Description |
xvii, 311 pages : illustrations ; 28 cm |
Contents |
Machine derived contents note: Part I: Climate Setting and Icebreakers. -- Part II: Learning. -- Part III: Brainteasers. -- Part IV: Perception. -- Part V: Communication and Listening. -- Part VI: Presentation Tools. -- Part VII: Conference Leadership. -- Part VIII: Creative Problem Solving. -- IX: Self-Concept. -- X: Team Building |
Summary |
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. 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 |
Analysis |
Training courses |
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Educational Games |
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Games |
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Group Relations Training |
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Small Groups |
Subject |
Education -- Simulation methods.
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Educational games.
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Experiential learning -- Problems, exercises, etc.
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Experiential learning -- Problems, excersises, etc
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Games.
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Group relations training.
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Small groups.
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Genre/Form |
Problems and exercises.
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Author |
Newstrom, John W.
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LC no. |
91008576 |
ISBN |
0070464278 |
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