?Who wants to go first?? How often does this question cause kids to scoot lower in their chairs or duck behind pillars? Avoid causing panic by opening with a game, a challenge, or an exercise that sparks discussion. The packet is filled with fun ways to help young people get to know one another, become comfortable in their groups, and form a unit with a common goal. The activities are in alphabetical order for easy access. They include challenges like getting the group through a web, identifying logos, finding differences, and more.
What if charisma could be taught? The charisma myth is the idea that charisma is a fundamental, inborn quality—you either have it (Bill Clinton, Steve Jobs, Oprah) or you don’t. But that’s simply not true, as Olivia Fox Cabane reveals. Charismatic behaviors can be learned and perfected by anyone. Drawing on techniques she originally developed for Harvard and MIT, Cabane breaks charisma down into its components. Becoming more charismatic doesn’t mean transforming your fundamental personality. It’s about adopting a series of specific practices that fit in with the personality you already have. The Charisma Myth shows you how to become more influential, more persuasive, and more inspiring.
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
#1 New York Times bestselling author! In Rainbow Rowell's Fangirl, Cath is a Simon Snow fan. Okay, the whole world is a Simon Snow fan, but for Cath, being a fan is her life-and she's really good at it. She and her twin sister, Wren, ensconced themselves in the Simon Snow series when they were just kids; it's what got them through their mother leaving. Reading. Rereading. Hanging out in Simon Snow forums, writing Simon Snow fan fiction, dressing up like the characters for every movie premiere. Cath's sister has mostly grown away from fandom, but Cath can't let go. She doesn't want to. Now that they're going to college, Wren has told Cath she doesn't want to be roommates. Cath is on her own, completely outside of her comfort zone. She's got a surly roommate with a charming, always-around boyfriend, a fiction-writing professor who thinks fan fiction is the end of the civilized world, a handsome classmate who only wants to talk about words . . . And she can't stop worrying about her dad, who's loving and fragile and has never really been alone. For Cath, the question is: Can she do this? Can she make it without Wren holding her hand? Is she ready to start living her own life? And does she even want to move on if it means leaving Simon Snow behind? A New York Times Book Review Notable Children's Book of 2013 A New York Times Best Seller!
Moving Beyond Icebreakers contains 440 pages packed with insight and ideas about building community, engaging students in learning, and making meetings work. It describes an innovative meeting format and documents over 300 interactive exercises (not just "icebreakers") that enable readers to: * Achieve group goals * Build relationships * Resolve group problems * Teach, lead, motivate, and inspire The first 130 pages describe how to use "icebreakers" and other interactive methods to help group members make decisions, create new ideas, solve problems, resolve conflicts, and understand new concepts. In these pages you will find a five-part meeting structure that you can use to become an expert facilitator, following an approach that engages both youth and adults in meeting the group's goals. You will also find detailed agendas, lesson plans, and scenarios that show how this approach works in the real world. Table of contents: * Why use interactive methods? * Working into interaction * Coping with resistance and fear of failure * The interactive meeting format * Interactive exercises (name exercises, warm-up questions, five-minute springboard exercises, fifteen-minute springboard exercises, in-your-chair springboard exercises, tag-style springboard exercises, springboard exercises for groups both large and small, the rest of the springboard exercises, work-station exercises, evaluation exercises).
Experience “one of the best adventure books ever written” (Wall Street Journal) in this New York Times bestseller: the harrowing tale of British explorer Ernest Shackleton's 1914 attempt to reach the South Pole. In August 1914, polar explorer Ernest Shackleton boarded the Endurance and set sail for Antarctica, where he planned to cross the last uncharted continent on foot. In January 1915, after battling its way through a thousand miles of pack ice and only a day's sail short of its destination, the Endurance became locked in an island of ice. Thus began the legendary ordeal of Shackleton and his crew of twenty-seven men. When their ship was finally crushed between two ice floes, they attempted a near-impossible journey over 850 miles of the South Atlantic's heaviest seas to the closest outpost of civilization. In Endurance, the definitive account of Ernest Shackleton's fateful trip, Alfred Lansing brilliantly narrates the harrowing and miraculous voyage that has defined heroism for the modern age.
In elementary schools across the country, teachers are expected to provide at least five minutes of character education each day. This book makes it easy to meet that requirement in a meaningful way. It includes 180 character vignettes—five for each of the 36 weeks in the school year—grouped by trait. Each features kids in real-life situations making decisions that reflect their character. Each is short enough to be read aloud; all can be used as starting points for discussion, to support an existing character education program, or as the basis for an independent program. An excellent tool for the classroom or the character-conscious home.
Beyond the hype of online learning lies a straightforward question: how do you really deliver worthwhile learning online? This book, based on action research, provides a simple answer to this fundamental question by exploring a key technique that enables teachers and learners to use available technologies happily and successfully. So, what are e-tivities? They are motivating, engaging, purposeful activities developed and led by an e-moderator. They are frameworks for active and interactive online learning. E-tivities are in the hands of the teachers themselves and promote active e-learning. This is not a book about the technology of online learning. Practical, accessible and direct, it looks at personalizing and customizing teaching and learning. Written for use in any topic, subject or course, E-tivities explores: the importance of activities in online learning; designing and running e-tivities; the five-stage model of teaching and learning online. Backed up extensive illustrations and case studies, and including a unique collection of 35 Resources for Practitioners, this is a book for all professionals involved in online learning.
"So you're 22 years old, you've just gotten your commission, you've arrived at your first duty station, you've met with your commander, and you're now 'in charge' of a group of enlisted men and women, all of whom have been in service longer than you, know a whole lot more about military life than you, and are expecting more than you know. To top it all off, your first 'subordinate' happens to be a 30-year veteran of every war you ever read about, and his rank is, yes, E-9. He's not an E-10 only because that rank doesn't exist. Now what do you do? Let me tell you. . . ." In Heirpower! Eight Basic Habits of Exceptionally Powerful Lieutenants, CMSgt Bob Vásquez, an Air Force veteran of more than 30 years, now serving as director of a freshman seminar at the US Air Force Academy's Center for Character Development, shares the views of the enlisted force in a powerful, humorous, anecdotal way that will educate and entertain you. Bob's eight habits will empower you to become an Exceptionally Powerful Lieutenant!
Twenty years after Doomsday, survivors of World War Three live in an underground world they have created in the subway system of Moscow. The most stubborn of the survivors, Artyom, will give anything to find and lead his own people to life again on the earth's surface.