100 different games, activities, and exercises that have been used by some of America's most experienced and innovative trainers in teaching a variety of important business skills.
Get any training session off the ground fastor jumpstart one whenever it lagswith 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
Games and other classroom activities can make training more fun, memorable, and effective. Sales Games and Activities for Trainers is the most useful—and complete—collection of games, role-plays, activities, and other skill-building exercises ever collected for increasing the effectiveness of sales training. There are games and activities covering all aspects of selling, from making presentations to handling objections.
Annotation 101 of the best games from master trainier Bob Pike and the Creative Training Techniques newsletter. These classroom-tested games, activities, and exercises add spark and energy to your training sessions - and help your participant2s learn without even knowing it. Games and Activities cover topics such as: Openers and icebreakers Communication exercises Team-building activities Review and topic reinforcers ... and more!
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.
This handbook pulls together for the first time both the theory and the practice of experiential learning and all types of learning that employ activity-based experience. Based on sound theoretical underpinning, and making full use of examples and guidance for successful implementation, Experiential Learning enables readers to unlease some of the more potent indgredients of learning through experience. 'Everything that can possibly provide, or affect, a learning experience, is discussed: most theories of learning, and every conceivable way to interest learners in an activity...Even very accomplished developers who prepare learning experiences for all types of learners, from grade level classes through executive seminars can undoubtedly find many ideas to expand the design options upon which they can draw.' Leadership and Organisational Development Journal. Previously known as The Power of Experiential Learning.
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Get any training session off the ground fast-- or jumpstart one whenever it lags--with 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 and value object; facilitate transfer of training to the job.
The fourth book in the acclaimed Games Trainers Play series includes a fresh collection of motivational activities for every training situation. New icebreakers, brain teasers, problem-solvers, and session closers are included, plus a host of exercises on today's hottest business topics. Each game has been field-tested and can be played in under 30 minutes.
Make challenging concepts more memorable, even unforgettable! "Stories Trainers Tell is full of fun, entertaining, and useful stories that help bring any training alive. Use it and watch people smile and learn!" --Ken Blanchard, coauthor, The One Minute Manager® and Whale Done!(TM) Telling stories is a powerful way to make a point, especially when the stories are compelling, well-constructed, and poignant. This book captures thought-provoking stories contributed by trainers, nationally known speakers, consultants, business leaders, educators, and professional storytellers that help make challenging ideas and abstract concepts stick. The stories are organized around major organizational development and training themes, such as leadership, diversity, teamwork, performance and coaching, and customer service. Accompanying each story are tips, debriefing questions, key points, and a follow-up activity to maximize its impact and learning potential. Includes a free CD-ROM with narrative readings of each story! Contributors include: Merrill Anderson, Jean Barbazette, Joe Barnes, Paula Bartholome, Chip Bell, Geoff Bellman, William Austin Boone, Sharon L. Bowman, Karen D. L. Byrson, Chris Clarke-Epstein, Hortencia Delgadillo, Larry English, Marcy Fisher, Suzann Gardner, Joan Gillman, Steve Hanamura, Lunell Haught, Sandra Hoskins, Katherine M. Hudson, David Hutchens, Joan Lloyd, Kate Lutz, Robert McIlree, Maureen G. Mulvaney, Kathy A. Nielsen, Clare Novak, Julie O'Mara, Laura V. Page, Jonathan M. Preston, John Renesch, Shelley R. Robbins, Marcia Ruben, Sheriene Saadati, Edward E. Scannell, L.G. Shanklin-Flowers, Bob Shaver, Doug Stevenson, Ed Tate, Sivasailam 'Thiagi' Thiagarajan, and David Zach.