Games That Teach: Experiential Activities for Reinforcing Training
They don't want to hear you lecture. They don't want to read an instruction guide. So how can you tell them what they need to know?You want bright smiles, not bored sighs. You want them to have fun, but you want them to learn as well. GAMES are your answer!Games aren't just for kids. Games can help people learn business ideas: games can teach. Steve Sugar's adaptable designs put an And to tired, scripted business games. Sometimes you have a lot of games, but none of them ever seem to suit the occasion. Sometimes games suit the occasion, but are so rigid that the participants are bored before they've scarcely even begun. With Sugar's help, your games will always be both fitting and new. These designs are enjoyable, but they are also "games that teach"?every game has a practical, instructional purpose.In this book you'll get:An abundance of unique and playful games. These content-reinforcing designs will increase the "smile quotient" of even the most hard-to-please audience.A handy selection matrix. This tool helps you choose the games that suit your specific training needs.A simple seven-step game implementation model. This plan shows you how to customize these designs for your own use.In the Foreword, game legAnd Sivasailam "Thiagi" Thiagarajan identifies Games That Teach as a collection he "can use immediately." You'll agree. You'll employ these games again and again, wherever and whatever the setting.As a student, Sugar used games to remember his schoolwork; as a teacher, he used games to energize dull lessons; as a trainer, he uses games to excite learners and accelerate learning. And now he offers you this invaluable treasury of his fluid game designs. Bring a bounty of frame game fun to your next training session or presentation!About the AuthorSteve Sugar, whom game legAnd Thiagi has called "one of the best game designers in the training business," is the president of The Game Group, a consulting firm. Sugar, an editor and contributor on
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A Note to the Trainer
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Allow teams alternates to Team answer is incorrect answer questions answer the question answers correctly asked a question Assign audience Award points board game Bumper Stickers chart and felt-tipped CUSTOMIZING debrief declared the winner Deep Six Define the task dice Divide the group felt-tipped markers flip chart page game play game sheet group into teams Headlines HHT TTH HHH learners learning loses 2 points margin of error Masking tape material from lecture message board minutes newsprint flip chart number of rounds overhead projector overhead transparency Paper and pencils paper ball participants Play alternates Play continues Player Instructions points is declared Post the Player prepared in advance receives 2 points Regarding Group Regarding Scoring Regarding the Focus score points SCORING EXAMPLE set of questions Six Pack subgroup target Team A rolls Team A's team answers incorrectly teams record Test Match Tic-Tac-Toe tions training games transparency or newsprint TTH HHH TTT