The NASAGA Training Activity Book

The NASAGA Training Activity Book

Author: Judith M. Blohm

Publisher: John Wiley & Sons

Published: 2012-10-06

Total Pages: 331

ISBN-13: 1118329961

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From the acclaimed North American Simulation and Gaming Association, comes the much-anticipated The NASAGA Training Activity Book. This first-of-its-kind book offers a dynamic collection of ready-to-use games, simulations, and activities. With contributions from expert trainers, educators, and simulation and game designers, this highly accessible resource presents a variety of activities that address the most common issues that trainers are asked to tackle including: Communication Conflict management Creativity Customer service/sales/marketing Decision making/problem solving MulticulturAL ISSUES Organization development Self-awareness/personal growth Team building Training of trainers Each activity is presented in detail, giving suggestions on set-up, group size, materials and equipment, process, and debriefing. To address the wide range of training opportunities, the book includes at least two variations for each activity. Contributors demonstrate how to adapt each activity to ensure learning is directly connected to instructional objectives and considerate of cultural issues. In addition, all the activities are cross-referenced to other uses. The NASAGA Training Activity Book is filled with illustrative examples that show how activities can be used for maximum results and includes several debriefing models that contain real answers to help facilitators during debriefing sessions.


Training Games

Training Games

Author: Steve Sugar

Publisher: Association for Talent Development

Published: 2023-05-26

Total Pages: 145

ISBN-13: 1607284561

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Eleven classroom-tested games that can be mixed, matched, and modified for any training objective. Facilitate and evaluate your learning game play with the right combination of paper exercises, card games, board games, and unconventional activities that require a variety of unique props. Training Games provides a convenient game-use matrix to help you select the best games for your objectives. Templates and worksheets, included on the CD-ROM, allow for immediate classroom application.


Jolts! Activities to Wake Up and Engage Your Participants

Jolts! Activities to Wake Up and Engage Your Participants

Author: Sivasailam Thiagarajan

Publisher: John Wiley & Sons

Published: 2011-02-11

Total Pages: 277

ISBN-13: 0470948647

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Praise for Jolts! "Only Thiagi and his co-author, Tracy, could have devised a list of 50 magical learning moments that are concise and certain to JOLT learners into new perspectives and profound insights. If you facilitate group learning or change management, you won't want to miss this one!" —Elaine Biech, author of Business of Consulting and Training for Dummies "Give your training sessions a jump start with Jolt activities in less than 5 minutes. These easy-to-use creative techniques help learners gain instant insights. Not just session starters, this collection is a valuable addition to any trainer's bookshelf." —Jean Barbazette, president, The Training Clinic, and author of The Art of Great TrainingDelivery and Managing the Training Function for Bottom-Line Results "As a Charter Member of BFT (Borrow from Thiagi) Club, I've been adapting Thiagi's training activities for decades. I have built college courses and training workshops around Thiagi and Tracy's jolts. Use the jolts from this book as a way to instantly and successfully engage your participants with your topic." —Steve Sugar, author of Games That Teach Jolt|jolt|: a powerful training tool that will help you engage your participants and focus attention on your learning event. Master trainer Sivasailam "Thiagi" Thiagarajan and co-author Tracy Tagliati introduce a brand-new set of powerful training activities specially designed to get participants to sit-up, listen, and learn—to jolt them into a new level of participation, activity, and change. The forty-seven games and activities in Jolts! are interactive and emotionally charged—carefully chosen for their ability to make participants think, and think differently. When you really need to give your participants a powerful wake-up call, startle them into re-examining their assumptions and habitual practices, or encourage self-reflection, problem solving, and fresh perspectives—zap them with Jolts!


Barnga

Barnga

Author: Sivasailam Thiagarajan

Publisher: Nicholas Brealey

Published: 2011-02-22

Total Pages: 123

ISBN-13: 0984247165

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"Quite simply, Thiagi is the most prolific and creative designer of games and simulations in the world." - Glenn Parker, author of Cross-Functional Teams and Team Players and Teamwork Wholly revised to celebrate its 25th anniversary, Barnga is the classic simulation game for exploring communication challenges across cultures. While playing Barnga, participants experience the shock of realizing that despite their good intentions and the many similarities amongst themselves, people interpret things differently, one from the other, in profoundly important ways, especially people from differing cultures. Players learn that they must understand and reconcile these differences if they want to function effectively in a cross-cultural group. The "game" is deceptively simple: participants, broken up into several small groups, play a simple card, never knowing that each group has been given a subtly different set of rules to play by, nor that those rules will change yet again as the game develops and groups of players are reconfigured. Conflicts quickly begin to occur as players move from group to group, simulating real cross-cultural encounters, where people initially believe they share the same understanding of the basic rules and learn to their dismay and confusion that they do not. In discovering that the rules are different, players undergo a mini culture shock similar to actual experience when entering a different culture. They then must struggle to understand and reconcile these differences to play the game effectively in their "cross-cultural" groups. Difficulties are magnified by the fact that players may not speak to each other but can communicate only through gestures or pictures. In struggling to understand why other players don't seem to be playing correctly, and with the aid of the facilitator, participants gain insight into the dynamics of cross-cultural encounters. Participant instructions are provided in French, German, and Spanish as well as English. The 25th anniversary edition of Barnga introduces new features: - Now, as few as 2 and as many as 40 people can play! - Revised, play-tested rules provide optimal jolt to players. - Improved game design helps those with limited experience playing card games. - Partnership play enables players to comprehend the impact of peer support. - Different tournament formats raise new types of communication challenges. - For trainers - an expanded debriefing section that takes less than an hour.


The Handbook of Experiential Learning

The Handbook of Experiential Learning

Author: Melvin L. Silberman

Publisher: John Wiley & Sons

Published: 2007-03-15

Total Pages: 403

ISBN-13: 0470117397

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The Handbook of Experiential Learning is a comprehensiveresource that draws together contemporary thought and practice on awide range of experiential learning applications from thebest-known authorities on the topic. In this book, volume editorand leading experiential learning expert, Mel Silberman presents acontemporary review of experiential learning in the workplacecomplete with models, applications, and innovative uses. Thehandbook covers a broad range of experiential learning methodsincluding: Games and simulations Action learning Role-play and Improv Story-telling Adventure activity Reflective practice Creative play It also describes the use of experiential learning in topicssuch as technical skills, leadership, team building, diversity andcross-cultural training, and emotional intelligence.


Handbook of Intercultural Training

Handbook of Intercultural Training

Author: Dan Landis, Janet Bennett

Publisher: SAGE

Published: 2004

Total Pages: 532

ISBN-13: 9780761923329

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This handbook deals with the question of how people can best live and work with others who come from very different cultural backgrounds. Handbook of Intercultural Training provides an overview of current trends and issues in the field of intercultural training. Contributors represent a wide range of disciplines including psychology, interpersonal communication, human resource management, international management, anthropology, social work, and education. Twenty-four chapters, all new to this edition, cover an array of topics including training for specific contexts, instrumentation and methods, and training design.


Policy Games for Strategic Management

Policy Games for Strategic Management

Author: Richard D. Duke

Publisher: Rozenberg Publishers

Published: 2004

Total Pages: 376

ISBN-13: 9036193419

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This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr


The ASTD Handbook of Training Design and Delivery

The ASTD Handbook of Training Design and Delivery

Author: George M. Piskurich

Publisher: McGraw Hill Professional

Published: 1999-11-26

Total Pages: 572

ISBN-13: 9780071378932

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This comprehensive companion volume to the bestselling ASTD Training and Development Handbook (Craig, ed.) helps trainers design classroom, self-study, or technology-based training programs. Delivering the latest information on how adults learn best and human performance technology, it shows trainers how to prepare lesson plans, create visual aids, and deliver highly memorable presentations.


Design Your Own Games and Activities

Design Your Own Games and Activities

Author: Sivasailam Thiagarajan

Publisher: Pfeiffer

Published: 2003-02-12

Total Pages: 420

ISBN-13: 9780787964658

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Smart trainers know that games and activities can involve adults in learning like no other instructional method and no one knows more about games than Sivasailam "Thiagi" Thiagarajan. In this must-have resource, Thiagi shows you how to customize more than thirty different kinds of games -- games that fit the circumstances perfectly and that can be designed in mere minutes.


The Educator's Guide to Designing Games and Creative Active-Learning Exercises

The Educator's Guide to Designing Games and Creative Active-Learning Exercises

Author: Joe Bisz

Publisher: Teachers College Press

Published: 2023

Total Pages: 289

ISBN-13: 0807767727

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Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments.