Still More Games Trainers PlayStill More Games Trainers Play
Experiential Learning Exercises
Title rated 2 out of 5 stars, based on 1 ratings(1 rating)
Book, 1991
Current format, Book, 1991, , No Longer Available.Book, 1991
Current format, Book, 1991, , No Longer Available. Offered in 0 more formatsGet any training session off the ground fast or jump start one whenever it lags with 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 brilliantly 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-plan tear-out exercises help you:
- Break the ice and get participants 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 participant-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
Get any training session off the ground fast-- or jumpstart one whenever it lags--with 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 brilliantly 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-plan tear-out exercises help you: break the ice and get participants 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 participant-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.
Describes games designed to break the ice and promote learning, perception, communications, listening, leadership, creative problem solving, and teamwork
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- New York : McGraw-Hill, c1991.
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