Games Trainers Play

Front Cover
McGraw-Hill Education, 1980 - Business & Economics - 320 pages

Get any training session off the ground fast­­or jumpstart one whenever it lags­­with the more than 400 proven activities in the bestselling Games Trainers Play series. Their names may range from ``Tombstone Planning'' to ``The `Nobel' Prize Winner,'' but these brilliant offbeat, unexpected, disarming, fully reproducible games have one serious mission: to coax even the most reluctant groups to talk, laugh, think, and work together. Page after page of fun, easy-to-plant tearout exercises help you: break the ice and get particpants acquainted; shake up outworn habits and perceptions; challenge with thought-provoking brainteasers; test learning and retention; develop communication and listening skills; bring out and involve particpant-leaders; win back lethargic, distracted, low-energy groups; encourage creative problem-solving; boost or reinforce a group's self-image; forge cohesive work teams that value group effort; facilitate transfer of training to the job.

Contents

The Advance Letter
3
Thought Page
9
Group Movement
15
Swap Shop
23
Getting Acquainted
39
The Mystery Person
45
Scavenger Hunt
51
Who Are You?
57
Time to Share
133
Consciousness and Competence
141
Listening and Following Directions
205
Following Oral Directions
213
Riddles
219
Mismatched Job Perceptions
225
65
227
How Observant Are We?
231

ESP IceBreaker
65
The Pike Hot Stove Syndrome
71
The Argument of Obviousness
79
Waiting to Get Started
89
Five Easy Questions
95
Thinking on Your Feet
101
Nominal Group Technique
107
Motivation Exercise
115
Who Do People Want from Their Jobs?
121
Accentuate the Positive
127
The Misplaced Dot
237
Old WomanYoung Woman
243
Golf Ball in the Bag
251
The Unseen Square
259
A Person Bought a House
267
The Sixteen Dots
273
Pretesting Trainees
283
Grade Your Partner
289
Letter to My Boss
297
Copyright

Other editions - View all

Bibliographic information