Description |
xix, 277 pages : illustrations ; 30 cm |
Contents |
Machine derived contents note: Part I: Why These Particular Games? The New Science of Creativity. -- Some Special Games. -- A Real-World Laboratory. -- Materials and Supplies. -- Part II: Is Everyone Creative? Introduction. -- Capturing a Daydream. -- Selling a Zork. -- The ̀̀Srtcdjgjklered'' Exercise. -- Group Challenge. -- Workplace Application. -- Part III: What's So Good About the Bed, the Bath, and the Bus? Introduction. -- The Random Numbers Game. -- Making Sows' Ears into Silk Purses. -- The Anonymous Suggestion Game. -- Group Challenge |
Summary |
30 activities which will help trainers stimulate innovation. Shows how to customize each exercise |
Bibliography |
Includes bibliographical references (pages 275-277) |
Subject |
Employees -- Training of -- Problems, exercises, etc.
|
|
Creative ability -- Problems, exercises, etc.
|
|
Creative thinking -- Problems, exercises, etc.
|
Genre/Form |
Problems and exercises.
|
LC no. |
95047516 95004748 |
ISBN |
0070213631 paperback acid-free paper |
|
0079122213 looseleaf acid-free paper |
|