TQM and Team Training: It's Not All Fun and Games!
(But They Sure Make The Training More Effective!)
By Vilis Ozols, MBA, CSP
Article reprinted from: Rocky
Mountain Quality Conference, June 12, 13 & 14, 1994, Denver, Colorado, USA (click
here for information about reprinting these articles)
Training games and interactive tools energize training
sessions, motivate attendees and enhance the learning experience! The need to
use interactive tools in training for organizations making the change to Total
Quality Management or Self-Managing Teams should be self evident to anyone
involved in the process. Many trainers, or training programs, however, often
fall into the trap of being too "content oriented" versus "interactive
oriented." Probably the number one shortcoming of TQM training and team training
directed at both front-line employees and, yes, management level personnel, as
well, is the lack of interactive learning tools and a "fun and games" approach
to learning. After all, if the attendees all have bruises on their foreheads
from dozing off, how effective has the "content heavy" training been?
The foundation of this paper will be highly
experiential, rather than academic. The various training tools, games and
exercises discussed have been sourced, or used, by the author in providing Total
Quality Management training and Self-Managing Teams training to organizations
all across North America. As a trainer providing this extensive training, and
attempting to be as effective as possible in incorporating interactive tools,
games and exercises, it is becomes painfully obvious that there are limited
sources for these types of training enhancers. As well, it is critical that
these tools be used properly, at the right times, in appropriate proportions,
and with the most effective lessons being gleaned by participants.
This paper discusses the various types and categories
of training games and exercises used for TQM and Self Managing Teams training.
It addresses proper uses of training and gaming tools. It will also describe
several highly effective gaming tools and give sources for trainers looking for
additional gaming tools.
Types of Interactive Tools
First, let us examine the various types of interactive
tools that trainers have at their disposal.
Anecdotes, Interactive Exercises, Games, Case Studies,
Role Plays, Simulations, Illustration Tools, Puzzles & Brain teasers
Anecdotes: Whether it
is in politics or training, Malcolm de Chazal, the French author, described the
key to effective communication, when he said: "The man who can make others laugh
secures more votes for a measure than the man who forces them to think." This
may rub against the grain for purists in technical training, but this certainly
hits upon one of the foundations of effective interactive training, and that is
very simply: when you've got them laughing ... you've got them!" As any comedian
knows, humor is an art form, and the key lies in the "ART" of using anecdotes,
jokes, one-liners, and humor in general:
A - Appropriate -
The humor must be appropriate for the audience, it must be in good taste and
it must not be directed at your audience. Rather than directing a laugh at
your audience attempt to direct the laugh at yourself, if possible. For
example, rather than telling a group of accountants that the definition of an
actuary is "someone who didn't have the personality to be an accountant" you
may say something like "I had a hard time initially putting consultant on my
business card because I had always been told that the definition of a
consultant is someone who borrows your watch to tell you what time it is and
then walks off with the watch."
R - Relevant - Too
often trainers have a great anecdote that isn't relevant to the topic.
Relevance in an issue with many training tools such as games, brain teasers
and puzzles. The inexperienced trainer will often toss in a game joke or
puzzle "just for fun" or to entertain the audience. The best interactive
trainers fine tune their material so that it is specific and relevant to the
topic and group they are talking to. Often, you can take an anecdote, change
descriptions and customize it to your particular audience. This customization
can be accomplished by an effective set-up that positions the anecdote
specifically for the audience and the topic.
T - Timely - How
much is too much? When should and shouldn't you use these tools? Unfortunately
there is no easy answer to these questions. Each audience is different and it
is critical for the trainer to gauge the time and amount of interaction that
is proper and effective for the audience. A good piece of advice is to
practice what we preach and to use the TQM adage of: "What gets measured gets
fixed." Ask your audience, as part of the follow-up evaluation, was the amount
of humor used appropriate, too much, not enough? Ask them was the amount of
interaction too much, appropriate, not enough?
A rule of thumb that has proven itself many times over,
is to use more interaction than you might otherwise when dealing with front-line
personnel. In a recent team dynamics session to over 240 front-line
manufacturing employees, when asked, less than 10% said they had ever sat
through a full day seminar. By any standards, the amount of interaction used was
high, and the overriding opinion at the end of the training was that they had
fun, that they didn't fall asleep (a major concern prior to the training) and,
almost as an afterthought, that they had learned at great deal, too.
The "ART" acid test is one that can and should be used
for all of your interactive tools. Ask yourself: Is this material Appropriate,
Relevant and Timely to my audience?
Interactive Exercises:
This heading incorporates a broad body of potential definitions. In the context
of this paper, this term will be defined very simply as: "the opposite of
lecture mode training." Interactive exercises may include breaking-up into
groups and brainstorming on a given topic. It could include soliciting audience
feed-back or experiences on a given topic, such as asking who has experienced
the "Storming" stage of team development and how did they deal with it.
("Storming" refers to Dr. Robert Tuckman's terminology for one of the
predictable growth stages of teams.)
Games: Games can take
on various forms and can be used in a variety of situations. Audiences may break
into groups and play board games. Volunteers may be solicited from an audience
to participate in a game in front of the group. Games may also be used for
individual teams in the classroom or in a "retreat" setting in the outdoors.
Case Studies: While
these may not fit into the traditional mold of interactive games or exercises,
cases studies are an invaluable verbal illustration technique that connect the
audience to the topic and paint a vivid picture of the case in point. The most
effective presentation of a case study relates back to the audience and their
own work situation and serves to stimulate understanding of the learning point.
This may be done by asking a rhetorical question such as "Can you see how the
situation at _____ is similar to what we are trying to accomplish in your work
area?" or something such as "Notice how in this story the team had a very
clearly defined goal; to fix the worst piece of equipment in the plant. That
kind of clearly defined goal is critical to the success of any team. The
question now is, can you define your team's goal as clearly?"
Role Plays: These can
be extremely effective training tools, particularly for some of the "soft
skills" associated with team dynamics training in TQM and Self-Managing Teams.
Role plays are most effective when they are set up with a description of a
background situation that is relevant and tangible to the trainees. Ideally,
they have experienced the situation presented from one side of the interaction
or the other and can specifically relate to the concerns that need to be dealt
with in the interaction.
The participants then divide up into the assigned roles
and are each given specific objective to accomplish within the parameters of the
given situation.
Role play situations are often used in interactive
management training. Their greatest effectiveness, however, is often seen in
providing front-line employees with the soft skills training and experience to
deal with interpersonal or conflict situations that often arise in team
situations, particularly in developing teams who are in the early stages of team
growth.
For example: The learning point might be a five step
approach to dealing with one-on-one confrontations.
1. Identify the problem and give specific examples.
2. Ask input as to what is the root cause of the
problem.
3. Listen to the response with empathy.
4. Solicit potential solutions and be prepared to
provide your own if necessary.
5. Agree on a solution, action plan and follow-up, and
identify consequences.
With the above as the learning goal, the employees
would be directed to break up into groups of three. One person would play the
role of the leader giving the feedback, the second person would play the role of
the "bad guy" and the third person would act as an observer and note-taker for
the interaction. The three participants would rotate roles so that all three
have the opportunity to give, take and critique. If you provide three separate
situations, the participants can choose which they prefer and all three
interactive role plays are then unique. The situations can be customized to the
organization's training objectives or specific concerns, but good common issues
include: dealing with a employee who is always late for a meeting, dealing with
a team member who is constantly making derogatory and negative remarks, or
dealing with a team member who is being overly dominant in meetings, just to
name a few.
Adequate time should be provided for the participants
(both the giver and receiver of the feedback) to prepare. The receivers should
be cautioned about being too difficult, but encouraged to be creative and have
fun. Observers should be briefed about being too critical and are encouraged to
identify good aspects of the interaction, in addition to identifying areas for
improvement.
Simulations:
Simulations can take a variety of forms and impart a multitude of learning
points to a group in a fun, dynamic and effective manner. Simulations usually
differ from the role play in that we usually describe a situation and
environment with a given set of circumstances or parameters and a desired
outcome or goal. You may be a start-up company, you may be marooned on a desert
island, lost on the moon, or stranded with your group in a life raft in the
middle of the ocean. These can be done in two ways, depending on the size of the
group and the nature of the simulation. One method is to solicit volunteers to
the front of the group and have the team then go through the given simulation.
You can also have the entire group break up into their own teams for greater
participation.
A common simulation is one where the team is faced with
a "stranded on the moon" scenario and are given a choice of survival tools and
strategies. The team members then individually rank the importance of the
survival tools and determine optimum solutions. A second part of these types of
simulations have the team as a group do the ranking and finding the solutions.
The desired outcome of many of these types of exercises is to illustrate the
enhanced results that a team enjoys, particularly when compared to the results
of the individuals.
Illustrations: In
developing many of the concepts associated with quality processes or teams, an
invaluable tool is the ability to paint a clear picture by using interactive
illustration techniques. This is a broad category to define. It would best be
described as illustrating a concept or learning point by involving your
audience.
For example, the learning point might be the quality
credo: "replacing opinion with data." An interactive illustration would be to
solicit an audience member to provide a quarter for you as the trainer. You then
proceed to flip the quarter a number of times involving the group in what the
outcome will be. After several flips you solicit an audience opinion on what the
measured results would be for an infinite number of flips. This seems like a
rhetorical question with the audience's consensus opinion agreeing upon an
answer of 50% heads and 50% tails. The point you make as a trainer, however, is
that an American quarter, when flipped one thousand times, will turn up heads
51% of the time and tails 49% of the time. The learning point of "replacing
opinion with data" is punctuated with this sort of interactive illustration.
Puzzles and brain teasers:
These are probably the most entertaining and universally enjoyed exercises for
audiences and trainers alike. Unfortunately they are also the most misused and
abused tool in the trainer repertoire. Trainers who use these without a specific
purpose, often for pure entertainment value, risk diluting their program content
and their own credibility. When used properly and with purpose, they can be
relevant, entertaining and, most important, they will serve to enhance the
program and the learning experience, rather than undermine it.
Puzzles and brain teasers are particularly effective in
illustrating how easily we develop mind sets or get locked into our initial
paradigms. For example, you might place the following diagram in front of the
group for fifteen seconds and ask how many squares do they see?
insert diagram
The answer seems painfully obvious. There appear to be
sixteen squares. But as you wait out the full fifteen seconds you will start to
hear the audience's answers changing. "There are seventeen!" "No, there are
twenty!" Once the time has elapsed, you announce and explain that there are, in
fact, thirty squares. An overhead projector is useful in illustrating this
diagram. The debriefing should include discussions of paradigms and mind blocks
to solving problems. You might ask if they have been situations where you where
sure of the answer and a better answer was, in fact, discovered?
insert
diagram
Keys To Using Interactive Tools
1. Interactive tools must, first and foremost, be
relevant to the group. Relevance falls into
several categories. Your exercises must relate back to the topic at hand (See
Number 2 on the following page). They must relate to the type of business or
industry being addressed. For example, it is not relevant to the audience to
have an exercise that discusses the profit motive as a major component if the
audience is a non-profit entity or possibly a government entity.
2. Careful set-up of your exercise is crucial to its
success. Some of the key aspects of your set-up
include:
• Describe sequentially what they must do. The
goal is to avoid someone raising their hand half-way into the exercise asking
"Could you please explain what the question was again?"
• For more complex exercises, with many steps, it is
better to have the group complete one step before moving on to the next. For
example, you may have them break up into groups and pick a leader and a
recorder, and only once they have completed this step would you move on to
describing the group's assignment or exercise.
• Describe why you are doing the exercise. When
you look at adult learning models, an important component is explaining why.
Adults need to understand how they will be benefiting from the exercise. It is
difficult to "over-explain" an exercise, and a good framework to always keep in
mind is a variation on the theme of: "Tell them what you're going to tell them.
Tell them. Then tell them what you told them." So then you must try to:
Explain to them what
the benefit of the exercise will be. Then have them do the exercise and tell
them what the benefit or learning point is. And when you are done debriefing
the exercise, tell them what the benefit or learning point was again.
• Transition or segué into your exercise. Try to
avoid just saying: " And now let's do an exercise." You will enhance your
effectiveness if you can transition smoothly to the exercise by tying it in to
the previous topic. You may say something like: "Now we've talked about the
three key areas of communication in teams and in organizations. With the help of
a few volunteers, now I would like to show you the importance of
communication, as a group tries to accomplish a specific goal while they only
have a limited ability to communicate!"
3. As the name implies, interactive tools must involve
the audience. This becomes a challenge when you
have large groups to deal with. An effective way to involve the whole group,
even when you have only a small number participating, is to give the rest of the
audience a title, "observers", and an assignment.
Example: "Now, while the team at the front of the room
has a specific task, it is also important that the rest of the audience has a
task as well. What I would ask the rest of you in the audience to do is to be
formal observers of the team as they approach their task. Specifically, try to
identify three characteristics or behaviors of this team that you observe as
they tackle this task."
4. Be involved in the exercise yourself.
As a trainer it is easy to think of the time a group
spends in an exercise as a break for you, the trainer. You will enhance the
learning effort for the participants if you mingle with the groups, clarify
expectations, share in an occasional discussion, and make notes of key learning
points that you observe while mingling.
5. Debrief the exercise.
Effective debriefing of an exercise is the "make or break" element. The
secret of interactive exercises is to involve the participants as much in the
debriefing of the exercise as in the exercise itself. The debriefing should
serve to reinforce the "Why are we doing this?" issue, the "What did we really
do?" issue, the "Why is this important?" issue and the "How does it affect me?"
issue. The debriefing should analyze the exercise from a stand point of what
happened in the exercise and how did the participants feel before, during and
after the game. A valuable connection between the exercise and the real world
can be achieved during the debriefing by relating the exercise, simulation or
game the audience's frame of reference, by asking: "Has this ever happened to
your in your work situation? If so, how did you deal with it? How would you have
handled it differently?"
6. "Back Door" the learning point.
"Hit 'em while they're laughing" is a great adage. Some of the most effective
learning points occur while participants are laughing, are feeling frustrated,
or are experiencing concern, just to name a few situations. But the one thing
that these scenarios all have in common is that the game or interactive exercise
has elicited an emotional response. And once you have attained that level of
emotional receptiveness, you must "back door" the learning point. That is, you
must slide the learning point or the concept summary into the story, anecdote or
debriefing, as part of the structure of that exercise. The best trainers are
masterful at this technique. They make you understand and experience the lesson,
and most importantly, you experience and remember the learning point and how it
applies to your given situation.
Functional Categories Of Interactive Tools
Any time that an interactive exercise is used, it
should be used with a specific goal in mind. Just as teams need a clear,
specific goal to be successful, so do effective interactive exercises and games.
The crucial question you need to ask in incorporating an exercise of any sort is
very specifically: "What do I hope to achieve with this exercise, game or
activity?"
The following list describes a variety of desired
outcomes for exercises. There are obviously many more than can be listed. The
key is, once again, understanding specifically what you want to achieve in
incorporating the exercise.
1. Warm-up exercises:
Warm-up exercises fall into primarily two categories. Those that a group or team
uses to "warm-up" their own meeting and those exercises that a trainer uses to
warm-up the audience for the training encounter that will follow. One of the
best trainers at warming-up an audience is Loren Ankarlo, President of the
Ankarlo Training Group out of Broomfield, Colorado. He is the author of a best
selling video series on self-directed teams for the CareerTrack organization of
Boulder, Colorado and is one of the acknowledged international "gurus" in the
area of self-managing teams. He describes the warm-up exercise this way: "When a
trainer gets up at the front of the room at the beginning of the day there is a
glass partition that separates the trainer from the audience. It is the job of
the trainer to break down that barrier with the audience as quickly as possible.
I take it as a personal challenge to remove that barrier from the first moment I
enter a room." That is a challenge that Loren never fails to accomplish, he
truly is a master trainer!
2. Synergy Demonstrators:
Synergy can be described as 2 + 2 = 5, or it can be described as the sum of the
parts equaling more than the whole. The most effective way That it can be
described to an audience is through the use of exercises or games that
demonstrate interactively that a group of people working as a team will do
better at accomplishing a task than a group of individuals.
3. Concept Illustrators:
Trainers can often describe a concept with a clear definition, and explain
exactly what actions are needed in a specific situation. But until the audience
experiences that "Ah ha!" moment, when they truly grasp the significance of the
concept, a trainers task is uncompleted. Concept illustration games ideally give
the audience that "Ah ha!" feeling where they know that they have truly grasped
the idea being presented.
Dr. Larry Johnston, faculty member at the University of
Colorado at Denver's School of Business, describes the "Ah ha!" moment best when
he says: "It's that moment in learning when you know that in your own mind that
you have converted a concept from a "fuzzy" idea to a crystal clear thought!"
Dr. Johnston is untouchable in painting vivid, interactive pictures for his
audiences and students. Look at it this way. If he can make advanced financial
concepts interactive and entertaining, it certainly puts an onus on TQM and team
trainers to at least do that much in this arena!
4. Skills Enhancers:
Skill enhancing games and exercises are based on the premise of: "Tell me and
I'll nod my head. Show me and I'll understand. Make me do it and I'll truly have
learned." Creating an exercise or a game that allows someone to practice and
experience the use of skills that have previously only been described, takes the
training effort to an entirely new level.
5. The Wake-Up Call:
All trainers have run into that training situation where, after a large lunch,
the room temperature has heated up to 84½F and, to make matters worse, you have
a room full of active professionals who can barely sit still long enough to take
a phone call, let alone sit through a full day seminar. As Murphy's Law will
have it, this usually coincides with the driest, most complex part of the
program material you have to cover. The best veteran trainers all have a few
tricks up their sleeves to combat these "lulls," and they're usually some sort
of game or exercise that physically commands the audience into a participation
mode.
Sometimes the best policy is honesty. The trainer can
very simply call a break or even just lead a group stretch, not unlike the
seventh inning stretch in a baseball game.
One trainer who is particularly good at interactive
exercises is Melanie Mills, a former Colorado "teacher-of-the-year," now a
principle of Higher Ground training in Aurora, Colorado. She prefaces this sort
of interactive wake-up call with the battle cry: "Hey, the only way you'll look
silly doing these exercises is if you're the only one not participating!" She's
incredibly effective at training and her secret is in her use of effective
interactive exercises.
6. Group or Team Dynamics Facilitations:
Sometimes a primary goal, or sometimes a secondary result, many games and
exercises stress the problem solving, decision-making and creative thinking
process that must occur in a team for it to function effectively. These sorts of
games and exercises are often introduced by the trainer with a statement such
as: "The reason we are doing this exercise is to not only identify the optimum
solution to our problem, but to also look at how do we go about solving that
problem in the context of a team structure, with a team of individuals who each
have their own unique point of view."
Some of the team dynamics issues that are developed and
enhanced in a team game environment are:
- Teamwork
- Communication Skills (Listening/Presenting)
- Problem Solving
- Risk Taking
- Leadership
- Creative Thinking
- Decision Making
- Interpersonal Skills (i.e.: Conflict Resolution)
Training Exercise Examples:
The following are various games, exercises and
illustration tools that have proven to be effective in team and TQM training.
Additional resources are listed in the resource listing at end of this paper.
The Physical Flowchart:
Have a volunteer individual, or group, walk through some
aspect of their day or work process. A lighthearted approach to this is to have
someone flowchart their morning routine. The key learning points that we try to
incorporate are, that for a flow chart to be an effective tool it must represent
what actually happens, and that it must incorporate measurement at the various
steps or decision points.
Keys:
- Tie the morning routine, or other example, back to a
desired outcome, such as being constantly late for work and needing to
identify why, so that the behavior can be modified.
- Be innovative in how you select your volunteers.
Participants seldom volunteer immediately and enthusiastically. Reward
volunteers with praise or an audience ovation. Ask audience members to
volunteer someone they came with or who they are sitting beside (Always a
popular one!).
- Ask the audience to tie the exercise back to a
situation where they had worked with a flow charted process. Was their flow
chart as effective as it could have been? What could have been done
differently?
The Red Bead Game:
A lively fun game developed by two Hewlett Packard engineers. It illustrates a
number of valuable concepts such as natural variation in measurement systems,
the concept of viewing work as a process rather than as a series of independent
events, and it incorporates the use of specific quality measurement tools such
as run/control charts, flow charts and many more. This game was made famous by
Dr. W. Edwards Deming in his seminars and a wonderful recount of how Dr. Deming
actually facilitated the game is given in Mary Walton's book, Deming
Management at Work.
The game focuses on workers being held accountable for
a process of selecting only white beads from a batch or mixed color beads. It is
lively fun and entertaining ... and a great learning tool, as well! (See the
reference listing for more information about the red bead game.)
The Spider Game: A
group of six volunteers is solicited to the front of the room. They are asked to
form themselves into a circle and place their right hands into the middle of the
circle, grabbing the hand of one of the other team member's outstretched hands.
Then they are then asked to place their left hand into the middle of the circle
and grab the hand of a different team member's left hand. The goal of team is to
unravel themselves into a circle without letting go of each other's hands.
Keys:
- How well did they communicate?
- How well did they plan their strategy?
- Did they turn to the coach/trainer for assistance
(teams often do that!)?
- Did they think the task was impossible (Also common
for teams!)?
Brainstorming Important Issues:
Participants are broken up into teams of six to twelve members and asked to
brainstorm a list of as many issues as they can. The topic given is to identify
things that they would change, if they could, at their own workplace. Teams then
could be asked to identify their top two or three issues by means of a team
vote. They would then be asked to provide a potential solution and action plan
steps for implementing that solution.
There are a wide variety of learning points that can be
incorporated into this exercise depending on he interactions that take place
during the exercise.
Keys:
- How did the team vote on the issues? (Compare the
teams' approaches)
- Was there a better approach you could have used?
- How did you feel about emotional issues that weren't
voted upon?
- How did the teams come up with solutions?
- Did the teams use a structured problem solving
approach?
- Did they address concerns of all parties involved?
(Or just their own?)
- How did it feel discussing causes and solutions for
emotional issues?
- Was the action plan specific or general?
- With decision making also comes responsibility.
The NASA "Lost on the Moon" Exercise:
Participants are given a list of articles that survived their recent crash on
the moon. The team members first rank the importance each article individually
and then compile a team ranking based upon their discussions. Answers are
compared to NASA's experts' answer grid.
Keys:
- Investigate the team dynamics of arriving at a
consensus.
- Debrief results of the individuals versus the teams.
Meeting Logistics Exercise:
Have members of newly formed self-managing teams brainstorm all of the things
that they need to do to actually start holding their own team meetings. Once the
team has a comprehensive list together, ask them to categorize the items on list
by deciding who would be responsible for doing those items. Their choices should
include team members, team leader, team coach or a management person.
Keys:
- In debriefing the lists, write out a table of the
items on a flip chart or overhead projector and placing a mark under a heading
of who is responsible for each task.
- Teams almost always choose the manager category,
because "that's the way its always been done." Skillful debriefing of this
exercise should result in the "ah ha" moment where the team members connect
with the "Self" part of the self directing teams moniker.
- Does a manager have to do that, or could someone
else?
- Would it be easier for you or a manager to do this?
- Would it be difficult to learn this?
- What special skills does a manager have that
precludes team members from doing this task?
Creative problem solving situations:
Present the teams with brain teasers of one form or another and have them arrive
at solutions. Particular attention should be paid to observing the dynamics of
the group in solving the problems and addressing these in the debriefing.
Variations can include:
- Not allowing the team members to speak.
- If the assignment is a physical puzzle, allow each
member to handle only their piece of the puzzle.
- Then rescind the previous rule.
- In a puzzle situation tell team members that one of
their group has been secretly told to be a saboteur to the groups problem
solving efforts.
Sources for these types of puzzles are endless: The
public library, game stores, bookstores or the local bartender almost always has
a few good brain teasers up his or her sleeve (It might cost you a drink to get
the solution, though!).
Example: Brain teaser:
We all know that on any given Christmas season,
Christmas day and New Year's day always fall on the same day of they week.
However, in the year 1939, The year of the outbreak of World War II, Christmas
fell on a Monday and New Year's day fell on a Sunday. Why?
Keys:
- What assumptions did you make about the problem?
- How did you interact with your team members in
solving the problem.
- Debrief specifics instances of the team's problem
solving process.
The Incredible Floating Glass Puzzle:
You will need four drinking glasses and three identical butter knives for this
puzzle. Place three glasses in an equilateral triangle as shown in the diagram.
The distance between the glasses should be just a smidgen greater than the
length of a butter knife. The goal for the team is to suspend the fourth glass
above the other three using only the knives provided, and not moving the
drinking glasses.
insert
diagram
Keys:
- This puzzle is very difficult to solve conceptually.
It is necessary that the team members actually play with the knives and the
various configurations until they come upon the answer.
- What are the implications of this type of problem
solving?
- Is it always best to act on potential solutions when
you don't know if the solution will work? How can you tell when to go ahead
and try solutions and when you should hold back?
Warm-Up Exercises:
Paired introductions:
Break the group up into pairs and have them find out three things about each
other that they did not already know. Debrief by having members share the
information with the group. Have fun with this one! A great opportunity to
single out the characters and the executives. There are an infinite number of
variations that can be used: Identify two things that you have in common. What
was your most embarrassing moment. What was the most rewarding thing that you
ever did. What was the most important lesson that you ever learned.
Complete the sentence:
This is a variation on the above. The leader would write an incomplete sentence
on the flip chart and have team members complete the sentence on their own and
then share their completed sentences with team members.
Some ideas on incomplete sentences are:
The best teacher I ever had was a person who ......
Some of my happiest moments are when I .....
When I do a really good job It would be nice to be
rewarded by .....
Warm Up Exercises: Teams are often stumped by
what they can do for warm-up exercises when they conduct their meetings. An
effective exercise is to have a large group of employees brainstorm as many
warm-up exercises as they can think of. Make sure to list these on an overhead
projector or a flip chart so that the ideas can be reproduced and distributed to
attendees.
Resources
The Bead Box Game. ™
Michael A. Johnston, P.O. Box 1216, Cupertino, CA 95015. (408)255-1785
Deming Management At Work..
Mary Walton. New York, NY: Putnam's Sons, 1990.
Total Quality Management..
Video and Audio Tape Program, Verne Harnish. Boulder, CO. CareerTrack
Publications, 1993. (800)334-6780
Implementing Self-Directed Work Teams.
Video and Audio Program, Loren Ankarlo. Boulder, CO CareerTrack Publications,
1993. (800)334-6780
The Team Handbook.
Peter R. Scholtes, et al. Madison, WI. Joiner Associates, Inc. 1988.
Leadership Training Through Gaming.
Elizabeth M. Christopher & Larry E. Smith. New York, NY. Nichols Publishing
Company, 1987.
Games Trainers Play.
Edward E. Scannell & John W. Newstrom, New York, NY. McGraw Hill, Inc. 1980
More Games Trainers Play.
Edward E. Scannell & John W. Newstrom, New York, NY. McGraw Hill, Inc., 1983
Still More Games Trainers Play.
Edward E. Scannell & John W. Newstrom, New York, NY. McGraw Hill, Inc. 1991.
Let The Games Begin.
Beverly Geber, TEAMS: A Supplement to April 1994 Training Magazine,
Minneapolis, MN. Lakewood Publications
MindTrap: The
board game: P.O. Box 60059, 300 North Service Road West, Oakville, Ontario,
Canada, L6M 2S0, Available in most stores where board games are sold.
***
Vilis Ozols, MBA, CSP, (www.ozols.com) president of the
Ozols Business Group in Golden, CO, is a motivational business speaker and
leadership consultant. He is the author of 3 books, he's
a former pro beach volleyball player and he has spoken
to businesses in all 50 U.S. states. (800) 353-1030.
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