the card.
Reconcile the differences. Point out that even though these pieces
of advice contradict each other, it is not as if one of them is correct
and the other one is incorrect. This is because effective leadership
requires a variety of flexible styles depending on the nature of the
situation, the type of the followers, and the personality of the leader.
Discuss the context in which each of the opposing pieces of advice
would be effective.
Adjustments
Don't have enough time? You do not have to read and discuss all
the cards. Conclude the activity whenever you want by moving to the
final step (of personal selection and implementation). After the
session, collect all the cards, type up the pieces of advice, and send
them to the participants.
Continuous Design
Framegame
Purpose
Time
1-2 hours
Supplies
Masking tape
Flow
Divide the team into subgroups using any strategy that makes sense
to you. Ideally, each group should have a minimum of three
participants and a maximum of six. Assign each team a working area
and provide its members with a flipchart and markers.
Introduce the process by presenting the following content in your own
words:
In a few minutes you will develop a shared vision for your team. If you
have ever done visioning exercises before, you may find this approach
to be different from what you are used to. If you have not done
visioning exercises before, this should be a relatively painless process
for you.
Before I explain the process, let us spend a few moments thinking
about all the likely changes that could take place in the world during
the next 5 years.
Ask each team to think of someone who is with the organization today
but who may not be with the organization five years from now. Inform
the team that it will be writing the letter to this person.
Remind teams that a good letter has an opening, a body, and a close.
Write some prompt questions such as these on the flipchart:
Tell the teams that they will have about 25 minutes to write their
letter. Ask the teams to get started.
Choose a team and ask for a volunteer to read the team's letter. After
the letter has been read, ask other participants to call out the major
themes in the letter. Record these themes on a flipchart.
Now ask the members of the team that wrote the letter to respond to
these questions:
Give a round of applause to the team. Ask other teams to take turns to
read their letter. Repeat the same process.
Part 4 - Follow Up
Purpose:
To encourage the participants to make personal statements.
Time:
15 to 20 minutes
Supplies:
• Stimulus cards. These cards contain words or phrases that
the participants talk about. Create your own packet of about
20 cards to suit your participants and your topic.
Participants:
3 to 7. If you have more participants, divide them into roughly equal-
sized groups of 3 to 7 and have the groups play in a parallel fashion.
2. The first player picks up the top card and reads the stimulus
word. This person now has to make a personal statement
related to the word that reveals something about himself or
herself. This statement should not take more than a minute.
People enjoy learning little-known facts (LKFs) about each other. They
also enjoy revealing such facts to total strangers--perhaps because it
makes them feel like celebrities.
Here are some typical LKFs that participants share about themselves:
Time: 20 minutes
Flow
Divide the participants into two equal-sized groups. Collect the cards
from one group (called the confessors) and give them to the other
group (called the inquisitioners), one card per participant, with the
written side down. Warn the inquisitioners not to read the statement in
the card they received.
Ask all participants to stand up. Ask the inquisitioners to hold the index
card against their forehead with the written side showing. Make sure
that the inquisitioner holding the card is not able to read it, but
everyone else is able to. Ask the inquisitioners to walk around the
room, asking different confessors whether the card belongs to them.
LITTLE-KNOWN FACTS - II
Game Designers: Shane Finlay and his teammates.
Time: 20 minutes
Flow
Ask the participants to stand up, walk around, meeting each other, and
share two little known facts about themselves. One of these LKFs
should be the one written on the card.
Ask the participants to remove and hide their name tags and then
work with their teammates to match each LKF card with the person
who wrote it. They should do this by sharing the information they
collected earlier during the walkaround session. (Some LKF cards may
belong to the members of the team itself, simplifying this task.)
After a suitable pause, randomly select one of the teams to present its
report. This team should read the LKF cards, one at a time, and
identify the writer. The team earns 1 point for pointing to the correct
writer and 1 more point for correctly naming the writer. The team loses
1 point for pointing to an incorrect writer or incorrectly naming the
writer. No points are earned or lost if the team confesses its ignorance.
Repeat the procedure with each of the remaining teams. The team
with the most scores wins the game.
Debriefing
The real name of this jolt is PROACTIVE PLANNING, but using that
name will give away the key point that we want players to discover.
Presented as a word game, this jolt lulls lures players to go after
immediate gains in a mindless fashion only to regret the action later.
Purpose
Time
20 minutes (10 minutes for the activity and 10 for minutes debriefing)
Players
Supplies
• One set of 15 tiles (index cards cut in half) for each player
with these letters:
A, A, E, E, G, I, I, M, N, N, O, P, R, S, T
Preparation
The judge will tell you when to start. You have 30 seconds to come up
with a long English word. You cannot use proper nouns (such as names
of people or brand names of products).
When the judge announces the end of 30 seconds, give her or him the
letters that make up the word.
The judge will determine the winner (or winners) who created the
longest word.
The judge will keep the letters and begin the second round.
Secret Strategy
Remember you have to play three rounds. The letters that you use for
the first round cannot be used in future rounds.
For the first round, give the judge a single-letter word: I. You will lose
this round, but you will save 14 of your letters.
During the third round, use the word POINT, a five-letter word. (You
will be left with an unused letter, E.)
For the other contestants, give a suggested list of long words as the
Secret Strategy. Use two or three different words from this list for each
contestant: generations, germination, greasepaint, impersonate,
innermost, insertion, interposing, nominates, migration, omnipresent,
presenting, resignation, and separation
Flow
Form groups and assign roles. Divide players into groups of five or
six. In each group, ask players to identify the person with the fanciest
digital watch. Assign the role of judge to this player. The remaining
players are contestants who compete with one another within their
group.
Find winners of the first round. Ask the judge to identify the winner
in each group who created the longest word. If more than one person
created words of the same length, they are all declared winners.
Get ready for the next round. Ask the judges to gather all the
letters they received from the contestants and put them away.
Emphasize that these letters will not be used in the future rounds. If
any contestant protests, refer back to the instruction sheet.
Conduct two more rounds. Ask the judges to start the round, stop it
after 30 seconds, and collect the long words created by the
contestants. As before, ask the judges to identify the winners.
Find the overall winner. Ask the judges to identify the contestant
who won the most rounds. It is very likely that the contestant who
received (and followed) the secret strategy about playing a single-
letter word during the first round is the overall winner in each group.
Purpose
Participants
Two. Larger groups may be divided into pairs to play the game in a
parallel fashion. If an odd player is left out, the facilitator can play the
game with this person.
Time
Supplies
How To Play LOW, HIGH, MOST Handout. This handout (which includes a
glossary page) summarizes the rules of the game. Make a copy for
each player.
Feedback Table. This table is used for settling disputes during the
game. The table lists each card number and the correct team-
development stage (or stages) associated with it. Photocopy this
handout to provide a copy of this table to each player.
Brief the players. Acknowledge that most players may not have a
complete grasp of the four stages in team development. Explain that
you are going to play a card game that will help them become more
fluent with these stages.
Explain the rules. Distribute copies of the handout, How To Play LOW,
HIGH, MOST. Walk the players through the rules.
Monitor the game. Ask the players at each table to select the first
dealer and begin the game. Walk around the room, clarifying rules and
settling disputes among players as needed.
[Table of Contents]
Handout 1
Object of the game. At the end of each game, you get one point
each for winning
Play the first trick. Nondealer starts the first round by playing any
card from her hand. You follow suit by playing a card of the same suit.
In this case, the player of the card with the higher rank wins the trick.
If both cards are of equal rank, the player of the card with the higher
number wins the trick.
If you are not able to follow suit, you may play a card of the trump suit
and win the trick. Or you may discard (play a card of any other suit)
and lose the trick.
Play the second trick. Winner of the first trick leads a card for the
second trick. Play proceeds as before, with the higher ranked card of
the suit led or the trump winning the trick. (If both cards are trumps,
then the higher ranked trump wins the trick.)
Continue the game. Winner leads a card for the next trick. Game is
continued as before until all five cards are played out.
Conclude the game. The player who won three or more tricks gets a
point. Both players examine the tricks they won and locate the lowest-
ranked card. The winner of the trick with that card gets a point. If
there is a tie for the lowest-ranked card, then the winner of the trick
with the lowest-numbered card wins a point. Similarly, the winner of
the trick with the highest-ranked trick (or the highest-numbered card
in case of a tie) wins a point. The player with two or three total points
wins the game.
Play subsequent games. Take turns to deal the cards. The first
person to win three out of five games wins the match.
Glossary
Dealer. At the beginning of the game, one of players shuffles the deck
and distributes the cards one at a time. This player is the dealer. When
more than one game is played, players alternate being the dealer.
Discard. During the game, playing a card that is neither of the suit
led nor a trump.
Follow suit. Play a card of the same suit as the one that was led by
the other player.
Hand. The set of five cards that each player receives at the beginning
of the game.
High. Scoring one point by winning the trick that contains the highest-
ranked card played in the game. In case of a tie for the highest-ranked
card, the winner of the highest-numbered card scores one point for
high.
Low. Scoring one point by winning the trick that contains the lowest-
ranked card played in the game. In case of a tie for the lowest-ranked
card, the winner of the lowest-numbered card score one point for low.
Nondealer. The person who is not the dealer for this game.
Rank. One of the three attributes of a card. The rank of the card is the
last digit (units digit) of its number. Card ranks range from 0 to 9.
Example: The rank of card 27 is 7. Cards with the numbers 8, 18, 38,
88, and 118 all have the same rank of 8. (See also Suit and Number.)
Stock. Cards that are not dealt at the beginning of the game.
Suit. One of the three attributes of a card. The suit is the category to
which the printed item on the card belongs. Example: Forming (See
also Rank and Number.)
Trick. The cards played by both players during a round of the game.
One person plays a card face up from her hand. The other person
plays a card from her hand in response, following suit if possible. (See
Winning a trick.)
Trump (noun). At the beginning of the game, the dealer turns up the
11th card. The suit of this card determines the trump suit. Any card of
this suit is called a trump.
Winning a trick. Each trick is won by the higher ranking card of the
suit led or the trump. If both cards are of the same suit and rank, then
the trick is won by the card of the higher number.
Every playing card in the GROWING A TEAM deck has three attributes:
rank, suit, and number.
The number of the card is the complete number on the card. The
number of the sample card is 48.
The rank of the card is the last digit of the number on the card. The
rank of the sample card is 8, which is the last digit of 48.
The suit of the card is the stage of the team development process
associated with the statement on the card. This is not directly printed
on the card; you must read the statement and decide which suit it
belongs to. This sample card belongs to the forming suit because the
statement belongs to the forming stage.
It is easy to determine the rank of a playing card: Just ignore the first
digit of the card. So 12, 22, 32, 42, 52, 62, 72, 82, and 92 all have the
same rank (that is, 2). Ranks run from 0 (the lowest) to 9 (the
highest).
[Table of Contents]
Handout2
[Table of Contents]
Handout3
Feedback Table
Card. Suit Card. Suit Card. Suit Card. Suit Card. Suit
[Table of Contents]
Facilitator Job Aid
[Table of Contents]
Pithy Saying
However, like all profound truths, the opposite principle is also true:
There are times when de-emphasizing training objectives has some
powerful advantages:
As a trainer, you are more open to what happens during the session.
You are less likely to disparage learners' questions and comments that
are not aligned with the training objective. You are willing to listen to
the learner, accept her offer, and pursue new avenues.
Jolt
LPPT
Michel Hodges (Blonder Home Accents) sent a nice piece of feedback about
the online activity (Least Preferred Patient Test) that we published in last
month's TGL. Based on Michel's and other reader's comments, we decided
that this activity deserved a face-to-face version.
Key Idea
Index Tags
Purpose
Participants
Any number
Time Requirement
Supplies
Handout, Least Preferred Patient Test (one copy for each participant).
Equipment
patients)
• LCD projector
• Screen
Flow
Give feedback about the first two patients. Ask participants who
selected Patient B. R. as the least preferred patient. If anybody selected this
patient, it is likely they misread the directions and selected the most
preferred patient. Ask them to re-read the instructions and change their
choice if they want to. Show the slide with a picture of this patient. Repeat
the same procedure with Patient S. T.
Give feedback about the third patient. Ask participants who selected
Patient J. T. as the least preferred patient. It is likely that everyone selected
this patient. Show the slide with the cute baby picture. Pause briefly while
participants realize the impulsive assumptions they made.
Debrief. Don't make fun of the participants' “error”. Ask them what makes
the difference between older people and babies who have same behavioral
characteristics. Follow up by discussing these two questions:
• Just because a hospital is well known for its work in geriatrics, does it
Don't have access to a laptop, projector, or screen? Print out the three
Powerpoint® slides. Hold them up for the participants to see. Pass them
around.
[Table of Contents]
Handout 1
Circle the patient you would least enjoy taking care of.
Patient B. R.
B. R. is kind and appreciative. She cannot talk too much, but is otherwise
communicative. She is friendly, fearless, and inquisitive. She looks good and
is relatively self-sufficient. She asks about the nurse's well-being and sleeps
through the night.
Patient S. T.
Patient J. T.
MANAGEMENT
A Reflective Teamwork Activity (RTA) involves participants creating a
checklist and then evaluating their performance by using the same
checklist they created.
Purpose
Participants
Time
Supplies
• A set of five instruction sheets for each group (One for the
manager, one for the assistant manager, and three for
employees)
• A copy of the Task Completion Form (for use by the manager)
Flow
Get ready for the activity. Make sufficient number of copies of the
three Instruction Sheets using the masters provided at the end of this
section. Read through the contents. Underline the topic of Delegation
in the manager's instruction sheet. Underline one of the other four
topics in the assistant manager's and employees' instruction sheets.
Begin the activity. Ask managers to note the time and ask everyone
to get started. Walk around the groups, observing participants in
action, without interfering with their activities.
Debrief the group. Read different Instruction Sheets and point out
that the manager had insufficient time to complete their tasks while
the other members of the group had plenty of free time. Explain that
the focus of the activity was to explore why managers don't delegate.
Handouts
(Use your browser's BACK button to return here after you have looked
at each handout.)
Group Scoop
MEETING MANAGEMENT
Purpose
Time
About 40 minutes. You can easily expand or contract the game to fit the
available time.
Materials
In the following description, the steps of the game are printed in regular
type, while sample segments from an imaginary play of the game are printed
in italics.
Prepare set of cause cards. Before the workshop, prepare a set of cause
cards. Each card should contain a statement about a cause for unproductive
and inefficient meetings. Prepare at least two cause cards for each
anticipated player. If you cannot come up a sufficient number of different
cause cards, use duplicates.
Getting Started. Start the game quickly. When the players are ready, say,
“I'd like to begin right off with a group activity that will help us get to know
each other. It will also allow us to discover why many of our meetings are a
total waste of time.”
Card Writing by Players. Hand out four blank index cards to each player.
Ask them to write a statement about some cause of unproductive and
inefficient meetings. These statements need not reflect the personal views of
the writer; they should represent commonly-held opinions. Give some
sample statements to the group.
The workshop starts at 8:30 a.m., and Sam arrives 5 minutes late. He sees
the others writing busily. Ramona gives him four blank cards and asks him to
write his probable causes of unproductive meetings. Sam thinks for a
moment and comes up with the following:
Distributing Cards. After about 3 minutes, collect cause cards from all
players. Add your prepared cards to this pile. Mix the cards well and give
three cards to each player. Ask players to study the cause and arrange them
according to their personal preference from the most to the least frequent.
Ramona collects the cards from the players and adds her own collection. She
mixes the cards and gives three to each player.
Sam studies the three cards he receives and arranges them in the following
order:
Sam takes his cards to the table and rummages there. He discards two of his
cards and picks up the following:
Swapping Cards. Instruct players to exchange cause cards with each other
to make their hands better reflect their personal opinions. In this phase, any
player may exchange cards with any other player; every player must
exchange at least one card.
Sam goes around the room checking with others. He runs across Vicky, who
has excellent cards, and they decide to team up. The two set out to find
other kindred souls. Peter wants to join them, and they agree, provided that
he drops the card that says, “Unsuitable location.” In a few more minutes,
their team recruits two other players, including Mark. They study the
combined collection and reduce it to these three:
• Inconclusive ending
• Late start
• No follow-up
Preparing a Poster. Ask each team to prepare a graphic poster that reflects
the three final cards. This poster should not include any text. After 5
minutes, ask each team to read its three cards, display its poster, and explain
the symbolism.
After some discussion and debate, the team decides that Sam should be the
artist and the others give him ideas. The final collage shows a group of
Salvador Dali clocks, a line of lampposts stretching beyond the horizon, and
a graph ending abruptly. During the “show-and-tell” period, Peter reads the
three cards and Vicky assists Sam in explaining the poster.
Here’s a ready-to-refer summary of the game. We are calling this job aid a
Game Plan (as suggested by our Austin reader, Karen Bantuveris). Thanks,
Karen!
Write cause cards Distribute four blank index Each participant writes four
(3 minutes) cards to each participant. causes of unproductive and
inefficient meetings.
Distribute cause Mix cause cards from Each participant arranges her
cards (3 minutes) participants with your cards. three cause cards in order of
Give three cards to each personal preference.
participant.
Create posters (6 Distribute flip chart sheets Each team prepares a graphic
minutes) and felt-tipped markers. poster that reflects its three
selected cards.
Present posters (5 Select teams in a random Each team reads its three
minutes) order. cards, displays its poster, and
explains the symbolism.
[Table of Contents]
Structured Sharing 2
GROUP GROPE: The Frame. (How to use the frame to design a structured-
sharing game in 10 minutes)
ADULT LEARNING PREFERENCES by Ida Shessel. Use this game to explore adult
learning principles.
Jolt
MEMORY TEST
Here's a quick jolt that helps participants discover basic psychological
facts about our memory.
You can conduct this jolt with any number of people in about 10-15
minutes. You don't need any special supplies other than paper and
pencil.
Present words. Read the following list of words. Pause briefly between
one word and the next. Do not change the sequence. One of the words
(night) is repeated three times.
• dream
• sleep
• night
• mattress
• snooze
• sheet
• nod
• tired
• night
• artichoke
• insomnia
• blanket
• night
• alarm
• nap
• snore
• pillow
Administer the recall test. Pause for about 10 seconds. Ask each
participant to take a piece of paper and write as many of the words as
he or she can remember. Pause for about 40 seconds.
• Interruptability
• Individualized objectives
Display this list as a polling slide. Ask participants to vote for the
critical feature that they would to receive more information and
explanation.
Project another polling slide asking for the most important feature.
Display the polling results. Comment on the choices. Provide data from
actual surveys, if necessary. Discuss the relative importance of each
feature.
Project another polling slide with the same list of features. Ask the
participants to vote for the most difficult feature to achieve.
Display the polling results. Comment on your views and survey results.
Present suitable strategies and short cuts for achieving the desired
feature.
In my session I could have asked for votes for the most interesting,
counter-intuitive, ridiculous, or controversial.
Structured Sharing
NEGOTIATION MAPPING
by Regina Rowland
In their wonderful book Mapping Inner Space (Second Edition), Nancy
Margulies and Nusa Maal write “Because pictures tell more than words,
mapping opens pathways to emotional empathy. In one long-term dispute,
when feuding coworkers mapped their conflict, barriers came down, opening
communication between them as they recognized the emotional impact of
the dispute and connected on a more personal level. After listening and
sharing maps, each of the parties saw the world from the perspective of the
other, in a larger context, making resolution more likely.”
Here's a graphics game adapted from the book.
Purpose
Participants
6 to 20
Time
50 minutes
Materials
Perparation
Prepare a sample map to demonstrate the visual technique. (You may want
to use this sample map (48KB) about mind mapping.)
Flow
Explain the goal. Emphasize that this activity will provide a viable solution
to a conflict.
Instruct participants to work individually. Provide supplies and show the
sample map (102KB). Ask participants to work individually and complete the
following tasks:
• Name the problem issue and draw a symbol of it in the center of the
sheet.
think of (go for quantity), and connect branches from the center as
shown in the sample map, one for each advantage and disadvantage.
Name each branch with a suitable label (the shorter the better). Use
different colors for the center, the advantages, and the disadvantages.
• Tap into your emotional image bank and draw symbols in addition to
A Sample Application
Roleplay
NONVERBAL VIOLATIONS
by Stella Ting-Toomey
Purpose
Participants
Two or more, divided into pairs. (You may have one or more triads to
accommodate all participants.)
Time
10 - 15 minutes.
Supplies
Format
Procedure
• Come to the space in the middle and pair up with a friendly face.
• Have an enjoyable conversation, planning for a Diversity
Appreciation Day at your workplace.
• The facilitator will be walking around and giving you a slip of
paper with confidential information.
• Please scan the paper slip and incrementally dramatize the
specific nonverbal behavior. Do not share your confidential
information with your partner.
• You'll have about 10 minutes for your conversation.
[Table of Contents]
Handout 3
Nonverbal Violation Slips
Each slip of paper contains two instructions. Each set contains
separate instructions for the two members of each pair. Make as many
copies of these sets as needed to accommodate all participant pairs.
Set 1
Set 2
• You like to use prolonged, direct eye gaze to signal respect for
your partner.
• You like to touch your partner's arm from time-to-time to signal
approval for a good idea.
• You like to touch your own earlobes (sometimes with left hand &
sometimes with right hand) frequently to signal attentive
listening.
• You like to sigh loudly to signal your approval and great
contentment of the conversation.
Set 3
• You like to fold and unfold your arms constantly to process the
important ideas in the conversation.
• You like to stand still and shift your weight from the left leg to
the right leg to follow the rhythms of the conversation.
Thought Experiment
NOT FAIR!
I am going to debrief you about an intense emotional experience from
your past.
If you recall a lot of such incidents, select the most intense one. If you
feel that you were never treated unfairly, you are in a state of denial.
Reach back further into your childhood and find something bad that
happened to you.
Now think about this question: How would you feel if this type of unfair
incident happened to you every day of your life?
Roleplay
OBJECTIONS
I designed this game for an annual meeting with hundreds of sales people.
My challenge was to provide a fast-paced activity for a slightly jaded group
whose members were convinced that they had nothing more to learn.
Key Idea
Index Tags
Participants
16 - 300
(Participants are divided into two groups. Each group is divided into teams of
four to seven.)
Time Requirement
25 - 45 minutes
Room Setup
This is a stand-up activity. Remove all chairs and other furniture from the
room (or move them to the sides, next to the walls).
Supplies
• Timer
• Whistle
• Pieces of paper
Flow
Divide participants into two groups of equal size. Ask participants from
one of these groups (“Group A”) to temporarily turn their name tags upside
down (or remove them) so they can easily recognize members of their own
group.
Assign brainstorming tasks. Ask members of Group A to organize
themselves into teams of four to seven. Ask each team to brainstorm several
objections that customers frequently have. After a brief discussion, ask
members of each team to select one objection that they want to use. (Group
A may end up with several objections, but members of each team will have
the same objection.)
Conduct the first round of conversations. Explain that during the next 5
minutes, members of Group A will repeatedly team up with different
members of Group B and hold a brief conversation. This conversation will
begin with an objection from the Group A member and an immediate
response from the Group B member. This conversation must be realistic and
must not last for more than 30 seconds. The Group A member may conclude
the conversation any time she wants and pair up with another Group B
member to repeat the process. These conversations are repeated for a total
of 5 minutes.
Simultaneously to the above, explain that Group B members will play the role
of customers with different objections. Ask members of Group B teams to
recall different objections they heard, brainstorm some more, and select a
common objection for use during the next round of conversations.
Conduct the second round of conversations. Explain that for the next 5
minutes, you will conduct another round of conversations, similar to what
happened during the first round. However, during this round, members of
Group B will initiate the conversations with an objection. As before,
participants will repeatedly pair up with a member of the other group and
hold a short conversation that begins with the objection.
Conduct a debrief. Ask all participants to return to their teams and recall
their earlier experiences. Ask each team to come up with a list of five
different objections and five practical principles for effectively responding to
all types of objections.
1. Form two Divide the total group into Become a member of Group
groups (3 two halves. Ask one group to A or Group B.
minutes). turn their name tags upside
down.
Structured Sharing
ONE, TWO, AND MORE is a flexible structured sharing activity for exploring
different topics using different sets of questions. A unique feature of
this activity is answering each question in three different modes:
individual, pairs, and in teams.
Purpose
Participants
Minimum: 6, Maximum: 30
Time
Supplies
Preparation
Flow
Ask the first question. Project a slide with this question or write it on
the flipchart.
In our session, the first question was, “What things are we doing
exceptionally well in satisfying our customers?”
Assign teamwork. After the time limit has expired, ask participants
to check their cards again. Ask them to form teams with people who
have the same letter. (In our session, participants formed two teams
of three people each: A1, A2, A3 and B1, B2, B3.) Invite team
members to share information from their previous paired discussions
and to discuss the same question one more time. Announce a time
limit of 7 minutes. Encourage team members to use the flipchart (if
available) or paper and pencil for taking notes.
Conclude the session. Briefly recap the topic and the three
questions. Invite participants to recall sample responses to each of
these questions. Thank participants and encourage them to apply their
conclusions from this activity.
Debriefing
Adjustments
Use the table below for creating cards for pairing and teaming.
Number of Number
Cards Number
Participants of Pairs of Teams
Textra Game
OPEN BOOK
OPEN BOOK is a quiz game that helps participants become familiar with
the structure and organization of a reference manual. During the first
phase of the game, individual participants review the manual and
prepare 10 questions. During the second phase, participants form into
teams and select their five best questions. During the third phase, you
conduct a quiz program using these questions and some others that
you have prepared earlier.
Participants
Time
40 minutes
Supplies
Preparation
Flow
Assign the individual task. Tell participants that they have a 10-
minute “survey” assignment. During this time, they should review the
manual and figure out the structure. Participants do not have to read
about any specific topic in detail or memorize any information.
However, they should be thoroughly familiar with the organization of
manual so they can efficiently find answers to questions.
Organize new teams. At the end of 10 minutes, blow the whistle and
ask participants to stop reading and writing. Ask participants to
organize themselves into teams of four to six people.
Assign the team task. Ask the members of each team to share their
question cards, remove duplicate questions, and select the five best
questions. Announce a 5-minute time limit.
Get ready for the quiz show. Blow the whistle and collect the five
question cards from each team. Tell participants that you are going to
conduct a quiz show using the question cards they generated, along
with a few additional questions that you prepared. This will be an
open-book quiz and whichever team locates the correct information
first will give the answer, reading from the document or paraphrasing
the information.
Conduct the quiz show. Read the first question. Identify the person
who stood up first. Listen to the answer. Listen to any challenges.
Award score points. Update the flip-chart score board. If necessary,
discuss the answer and clarify any misconceptions. Repeat the
procedure, and continue for 10 minutes.
The game described below uses a dollar bill. You can play the game
with any two-sided object that can be conveniently held in your hands.
This object should have approximately equal amounts of information
on both sides: You cannot use a picture postcard because one side
contains a skimpy amount of information compared to the other.
However, you can use two picture postcards pasted to each other. You
can also use a credit card, a quarter, a double-sided brochure, a
playing card (with a picture on its back), a page from a menu, or a
canceled check.
You can also use the game to train people about key features of the
object. Example: training bank tellers to recognize the features of a
100-dollar bill so that they can recognize counterfeits.
3. Ask one member of the pair to hold up the dollar bill by its
narrower edges so that each player sees a different side. It
is important that neither player can see the other side.
7. Explain how the game ends. The player who reaches the
total score of 5 points first wins the game.
8. Let the game begin. After a few rounds, suggest that if the
hands that are holding up the dollar bill are getting tired, the
other player may take a turn to be the bill-holder (keeping
the same sides of the bill facing the same players).
9. To repeat the game, ask the players to turn the dollar bill
around for the next round. Or, ask the players to use a $100
bill or some other convenient object.
Cash Game
PERSUASION
This is the most expensive of my cash games for training purposes because it
requires you to give away $100. However, the instructional and motivational
effectiveness of the activity are definitely worth the cost. Many participants
claim that they have never been as intensely involved in a training activity as
in this one.
Key Idea
Participants come up with ideas for spending $100 from you. They work
individually and in teams to persuade their own team members, individual
members of other teams, and the entire group.
Index Tags
Purpose
Participants
Minimum: 4
Maximum: 50
Best: 25-35
Time Requirement
30 to 60 minutes.
Room Setup
Arrange the room to seat teams around tables. Leave plenty of space for
participants to walk around, pair up, and talk to each other.
Flow
1. Display a $100 bill. Pass the bill around so participants can verify that it
is the genuine article.
2. Individual brainstorming. Explain that any participant can win the $100
if she (or her team) comes up with the most popular idea for spending it. Ask
each participant to independently and silently think of an idea for spending
the $100 that would appeal to most others in the room.
4. Select team idea. Ask each team to discuss different ideas for spending
the $100. Ask teams to select the most appealing idea suggested by its
members.
5. Announce team selections. Ask each team to briefly explain its selected
idea for spending the $100.
10. Poll individuals. Distribute blank index cards to all participants. Ask
each participant to secretly write the number that identifies the most
appealing idea presented by other teams. Emphasize that participants must
not choose the idea presented by their own team. When completed, collect
all the index cards.
11. Count the polling results. Give the index cards to a couple of
participants and ask them to separate them by different numbers. While they
are doing the vote tallying, keep the other participants engaged by asking
each participant to make a prediction of which ideas will be the most popular
and which one will be the least popular. After a suitable pause, ask
participants to share their predictions with other members of their team.
12. Announce the results. Announce the number of votes received by each
idea, beginning with the least popular idea. Finally announce the winning
idea and congratulate the team that presented the idea. Give the $100 to the
team to implement their idea.
• Who originally proposed the idea that ended up as the winning idea?
How much of the credit goes to this person? How much of the credit
goes to her team members?
comparison with the other ideas? Are these features related to the
basic values of the idea or to the way it was presented?
• Did you become emotionally attached to your idea? What made you
• Did you modify your team's idea at the end of individual persuasion of
other team members? Was the modified idea a drastic change or just a
minor adjustment?
appealing?
own team? How do they differ from strategies used for persuading
members of other teams?
• What strategies did you come up with for making your 30-second
presentation? How did these differ from the strategies that you used
earlier during one-on-one conversations?
• If you were permitted to, would you have voted for your own team's
idea? How much does loyalty and ownership influence your choice?
• What did you learn from this activity about persuading people?
• Which strategies from this activity can you apply to writing an email
• If the endowment was $1,000 instead of $100 how would your level of
• If the endowment was $10 instead of $100 how would your level of
• What are some sample ideas that appeal to individual greed? What are
Participants
Step Facilitator
1. Excite Hold up a $100 bill. Pass it Make sure that the $100 bill is
participants. around. genuine.
(1 minute)
3. Form teams. Organize participants into 3 Join the team and introduce
(3 minutes) - 7 teams, each with 3 to 7 yourself to other team members.
members.
4. Select team Ask each team to discuss Explain your idea and try to
idea. different ideas for spending persuade your teammates that
(3 minutes) the $100 and select the this idea is likely to appeal to
most appealing one. most people in the other teams.
Listen to other people's
statements and help select the
best idea for the team.
7. Modify the Ask participants to return to Share different ideas that you
team's idea. their seats, conduct a heard from members of the other
(5 minutes) discussion, and modify their teams. Discuss and decide how to
team's idea to increase its revise and improve your team's
appeal. idea.
8. Prepare Ask each team to prepare a Discuss the key points related to
presentation. persuasive presentation of the team's idea. Prepare an
(5 minutes) its idea for spending the outline and decide who will make
$100. Also ask them to the presentation.
come up with a title for
their idea.
Structured Sharing
PERSUASION
At the recent annual conference of the International Simulation and
Gaming Association (ISAGA) in Munich, I facilitated a general session
on conducting activities with large groups.
Purposes
Participants
Time
20 to 60 minutes.
Preparation
Design a questionnaire that contains the two topics and the two
positions for each.
Create Role Assignments. Prepare role assignment sheets for each
of the four choices in the questionnaire. Give instructions for assuming
a specific position related to one of the topics and persuading others to
that position. Print each of the four different role assignments on
paper of a different color.
At the ISAGA conference, I did not have time to print the role
assignments as handouts. Instead I created PowerPoint® slides and
displayed them on the screen.
Here are the four role assignments based on the ISAGA questionnaire:
Role Assignment 1
Assume this position with respect to the name of the organization. Set
aside your personal position if this position is different from yours.
Role Assignment 2
Assume this position with respect to the name of the organization. Set
aside your personal position if this position is different from yours.
Role Assignment 3
Assume this position with respect to the name of the organization. Set
aside your personal position if this position is different from yours.
During the activity, your mission is to persuade others to take this
position.
Role Assignment 4
Assume this position with respect to the name of the organization. Set
aside your personal position if this position is different from yours.
Supplies
Flow
Persuade others. At the end of the assigned time, blow a whistle and
announce the end of strategy-development time. Ask participants to
meet people from the other areas of the room on a one-on-one basis
and try to persuade them to accept their position. Suggest that
participants should meet with others who were working on a different
topic before trying to persuade people with the opposite point of view
on their own topic. Encourage participants to have a conversation
rather than just delivering their message and moving away in search
of the next listener. Announce a suitable time for this phase of the
activity.
Debrief the results. Announce the pretest results related to the first
questionnaire item in terms of the number of people selecting each of
the two choices. Ask participants to predict whether this distribution
would have changed in the posttest. Encourage participants to make a
guess and to share their reasoning. Announce the actual posttest
results for the first item. Conduct a discussion of the differences (or
the lack of differences) between the pretest and the posttest. Repeat
the procedure with the other item.
Debrief the process. Ask participants to think of the strategies that
they used to persuade others. Conduct a discussion on the persuasion
process using these types of questions:
• Did you use the same strategy to persuade everyone or did you
modify the strategy from one person to the next? If you changed
your strategy, what were the reasons for doing so?
• Did you stay with the original strategy developed by your group
or did you change it? If you changed the strategy, why did you
do that?
• Was your pretest choice different from the role that was assigned
to you? How did this difference impact your strategy?
• If you had to convince others of a position that was different
from your initial position, did you end up changing you own
mind?
• What different types of strategies did other people use to
persuade you? Which of these strategies were effective? Which
ones were ineffective?
• Did you ever try to persuade someone who had the opposing
point of view on the same topic as yours? If so, what strategies
did you use? What were the results?
• Did you have a real conversation with the other people you met?
Did you actively listen to their message?
• Did you change your choice on the other topic between the
pretest and the posttest? If yes, what persuaded you?
• Did you meet two different people who had the opposite points
of view on the other topic? Which of the other two did a better
job of convincing you?
• If we used just one topic and assigned opposing points of view to
equal numbers of participants, how would that have changed the
nature of this activity?
PILE-UP
by Lorraine Ukens
Objectives
Team Size
Time
Thirty minutes.
Materials
• Twenty different playing cards and one envelope for each team.
• Flip chart and marker.
Preparation
For each participating team, randomly select twenty playing cards and
place them in an envelope.
Process
Variation
Rather than giving each team a random set of playing cards, give each
team a duplicate twenty-card set. You can decide to have each group
arrange the cards in the 5 x 4 pattern, or you can supply all teams
with the same pattern arrangement which you will display or
distribute.
Discussion
[Table of Contents]
THREE SETS
In the July 2004 issue of PFP we discussed the advantages of two-
person training games and presented detailed instructions for a card
game called TRUMPS. In the August issue, we presented another two-
person card game, called GINNY.
Here's a third card game, called THREE SETS. This game also deals with
the stages in team development. It uses the same deck of
classification cards.
Team Development
Purpose
Participants
Two. Larger groups may be divided into pairs to play the game in a
parallel fashion. If an odd player is left out, the facilitator can play the
game with this person.
Time
Supplies
How To Play THREE SETS Handout. This handout summarizes the rules of
the game. Make a copy for each player.
Feedback Table. This table is used for settling disputes during the
game. The table lists each card number and the correct team-
development stage (or stages) associated with it. Make a copy for each
player. (For your convenience we have duplicated this from the July
issue of PFP.)
Brief the players. Acknowledge that most players may not have a
complete grasp of the four stages in team development. Explain that
you are going to play a card game that will help them become more
fluent with these stages.
Explain the rules. Distribute copies of the handout, How To Play THREE
SETS. Walk the players through the rules.
Monitor the game. Ask the players at each table to select the first
dealer and begin the game. Walk around the room, clarifying rules and
settling disputes among players as needed.
[Table of Contents]
Handout 1
Assemble Sets. Study the nine cards in your hand and arrange them
into three sets of three cards each. The object of the game is to create
higher-status sets. Here are the three possible types of sets arranged
in descending order of status:
• Triplet: All three cards in this set belong to the same suit (for
example, all three cards belong to the Storming stage in the
team development process). A triplet is the highest-status set. It
beats all other types of sets.
• Pair: Two of the three cards in this set belong to the same suit
and the third one belongs to a different suit. Example: Two cards
belong to the Performing stage of the team-development
process, and the third card belongs to the Forming stage. A pair
has lower status than a triplet and higher status than a diff
(explained below).
• Diff: All three cards in this set belong to different suits.
Example: One card belongs to the Norming stage of the team-
development process, another card belongs to the Storming
stage, and the third card belongs to Performing stage. A diff is
the lowest-status set. It loses to the other two sets.
The nine cards in your hand can be arranged into different types of
sets. It is important for you to try to maximize the status of your sets.
Reveal the first set. You select one of your sets and place it face
down on the table. Your opponent does the same. Both of you now
turn your sets face up. Whoever has the higher-status set scores one
point for this round.
Break the tie. If both you and your opponent have the same type of
set, use this rule: The player with the card of the highest value
(among any of the three cards) scores the point.
Reveal the second set. Repeat the procedure with the second set
from your hand. As before, whoever has the higher-status set scores
one point for this round.
Reveal the third set. Repeat the procedure with a third set from your
hand. As before, you or your opponent score a point, depending on
who has the higher-status set.
Determine the Winner. The player with the most points wins the
game.
Play the Game Again. Play the game again using the same
procedure. You may want to play a total of five games to decide who
wins the match. Alternatively, you may play the game until one person
scores a total of ten or more points.
Try these Variations. For a more challenging game, try the four- or
five-card set variations described below:
With four-card sets, there are five possible sets, arranged below in
descending order of status:
• Quad: All four cards in this set belong to the same suit.
Example: All four cards belong to the Performing stage in the
team-development process. A quad is the highest-status set,
beating all other types of sets.
• Double Pair. Two of the four cards belong to one suit and the
other two belong to another suit. Example: Two cards belong to
the Storming stage of the team-development process and the
other two belong to the Norming stage. A double pair is the
second highest-status set. It beats a triplet, a pair, or a diff. But
it loses to a quad.
• Triplet: Three of the four cards belong to the same suit while
the fourth card belongs to a different suit. Example: Three cards
belong to the Storming stage in the team development process
while the fourth card belongs to the Performing stage. A triplet is
the third highest-status set. It beats a pair or a diff, but it loses
to a double pair or a quad.
• Pair: Two of the four cards in this set belong to the same suit
and the other two belong to two other suits. Example: Two cards
belong to the Performing stage of the team-development
process, the third card belongs to the Forming stage, and the
fourth card belongs to the Storming stage. A pair beats a diff,
but it loses to a triplet, a double pair, or a quad.
• Diff: All four cards in this set belong to different suits. Example:
One card belongs to the Norming stage of the team-development
process, another card belongs to the Storming stage, the third
card belongs to Performing stage, and the fourth card belongs to
the Forming stage. A diff is the lowest-status set and it loses to
any other type of set.
Break the tie. If both you and your opponent have the same type of
set, the set with the card of highest value wins (as with three-card
sets).
Five-card sets are somewhat similar to poker hands. Here are the six
possible sets, arranged in descending order of status:
• Quint: All five cards in this set belong to the same suit.
Example: All five cards belong to the Performing stage. A quint is
the highest-status set, beating all other types of sets.
• Full House: Three cards in this set belong to one suit and the
other two cards belong to another suit. (This is a combination of
a triplet and a pair.) Example: Three cards belong to the
Performing stage and the other two cards belong to the Storming
stage. A full house is the second highest-status set. It loses only
to a quint.
• Quad: Four cards in this set belong to the same suit and the
fifth one belongs to a different suit. Example: Four cards belong
to the Performing stage and the fifth card belongs to the
Norming stage. A quad is the third highest-status five-card set,
beating a double pair, a triplet, or a pair. It loses to a full house
or a quint.
• Double Pair: Two of the five cards belong to one suit, another
two belong to another suit, and the fifth card belongs to a
different suit. Example: Two cards belong to the Storming stage,
two others belong to the Norming stage, and the fifth card
belongs to the Performing stage. A double pair beats a triplet or
a pair. It loses to a quad, a full house, or a quint.
• Triplet: Three of the five cards belong to the same suit while the
other two belong to two different suits. Example: Three cards
belong to the Storming stage while the fourth card belongs to
the Performing stage and the fifth card belong to the Norming
stage. A triplet beats a pair. It loses to a double pair, quad, a full
house, or a quint.
• Pair: Two of the five cards in this set belong to the same suit
and the other three belong to three different suits. Example: Two
cards belong to the Performing stage, the third card belongs to
the Forming stage, the fourth card to the Storming stage, and
the fifth card to the Norming stage. A pair is the lowest-status
five-card set. It loses to a triplet, a double pair, a quad, a full
house, or a quint.
(In case you are curious, you cannot have a five-card diff because
there are only four suits.)
Break the tie. If both you and your opponent have the same type of
set, the set with the card of highest value wins (as with three-card
sets).
Optional Rules
Use of the Feedback Table. When you are a beginning player, you
may refer to the Feedback Table whenever you want. Later, when you
have become familiar with the four stages of team development, you
should play the game without using this “cheat sheet”.
Strategy
Remember that the object of the game is to score two or more points
by playing the highest-status set during each round. A lot of bluffing is
involved in deciding when to play your weak set or strong set.
[Table of Contents]
Handout 2
[Table of Contents]
Handout 3
Feedback Table
Card. Suit Card. Suit Card. Suit Card. Suit Card. Suit
[Table of Contents]
Opener
Purpose
To provide a preview of the session and some advice on how to get the
most out of it.
Participants
Any number.
Time
15 to 30 minutes
Supplies
Flow
Let's pretend that one of your friends has gone through this training
session earlier. You send her an e-mail note asking for her comments
on the session and advice on how to get the most out of it. She sends
you a postcard.
Closer
POSTCARD TO A FRIEND
Here's a closer that encourages participants to recall what happened in
the session and to come up with second thoughts about how they
could have benefited more. It also creates useful materials for an
interesting icebreaker.
Purpose
Participants
Any number
Time
15 to 30 minutes
Supplies
Flipchart paper
Flow
Imagine it's three months ago, and you received an e-mail note from a
friend indicating that she's going to attend this training session. She is
curious about your experiences with the session and wants your advice
on how to get the most out of it. You are ready to respond to her by
sending her a postcard.
Create joint postcards. Ask each team to write a joint note to the
imaginary friend using large letters on a sheet of flipchart paper
positioned horizontally (landscape format). Announce a 5-minute time
limit.
POTATO POWER
by Deb Calderon
Purpose
Participants
Any number
Time
15 - 30 minutes
Supplies
• Plastic straws
• Medium-sized potatoes that are not too old
Procedure
Make your point and talk about what the potato represents.
Demonstrate the activity:
Have everyone in the group try it. Emphasize that a finger or thumb
should be covering the opening at the top end of the straw.
Explanation
Here's the science behind this demonstration: The straw is very strong
along its length. The width is not as strong and can be easily bent or
broken. When you ram the straw with all your force, it cuts into the
potato with its sharp edge and goes straight through. Your forceful
movement gets the task done before the straw has a chance to bend.
Precaution
You don't want to push this straw into your leg or any other part of
your body. So stay out of the way of the straw's path.
Presentation Tips
Focused energy. When all your efforts are focused in one place, you
can cut through problems.
Strategy. Potatoes are big and straws are small. However, if you know
where and how to strike, you can beat the competition.
Presentation Tips
Add fun, humor, and energy by asking everyone to yell out the same
power word as they push the straw through the potato.
Conclude the session with this piece of advice: “Be careful not to carry
a concealed straw. It's a dangerous weapon.”
[Table of Contents]
Debriefing
Flow
Explain the SPAM procedure. Give these instructions (in your own
words) to participants:
Email is ubiquitous. During the past 3 months, I have not met any
participant who does not have an email address. If I do, I am ready
with stamped postcards to conduct a snail-mail version of the same
game.
Structured Sharing
POTENT POETRY
by Sonia Ribaux
I've been really enjoying playing with my Magnetic Poetry set. I
thought that this would be fun to use in an instructional setting. I think
that people are intrigued by poetry because most of us can't write it.
Here are a few ideas on how to incorporate poetry in your course.
It's very easy to make your own set of poetry cards. You need
approximately 200 cards. A 2 by 4 inch format works well. Customize
the cards so that words related to your topic are well represented.
Below is a recipe for the type of words to include on the cards, the
number of words, and some examples. All numbers are approximate.
Verbs (30): create, stimulate, explore, lead, frolic, be, is, lift,
explode, to love, write, show, call, talk, jump
Prepositions (10): at, from, with, up, across, under, over, with, for,
of, by, beside, next
Pronouns (10): who, which, what, it, she, he, it, I, you, they, this,
that, any, his, her, none, anything, some, every
Suffixes (10): -s, -ed, -ing, -es, -ness (these can be repeated)
There are many different ways to use the poetry cards. Here are a few
ways to incorporate poetry in any instructional situation.
Review. Ask each team of 4-5 people to create a brief poem that
summarizes what they have learned in the training as a whole or on a
particular topic. Debrief by having a poetry reading. Let the
participants explain the meaning of their poem.
Team Building. Ask teams to use the cards to write a poem or slogan
to express their team's spirit. Post the poem on the walls.
Textra Game
PROVERBS
Miguel de Cervantes said, “A proverb is a short sentence based on long
experience.”
All cultures, languages, and nationalities have encapsulated their core values
in collections of proverbs. I enjoy locating these proverbs and using this
activity to observe similarities and differences among basic cultural values.
Key Idea
Index Tags
Purpose
Minimum: 2
Maximum: 30
Best: 5 to 15
Time Requirement
20 to 45 minutes
Handouts
Preparation
Create proverb cards. Print or write each proverb from the handout on a
separate card. Make a duplicate copy of each proverb card.
Flow
Participant Proverbs
1 1 and 2
2 2 and 3
3 3 and 4
4 4 and 5
5 5 and 6
6 6 and 7
7 7 and 8
Call for first pair of presentations. After a suitable pause, randomly select
one of the proverbs from the list. Read this proverb (or display it on the
screen). Ask the two participants who received cards with that proverb to
take turns and make their presentations.
Continue the activity. Repeat the procedure with other randomly selected
proverbs.
Conclude the activity. If you have a large group, it is not necessary that
you must invite every participant to make a presentation. After a few paired
presentations, invite participants who have important insights to share to
make their presentations. Conclude the activity by distributing a copy of the
handout, Proverbs from Around the World to each participant. Encourage
participants to read and reflect.
Adjustments
1. Distribute Give two proverb cards to Receive the cards and read
proverb cards. (2 each participant. Also make the proverbs.
minutes) sure that each proverb is
given to two different
participants.
3. Call for first pair Randomly select a proverb If you are one of the
of presentations. and announce it to the selected participants, make
(5 minutes) participants. Invite two the presentations. Other
participants to take turns to participants, listen to these
make their presentations. presentations.
5. Continue the Repeat the previous two Repeat the previous two
activity. (10 steps. steps.
minutes)
[Table of Contents]
Handout
1. A leaky house may fool the sun, but it can't fool the rain. — Haitian
7. By the time the fool has learned the game, the players have dispersed.
— Ashanti
8. Do not look where you fell, but where you slipped. — Chinese
10.Give me a fish, I have food for the day. Teach me how to fish and I will
have food for every day. — Egyptian
12.If it's work, do it fast. If it's food, eat it little by little. — Ilocano
13.It is the calm and silent water that drowns a man. — Ashanti
14.It's no time to go for the doctor when the patient is dead. — Irish
16.Pull a mountain by tying a hair to it. If you succeed you will get a
mountain; if you lose you will only lose a hair. — Tamil
19.Tell me who you hang out with and I'll tell you who you are. — Spanish
20.The first day you meet, you are friends; the next day you meet, you
are brothers. — Afghan
24.What is bad luck for one man is good luck for another. — Ashanti
25.What the eyes do not see the heart does not feel. — Spanish
29.You can find out if a pot of rice is cooked by testing a single grain. —
Tamil
30.You will never plow a field by turning it over in your mind. — Irish
QUESTION CARDS
A textra game maximizes the learning from handouts and job aids.
This type of game reinforces a reading assignment with peer pressure
and peer support. QUESTION CARDS is a textra game that ensures
that the participants read a handout for details and recall these details
later.
After a suitable pause for studying the handout and preparing the
question cards, organize the participants into groups of four to seven.
Ask each group to mix up the question cards from its members and
exchange the whole pile with another group.
After the exchange, ask the group to place the cards in the middle of
the table, question side up. The first player reads the question on the
top card, without removing it from the pile. Within 10 seconds, this
player gives an answer. Any player may challenge by giving a different
answer.
It is now the turn of the next player to read the question on the next
card and continue the game as before. The card pile may contain
duplicate questions or questions that are similar to previous ones. This
introduces an interesting element of chance to the game.
The game comes to an end when the group runs out of the question
cards. (Alternatively, you can stop the game at the end of a
prespecified period of time.) The player with the most cards wins the
game.
Jolt
QUICK CHANGE
This opening activity works well for topics that deal with the challenges of
change. It is adapted from an activity developed and used by Crestcom, a
management and leadership development company.
Purpose
Time
10 minutes
Participants
Any number
Equipment
• Countdown timer
• Whistle
Flow
Identify one partner as “A” and the other partner as “B”. For example “A”
could be the person who has worked for the company the longest.
Say:
Say:
Partner “B”, in the next 60 seconds, see if you can identify the 5 things that
partner “A” changed.
Announce when time is up, congratulate the participants and instruct the
partners to return to the back-to-back position.
Say:
In the next 60 seconds, partner “A” change 5 more things about yourself.
Say:
Partner “B”, in the next 60 seconds, see if you can detect the 5 additional
changes made by partner “A”.
Announce when time is up, congratulate the participants, then instruct the
partners to return to the back-to-back position.
Say:
By this time, the participants usually start to groan and indicate that they do
not want to participate any longer. Calm the participants, then ask them to
return to their seats and begin the debrief.
Debrief
Change as removal
• When asked to make changes, how many of the “A's” removed items
(such as belt or tie)? Why did most of you choose to remove things
rather than add things?
• How did you feel when I asked you to make changes the third time? I
• How does this relate to the workplace when we ask our employees to
• Right now, how many of the “A's” have already changed back to how
Framegame
RESPONSE CARDS
Many trainers use this standard method: They ask a question and jot
down key points from participants' responses on a flip chart. Then they
make comments, correct misconceptions, and present additional
information. This approach is definitely more interesting and effective
than a straight lecture. But it does not encourage all participants to
participate.
Textra Game
REVIEW ROULETTE
Textra Games combine the effective organization of well-written
documents with the motivational impact of interactive strategies.
Participants read a handout and play a game that uses peer pressure
and support to encourage recall and transfer of what they read.
Purpose
Participants
Time
20 - 45 minutes
Supplies
FLOW
Briefing
Generating Questions
Organize participants into teams. After the study time has elapsed,
blow a whistle. Assign participants to different teams. Each team
should have five to seven members. It does not matter if some teams
have one more player than the others.
Time the activity. Announce a 10-15 minute time limit for writing
questions. At the end of this time, blow the whistle to stop the activity.
Distribution Of Question Cards
Add bonus instructions. Ask each team to select any six question
cards and write “Take an extra turn!” on the answer side of the card,
below the answer.
Add bad-luck cards. Ask the teams to write, “Lose your turn!” on
both sides of six blank cards and add them to the set of question
cards.
Prepare question-card sets. Ask each team to make sure that all
the cards are arranged with the question side up (except for the bad-
luck cards). Distribute an envelope to each team. Ask teams to shuffle
the cards and place the packet inside the envelope with the question
side facing the opening of the envelope.
Get the game started. Announce that the game will last for 10
minutes. At the end of the time, the person with the most question
cards won (by giving the correct answers) wins the game.
Answer the question. Select one player from each team to be the
first player. Ask this player to take the top card from inside the
envelope, without exposing any other card. This person places the card
on the table (hiding the answer), reads the question, and immediately
gives an answer.
Win the card. Players now turn the card over and check the “official”
answer on the other side. If correct, the player wins the card and adds
it to his or her collection. (If the player's answer is incorrect, the
question card is placed on a discard pile.)
Continue the game. If the answer side of the card contains the
instruction, “Take an extra turn!” the same player picks another
question card. Otherwise, it is the next player's turn. The game
proceeds as before.
Conclude the game. The game ends when all the question cards
have been picked up or when the allotted time of 10 minutes is used
up. At this time, the player with the most cards wins the game.
Purpose
Participants
Two. Larger groups may be divided into pairs to play the game in a
parallel fashion. If an odd player is left out, the facilitator can play the
game with this person.
Time
How To Play ROWS AND COLUMNS Handout. This handout (which includes a
glossary page) summarizes the rules of the game. Make a copy for
each player.
Feedback Table. This table is used for settling disputes during the
game. The table lists each card number and the correct team-
development stage (or stages) associated with it. Photocopy this
handout to provide a copy of this table to each player.
Brief the players. Acknowledge that most players may not have a
complete grasp of the four stages in team development. Explain that
you are going to play a card game that will help them become more
fluent with these stages.
Explain the rules. Distribute copies of the handout, How To Play ROWS
AND COLUMNS. Walk the players through the rules.
Monitor the game. Ask the players at each table to select the first
dealer and begin the game. Walk around the room, clarifying rules and
settling disputes among players as needed.
[Table of Contents]
Handout 1
Object of the game. You and the other player take turns, playing one
card from your hand, face up, all around the face down card.
Eventually you and the other player will create a 3x3 grid of cards with
the face down card marking the center. If you are the dealer, your
objective is to create horizontal rows that contain cards of the same
suit. If you are the nondealer, your objective is to create vertical
columns that contain cards of the same suit. (The face-down card in
the center is a “wild” card and it may be included in the central row or
middle column to represent a card of any suit.)
Scoring. At the end of the game, when the 3x3 grid is complete, you
calculate your score. If you are the dealer, you score 5 points for any
horizontal row that contains all three cards of the same suit. You score
2 points for any row that contains two cards of the same suit.
Similarly, if you are the nondealer, you score 5 points for any vertical
column that contains all three cards of the same suit and 2 points for
any column that contains two cards of the same suit. (Because of the
wild card in the middle, your score will never be lower than 2.)
Analysis. After the deal and before the play of the game, each player
studies the 10 cards in her hand and organizes them by suit. Play
begins only when both players have completed this analysis.
Taking turns. Nondealer plays first. She studies her cards, selects
any card, and places it above, below, to the right, to the left, or
diagonally to the face-down card. The dealer now studies the
placement of the cards and the cards in her own hand. She selects a
card and places it face up on the imaginary 3x3 grid. Players take
turns playing cards in this fashion, making sure that all cards are
placed adjacent (vertically, horizontally, or diagonally) to the face-
down center card.
Concluding the game. Game ends when the dealer plays her fourth
card face up, completing the 3x3 grid.
• 5 points for every vertical column that contains all cards of the
same suit
• 2 points for every column that contains two cards of the same
suit.
After this, the dealer calculates her score for each of the three
horizontal rows.
Glossary
Dealer. At the beginning of the game, one of the players shuffles the
deck and distributes the cards one at a time. This player is the dealer.
When more than one game is played, players alternate being the
dealer.
Hand. All the cards each player receives at the beginning of the game.
High. Scoring one point by winning the trick that contains the highest-
ranked card played in the game. In case of a tie for the highest-ranked
card, the winner of the highest-numbered card scores one point for
high.
Suit. One of the three attributes of a card. The suit is the category to
which the printed item on the card belongs (example: Forming). Some
cards belong to more than one suit.
[Table of Contents]
Handout2
[Table of Contents]
Handout3
Feedback Table
Card. Suit Card. Suit Card. Suit Card. Suit Card. Suit
[Table of Contents]
Facilitator Job Aid
SECRET COACHES
SECRET MESSAGES
Distribute copies of the handout and ask each player to pay special
attention to the rules, principles, guidelines, and suggestions contained
in it. Suggest that they visualize the main points as they read the
handout. Warn the players that they will be playing a game that will
punish non-readers and reward those who take the reading
assignment seriously. Specify the date, time, and location for the
follow-up textra game.
At the start of the SECRET MESSAGES game, organize the players into
groups of four to seven. Give each group a bowl of counters (pennies,
paper clips, or poker chips) and a packet of message cards. These
cards are blank on one side and have a printed message (a rule or
principle) on the other side.
Ask each group to shuffle the packet of cards and place it in the middle
of the table, message side down.
Ask the tallest person in each group take the first turn to be the artist.
This artist picks up the top card, reads the message silently, and keeps
it hidden from the other players.
The other players attempt to guess the message and shout out their
guesses.
If a player shouts out the correct message, the artist says, "Done!"
and shows the card. After verification, he picks up two counters from
the bowl. The player who guessed the message correctly picks up one
counter.
The player seated to the left of the artist becomes the new artist. The
game continues as before.
The game comes to an end when the group runs out of the message
cards. (Alternatively, you can stop the game at the end of a
prespecified period of time.) The player with the most counters wins
the game.
SERIAL JOLTS
The serial jolt that we conducted was called SIX TILES, THREE
WORDS. Readers of my free online newsletter, Play for Performance
will probably be familiar with elements of this activity. However, this is
the first time I have presented them as a serial jolt.
I told participants that they would see some slides that would have six
tiles, each with three letters. Then I projected the instruction:
Rearrange the six tiles to spell three words.
Round 1
Round 3
THREEFAMILIARWORDS
The assumption that most people made during this round was that the
words should end after a tile (or that there should be a space between
the words).
Round 5
Round 6
Round 7
Before projecting the next set of six tiles, I projected this set of
instructions: Rearrange the letters in the six tiles to spell three words.
I could have continued with two other variations on the theme, but I
did not want participants to get hostile. So I stopped after Round 7.
Jolt
Since March 21, 1999, I have been designing a training activity every day
(including weekends and holidays). I throw some of them away, sell others
to my clients, and publish others in books. I decided to publish my 1,147th
activity (designed on February 22, 2002) here.
ACT
FAT
HER
NIH
NOI
WIT
Challenge: Can you rearrange these six tiles to spell three English words
that can be found in any unabridged dictionary? Each of the words should be
six letters long.
Do you remember how to solve the puzzle? The solution was published in the
July 2001 issue of PFP.
Prompt the participants. After a suitable pause, drop some hints (like, “Try
standing on your head. Look at the world upside down.”) until participants
work out the solution. Debrief to discover the point of the activity: Begin
thinking outside the box.
Distribute the next puzzle. Give them another handout with this content:
ATT
END
RIT
ION
IRE
RET
Challenge: Can you rearrange these six tiles to spell three English words
that can be found in an unabridged dictionary?
Prompt the participants. After a suitable pause, drop some hints (like,
“Read the instructions again. What's the difference between these
instructions and the previous ones? That's the long and short of it.”) until
participants work out the solution. Debrief to discover the point of the
activity: Don't box yourself in a new location. Keep trying out more
innovative ideas.
Start the third round. Give them a new handout with this content:
PAY
SAN
MAI
SON
GAM
INE
Challenge: Can you rearrange these six tiles to spell three words that can
be found in an unabridged dictionary? Each word should be a six-letter word.
Prompt the participants. After a suitable pause, drop some hints (like,
“Think globally. Parlez vous français?”) until participants work out the
solution. Debrief to discover the point of the activity: There is always another
alternative.
Jolt Solution 3
Solution 3
The three words are PAYSAN, MAISON, and GAMINE. These are the French
words for “peasant”, “home”, and “young girl”. The challenge did not specify
that the three six-letter words had to be in English!
Simulation Game
SURVIVOR
Instructional puzzles can be incorporated into simulation games to act
as metaphors for the realities of the workplace. SURVIVOR is a simulation
game that uses cryptogram puzzles.
Purpose
Participants
Six to forty.
Time
30 to 45 minutes.
Supplies
Begin solving the first puzzle. Distribute a copy of the first puzzle
to each team. Ask team members to collaboratively solve the puzzle.
Ask the Game Warden to let you know when the team has solved the
entire puzzle.
Conclude the puzzle solving activity. After all teams have solved
the puzzle or after 3 minutes, blow a whistle to indicate the conclusion
of the first round. Announce the correct solution. Identify the team
that solved the puzzle first (or the team that solved the most items in
the puzzle) and congratulate its members.
Eliminate the second player. Ask the Game Wardens to repeat the
process of distributing pieces of paper and eliminating the least-
contributing member of each team. (The person who was eliminated
during the earlier round does not participate in the “voting” process.)
Congratulate the survivor. Identify the person who did not get
eliminated during this round. This person is the winner.
Debriefing
• How do the people who were eliminated during the first round
feel? How do the people who were eliminated during the final
round feel?
• How did the team members feel about selecting someone to be
downsized?
• How did it feel to win and still have to eliminate a team member?
• What criteria did you use for deciding which team member is to
be eliminated?
• What dilemmas did you face in naming a person to be
downsized?
• Which was easier: to select the first person to be eliminated or
the last person?
• What did you learn from this activity?
• How does the activity reflect what happens in the workplace?
• What if the final survivor received a cash prize? How would that
have changed players' behaviors?
• What if you were the Game Warden? How would you have
behaved?
• What advice do you have for a person who is about to play this
game for the first time?
[Table of Contents]
Handout1
Letter Frequency
Word Frequency
Word Endings
The most common word endings are -ed, -ing, -ion, -ist, -ous, -ent,
-able, -ment, -tion, -ight, and -ance.
Doubled Letters
The most frequent double-letter combinations are ee, ll, ss, oo, tt, ff,
rr, nn, pp, and cc. The double letters that occur most commonly at the
end of words are ee, ll, ss, and ff.
Punctuation
Sample Cryptogram
EMB WX CLGAXWCDLJLAU:
--- -- -------------:
Cryptogram 1
RT WETJ-WUBARTJ WDUVTRTJ.
-- ----_------- --------.
Cryptogram 2
Cryptogram 3
Cryptogram 5
MFY UQ AGRAZARIFM
--- -- ----------
RAQQVLVGDVK: RAQQVLVGW
-----------: ---------
OVUOMV MVFLG AG
------ ----- --
RAQQVLVGW YFJK.
--------- ----.
Cryptogram 6
[Table of Contents]
Handout2
Cryptogram 1
Cryptogram 2
Cryptogram 3
Cryptogram 4
Cryptogram 5
Cryptogram 6
SNAKE EYES
by Brian Remer
Here is a game that uses an element of chance to drill down into the
major themes of your workshop. Use SNAKE EYES to wrap up and review
the major themes of the training.
Time
Materials
Flow
Ask the group to generate six statements about things they have
learned in the workshop. These can be a one-sentence summary, a
truism, or a piece of sage advice. Post the statements on a flipchart
and number them one through six.
1. Is similar to…
2. Is the opposite of…
3. Is a logical extension of…
4. Is a potential problem for…
5. Is essential for…
6. Should be excluded from…
Divide participants into teams of three to six. Each team takes a turn
rolling two dice. The first die indicates the number of one of the
catalyst phrases. The second die indicates one of the statements that
summarize the workshop (from the list generated by the whole group.)
The catalyst then tells how the second statement must be altered to
make a new statement. Explain to the participants that, if they roll a 1
with the first die, they are to write a new statement that “is similar to”
the statement indicated by the second die. If the first roll is a 4, the
new statement will be “a potential problem for” the statement that
corresponds to the second die.
Give teams about three minutes to write their new statement then
take turns sharing. Record the statements and distribute them as a
follow up to the workshop.
Variations
Improv Game
When looking good has become more important than getting the job
done, here's an improv game for you to play.
SOUND BALL
by Alain Rostain
Purpose
Time
12-30 minutes.
Setup
Flow
Explain that you are going to throw the ball to one of the players.
Before you throw the ball, you will make a special sound.
Instruct everyone to keep their eyes on the ball and get ready to catch
it. Before catching the ball, the player should make the same sound
that you made.
Make a sound and “throw” the ball to someone. Make sure that this
player makes the same sound and catches the ball.
Explain that the catcher can now throw the player to any other player,
making a new sound as the ball is thrown. The receiving player repeats
the sound and catches the ball. This player throws the ball to any
other player, making a new sound.
Once the ball is being thrown around at a fairly brisk pace, introduce
another imaginary ball and start throwing it. When the group gets
proficient at it, you can have three or four balls in play.
Debriefing
Stop the activity when you the group gets into a flow and it appears
that many of the participants are engaged and having more fun.
Conduct a debriefing discussion. Elicit and emphasize these ground
rules for creative collaboration:
• Pay attention to the present. Be in the moment. Don't think
ahead.
• Build on the ideas of others. Make the next obvious sound.
• Embrace failure. Don't censor your behavior.
• Make your partner look good. Play to team-win.
• If in a brainstorming session: All ideas are ok. Since there are no
such things as “good” and “bad” sounds, this is an opportunity to
practice “throwing out” ideas or sounds without worrying about
whether they are crazy or stupid.
Structured Sharing
Participants
Minimum: 6
Best: 12 to 30
Time
30 to 40 minutes.
Supplies
Preparation
Flow
Brief the participants. Tell the participants, “I'd like to begin right off
with a group activity that will help us get to know each other. It will
also allow us to discover what opinions people have about customer
service. This activity should set the stage for the rest of the training
session.”
The workshop starts at 8:30 a.m., and Diane arrives 5 minutes late.
She sees the others writing busily. Roger gives her four blank cards
and asks her to write her suggestions. Diane thinks for a moment and
comes up with the following:
Roger collects the cards from the participants and adds his own
collection. He mixes the cards and gives three to each participant.
Diane studies the three cards she receives and arranges them in the
following order:
Diane takes her cards to the table and rummages there. She discards
two of her cards and picks up the following:
Form teams. Ask participants to compare their cards with each other
and to form teams with people holding similar suggestions. There is no
limit to the number of participants who may team up together, but a
team may keep no more than three cards. It must discard all other
cards, and the three cards it keeps must meet with everyone's
approval.
Diane goes around the room checking with others. She runs across
Becky, who has excellent cards, and they decide to team up. The two
set out to find other kindred souls. Alan wants to join them, and they
agree, provided that he drops the card that says, “Collect information
from all employees who are in contact with customers.” In a few more
minutes, the team recruits two other participants, including John. They
study the combined collection and reduce it to these three:
After some discussion and debate, the team decides that Diane should
be the artist and the others give her ideas. The final collage shows a
telephone with three people, a calendar showing a date six months
later, and a group of people seated around a table. During the “show-
and-tell” period, John reads the three cards and Becky assists Diane in
explaining the poster.
Diane's poster did not receive an award, but Roger judged the team's
three cards to be the most consistent!
Initialize
1. Display on screen the first section of the reading assignment. (I had
a dense technical description of a software program printed using 18
point type size.)
3. Pause for a couple of minutes. Keep track of the questions from the
participants that appear on your feedback window.
6. Tell the participants: "I am going to conduct a quiz. I will read one
of the questions that you typed. You have 30 seconds to immediately
type the answer. The person who typed the first correct answer will
receive 10 points. The second person will receive 5 points. The third
person will receive 2 points. The other people will not get any points."
7. Read a question at random. Display a count down timer.
Open-Questions Quiz
10. Re-display the same paragraph to be read.
11. Tell participants, "Here's the same paragraph again. This time, you
have 2 minutes to type some open-ended questions based on the
content of the paragraph. Your question should require higher level
thinking such as evaluation, analysis, application, synthesis, making
inferences, and so on. As an open-ended question, there should not be
a single correct answer."
14. Announce the end of the question time after 2 minutes. Display a
slide saying, "Quiz Contest".
15. Say, "I am going to read one of your open-ended questions. If you
wrote the question, you cannot answer it. The other participants
should type an appropriate response. Remember that there is no
correct response. We are looking for your thinking skills and
imagination. Don't type more than three lines."
16. Read one of the questions from the participants. Wait until you
have four answers.
18. Read the first four answers and ask the participants to listen
carefully. Identify the first answer as A, the second as B, and so on.
Repeat
21. Display the next paragraph to be read.
Recognize This?
If you are familiar with my games, you will recognize this as an
Internet version of TEAM QUIZ and FAST GRAB.
TIME WASTERS
Purpose
To identify major time wasters in the workplace and arrange them in
order of their impact
Time
30 - 45 minutes
Players
6 to 30
Supplies
• Paper and pencil
Steve thinks about time wasters in his office. After a few moments, he
writes down these ideas:
• Telephone calls
• Interruptions
Form teams. Organize the players into three or more teams, each
with 2 to 7 players.
Andy, the facilitator, asked the players to form themselves into four
teams of five members each. Steve joins a team with Diane, Ronnis,
Deb, and Peter. The team members briefly introduce themselves to
one another.
Deb acts as the team's reporter. While other team members call out
different time wasters, Deb writes them down, adding her own ideas
from time to time. In 5 minutes, the team generates a total of 17
ideas.
Ask the teams to narrow down their lists. Instruct each team to
select the five main time wasters.
After some discussion and debate, Steve's team narrows down its list
of time wasters to these five items:
5. Open-door policy
Prepare a common list. Ask the teams to take turns calling out one
of the main time wasters on their list. Record this time waster on the
flipchart. Encourage the teams to avoid repeating the items already on
the list. Continue this procedure until the common list has 10 to 12
time wasters.
4. Lack of planning
Ask the teams to select the worst time waster. Explain that you
are looking for an item that everyone will see as wasting the most time
in the workplace. Ask the players to review the items in the common
list and select, with the other members of their team, the worst time
waster.
Explain the scoring system. The teams will receive a score equal to
the total number of teams that selected the same time waster. For
example, if four teams selected, "Telephone calls" as the worst time
waster, then each team would receive 4 points.
Conduct the first round. Tell the teams to select the worst time
waster from the common list on the flipchart. Circulate among the
teams, gently speeding up the slower teams. Write down each team's
choice on a piece of paper.
Award points and rank the worst time waster. Announce each
team's selection. Draw a line through the time waster in the flip chart
list that was selected by most teams during this round. Place the
number "1" in front of this item to identify it as the top-ranked time
waster.
Continue the game. Ask the teams to review the list and to identify
the next-worst time waster. The teams may select (or re-select) any
item from the flip chart list, as long as it does not have a line through
it. After collecting the choices from each team, repeat the scoring and
ranking procedure. Continue until the teams have identified the top 5
time wasters.
During the second round, Steve's team decides to stay with "Too
many reports to write." This item is selected by all the teams, so they
all receive 4 points each.
Break ties. If there is a tie for the worst time waster, award scores as
before -- but do not rank or draw a line through any of the items. Give
the teams 1 minute to prepare a presentation to persuade the other
teams to select the same item. Then give each team 30 seconds to
make its presentation. After the presentations, ask the teams to select
a time waster. Award scores and rank the item receiving the most
choices. If there is still a tie, draw a line through all the tied items, and
give them the same rank.
During the third round, the four teams select four different items.
Andy, the facilitator, gives 1 point to each team and explains the tie-
breaking procedure. Speaking on behalf of his team, Peter explains
how the lack of planning is the root of all time wastage. He also points
out that this factor incorporates all other time wasters. Perhaps as a
result of this presentation, two other teams switch to this item during
the next round.
Conclude the game. Continue with the game until the top 5 time
wasters are identified. Announce the conclusion of the game and ask
the teams to add up their scores. Identify and congratulate the
winning team.
After two more rounds, these are the top five time wasters:
3. Lack of planning
Steve's team has a total score of 13 points and wins the game.
Award points for the original lists. Ask the teams to retrieve their
original lists and compare the time wasters on their list with the final
top 5 list. The original list gets five points if it has the top-ranked time
waster, 4 points if it has the second-ranked time waster, and so on.
Ask the teams to add up the score for their original list. Identify the
team with the highest score total and congratulate its members for
having created the best original list.
Steve and his teammates check their original list and discover that it
has the second and fourth items from the final top 5 list. This gives
the list a total of 6 points. Gary's team has the best original list, with
12 points.
Debrief the players. Ask the players to compare the items on their
original individual lists with the final top 5 list. Encourage the players
to discuss how their personal perceptions differ from those of the
others.
Variations
Not enough time? Eliminate the initial step of individual
brainstorming. Eliminate the final step of comparing the teams'
original five items with the final top five time wasters. Create a
shorter flip chart list. Instead of 10 time wasters, settle for seven.
Specify a time limit for each round. Instead of asking the teams to
select item at a time, ask them to select the top three.
Too many players? Divide the players into smaller groups. Then
divide each subgroup into teams and play the game in a parallel
fashion.
Jolt
TOO SMART
Write these two words, one below the other, on a flip-chart sheet:
NEW
DEER
Now write these two words, one below the other as before, on another
flip-chart sheet.
NEW
DOOR
It's very unlikely that anyone will be able to solve this puzzle.
Here's how I rearrange the letters in the two words to spell one word.
Write “ONE WORD” on the flipchart. Pause for a few seconds to let the
solution sink in.
Sometimes we are too smart for our own good. Instead of approaching
a problem in a direct, straightforward fashion, we assume that the
solution has to be complex and convoluted.
Structured Sharing
UPSET
Dealing with upset customers presents both a challenge and an opportunity.
In many situations, we can prevent upsetting customers by proactively
proving excellent service. However, certain jobs, such as auto insurance
claim adjuster, require you to face customers who are upset because of
things beyond your control. This training activity helps you explore and apply
techniques and principles for healing customers who are in shock, frustration,
anger, grief, fear, guilt, resentment, anxiety, and other such negative
emotional states.
Key Idea
This activity involves two teams and incorporates three rounds of team
discussions followed by paired conversations:
Round 1. One team generates typical demands and questions from upset
customers while the other team comes up with guidelines for responding to
these demands and questions. Following this team discussion, participants
pair up with members of the other team and hold question-and-answer
conversations.
Round 2. Teams change their roles and repeat the same procedure.
Round 3. Both teams discuss the key lessons learned from the previous
rounds and share them through one-one-one conversations.
Index Tags
Purpose
customers.
customers.
Participants
Minimum: 6
Maximum: Any number
Best: 20-50
Time Requirement
25-45 minutes
Room Setup
This is primarily a stand-up activity. Remove all chairs and other furnishings
from the room (or move them to the sides, next to the walls).
Handout
Supplies
• Timer
• Whistle
• Pieces of paper
Flow
Brief the group. Explain that this activity is about empathy listening and
helping upset customers. Specify the generic context in which participants
are to play the role of customer-service representatives.
Divide participants into two teams of equal size. Designate one of them
as Team A and the other as Team B. Ask participants from Team A to
temporarily remove their name tags (so everyone can easily tell the
difference between members of the two groups).
Round 1
Announce a 3-minute time limit for the team brainstorming activities. Blow a
whistle at the end of 3 minutes and conclude the activity.
Conduct the first round of paired conversations. Explain that during the
next 5 minutes, members of Team A will repeatedly pair up with different
members of Team B and hold brief conversations. Each conversation will
begin with a statement, complaint, demand, or question from the Team A
member and an appropriate response from the Team B member. The
conversation may continue with additional demands and responses. Once
every minute, you will blow the whistle and participants will switch partners
and begin new conversations.
Round 2
Round 3
Conduct the third round of team discussion. Ask all participants to
return to their original teams and debrief themselves to share the lessons
learned during the earlier activities. Ask each team to come up with a list of
guidelines for effectively, clearly, and truthfully responding to upset
customers.
Conduct the third round of paired conversations. Explain that you will
repeat the procedure of conducting five one-on-one conversations between
members of the two teams. However, instead of asking and answering
questions, participants will share their guidelines for handling upset
customers.
Conduct the activity as before, blowing the whistle at the end of every
minute to signal the time to switch partners.
Follow up. Distribute copies of a handout with guidelines for handling upset
customers. Encourage participants to compare these guidelines with those
they came up with. After the session, update your handout by adding
additional guidelines generated by the participants.
Too many people? Ask each team to divide itself into sub-teams of 5 to 9
people. Let each sub-team conduct its own discussions. During paired
conversations, explain that any sub-team members from Team A may pair up
with any sub-team members from Team B.
Not enough time? Conduct the first round of team discussions for 3
minutes and paired conversations for 5 minutes. Skip the other two rounds.
Follow with a total group debriefing of another 5 minutes.
1. Brief the Explain the objective and Listen to the briefing and
participants. specify the context. think about the context.
(2 minutes)
2. Form teams. Divide participants into two Join your team and introduce
(2 minutes) teams of equal size. Ask yourself to the other team
members of Team A to remove members. If you are a
their name tags. member of Team A, remove
your name tag.
7. Conduct the Ask all participants to return Share best practices from the
third round of to their teams, share their previous rounds. Come up
team discussions. experiences, and derive useful with a list of guidelines for
(3 minutes) guidelines for responding to effectively handling upset
upset customers. customers.
[Table of Contents]
Handout
Guidelines for Handling Upset Customers
Greet the customer in a friendly fashion. Get to the point quickly.
Apologize for the organization's mistakes. However, don't blame any specific
employee or department.
Use “we” statements that put you and the customer on the same side. Avoid
“we” statements that put you on the corporate side and the customer on the
other side.
[Table of Contents]
Paper-and-Pencil Game
CLEAR COMMUNICATION
In any content area, one difference between a beginner and an expert is the
latter's ability to come up with different examples that belong to the same
category. This activity strengthens your ability to come up with examples of
communication concepts.
Basic Idea
All players write an example that belongs to the category. Each player votes
for the clearest example among those written by the other players. The
player whose example received the most votes wins the game card.
Supplies
• Pieces of paper
• Pens or pencils
Preparation
Prepare a list of different categories that belong to the same training topic
and for which players can come up with different examples.
• Purposes of communication
• Types of questions
Select one person to be the Prime Player. The following instructions are for
the Prime Player:
How To Play
Ask everyone to write down a single clear example that that belongs to the
category. You should write a single clear example too.
When everyone has completed the task, begin with the player on your left
and ask each player to read aloud the example they wrote on the piece of
paper. Tell the players to read exactly what they wrote without any revision
or embellishment.
After everyone has read her example, ask the players to spread out their
pieces of paper on the table, written side up.
How To Win
At the count of three, ask all players to point to the piece of paper that
contains the clearest example. However, no player may point to her own
piece of paper.
The piece of paper that has the most fingers pointing to it wins the round.
The player who wrote this example earns a point.
In case of a tie, play the game again, using the same procedure. This time,
however, the players may not use any of the examples used during the
previous round.
How To Continue
Appoint the person on your left to be the new prime player. She chooses a
new category that belongs to the same training topic. Play as before.
Paper-and-Pencil Game
WHY
Here's an interesting game that produces humorous results. Hidden behind
the humor, however, is subtle provocation that forces participants to think
deeply to justify some of the basic principles and assumptions related to the
training topic.
Key Idea
Participants write “Why?” questions related to the training topic. Then each
participant writes a response to someone else's “Why?” questions. The
questions and answers get mixed up, producing incongruous results.
Index Tags
Purpose
Participants
Minimum: 3
Maximum: Any number
Best: 10 to 20
Time Requirement
7 to 15 minutes
Supplies
• Pens or pencils
Flow
Write a question. Distribute an index card to each participant and ask her
to write a question on one side of the card. The question must begin with the
word “Why” and should be related to the training topic.
Recently we conducted the WHY game on the topic of Leadership. Here are
four questions written by the four players:
Anne: Why are charismatic leaders incapable of producing sustained results?
Exchange questions. After a suitable pause, ask each player to pass the
question to the player on the left. Also ask each player to read the question
given to her and think of a suitable answer that begins with the word
“Because”. Warn the players not to say or write the answer.
In our sample game, Bob got Anne's question, Christy got Bob's question,
Dave got Christy's question, and Anne got Dave's question. They read and
reflected on the question and mentally worked out an answer.
Write the answer on the back of another question card. After a suitable
pause, ask each player to turn over the question card so the written side is
facing down. Ask players to pass the question card (with its blank side up) to
the person on the left. Warn participants not to turn over the card they
receive to see the new question. Instead, ask them to write the answer (that
they thought of during the previous round) on the blank side of the card.
Read and laugh. Ask participants to pass the card to the person on the left.
Each participant now has a card that contains a question on one side and an
answer on the other. The question and the answer are related to each other—
and that is what makes them amusing. Ask participants to read the question
and the answer and laugh at the incongruous combination. Invite participants
to share the most humorous combinations to the other seated nearby.
If you are curious about how the other questions and answers turned out,
here they are:
For extra credit, see if you can match each question with its answer.
3. Write Give Turn the question card over and pass it to the
answers. (2 instructions. person on your left. Write the answer (to the
minutes) previous answer) on the blank side of the
card you received.
4. Read Give Pass the card to the person on your left. Read
questions and instructions. the question and answer on the two sides of
answers. (2 the card you received. Share with others if
minutes) the combination is humorous.
7. After 3 minutes, ask the teams to remove the top card and
to read the question on the next card. As before, team
members should brainstorm alternative responses for this
question for the next 3 minutes, building on the earlier
responses.
Improv Game
ZOOMING AROUND
by Kat Koppett
The same series of events or information can be transformed into a
myriad of stories. This exercise helps the storyteller work like a movie
camera—zooming in for close focus, zooming out for a broader picture
—in order to highlight elements of a process that is being relayed. The
storyteller can zoom in or out on an action, a descriptive detail or an
emotion.
The key element of this interactive story is that the storyteller tells the
story and is periodically instructed by a “director” to “zoom in” or
“zoom out”.
Purpose
Participants
Time
10 to 20 minutes.
Flow
Divide the participants into pairs. Have the pair identify one person as
“A” and the other as “B”. Ask B to act as the storyteller and A as the
Director.
Explain how the storyteller and the director interact with each other:
Ask the directors and storytellers to exchange roles and repeat the
process.
Variations
Have participants work alone, writing their stories on paper. From time
to time, call out “zoom in” and “zoom out” to the whole group.
Have members of one team tell a story while members of the other
team direct the flow of the story.
Storyteller: He clicked on the dial icon on his computer and waited for
the dialer to ring a prospect. Once the prospect answered, Peter said,
“Hello.”
Storyteller: After identifying the needs, Peter asked the prospect how
he might help him. Working with the prospect, Peter some services
that his organization could provide.