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See the causes and solutions activity on the team building games page 2.
See the public research quiz game on the team building games page 2.
Good for explaining difference between knowledge and skill, and why skills and
knowledge need developing differently.
christmas quiz
See Quizballs 29 - twenty questions and answers for parties and team games.
Easy quick ideas for enjoyable role-plays - for appraisals, interviews, counselling,
discipline, coaching and more.
Personal interaction between staff (typically chatting and engaging in the canteen,
elevator, lounge areas, etc) is crucial for developing relationships and mutual awareness
among teams, so if teams do not meet frequently then the leader must devise ways to
enable this personal interaction to happen.
More background and some ideas in the chatting exercises on the teambuilding games
page 2.
quickies
Ideas you can develop and have fun using. See the quickies on the teambuilding exercises
page 2.
However they can provide interesting ideas for dealing with stress and helping and
teaching others about stress reduction.
The ideas can also be used to reduce tension in certain types of teams and meetings, for
ice-breakers or diversions, to demonstrate aspects of mind-body connection and its
relevance to attitude, frame of mind, self-control, and also aspects of NLP, positive
visualisation, lateral thinking, lifting limits, and no doubt lots more too.
The chief effect of these very simple exercises is to change the environment and
atmosphere, and thereby the 'mindset', which is a basis for all sorts of development, quite
aside from the benefits of reducing someone's stress levels.
The 'I am' page helps to illustrate and explain the power of positive visualisation and
'self-talking' which is a strong element within the second of the three stress reduction
ideas.
See the team skipping activities ideas on the teambuilding games page 2.
The isolation and intuition activities are on the other teambuilding games page 2.
Both activities are highly flexible and can be adapted for local circumstances.
age diversity exercises for teams (age discrimination
training, ageism awareness, diversity development)
With the introduction of Age Discrimination legislation, (UK October 2006, and
consistent with European law), there is an increased need to raise awareness and to teach
people about ageism and age discrimination.
Ideas for activities and exercises to highlight Age Discrimination and Diversity issues are
on the other team-building games page (2).
We all, irrespective of age, race, religion, gender, disability, etc., have our own special
capabilities and strengths, and it is these capabilities and strengths that good
organisations must seek to identify, assess, encourage and utilise, regardless of age or
other potentially discriminatory factors.
See the 'Shot At Dawn' lessons discussion and ideas on the other team-building activities
page 2.
Corporate Globalization Debate Exercise and Ideas are on the other teambuilding games
page 2.
speeches exercises (warm-ups and ice-breakers,
presentation skills and public speaking, motivation,
inspiration and leadership)
A very flexible activity to develop understanding and confidence for speaking to groups,
which can be adapted for many different situations. See the speech exercises on the other
team-building games page (2).
See the Corporate Life-Cycle Exercise on the other team-building page. Based on the
Adizes model.
See the World Cup Antidote Exercises on the other team-building activities page.
fantasticat
This idea is so good that it deserves a section all of its own. See the Fantasticat page.
The activity is particularly ideal for conference or auditorium situations. Big company
gatherings to 'motivate' everyone. You know the sort of thing... The CEO says to the HR
department, "Guys, we've got this conference coming up. All the staff will be there. I'm
going to open it up and give everyone a great big bollocking, I mean pep-talk. Yes, Pep-
talk. Get everyone motivated and focused on the new challenges ahead. The need for
everyone to learn new skills, to be more customer focused, more joined-up, to be more
committed and to adapt to all the changes that we need to make, including the ever-
increasing risk of redundancy (so that I can float this baby in a couple of years and make
a bloody fortune/so that headquarters/central government can meet its efficiency gains
and targets)..."
"Go on.." says the HR team, (thinking, "Is he in the real world?...")
And predictably the CEO continues: "So, after I've warmed them up - an hour or so
should do it - it's over to you guys to put together some activities which will get everyone
involved and focused on the changes they need to make, so they can all improve their
skills, increase service levels, save time and money, take the burden off their managers,
and generally come up with some ideas for becoming more effective. Empowerment they
call it don't they? I want to empower them all to be more productive. And to stop all the
whingeing and moaning. That would be good too. Oh, and by the way we've got no
money to spend on it; the hotel is costing us a bleeding fortune as it is."
First resist the temptation to leave the company. The people need you. And you like a
challenge. What doesn't kill you makes you stronger, remember.
Second, think about using this activity and then discuss it with your CEO. If he/she likes
the idea you've half a chance that they'll allow you to go through with it:
• thinking deeply about their own development and how to optimise it, and
• working together to suggest how the organisation can improve.
The activity, and the planning leading up to it, will hopefully help the CEO and senior
managers to understand more about their responsibilities for their people and their
organisation, and perhaps to reappraise their leadership philosophy and purpose.
• people begin to align more closely with the organisation, and crucially: vice-
versa
• people start to think differently about the organisation - "it can be more than
a job if you want it to be.."
• the organisation gets to hear and see what its people are truly capable of
• the organisation hears how its people can and want to help improve
themselves and the organisation
• the organisation (and particularly the CEO) commits to supporting its people
in doing the above
Make no mistake - this is not for the faint-hearted - this is not for CEO's and
organisations who say one thing and then do another. This is not for organisations and
CEO's who want to line their own pockets and don't give a shite about their people. This
activity is more than a game - it's a philosophy.
Split the group into teams of function or job type. Between four and a dozen teams, up to
about twenty people per team. If you have more than twenty in a single team split the
team into two, for example, 'customer service north' and 'customer service south'.
Organise the seating so that team members are sitting together - either around their own
team table, or in blocks if the seating is fixed in a theatre or auditorium. Imagine the BBC
'Test the Nation' studio format if you've seen it. Each team contains people of a similar
responsibility/role/function, playing together as a team.
Teams need to appoint a team leader, and this responsibility can rotate so a number of
team members experience the responsibility. Team leaders are responsible for ensuring
that everyone in the team has the opportunity to contribute. Setting up sub-teams within
teams is perfectly okay if it ensures everyone has greater input. This can be at each team
leader's discretion.
An optional exercise at this point is to ask each team to design and make their own team
flag, representing the strengths/values/philosophy/challenges of their team. Materials and
timings at the discretion of the facilitator depending on the event. This is an optional
quick introductory exercise - no need to spend ages on it. Don't do it if the people want to
get on with the business at hand, which will very commonly be the case.
The facilitator (a sort of quiz-master or compere role) must prepare suitable questions in
advance, and it is essential to involve the CEO in doing this because there are big
implications that need buy-in and support from the top. Failure to do this will expose the
facilitator/organiser and disappoint the people when nothing happens afterwards. A
central aim for this activity is that outputs must be followed up.
The questions must be carefully designed and powerful, to get people thinking about:
The whole gathering is asked a question. Teams confer amongst themselves, and
appointed spokes-people give the answers for their own team in turn. All the answers for
a question are reviewed, and then voted on to identify which answer(s) are considered
best by all teams, or a 1-2-3 ranking of the three best liked answers. Then the facilitator
moves on to the next question. Allowing 30 minutes per question (this will vary
according to type of question, number of teams, etc), you can see that a two hour event
will allow four questions at most, so plan carefully. Careful design of questions is very
important.
What does each team consider to be its three greatest personal passions, outside
work? And how might each of these passions, if developed further, benefit the
person at work, the organisation and the customers and suppliers of the
organisation? (Obviously a team of fifteen or twenty people will represent more
than three 'passions' - in which case guide the teams towards discussing and
selecting the best three from within their own team.)
Before teams begin to consider the question, the facilitator will need at this point to help
people understand and believe the extent to which each person's passion (each person's
special capabilities, loves, and they dreams they pursue, typically outside work) relates to
their development as individuals, their personal fulfilment, and how valuable and
transferable these skills, knowledge, behaviour and experiences are to the
organisation and their work. (You will probably need to explain this to the CEO before
planning this event as well, and if he doesn't see it then proceed with caution unless
you're lucky enough to have a CEO who is blessed in the 'blind faith' department.)
The teams are then given a few minutes to confer and consider their answers. To an
extent you need to be flexible in how long you allow - there's no point in cutting useful
discussion short if you can adjust the schedule accordingly.
After an agreed/suitable time period, each team's spokes-person gives their team's
answers in turn, which are recorded by the facilitator on stage or at the front of the
auditorium, on a suitable viewing system (flip-chart sheets and blu-tack are perfectly
okay if you like to use them) so all teams can see every other team's answers.
Then ask the teams to cast votes for each of the other team's answers, by which the
facilitator then allocates scores for each team. The scoring system for the activity is
flexible at the discretion of the facilitator, but must obviously be consistent and fair. For
example ask each team to confer and award three votes for the best answer, two points
for 2nd best, and one point for 3rd best.
(You have the option to award prizes for teams and individuals during and certainly at the
end of the activity. Be creative and think about these prizes - think about some awards
which relate to people's personal passions and interests - not just bottles of booze.)
Choosing one passion from your team's suggestions, or from another team's
suggestions, which relates to significant and valuable personal development and
organisational benefit, suggest a way which the organisation can help people to
develop that passion, with all the skills, experiences and learning involved. (The
organisation must, after the event, consider all of these ideas, and try to help make
them happen where possible - so people should try to come up with ideas that are
practicable and realistic - and which demonstrate a good result and benefit for
people and the organisation, relative to the efforts and costs involved.)
You get the idea? It's serious stuff. It extends development way beyond job skills into life
skills - develop the whole person - and the organisation must see that this is important
too.
Consider and suggest three ways that the organisation can improve its
communications and cooperation between departments.
Consider and suggest three ways that the organisation could involve its people
earlier in responding to the need for organisational change.
If you were the CEO how would you treat people differently compared to current
practices?
In what ways could the organisation reshape its aims so that people find it easier to
support and align with them?
Provide three examples of obvious daft management practice that need sorting out
desperately, preferably with some suggested remedial actions.
What's wrong with this organisation that even a ten-year-old child could see in a
day of being here?
How can the organisation provide more personal meaning and relevance to you in
your work?
At the completion of the activity you will have received a vast amount of well-considered
suggestions, ideas, feedback and information about your people and their capabilities.
You will see how different functional teams view each other and the organisation. You
will receive and give people the opportunity to contribute significant ideas and
suggestions for improving the organisation's weaknesses and failings, in any aspect that
you wish to expose (you are asking the questions, remember).
If you focus on personal development, you will understand and appreciate, and help your
people to understand and appreciate, that the most important characteristics, skills, and
experiences are those which people can develop for life, not just to meet the needs of a
job skills analysis, or a flaky appraisal process that just goes through the motions.
Certain roles offer more obvious opportunities to overlap development for life and
development for work - ie, to develop job performance and capability through developing
the whole person. Other jobs might initially seem to offer no overlap at all, but be
assured, all jobs offer plenty of potential overlap between the person's life
development and job/organisational benefit. Truck drivers have dreams too. So do
shop-workers. So do labourers, cleaners and soldiers. We all have dreams and passions
that we want to follow and related capabilities that we want to develop, many of which
are extremely and directly transferable to work performance. In fact I'd challenge anyone
to think of a job role that would not gain from developing the job-holder's whole-life
passion or dream or true potential. Try me, send me any suggestions where you think no
overlap exists and I'll show you where it does and publish the examples here.
Aside from transferable capabilities, there is also the effect on a person's general state of
well-being and feeling of self-worth. When people develop as people they become more
mature and tolerant. They become more peaceful and contented with themselves. They
become more self-managing, self-reliant, self-determining, confident, helpful, considerate
- you name it, they become better people. Isn't that what we want in organisations -
grown-up self-sufficient people who largely manage, motivate and look after themselves?
Even the CEO who doesn't give a tuppenny-haypenny shite about the people - he still
wants these qualities in his people, doesn't he?
X-Theory directors everywhere - wake up and smell the bleeding coffee - help your
people develop as people, in the ways they want to, and your organisation will fly.
One day all organisations will achieve sustainable success when they align themselves
with their people's whole-person whole-life needs, and when they do everything possible
to help people develop as people for life, not just for work. This activity framework will
provide a useful and stimulating introduction to that philosophy; for the leaders - even the
X-Theory dinosaurs - and the people.
1. Ask people to think of two personal first aid (or customer service, health and safety,
etc, etc) experiences from their past - one good and one bad. Then ask each person to
describe their experiences briefly in turn to the group. Note the key points on a flip chart.
2. Put as many different items of first aid (or other items relevant to specific training
subject) as there are delegates, into the middle of the table. In turn each delegate must
close their eyes and reach out to touch an item. The one they touch they must then briefly
describe a personal incident or witnessed incident featuring the item. Note the key points
on a flip chart.
In both of these exercises decide before-hand how to review the experiences and
examples given, for example, start a brainstorm session with the group, have a group
discussion, summarise the key learning points, summarise the key areas of interest among
people, discuss the difference between feelings and apparent problem/success/outcome.
The simple exercises above will adapt to suit virtually any theme or subject that you wish
to teach or train.
Prepare a number of 'statement cards' (or pieces of paper) each containing a different
statement, (statements to suit your purposes - examples below).
Team members then pick (blind) a statement and complete it by adding their own words
aloud to the team. Each team member does this for each statement in turn. Then a
different team member picks a new statement and the process continues. Encourage the
team to discuss briefly the important points arising of opportunity, threat, and consensus
(agreement) for each statement, and to 'park' these points on a flip-chart or sheet of paper
for review later when all teams reconvene as a whole group.
Statements examples:
Statements for a
Statements Statements session on
for a session for a session personal feelings
Statements for a Statements for a
about and social views
on general session about session about ideas
developing (warm-up ice-
work improving service for improving
and using breaker only - no
attitudes and levels: morale:
people's need for
opportunities: potential: significant
review):
• My
unde
• I most r-
enjoy used
about pote • Information
work.... ntial
• Customers about the
• I least ... • My
would be company...
enjoy • Staff favourite
happier... • People
about can food...
• Customers leave...
work.... help • I like it
cancel... • Staff would
• I hate it ... when...
• Customers be more
when • I • My
argue... committed..
my coul favourite
• Meetings .
boss... d place...
with • People
• Working inste • Holidays...
customers would
in my ad... • Family
.... attend/want
current • If and
• We could training...
team... man friends...
improve... • A career
• The ager here....
biggest s
opportun let/h
ity... elp
us
we
coul
d...
• To
be
mor
e
effe
ctive
I'd...
You get the idea... Preparation for this activity takes just a couple of minutes: to think of
a suitable subject area and purpose, to think of suitable statement beginnings (the less
words the better because it enables people more interpretation freedom) and then to type
or write them onto a sheet, and cut into separate cards or slips of paper - one statement
per card/slip.
A variation on the exercise, and even easier to prepare, is to invite the team members to
write their own statement beginnings onto a slip of paper each, fold the paper and put into
the middle of the table with other people's statements, and have the team pick and speak
about each one in turn.
When creating (or instructing the team to create) statements, try to accentuate the positive
rather than inviting people to be negative, although if there are serious negatives you are
best knowing about them than not.
Ask team members to share and discuss their trees and interpretations with each other
within their teams. Emphasise the usefulness of empathic listening and non-judgemental
feedback.
The duration of the exercise is flexible depending on the type of people, and the need,
benefit and willingness for sharing personal feelings. Adapt the key above to suit the
areas of discussion you seek to encourage, for example you could add birds and bees to
the situation to represent temporary 'partnerships' or travel or holidays; or you could add
windfall dead branches and leaves to represent discarded 'baggage'; or change 'leaves' to
mean 'skills', 'buds' to mean opportunities, etc. You can remove items altogether if they
are not relevant to the situation.
(Ack F Kelly)
Question 2. Write a word to describe each one of the following (preferably write five
different describing words): Dog Cat Rat Coffee Sea
Question 3. Write down the name of a different person whom you associate with
each of these five colours (each person must be known to you and important to you):
Yellow Orange Red White Green
Question 4. (In the typical 'Dalai Lama chain letter email, question 4 asks for the person's
favourite number and favourite day of the week, and subsequently links the answers to
respectively: the number of friends to forward the email/letter to, and the day of the week
on which the person's wish will come true, so it's as well to exclude question 4, unless
you position it purely as a bit of nonsense.)
(At this point the chain letter normally suggests, for extra gravitas..."Be sure that your
answers are what you really feel..." and then invites the respondent to make a wish..
world peace, meeting this month's target, a modest win on the lottery, Torquay United to
avoid relegtion...)
After people have written down and thought about their answers, you can reveal the
interpretations....
Question 1 interpretation (Write down the following five animals in the order of your
preference: Cow Tiger Sheep Horse Pig):
• Cow = CAREER
• Tiger = PRIDE
• Sheep = LOVE
• Horse = FAMILY
• Pig = MONEY
Question 2 interpretation (Write a word that describes each one of the following: Dog
Cat Rat Coffee Sea).
The descriptive words are supposedly how you see or feel about:
Question 3 interpretation (Write down the name of a different person whom you
associate with each of these five colours: Yellow Orange Red White Green). The people
whom you identify with each colour are supposedly:
• Yellow = a person you will never forget
• Orange = a true friend
• Red = a person you really love
• White = your twin soul or soul-mate
• Green = a person you will remember for the rest of your life (this is the usual
interpretation of the Green person, although observant readers will notice that it is
effectively the same as the Yellow person, so for added interest, here is an
alternative more interesting Green):
• Green = someone who can teach you a lot about yourself
Just for interest only, the chain email/letter version added additional incentive for
continuing the chain with the promise that by forwarding the message (or 'mantra') to
specifed numbers of people "...your life will improve..." according to the following scale:
And the chain letter typically ends with a final sign-off: "If someone does not smile at
you, be generous and offer your own smile. Nobody needs more a smile than the one that
cannot smile to others..." (which in itself is no bad thing to advocate - see Smile).
For the more mischievous among you, and especially for an audience who might already
have encountered the Dalai Lama test and think they know it all, here is an alternative
Dalai Lama personality test and and answer interpretations, which is an even bigger load
of bollocks than the one above.
The activity is for people and teams of any job-roles and ages. Young people will
especially enjoy it.
The adapted exercise can be extended by discussing the mix of strengths and capabilities
in each of the teams or the group as a whole.. Again the Johari Window is a useful
reference model.
This quick exercise can also be used for deciding sequence, for example the order in
which people give presentations (in which case adjust the rule so that each person can
tear off a number of sheets within a range equating to the number of people in the team,
and not the same number as any other team member).
The activity can be used for any situation where people are required to perform a number
of actions or focus on a number of subjects.
The activity can also be extended to create team building games, for example:
After each person has removed their chosen number of sheets, split the group into the
"have's" and "have-less's", and give each side three minutes to prepare a 60 second
statement justifying the merits of 'ambition' and 'modesty' respectively. Or for three teams
(the "have's" the "have-somes and the "have-littles") to prepare and present respectively
on 'adventure', 'pragmatism' and 'caution'.
(Ice-breaker idea courtesy Pam Cook, adapted from an original exercise featured in The
Encyclopedia of Ice-Breakers by Sue Forbess Green)
For the avoidance of (additional) confusion, a hand is just a hand, and cannot also be
counted as four fingers and a thumb. Inclusion of inanimate objects is absolutely fine, in
which case it's best to confirm that body parts connected to inanimate objects count
towards the solution. Extra points for creative solutions can be awarded at the facilitator's
discretion. Stipulation of bare skin contact is also at the facilitator's discretion but if in
doubt do not insist on this or even offer the option (we live in a litigious world). And
unless using the activity for very intimate gatherings it's advisable to exclude tongues...
Explain the exercise: the aim is to demonstrate that we are able to improve our awareness
and control of our own emotional responses, and we can improve our awareness of and
control over the extent to which we produce emotional responses in others. "Suffering is
optional" (ack Anita Mountain). Causing other people to suffer is optional. We simply
need to think about and make a commitment to develop our emotional maturity (which is
the essence of adulthood and wisdom).
Split the group into pairs. Ask each person to think of a real personal weakness that they
possess - for example being prone to behaviours such as: being short-tempered,
domineering, too yielding, late, unreliable, disorganised, blaming others, obstructive, not
eating properly, smoking, drinking, not taking exercise, sulking, etc, etc. The weakness
should be real and significant enough to have some emotional feelings attached to it for
the person, but not so serious as would open a can of worms and give rise to the need for
several sessions of psychotherapy. One person of each pairing (for the purposes of this
explanation let's call him/her the 'confessor') should then explain their weakness to their
partner, like an admission and a bit of an explanation or guess as to the cause, for
example: "I can be obstructive at times when I could be more helpful - perhaps it's when
I'm feeling low and that people don't show me any respect," or "I come in late sometimes
because I think 'why should I bother about doing a good job when I should be paid more'
". The other person in the pairing (let's call him/her the 'critic') must then demonstrate
giving the 'confessor' a negative critical reaction to their admission (don't go mad - we
don't want any tears please). Just a few sentences of blame, judgement, and uncaring
reaction (imagine the worst teacher you had at school and how they used to treat kids
who'd messed up or misbehaved, or imagine a a bullying boss you've known).
Each pair must then take a moment to think and write down how they feel, especially: the
'confessor' should think how they feel - write down a few key words. The 'critic' should
try to think about the role you've just played - where did it come from in you? Can you
hear yourself being like that, even to a small extent, in other situations, real situations?
How does it affect the other person? If people wish they can briefly explain their feelings
to their partner, but not too much because the exercise is not complete:
Then the 'critic' should demonstrate giving a positive, understanding, caring, sympathetic
reaction to the 'confessor'. Not agreeing with the weakness, but understanding it and
listening with your eyes to how the other person feels, and the fact that they've made this
admission, which for many people requires a lot of courage. Offer to listen some more,
without judgement, try to imagine how they feel, if the 'confessor' wishes to then discuss
the behaviour (do not discuss the person unless the person wants to, in which case listen
without judgement - it's how the other person feels that matters, not the 'critic's opinions).
Then each pause for a moment and think how you feel. What was helpful and what was
not? (It's not always easy to be understanding and say the right things). Can we think of
real instances where this kind of emotionally sympathetic response would have been
more appropriate than the one actually displayed. How can we increase our awareness of
other people's feelings and emotional sensitivities? How can we control better what we
say to others? How can we control better how we feel when others fail to give us a
positive emotional response? Does receiving a negative emotional response change who
we are, just because another person is not able to give a positive emotional response? Do
we blame others for not giving a positive emotional response? Is blame a helpful
emotional response? Imagine how much more effective a team or orgnization is when
people's emotional responses are positive, tolerant, understanding ('giving' in other
words), rather than negative, blaming, self-indulgent, disinterested ('taking' in other
words).
If you can make more time for this activity, reverse the roles and re-run the exercise to
begin developing greater understanding and abilities in giving positive emotional
responses.
It is helpful also to look at the Johari Window model, the Transactional Analysis early
ideas, and recent TA models especially aspects of 'blame' - the mindset should be: "It's
no-one's fault, blame isn't the issue - what matters is how we go forward, improve and
develop."
Finally it's worth reinforcing the fact that all experiences are opportunities for learning.
Failures, weaknesses, problems and mistakes: they enable us to learn and grow wise.
birds, bees, lions and trees activity (the best of all ice-
breakers and warm-ups for very large groups?..)
An exercise that is great fun, physical, and full of activity. The exercise for large groups -
over 100 people - adults or children.
Ask everyone to think for a minute carefully and decide what animal (or extend to living
creatures, plants, sea creatures, etc) that they each most associate themselves with (other
than a human), but not to tell anyone. ("If you were an animal/living thing other than a
human what would you be?...")
Then ask people to write their choice on a small piece of paper, and keep it in their
pocket. (This is a way of ensuring people do not change their minds later when they see
what creatures other people have chosen.)
Then ask everyone to think of a behaviour/action/sound they can perform that will
represent their chosen creature/living thing (in other words, "Now, act like your chosen
creature..."). Encourage people to move around the room, assuming their chosen creature
is mobile of course. People choosing to be sea creatures will face extra challenge, as will
anyone choosing to be a tree, or a mushroom, and this is all part of the fun. Encourage
everyone to practise their action/noise (chaos and fun of course). Again encourage
movement around the room (or swaying in the wind for all the beautiful trees and
flowers...).
Then ask everyone (while still acting out their creature/living thing actions/noises) to
look for other group members in the room who are the same as they are, and go and join
them to form a group/flock/pride, etc.
Suggest to people that eventual group sizes should be no more than 10-12, although if as
the facilitator you consider that other purposes will be served by allowing bigger groups
sizes than this then feel free to do so.
If using the activity for very large groups, for example over 200 people, it is likely that
some species groups will be quite large, for example, elephants, lions, bulls, dolphins,
dogs, cats - in which case ensure you should ask people when choosing and writing down
their species to think about not only their species, but also one or two other
characteristics, eg, male/female, young/adult/old, sub-species (eg, Persian cat, farm cat,
alley cat, or etc). The facilitator then has the option later if required (ie., if large groups
appear to be forming) to ask people to use these detailed characteristics to subdivide large
groups of say more than a dozen people, in which case these more detailed characteristics
can only be discussed once the main species groups have been formed, and when the
facilitator has given the instruction for a formed group to confer and to subdivide.
Then when everyone is formed into groups of the same/very similar species ask each
group then to elect a spokesperson (who must not be the most senior person in the group,
unless it is the CEO in a pride of male lions, in which case feel free to put him on the
spot..). Each spokesperson must then explain (the consensus view of the species group) as
to why their particular species members all chose to be that particular creature, what
makes them special, and then relate/translate this to the special qualities that they as
people bring to the organisation and to their work and colleagues.
For a bit of added interest you could refer to or ask the species groups if they know the
collective noun for a group of their own particular species (if so it's as well that the
facilitator has the answers to the more difficult ones). And if you wish and have time, and
if it suits your purposes, you can extend the activity by running a team quiz competition
between the species groups (you might need to join/split certain species groups to create
teams with similar team numbers) - and obviously questions about species collective
noun names are an appropriate source of material for a list of quiz questions (here are
some unusual ones).
A final couple of points of note about this activity: Before any reorganising team
numbers for possible subsequent team quiz contest, the facilitator should use the option to
join together any single or very small groups of species if the people concerned might be
feeling uncomfortable or isolated and worried about having to explain to the whole group
why they chose to be a termite, or a lemming, or a Hoffman's two-toed sloth. But use
your judgement, because on the other hand, people finding themselves the single species
member of a group of one, will likely have a very interesting perspective, and might quite
enjoy telling all the lions and dogs and cats etc., why it's good and special to be different
to the crowd, or herd, so to speak. The facilitator of course retains the right to keep
isolated in a team of one, the company practical joker who announces that he/she (it will
be a he not a she..) is a common cold virus, for the duration of the quiz and for the
remainder of the conference.
First, using a flip chart, brainstorm with the team their ideas of great managers and
leaders - can be real and fictional - famous, celebrity, local business personalities -
whatever. Allow a few minutes to collect a selection of names. Tack this sheet to the
wall. Then ask the team to call out what they think are the attributes most associated with
the various names on the list, that make them good at what they do. In any order, doesn't
matter. Write these attributes on the flip chart. Then ask one of the more dominant
delegates to come to the front and circle all the 'skills' on the sheet, with the help of the
team, and the facilitator if necessary. There will be hardly any. Next ask a quiet team
member to come to the front and circle all the 'attitudes' on the sheet. It will be most of
them.
The point for discussion is that while a certain skill level is necessary to do a job, the fact
is that attitude determines whether the job is done well, and whether the job holder
makes a real difference to their organisation, colleagues and environment.
Here is a list of many things that managers and leaders do. Either issue the list, or
preferably make (or ask the team to make) separate cards or post-it notes for each
word/phrase, which can be given to a group or team. Then ask the participants to identify
the items that are associated with managing, and those that are associated with leading.
Groups of over five people can be spilt into teams of three, to enable fuller participation
and a variety of answers for review and discussion. Each team must have their own space
to organise their answers. Different teams can be given different items to work with or a
whole set for each team. Manage the quantities and scale according to the situation and
time. NB To shorten and simplify the exercise remove items for which similar terms
exist, and combine other similar items, for example reporting and monitoring. If
shortening the list ensure you keep a balance between management and leadership items.
implementing tactics
reporting resolving conflict
decision-making
monitoring giving constructive
budgeting
mentoring
feedback
measuring negotiating
accepting criticism and
applying rules and keeping promises
suggestions
policies working alongside team
allowing the team to make
disciplining people members
mistakes
being honest with people sharing a vision with team
taking responsibility for
developing strategy members
others' mistakes
consulting with team motivating others
formal team briefing
giving responsibility to giving praise
responding to emails
others thanking people
planning schedules
determining direction being determined
delegating
explaining decisions communicating instructions
reacting to requests
assessing performance making painful decisions
reviewing performance
defining aims and appraising people
time management
objectives recruiting
nurturing and growing
doing the right thing counselling
people
taking people with you coaching
team-building
developing successors problem-solving
taking responsibility
inspiring others selling and persuading
identifying the need for
running meetings doing things right
action
interviewing using systems
having courage
organising resources getting people to do things
acting with integrity
listening
If using post-it notes or another method enabling items to be stuck to a wall (for example
cards and 'blu-tack' putty), you can suggest that items be placed on either side of a
vertical line or string (attach headings 'leadership' or 'management' to each side), in which
case the strength of association that each item has with either heading can be indicated by
how close each item is positioned in relation to the dividing line (items that are felt to be
both managing and leading can be stuck on the dividing line). The significance and
importance of each item can be indicated by how high up the wall it is positioned. This
creates a highly visual of 'map' of management and leadership competencies. The review
discussion should investigate reasons and examples for why items are positioned, which
can entail items being moved around to each team's or whole group's satisfaction and
agreement.
Here's the list sorted into suggested categories for the facilitator to use when reviewing
the activity. The answers are not absolute as context and style can affect category. There
is certainly a justification for some of the 'managing' activities to appear in the 'leading'
category if the style of performing them is explained as such, for instance 'reporting the
performance of the team in a way that attributes praise and credit to the team' would be
an activity associated with leadership, whereas 'reporting' is a basic management duty.
You can add tasks, duties, responsibilities and behaviours to the list, and/or invite team
members to add to the list with ideas or specific examples, before the exercise. To
shorten and simplify the exercise remove items for which similar terms exist, and
combine other similar items, for example reporting and monitoring.
managing leading
reporting team-building
monitoring taking responsibility
budgeting identifying the need for action
measuring having courage
applying rules and policies consulting with team
discipline giving responsibility to others
running meetings determining direction
interviewing explaining decisions
recruiting making painful decisions
counselling defining aims and objectives
coaching being honest with people
problem-solving developing strategy
decision-making keeping promises
mentoring working alongside team
negotiating members
selling and persuading sharing a vision with team
doing things right members
using systems motivating others
communicating instructions doing the right thing
assessing performance taking people with you
appraising people developing successors
getting people to do things inspiring others
formal team briefing resolving conflict
responding to emails allowing the team to make
planning schedules mistakes
delegating taking responsibility for mistakes
reacting to requests nurturing and growing people
reviewing performance giving praise
time management thanking people
organising resources giving constructive feedback
implementing tactics accepting criticism and
suggestions
being determined
acting with integrity
listening
This activity is a flexible format - adapt it to suit your own situation and the needs of the
group. Adapt the role-plays for outgoing calls or for face-to-face discussions if
appropriate. You should additionally explain and reinforce the correct procedures and
techniques according to your own practices. Obviously use your own communications
training and procedural reference points in the reviews, but try to let people experience
and learn through experience and feedback rather than spoon-feeding them all the
answers. Discovery through experience greatly improves learning, understanding and
retention - people feel the experience, which they cannot do if they are simply told things.
If helpful also brainstorm ideas about the points to be reviewed with the group (for
example, style, intonation, clarity, process, policy, initiative, taking responsibility,
building rapport, diffusing conflict, tolerating abuse, calming upset, using empathy,
active listening, facilitative techniques, etc). Refer also to the theory and instructions for
role-playing exercises. If appropriate (and if the group is comfortable with the idea) you
can record the role-plays and replay the discussions to the group, in which case only one
role-play can be performed at a time, which implies having a relatively small group size.
For larger group sizes recording is not likely to be feasible, and you should use teams of
three as described.
The facilitator should prepare a list of 5-20 questions (depending on the duration of
activity required) about details of the particular work or meeting environment, (and
optionally about the participants' own selves) for example:
To give the activity an extra edge you can make it competitive, in which case ask team
members to exchange their answer sheets for scoring while the facilitator calls out the
answers. You can also award a prize for the most amusing wrong answer. The
observation/awareness emphasis of the exercise is slightly different if the situation is a
one-off conference venue, compared with the group's normal working environment. Try
to make the questions fair for all, especially if participants have quite different familiarity
with the location. Select questions, and adjust the positioning of the purpose and review
accordingly. Whatever - the exercise is an enjoyable and different way to illustrate the
opportunities that we all have for improving our awareness, and therefore responsiveness.
As a point of interest you can refer participants to the 'First Law Of Cybernetics', also
known as the 'The Law of Requisite Variety', which is: "The unit within the system with
the most behavioural responses available to it controls the system." The point being that
you need maximum awareness in order to enable maximum responses. Also point out that
awareness features in at least three of Gardner's inventory of multiple intelligences,
notably spatial/visual, interpersonal, and self-awareness. (Adapted from a suggestion by
Laura Feerer.)
First facilitate a brainstorm session with the group to create the scenario, with as many
variables (tradables) as possible for each side. This is a very helpful exercise in itself
since staff and managers needing to learn and practise negotiating rarely appreciate all
the issues and opportunities for negotiation that exists in any particular situation. Having
the group construct the scenario also gives the trainer or facilitator the chance to guide
the development of the scenario, so that it is workable, and to identify the development
needs of the team that warrant most attention later as the session unfolds. Use a template
as a guide for the group for the scenario design brainstorm session. Here's an example of
a template for a negotiation scenario:
• situation description
• people involved on each side, their level of influence, their personal and corporate
aims, and comment about personality and negotiating styles
• variables (tradables) for each side with values or notional priority ranking for each
side (because each side will place a different value on each variable)
• alternative options for each side (competitor offers with pros and cons, and
comment on opportunity for either side to simply walk-away)
• external pressures and time-sensitive factors (for example seasonal or contractual
aspects)
• plus anything else of bearing to either side
Having constructed the scenario you can then run the negotiation role-play in any way
you choose. The negotiation activity can be organised for individuals or teams, with
stages and responsibilities built in to increase the complexity and challenge. Or simply
run the activity with two teams facing each other across a table, with a suitable time limit
to achieve a creative win-win (collaborative) outcome.
A flip chart is an essential tool for this exercise, because it allows ideas and criteria for
the negotiation to be clearly agreed and shown at all times. As the negotiation role-play
unfolds it is likely that questions will arise which require the facilitator's arbitration, so
expect to have to manage and control the activities closely and pragmatically. In this
respect there is some similarity with real negotiations, which rarely proceed as
anticipated.
The aim of the exercise and the role-play negotiation is not to create a confrontation, or a
winner-takes-all result. The aim - which should be reinforced frequently with the team
members - is for the delegates to seek and develop new ways of arriving at better
collaborative outcomes, by thinking creatively and in collaboration with the other side,
ideally based on a realistic (perhaps historical) work negotiation situation. As such you
can facilitate an enormous amount of learning and ideas with this format, in the way that
the scenarios are developed and discussed, and especially in the way that the negotiating
teams can be encouraged to take a creative and cooperative approach to finding better
solutions than might first appear possible or have historically been achieved.
You and the trainees might find it useful to refer to Sharon Drew Morgen's concepts
regarding collaborative facilitation, which although developed primarily for front-end of
the selling process, are also extremely useful for cooperative negotiating. Each side is
uniquely positioned to see how the other side can more effectively contribute to the
combined solution - it can be a strange concept to appreciate initially, but is extremely
powerful in any situation where two people or sides seek to reach agreement to work
together, which is essentially what negotiation is all about. See also the negotiation
techniques material.
language, grammar communications styles training
activities (english language, grammar, communications
styles, for customer service and rapport-building)
This is a simple idea for training and developing language and conversational speech
skills (English language - although the format can very easily be applied to other
countries and languages) for staff of all types, including overseas customer services and
call centres, and for sales and communications training. Effective communications
require language and style that is appropriate for the listener - normally a similar
language style to the listener. Good communicators can adjust their language style to help
the listener understand the communication quickly and easily. Using appropriate
'matching' language and style also helps to build rapport with other people. These
language skills are helpful to all staff, not just people in overseas call centres.
The activity is simply to issue different daily newspapers and/or lifestyle magazines to
the group - some tabloids, 'red-tops', broadsheets, for example (in the UK) The Sun, The
Mirror, The Daily Mail, The Daily Express, the Times, The Telegraph, The Financial
Times. Or use magazines, representing a broad social mix.
Split the group into three or four individuals or pairs or teams of three (depending on
group size and time available), and give each a different newspaper or magazine, so that
each is quite different from the others used in the exercise. The team members then have
20-30 minutes to create an informal presentation and perhaps a simple communications
role-play, which demonstrates important aspects of the language and communications
styles for their given newspaper or magazine.
Involve the group after each presentation, and again after all presentations, in discussion
about the key aspects of the styles they have observed, and the differences in style,
language and words between the different readership/social class styles. Other discussion
points can be extended to include:
• the motives and aspirations of the different types of people, their lifestyles and
concerns, and purchasing drivers
• language and style they'd respond to, and be less likely to respond to - typical
words, grammar and vocabulary
• the sort of products and services they buy (the adverts in the publications can be
helpful in developing this understanding)
• refer to demographics and social classifications details, and also to the readership
profiles of the publications (which are often easy to obtain from the publications
themselves)
• you can even extend the activity to showing and discussing examples of TV
shows for a given type of audience, and exploring demographics information
which is available to potential advertisers
• refer also to non-verbal communications and the tone of voice, since meaning and
feeling extends beyond words alone refer also to the communications and
language aspects within the theories of NLP (neuro-linguistic programming), and
Transactional Analysis
The exercise is then to ask the team members to think about one, two or three aspects of
their own personal character (how many is up to the facilitator) that they would like to
develop, change, or improve. For example, this might be to develop greater confidence;
to manage their time better; to deal with stress better; to be more creative; to be more
accurate; to finish tasks on time; to take more exercise; to spend more time with their
children; to achieve a qualification; or anything about themselves and their lives, at home
or work, that it is reasonable to want to change. Depending on the group, you can give
extra guidance as to particular areas to focus on or avoid. Be mindful of the group's
comfort zone and keep within it in terms of the personal nature of weaknesses and
sensitivities that you expect people to think about, and if appropriate, to divulge to others.
If you wish to ask the team members to think of more than one aspect for change, you
can guide them to select different types of change, for example, one for work and one for
home; or one for now, one for the next month and one for the next three months. Use
your imagination and refine your instructions to fit the situation. Bear in mind that certain
changes that people seek to make will contain more than one element, which is relevant
to the next stage of the exercise.
When people have thought and decided on their aspect(s) for change, you can ask them to
discuss their ideas and feelings in pairs, so as to validate, confirm, reassess their thoughts.
Alternatively you can ask people to keep their thoughts to themselves. It depends on the
group as to whether you make the exercise 'open' or 'secret'.
Next, ask the team members to translate each desired change into a specific positive
statement, which (in keeping with the technique), should be in the present tense. If a
desired personal change contains more than one behaviour then it can help to break it
down into two more more statements. Broadly, the more ambitious and complex the
desired change then the more likely it will need breaking down into separate statements,
which could be different behaviours or steps.
The facilitator should decide and agree with the delegates whether they wish to share
their aims and statements with others. It is helpful to share, because people can then work
in pairs to to give and receive feedback as to the changes and positive statements which
represent the changes desired. People can also then read out their statements to the group,
as a first step towards using the statements in the way described on the relaxation and
positive statements page.
There are various ways to review the exercise, the process, feelings and the outputs, and
various ways to agree follow-up actions and commitments if appropriate, all of which
depend on the group and the situation, and especially the wishes of the individuals
involved.
The object of the exercise is for the team members to embellish or decorate a big word on
a sheet of flip-chart paper. The word can be the same for each person/team or can be
different, and can be chosen by the delegates or the facilitator, depending on the
outcomes and particular focus required. Short words work better than long words.
The word can be pre-prepared - ie., enlarged and printed in a plain font such as arial, 3-6
inches high, preferably in outline, so as to optimise the opportunity for decoration - and
then the printed sheet stuck to the flip-chart sheet, landscape (sideways). Alternatively
agree the word with the delegates/team and instruct them to draw it as a simple black
outline on the flip-chart sheet. The word should be plain and simple - it's the decoration
that matters, and which can be very revealing.
Participants must use materials provided, for example, pens, paints, crayons, glitter, glue,
textiles - anything, use your imagination - to decorate and embellish the word so as to
emphasise what the word means to them, in whatever context the facilitator suggests. The
context can be anything that pertains to the session, for example; the organisation's values
and positioning, the delegate's personal philosophy (if working as individuals),
management culture, customer service effectiveness - any theme will work. This exercise
is also ideal for very young people, as well as people at work.
The exercise gives delegates the opportunity to express their feelings about the given
context, in the way that they choose to decorate the word.
The results of the exercise can easily be displayed, reviewed and discussed, leading to
opportunities for actions, which the facilitator can follow through. See also the flags and
maxims exercises below.
Each person (or can be a pair) representing a job role (or department or location) should
prepare a short presentation of their role (or department, office, region, sector, etc), which
they will give to the group, in turn. The presentations can be informal (flip-chart or
discussion style) or more formal (powerpoint), depending on the judgement of the
facilitator, which is based on the capability and confidence of the delegates, and time
available for preparation and delivery. Presenting in pairs is a useful less-threatening way
to introduce novice presenters to the experience. A presentation template guide can be
issued as follows, which you can adjust to suit your situation:
Allow two minutes after each presentation for initial questions and feedback and to
quickly identify any actions or opportunities for follow-up. The facilitator should 'park'
major issues or questions for later review rather than interrupt the flow of the
presentations.
For more senior people you can increase the time allowed for preparation (which implies
that this be given as a pre-session instruction and prepared by the delegates prior to the
session or meeting), and also a longer period can be allowed for the presentations
themselves.
In any event, calculate and control carefully the time permitted for presentations,
questions and discussion, so that the whole activity fits into the available time-slot.
Depending on the situation and complexity, the facilitator can ask that the preparation be
done prior to the session, in which case use these guidelines to create a pre-session
preparation instruction sheet. If preparation is to be prior the session, presenters should be
encouraged to consult with their departmental/function colleagues if appropriate.
Involving people in this way and 'giving them a voice' encourages presenters to think
about the issues, and improve connections and understanding. The session is particularly
useful in communicating a wide range of perspectives, to a group, up to date, from the
horses' mouths so to speak. The exercise also gives inexperienced presenters a useful
introduction to presenting and speaking to a group since they are talking about a subject
they know well, to a group of peers who will each have to give their own presentations,
which ensures good audience support.
Finally it is essential that the facilitator enables and ensures that all important issues,
questions and actions rising from the session are properly followed up.
If the session is required for project-related reasons (especially involving the formation of
a new team) then it is important to conclude the presentations activities with a group
review discussion and some agreement on an overall action plan.
See also the guidelines on running workshops, running meetings, and creating and giving
presentations.
pass-the-ball exercise (warm-ups, brainstorming ideas,
collecting examples)
This very simple activity format can be used for a wide variety of purposes, for adults in
teams or groups in business and organisations, and also for children. The activity is useful
where a team of people needs encouraging to suggest examples, brainstorm ideas, or
think of words, methods, experiences, etc., and to help people memorise prior learning.
As the exercise is physical as well as mental it is also a great warm-up, and a method of
enabling people to work together and cooperate very quickly, in an enjoyable way.
Simply organise the group or team into a circle, which can be around a table. Ask them to
stand up. Throw a ball - any type of ball - to one of the group members, and explain that
the ball should be thrown to another team member - in no particular order - upon which
the receiving person must call out his or her suggestion, according to whatever theme has
been nominated by the facilitator at the start of the exercise. The facilitator should write
the suggestions on a flip-chart to review them at the end of the activity. Participants
should throw the ball to the next team member, a random, after calling out their idea or
suggestion. The exercise can also be used to reinforce prior learning, when participants
can be asked to repeat examples or details of what they have learned in a previous
session. This includes calling out stages in a particular process or repeating a set of rules
or instructions.
Ideal group size is six to ten people. For larger groups split the people into two or more
groups and nominate facilitators for each group to record the team's suggestions and
ideas.
letting go exercise (illustrating the need to look ahead,
to de-clutter, to let go of useless baggage)
Ask the team members each to put their own brief-case or personal organiser on the table
in front of them. Then ask each to think about the obsolete material in it that they've been
too lazy to throw away (or delete, in the case of a PDA). Then ask them to actually
remove the useless items, to screw them up and to put them into a pile in the middle of
the table along with everyone else's. Where individual team members are reluctant to
admit to keeping hold of any obsolete useless material, ask them to identify the three
oldest pieces of material they are still keeping, and to justify their retention to the group.
If they succeed then they should be running the session...
The act of throwing everyone's collective junk into a bin can be used to symbolise the
'look-ahead' theme, and to reinforce a commitment to de-clutter, to welcome and make
the most of change, and not to dwell on the past, to complain about past issues, or regret
past mistakes.
You can extend or change the exercise to by asking people to produce and scrutinise their
own bunch of keys, or contents of handbags (be mindful of sensitivities), or wallets, or
even the address books of mobile phones, to illustrate how we all keep unnecessary
baggage, which holds us back, weighs us down, and hinders our ability to stay fresh and
welcome change. Almost everyone keeps old material - baggage - which weighs us down
and clutters our lives. Getting rid of clutter is a vital aspect of staying fresh, looking
forward and positively embracing change.
Control the baggage from your past, and you control your future.
You can if appropriate refer people to the Transactional Analysis model, which provides
a useful perspective on how, if we let it, the past can condition our future thinking and
behaviour. More importantly, the model shows us that we have a choice either to let our
past control us, or to take control of our past, and thereby find freedom in the future.
Look also at the personal change page, which provides theory, method and sample script
for extending the 'letting go' exercise.
• Richard Of York Gave Battle In Vain (the initial letters match those of the colours
of the rainbow, Red Orange Yellow Green Blue Indigo Violet)
• The word 'stalagmites' contains an 'M' for mountain (which points up, as opposed
to stalactites, which point down)
• The word 'stationery' (relating to paper) contains an 'er', as does 'paper' (as
opposed to the word stationary = 'not moving')
• Numbers can be remembered by association with similarly shaped images, for
example: 1 = wand, 2 = swan, 3 = flying bird, 4 = yacht, 5 = hook, 6 = elephant
(trunk), 7 = cliff, 8 = spectacles, 9 = balloon on a stick, 0 = beachball, 10 = stick
and a hoop. There are many other alternatives. This memory method enables long
numbers to be remembered by creating a story linking the respective images.
The exercise itself is simply to ask team members, individually or in pairs, to create their
own mnemonic for a given piece of important information, facts or figures. The
information could be related to the theme of the meeting or not, depending on the
situation. Examples of types of information that are useful to support with mnemonics
are: a process, a theory or model, a formula, technical data, product range, codes and
numbers, procedures and policies, document references, etc. Mnemonics should then be
presented back to the group and discussed as to their effectiveness. Sharing ideas for
memorising key data helps teams on a number of levels: it improves retention of the
particular subject matter used in the exercise; it teaches people how to improve their
memory, and it gets people working together in creative way. There is also always the
likelihood that some particularly good ideas will come out of the exercise, which can then
be conveyed and used to reinforce key information across the wider organisation.
(Thanks M Caroselli for the prompt)
Johari Window (especially where people have a lot to learn about themselves).
memory games - remembering names and faces
Remembering people's names and faces is a very useful ability to develop, and a central
part of the technique can form the basis for a simple team exercise. While the full
methodology for remembering names and faces include mental approach, repetition,
visualisation techniques, it is the technique of association that mnemonics (memory
devices) are chiefly based on, and which underpins most memory methods, such as
linking (for remembering lots of objects or items). For example: Richard Of York Gave
Battle In Vain is a mnemonic for remembering the colours of the rainbow (initial letters
are associated with those of the colours, red orange yellow etc.)
Association works best when the mental image is exaggerated or unusual (it makes the
association more memorable), and the same technique can be applied to names an faces,
for example: To remember a person called Graham Smith, you could imagine the person
as a blacksmith, holding a grey joint of ham.
Many names can immediately associated with readily recognisable things, for example,
jobs (turner, wheeler, gardener), places (names of towns, counties, etc), geographical
features (hill, cliff, dyke, brook, etc), colours (brown, green, etc).
Foreign names often produce an image based on their phonetic impression (how they
sound), and in any event it always helps you to remember a name if you ask the person
how to spell it, and particularly for foreign names, to ask for their origins and meanings,
which all help repetition, reinforcement, and the ease by which an association can be
created visually and mentally.
Virtually all names readily translate into an image of one sort or another if you think
about them creatively. Practising the technique increases the speed at which these
associations can be created. Weird impossible images and constructions are often more
memorable than logical ones, which makes it even easier to create a memorable
association for anyone.
When using this as a team activity, explain the principles to the group and then have them
take a few minutes to come up with their own visual associations for all the other group
members' names. The presentation of these ideas is fun and can be revealing (sometimes
needing sensitive facilitation), since, if you wish, it leads to discussion between team
members about perceptions, as in the Johari Window model, which helps develop mutual
understanding and awareness.
Instructions: The purpose of the task is as follows. Your team has two separate decks of
cards which I want you to sort into suits and display 'ace-high', ie., aces facing up on the
top of the piles followed by king, queen, etc., down to the two, which should be at the
bottom of each pile. You should have eight piles at the end of the activity. You need to
tell me that the task is correct and complete when you are finished. Are there any
questions? Return to the room and inform groups not to talk until told.
Allow the individuals to re-join their teams. Look at your watch, pause and say 'start
now'. Wander between the groups and keep looking at the watch which should be in your
hand rather than on the wrist.
• Use of physical resources - Were the teams able to gather around the table and if
not did they reposition it?
• Human resources - How well were team members involved in the task? Did each
have a role to play, and if not why not?
• Time - There was no time limit given. Did they feel there was one? Was this due
to body language? Did anyone ask about time?
• Competition - Did the the teams feel it was a competition between teams and if so
why? What about collaboration? If the teams did not know that the exercise was a
competition then why did the first team to finish not help the remaining teams to
complete the activity? Was the missing card identified? Was the information
shared with all members of the team? Did teams inform you at the end of the
exercise?
• Cards - Were the decks separated first by turning them over so the backs were
visible or were the decks mixed up? If so why?
• Passing on of information and seeking clarification - Did the initially selected
representatives assume the role of leaders? Did an expert leader emerge because
for example they play cards or did leadership rotate.
• Type of leadership - What type of leadership was exhibited? Facilitative,
autocratic, democratic, etc., encourage the teams to discuss this.
You will see other aspects to review, depending on your situation and what happens
during the activity. While this team exercise is quick to play, the discussion and review
can take longer. There are very many aspects of team-working, collaboration,
assumptions, communications, leadership, etc., to explore. You can also encourage the
teams to discuss their experiences in their teams and relate what happened to what
happens in the workplace when working in teams.
(With thanks to Fionnghuala Kelly, psychologist and author of the excellent 'Talking The
Talk' book on workplace communications.)
team quizzes
Simple and easy and great for team building, a quiz gets people thinking, is ideal for
warm-ups, and encourages people from different teams and work-groups to appreciate
each other's strengths, and to co-operate. Here's an example of a quick team trivia quiz,
with questions and answers (from the puzzles and games page) in MSWord, ready to
play.
See the Quizballs quizzes for a growing library of quiz questions and answers for tivia,
general knowledge, and specialist subjects, notably the management and business quiz.
Each team has to discuss and agree a single word that represents the team's (or teams')
values, purpose and style. This instruction could alternatively be to decide on a single
word to represent the mission, positioning, and/or aims of the team or teams (or of the
department, company or school, etc) involved in the activity. The 'theming' of the activity
is very flexible and can relate to departments, school classes, whole organizations, new
services, anything for which establishing an agreed platform, purpose and philosophy is
important. The facilitator can decide whether to allow hyphenated words. Allowing
phrases or short maxims is not recommended because this changes the emphasis and
focus of the activity - see the 'maxims' exercise below. Devising maxims is a different
activity.)
The word must then be drawn by each team or pair very large on the sheet of paper, in
such a style, and decorated using whatever design and embellishment the team decides
appropriate, so as to represent visually the values, purpose and style of the team or
organisation in question.
The final stage is for each pair or team to present their decorated logo, and to explain the
reasoning behind their designs, which will inevitably provide a basis for much discussion,
comment, questioning and mutual clarification.
Flip chart sheets are normally better materials for this sort of exercise because they can
be subsequently stuck on the walls for all to see, which of course an OHP format doesn't
allow. This activity is a great way to start a workshop or small conference, because it
immediately opens people's minds, encourages free expression, and enables a rapid
increase in mutual appreciation and understanding.
Each team has to discuss and agree a maxim or motto (a short catch-phrase) that
represents the values, purpose, style mission, positioning, aims, (whatever is
appropriate to the session) of the team, department, company, school, etc.
The maxim should be written by each team on their sheet of paper or acetate and then
presented and explained to the group by each team in turn, with suitable discussion by the
whole group.
As with the logo game above, the team's ideas about the team's (or department's, etc)
purpose is opened up and made transparent to the group and facilitator, which promotes
discussion and increases mutual appreciation and understanding.
See also the 'flags' exercise for other variations on these exercise ideas.
Ask the group to sort itself into teams according to a set of categories that you call out. A
simple example is for people to sort themselves into teams according to the month of the
year they were born. This would obviously create twelve teams, assume the group is large
enough to produce representatives from each month. If the group size is smaller, choose a
category set with fewer divisions, for example, the number of creases on the middle
knuckle of their dominant hand (which causes people to think in an unusual and fun way,
and is therefore enjoyable and interesting - it's a great 'leveller' too).
When formed, give the teams a competitive task or tasks, eg: decide a motto which
reflects them as people, which they then shout as a war cry at the other groups (creative
and energizing). Or ask the teams must find a 'champion' or 'expert' - someone in their
team who excels at something or is remarkable in a particular field, outside of their
working life. Each team then announces their 'champion' in turn, at which everyone can
applaud and cheer the champion's (hitherto unknown) achievements (great for
recognition, etc). You can devise all sorts of other team challenges, perhaps even quick
contests or quizzes between teams. (Here's an example of a quick team quiz, ready to
play.)
It creates more purpose if you can award winners 'tokens' or chitties - these could be
anything suitable - paper slips, counters, play money, wrapped sweets, whatever is easy
to obtain or produce for the facilitator.
You can give people tight timescales for each team-sorting activity and team challenges
and tasks, to focus them on quick team-working, decision-making, communications, etc.
The exercises can be used also illustrate many aspects of team-building, chaos, forming
and working in virtual teams, working under pressure, team-working, risk-taking
(especially on the part of non-elected team leaders, champions putting themselves
forward, etc), anticipation, decisiveness, taking responsibility, communications,
especially if you are less than precise about some of the category descriptions, eg., eye
colour (ie., if you don't tell the group whether green = hazel or is a different colour, then
they have to decide for themselves....)
It's important to have a strong facilitator who can see (ideally from a good vantage point,
on top of a table for example, what's going on, and who can make quick arbitrary
decisions (in the style of 'the judge's decision is final and absolute...')
You could offer tokens to the winning teams each round according to speed, motto,
champion etc (decide by quick cheer-based votes from all teams), and then see which
individuals accumulate the most tokens at the end of all the exercises to identify overall
winners.
You can take tokens away from people or teams who are indecisive, or who fail to help
stragglers and waverers, or who generally could do with being taken down a peg or two,
especially the CEO and Finance Director...
Ideas for team categories into which the group should sort itself (each one is a separate
activity, with our without a time limit - you decide):
For a short energiser exercise you can use just one category. Extend and make the activity
more challenging and sophisticated by using several team-sorting sessions, plus team
challenges.
As a facilitator you'll have a lot of fun just thinking of other categories, and you could
certainly include some work-related categories too, although non-work related are often
more interesting and create better mixing of teams. The extent to which you stipulate and
describe the categories is up to you - you can be very specific, or leave it to the whole
group to interpret and decide.
If you are leaving it to the group to decide you can tell them this, or not - it depends how
much freedom, chaos and responsibility you seek to create and assess.
The type of category you nominate by which teams should sort themselves should
obviously relate to the total group size, number of teams, and team member numbers, that
you might wish to create for any particular team activity. Think about how many teams a
particular category is likely to produce, and ensure it fits your purpose.
It's not essential to ask teams to undertake a task each time they sort themselves; the
sorting is an activity in its own right - it all depends on your time available and aims of
the exercise.
Many of the team building activity ideas below can be used as challenges or team
competitions to be given to the formed teams. Select exercises that relate to your theme
or purpose of the conference or training event.
This type of activity would also integrate well with the 'pick a potato' game, where at the
start of the session everyone is given a potato (or apple, orange etc) to memorise as their
own, and then puts them all into a big box. At the end of the session tip all the potatoes
onto the floor, after which the delegates teams must go and find their own potatoes
(against a time limit ideally) and then (optionally) form into teams of some appropriate
category, (for example, favourite potato dish: fries, roasted, baked, boiled, mashed, etc.)
Any delegates unable to agree/find their potatoes must join the potato-heads group and
lose a token (I bet there'll be none).
The game features many business and financial aspects and so provides a fun way to
observe, illustrate and develop lots of skills and techniques that traditional training finds
quite challenging. Financial training can be a dry subject - bring it to life with a game of
monopoly - for individual contestants or people playing in pairs or teams.
Here are examples of Monopoly board game adaptations:
• Owning 1/2/3 properties gives a right to buy the remainder of the available set at
normal value/stipulated discounted value.
• Negotiation to buy property from opponents is allowed at any time/stipulated
'open-market' times/when it's your turn to roll the dice.
• Time limit per 'turn'.
• Increase money allocated at game start, and/or when passing 'Go'.
• Allow individuals to 'partner' and pool resources.
• Place a time limit on the game - winner(s) decided according to money/total
assets accumulated. Allow games to run from one meeting or training session to
another (obviously record the players' or teams' position when play is suspended).
• Allow loans to be taken out from the bank at stipulated rates.
• Allow contestants to act as banker for a stipulated number of 'turns' during which
time the can loan money to other players at their own terms, and keep profits (or
losses, for example any bad debts) arising during their tenure.
• Encourage/stipulate players to employ zero-risk/high-risk/low-risk/suicidal-risk/
strategies according to personality type or preference, or against personality type
or preference.
• Structure teams using service or project teams from the organisation, for whom
cooperation and team-work helps performance.
• Structure teams to represent different departments, for example Sales versus
Accounts, versus HR, etc., - observe and highlight the different styles and
strategies (pairs versus pairs is fine; three is maximum/optimum per team - four
and over per team can create 'passengers' who get left out).
• Require teams to write a strategy before they start play, and to be able to change
strategy only by re-writing it and submitting to the facilitator for approval.
You'll be able to devise your own variations. Make sure you clarify the rules and ensure
any reviews cover relevant and appropriate learning points. You can buy Monopoly
online - a decent second-hand game is perfectly adequate for business training and team
building purposes. If the businessballs Amazon link is out of stock, try Ebay or another
online games seller.
Participants can be given a couple of minutes to decide their capability to use to coach
someone (everyone is particularly good at something), write it down, then instruct the
'coachees' to pick their coach and task - blind or open choice, whatever will work best.
Group observation and review is a very valuable part of the activity, and should discuss
how well the coaching has performed in the four key coaching areas.
The exercise is also useful for developing a team's knowledge and respect for team
members' otherwise hidden capabilities and talents, which helps the process of team
building, mutual understanding, and thereby communcations and relationships.
For more guidance about organising role-playing activities look at the role-playing games
section.
kaleidoscope brainstorming©
Dr KRS Murthy's advanced method of intensive brainstorming develops deep team
understanding and team-building, as well as generates extensive creative outputs, and
helps reveal Johari Window hidden areas of knowledge of self, others and what others
think of oneself. If you want a team-building activity to really get your team thinking in
depth, and developing enormous mutual understanding see the Kaleidoscope
Brainstorming techniques article.
lessons in chaos game (team building, warm-ups,
illustrating chaos and chaotic systems and their effects,
communications and team member roles, and lots more)
This activity uses or is based on the PIT card game or home-made game materials for a
card-collecting and energetic trading game using a similar principle to the PIT game. You
can find the actual PIT card game on the web either new or second-hand. It's a great game
of chaos and confusion with lots of different training, learning and team building uses.
The PIT card game is available via Amazon, on the gifts and prizes ideas page.
The usual object of the game is, after shuffling and dealing out the cards, for teams or
individual players to collect a full set of the same suit/type by 'blind' trading/swapping
cards with opponents, by shouting and holding aloft the number of cards for trade,
without revealing what the cards actually are. See the note about shuffling and dealing at
the end of this game item.
The winning team is the first to collect a set of all the same cards, which they should
claim by shouting (whatever - their team name for example).
You can introduce two or three 'rogue' cards (in the PIT game there is a bull and a bear)
which attract penalty points for teams left holding these when another team wins. Rogue
cards can be exchanged singly or amongst any number of other cards of the same suit.
A winning team either ignores possession of a rogue card, or you could give a bonus for
this, as in the actual PIT game, which tests the nerve somewhat of retaining one. Using
rogue cards means that when cards are initially shuffled and dealt, some teams will have
a card more than others, and will possess an extra odd card or rogue card when and if
they win by collecting a full set of one suit, which is allowable.
Strictly speaking a player may only swap cards of the same suit, not a mixed batch, but
people often cheat without encouragement at all, which makes the gam ideal for chaotic
demonstrations and learning examples.
The PIT game or especially home-made versions using a similar theme works well with
very big groups, and the atmosphere is enhanced if you offer a suitably appealing prize to
the winners, to bring out the most competitive behaviours in people.
Alternatively/additionally you can threaten the losers with a 'forfeit' or other light-hearted
booby prize.
For more chaos use two sets of PIT, make more cards of each collectible 'suit' - (the
standard PIT game has nine cards in each suit). For bigger teams and groups 12-15 or
even 20 cards enable a bigger game to be played. For still more chaos encourage/permit
cheating, shouting, standing on tables, etc.
• ring a bell half-way through requiring players to swap a specified number of team
members between teams (and the cards they hold) causing confusion to team
goals and team communications.
• instruction for teams to exchange assembled collections with other teams
(undoing good work to date and threatening sense of purpose and achievement)
• announce a period by which cards can only be traded using foreign language.
• announce trading is only allowed in 3 or 4 or 6 card-lots (whatever number takes
your fancy - this wrecks team trading strategy and later in a round hampers any
team which gets down to its last three or fewer cards required, because they'd then
have to reverse and trade back already collected cards in order to meet the 3/45 or
6 card rule).
• announce at the start of the game a 100 point (or other suitable value) bonus for
loudest trader award each round (judge's decision is final), and/or a 100 point
bonus for most animated trader per round. Etc...
Use your imagination. The game provides a great fun basis for illustrating all sorts of
organizational and team-working dynamics, problems and experiences.
You can use the activity with quite big groups, for example, 40-50 people can be split
into teams of say five, six, or seven people - generally the more people per team the more
chaos.
Normally to develop organization and management experience you would suggest teams
elect traders/collectors who go out into the melee to swap cards, and one or two
collector/coordinator/compiler/organizers who give the instructions to the traders as to
what cards to collect. Therefore to maximise chaos and chaotic systems examples don't
give them this advice and start the game giving the teams very little preparation time to
organize team tactics (another lesson: poor preparation = more chaos).
Strictly speaking you should play the game with the same number of collectible 'suits'
(card types) as the number of teams, but for added chaos, and a potentially unwinnable
game have one set less card 'suits' than the number of teams, which dramatically reduces
the chances of any team managing to collect an entire set.
The actual PIT game has seven suits of nine cards each, which is adequate for up to seven
teams of threes, but for larger teams and added interest you could use two PIT game
cards, or make your own larger sets of cards - or simply pieces of paper - with 'suit'
symbols or words on them to reflect the players' business or environment.
After the game, or each round, or even during a round, involve all the teams in the review
of the points of note and the experiences and lessons that you want to highlight. An
example of a useful review technique is to ask individuals and teams to talk about or
present their reactions and feelings while subject to chaos and disorganization. You can
also involve the teams in suggesting ways to change the rules to increase or reduce chaos,
or indeed to demonstrate any other aspect of organizational systems.
If you are a team leader, facilitator or trainer seeking to use this sort of exercise for a big
group, the best way to plan the activity - whether for chaos or management experience -
is to get hold of a PIT game or to make your own set of cards, and play a game with a
few friends or colleagues - this will help you to decide how best to use it, and to decide
how to flex the structure and game design to produce the desired effects.
The more on a team, the more chaos is experienced. However, the bigger the team the
more 'passengers' (team members with nothing to do) there'll be towards the end of the
game/round when the final few cards are being sought. If you can't avoid having very
large teams then issue an extra instruction as to how 'passengers' should assist card-
holding traders towards the end of the game/each round.
If you don't know how many people will be in the total group until the day, you can
decide on the day how to structure teams and suits etc. If in doubt make more cards per
suit than you think you'll need, say 20 or 30 cards per suit, just in case you end up with
very big teams (up to 15 or so) - so that you'll have plenty of team-structure options and
ensure even big teams have plenty to do - It's important to avoid having passengers,
which would result from having too few cards.
Remember: More teams = more chaos, so try to have as many teams as possible (the
lesson is that more teams and relationships need more organizing and communications).
Also: Minimal guidance and organizational advice to the teams = more chaos (another
lesson).
There will be more chaos (resulting from from difficult communications) if the
cardcollector(s)/holder(s)/coordinator(s) are in a different place/room to the trading area -
this will require people to run back and forth and will be very physical as well as chaotic.
Alternatively the trading area can be in the middle of a large area, surrounded by the
collectors/coordinators for each of the teams.
You can also run the exercise in two different ways during the same activity (firstly
traders and collectors all in the same room, and then the second round put the traders in a
different room to the collector/coordinators). This will emphasise the effect of
communications logistics upon chaos.
You could also have a have a contingency to change it half way through a round of the
game (ie remove the collector/coordinators to a different room to the traders, which
suddenly introduce a big difficulty to the exercise - the lesson is that a change in the
structure requires reorganisation of communications and process).
By separating traders from their team's collectors, the exercise then takes on some of the
communications aspects of the 'communications corridor' exercise, which is more
physical because of the running around, especially if the rooms are on different floors.
The complexities you add depend on how much variety and logistical challenge you want
to include (which of course increase the facilitation burden and risk of course, so 'if in
doubt, leave it out').
If during play things threaten to become too 'well managed' you can intervene and
disallow any practices that are enabling smooth activity, for example ban 'runners'
communicating and taking cards between teams's collectors and traders, and insist that
traders need to 'run', or vice versa. On which point you could/should inform teams of
your right to do this (ie., the facilitator's right to move the goalposts) during the activity.
This highlights another lesson: failure to agree sound ground-rules, goalposts moving =
chaos.
If you have time available the activity is best played with a number of rounds - this
enables you to increase the team competition element - you can keep a score on a
blackboard or flip chart. You can award points for 2nd and 3rd if you want - the scoring
is very flexible - however you think it will work best. You can stop the round when a
winner wins and then identify 2nd 3rd 4th etc based on which teams have collected most
cards.
Even when you've run the exact exercise before it is difficult to anticipate length of a
round because the game is so chaotic. Sometimes a team will win quickly, other times it
goes on for ages or gets blocked because a team decides to collect mischievously some of
each suit (another lesson in chaos factors which you can introduce or suggest). 5 minutes
is a reasonable maximum to impose per round. If there is no winner in the time allotted,
the winning team is the one with most cards (or points of same, if you are ascribing
points values to the different suits) collected of their chosen suit or set.
As a final pointer, give yourself the right to intervene as the facilitator - this will enable
you to flex the activity while it's happening - you can of course justify this because
intervention and disruption is a perfectly valid factor in chaos, and so it can be in it's
demonstration.
A note about shuffling and dealing before and during the game: Shuffling and dealing
large numbers of home-made cards or pieces of paper can be time-consuming, especially
given last minute decisions about how many sets and cards to use. If so then think about
using a alternative method of distributing the cards - you don't necessarily have to shuffle
and deal per se, provided each team starts with a randon combination of card types. For
example you could place the cards in piles face down on tables and have each team
member or leader go and take blind a certain number equating to the team's allocation.
This could be done between rounds also, when time and facilitation pressures make
shuffling and dealing difficult. Alternatively find a way to involve all teams returning
their collected card sets in a suitable grouping or piles on a table, the act of which
effectively shuffles the cards, ready for the next round.
table/team 1 a b c d e
table/team 2 f g h i j
round 1 table/team 3 k l m n o
table/team 4 p q r s t
table/team 5 u v w x y
round 2 table/team 1 a f k p u
table/team 2 b g l q v
table/team 3 c h m r w
table/team 4 d i n s x
table/team 5 e j o t y
table/team 1 a g m s y
table/team 2 b h n t u
round 3 table/team 3 c i o p v
table/team 4 d j k q w
table/team 5 e f l r x
table/team 1 a h o q x
table/team 2 b i k r y
round 4 table/team 3 c j l s u
table/team 4 d f m t v
table/team 5 e g n p w
table/team 1 a i l t w
table/team 2 b j m p x
round 5 table/team 3 c f n q y
table/team 4 d g o r u
table/team 5 e h k s v
table/team 1 a j n r v
table/team 2 b f o s w
round 6 table/team 3 c g k t x
table/team 4 d h l p y
table/team 5 e i m q u
exercise creation pointers (prompts for creating
brainstorming, team building or learning exercises)
When you next want to create a session for brainstorming or teambuilding, try creating
your own, or work with a team to do it. Creating your own exercises and activities just
requires a little imagination. Here are some reference pointers to help the thought
process:
These elements can be selected and combined to act as a kind of formula to help with the
creative process:
Thanks Laura Feerer for contributing this activity idea for building belief, commitment
and teams. She suggests you can add some additional inspiration by referring to the song,
'I Believe I Can Fly', which would be appropriate I'm sure for certain groups, and a
relevant quote from which is as follows:
• "E Pluribus Unum" - the original motto of the United States meaning "One from
many" or "One from many parts"
• "Search, Solve and Succeed" - Pioneer Primary School, Singapore.
• "Per Ardua Ad Astra" meaning "Through Adversity to the Stars" - the British
Royal Air Force
• "Per Veritatem Vis" meaning "Strength Through Truth" - Washington University
• "Securior Quo Paratior" meaning "The Better Prepared, The More Secure" -
Somerset Rossiter family
team poker
Here's a very simple and effective game for team-building, team-working, building
cooperation, problem solving, leadership, and decision-making skills. Also great for an
ice-breaker and warm-up activity. The game can be used with with a group of 10 or more,
and requires only a deck of cards. Explain these simple rules of the exercise: One card
will be handed out face down to each delegate. Players must not look at their cards until
the game starts. The aim of the exercise is for each person to put together the best three-
card hand by joining with two other delegates.
Where total group size is not exactly divisible by three, players need not be exclusive to
one group of three, ie., any player is permitted to be part of more than one three-card
hand. When the total group is exactly divisible by three this rule is optional, to be decided
by the facilitator. A requirement for exclusive sets of three will tend to increase the
competitive aspect of the exercise.
Card hands are best ranked according to poker rules, which are open to different
interpretation so it's essential to agree the ranked order of possible hands before the game
starts, to avoid any doubt as to the winners. For three cards, a suggested example ranking
according to statistical odds (thanks DB), which you should circulated or write on a flip-
chart, is, lowest to highest: highest card, a pair, flush (three cards same suit), straight or
run (eg., 8,9,10), three of a kind (eg., three kings), top hand being a straight or running
flush (eg., 5,6,7 of hearts). Also clarify highest suits, (eg., lowest to highest: diamonds,
clubs, hearts, spades). The best hand possible would therefore be king, queen, ace of
spades.
Set a time limit, by which all delegates must be grouped in threes, each group
representing a three-card hand. A minute creates a pressurised activity; three minutes less
so - generally the larger the total group size the longer the exercise needs, subject to a
five minute maximum for very large groups.
Variations can be used, which makes it more interesting if you want to repeat the exercise
later with the same group, eg:
• Each delegate receives two cards, requiring three players to create a six card hand
(clarify rules accordingly).
• Instruct the group to find three or four other players, making four- or five-card
hands.
• Allow each player to change their card once with a card from the top of the
remainder of the deck, face down of course (exchanged cards go to the bottom of
the deck).
• Upturn the card at the top of the remainder of the deck and stipulate that each
hand must include that card (in which case three players will create four-card
hands).
• For very large groups use two decks, and stipulate teams of five, (this is a great
conference warm-up - you could stick a card underneath each delegate's seat,
before delegates arrive.)
• Plus any other variations of your own you wish to try.
Facilitator and delegates can review various behaviours after the activity - eg., leadership,
teamwork, negotiating, and decision making under pressure. This simple game will break
the ice, and get people out of their seats with minimal input from the facilitator. Follow
up with a group discussion about aspects of the exercise relevant to the main session or
purpose. (Adapted from an idea submitted by S Enter)
For additional interest you can also refer to the fascinating origins of playing cards and
court cards, for example, did you know that the name and symbol of the English spades
card (contrary to most people's assumption that the word simply relates to a spade or
shovel tool) instead developed from the French pike weapon (ie., the shape is based on
the business-end of the spear-like pike), and the name for the Spanish version of the card,
which was 'espados' meaning 'swords'.
The most effective way to build a dome or covered 'roof' is to create a frame first, using
tightly rolled sheets as struts. The simplest construction would use three tables and three
struts, one from each table-top edge, joining together in the middle at the top to form a
pyramid frame, which can then be covered using newspaper sheets. A round dome
structure is more difficult, takes more time, needs more newspapers, and needs to have
several struts from each table to create a curved shape, and then a number of lightly
formed horizontal strut 'rings' around the the outside of the entire main frame to create a
curved contour. This type of structure must be designed beforehand to have a good
chance of succeeding, and it helps if the group contains someone with a bit of
engineering talent or instinct. There are other ways of making a structure, for instance flat
square frames on 'legs' (short newspaper struts), and if you do not stipulate a height then
people will often be creative (cheat) and simply make a big sheet and attach it to each
table edge, which rather defeats the point. Hence you can clarify the aim of the exercise
by stipulating that the roof must be capable of covering all or a given percentage of the
group members, standing or sitting (at your discretion) depending on the frame height
that you think is reasonable. If in doubt agree the frame height aim with the group, which
means they effectively set their own target. This is a challenging and enjoyable team
activity - encourage team members to enjoy it. For a simple pyramid allow at least 15
minutes for the 'build'. For bigger constructions and rounded domes allow at least 10
mins for the design stage and 30 mins for the build. And remember to provide plenty of
plastic rubbish bags for the clear-up afterwards. It can be helpful for the post-activity
review to brainstorm before the activity with the whole group the expected key
performance elements, and for these to be used as the assessment criteria (see the
Training elements/exercise review template assessment proforma sheet available on the
free resources page).
1. Fold the paper in half horizontally (this depends on what way the sheet is held and
could be interpreted to be folded along the landscape or portrait axis)
2. Fold in half again diagonally (again, this is open to interpretation - normally an
asymmetrical fold corner-to-corner).
3. Fold in half again vertically (again, this is open to interpretation).
4. Fold the top right corner so that the point is at the centre of the folded sheet (the
folded corner could be one of four).
5. Fold the longest point to the corner farthest away from it (can be open to
interpretation).
6. Fold in half again or as close to two halves as possible (it may not possible to fold
exactly into two symmetrical or even asymmetrical halves).
7. Tear or cut off 2cm of the sharpest corner with a straight cut or tear.
8. Tear of cut off 1cm of the opposite or farthest corner to the above corner with a
curved cut or tear (curved what way? - again this is open to interpretation).
9. Punch three holes along the longest edge (where exactly along the edge is open to
interpretation).
10. Punch two holes in the next-to-longest edge (where exactly along the edge is open
to interpretation).
11. Cut a 0.5cm sharp 'V' two-thirds into the shortest edge (this is open to
interpretation).
12. Unfold the paper and compare your doily with your partner's doily.
Points for the debrief and review discussion: How many of you ended up with paper
projects exactly the same? Why were you unable to end with exactly the same doilies?
What instructions were the least helpful and why? How could these instructions have
been made clearer? What clarifying questions would you have asked if permitted to
clarify the instructions? What additional tools or devices would help the reliability of the
instructions and fullness of understanding (the obvious ones are a ruler, and a diagram for
each stage - the point here is that complex instructions often need tools, references,
examples or other devices to enable proper clarity and accuracy, and the responsibility is
with the writer to take the initiative to use and include these aspects if required - don't
assume that words alone are sufficient, because they rarely are).
NB If facilitating this exercise ensure you try out your instructions before using them in
the activity.
Ensure all delegates are issued with SWOT analysis instructions, and confirm their
understanding of the process, which makes an ideal initial group exercise.
Identify before the session, or have the teams or team members do so at the start of the
exercise, suitable subjects for SWOT analysis. Have the teams choose a subject each, and
then work as a team to produce the SWOT analysis, which should then be presented back
to the group for discussion and review. It's important that the teams want the particular
subjects.
Prior to the exercise it's important for the facilitator to clarify what will happen after the
exercise to the teams' SWOT analysis findings, so that team members have an
appropriate expectation for where their efforts and recommendations will lead.
This SWOT exercise is very flexible - use it to suit the situation, the group, and what the
organization needs. Examples of SWOT subject areas (have some specific propositions,
opportunities or options handy in case you need them):
• organizational or departmental change options
• business development ideas
• team re-structuring
• problem-solving options
• customer service improvement ideas
• production/distribution/technical support efficiencies or improvements ideas
N.B.
1. The above headings are not SWOT subjects, they are areas within which you can
identify SWOT subjects.
2. A SWOT analysis can only be used to assess a specific option, proposition,
company, department or idea - a single SWOT analysis cannot be used to
compare options or evaluate a number of options or propositions at once.
3. Avoid agreeing to SWOT subjects that are clearly beyond the remit of the teams
(which creates expectations that cannot be met), unless the situation allows for the
group to make recommendations.
4. A SWOT analysis measures a business unit, a proposition or idea; a PEST
analysis measures a market.
Ask each delegate to think of a situation or person that they find extremely difficult or
frustrating. The situation can be from work or home life, but nothing so personal as to
cause discomfort when revealed to others. Guide delegates also to avoid criticism of other
people who might be part of identified frustrations, whether these people are present or
not.
For teams of three, the first person is the interviewer, second person is as interviewee,
and third is observer. The first person in each team has 5 minutes (facilitator can allow
longer, depending on total exercise time available, group size and desired intensity) to
question the second person about the second person's difficulty or frustration. The first
person should use rapport-building and empathy, sensitive facilitative questioning, active
listening, reflective listening, and interpretation skills, to encourage and enable the
second person to explain how they feel, why they feel like it, what are the causes and
what might be the remedies, plus any other points of relevance. The second person should
try to respond naturally to the interviewer. The group then reconvenes and the first person
from each team must then briefly (max 2-3 mins) describe, explain and summarise to the
group the second person's difficult situation. The second person from each team then
gives feedback to the group (including to their interviewer) as to the accuracy of the
interpretation and the quality of the interviewing (rapport-building, facilitative
questioning, active listening, reflection, interpretation and empathy) used by the first
person. The third person observer of each team then provides a brief neutral overview
comment, if required and helpful. When each team has completed these stages, rotate the
roles and run the exercise again, so that each person plays the interviewer, interviewee
and observer.
This exercise can also be run in pairs, without the third-person observers, which is
appropriate for small groups of 4-8 people, or if the time available for the exercise doesn't
allow three rotations of the team roles. Use the review sheet to provide a break-it-down
structure for feedback and review. For odd numbers of groups the facilitator can take part
to make teams numbers equal, which is important so as to avoid creating 'passengers'
(inactive team members) at any stage.
Training and review elements of the exercise (optional use of training element review
sheet):
If the exercise is run in pairs without observers the third round of interviews and
summaries is obviously not required.
Ideally split the group into two teams of up to five per team (larger teams require leaders
to avoid chaos or disaffected passengers). The teams must select simply either 'defect' or
'co-operate' in each round. Scoring is based on the selections of both teams. The point of
the game is to game is to demonstrate that poor co-operation leads to winners and losers,
and ultimately everyone loses as a result of retaliation. When the teams decide to
cooperate, everyone wins. The facilitator acts as the 'banker'. Use this free team building
exercise with groups sizes from four (in which case the 'teams' would be pairs), up to
twenty or more, or split teams into pairs and have them play separately. For details and
examples of the prisoner's dilemma look at the puzzles section.
• The game is better with two teams, but it will work with several teams - adapt the
sheet and scoring accordingly.
• The game sheet that is available as a pdf or MSWord file is all you need to give to
the teams.
• The only 'question' each round for each team is to decide whether to 'defect' or
'cooperate'.
• If delegates want to start with an imaginery 'float', rather than having to
contemplate being in debt, you can agree a small credit balance for each team.
• The point of course is that if all teams cooperate they will beat the banker, but it
takes a while for them to realise this - so don't tell them before hand, just explain
the scoring system and tell them the point is to accumulate as much 'money' as
possible - teams then tend to defect and try to win at the other team's expense,
which in turn causes relatiation, which produces unsustainable losses.
• For background reference, read the explanation of the prisoner's dilemma on the
complex puzzles page.
• Use the game sheet (pdf or MSWord format - also available from the free
resources section) - one game sheet per team - make sure all team members can
see it - if necessary issue copy-sheets or show the sheet on a screen.
• The facilitator should practice the game first with individuals (eg family
members) playing the part of the teams, so you see how it works.
• In early rounds make sure that teams do not reveal their selection to other teams
until they all show their selection at the same time - the best way is have them
write down on a sheet of paper and then all show together, or for them to hold up
a pre-prepared 'defect' or 'cooperate' card, simultaneously, when the facilitator
says to. As the game progresses allow teams to confer if they ask to.
• The facilitator needs to keep the score for all the teams on a flip-chart or
equivalent.
• The game ends when the teams get the point and are all cooperating every round,
which will beat the banker.
How it works: A group of 6 to 20 stand in a circle facing each other. The facilitator must
participate as well. The facilitator explains to the group that they will call out a person's
name and toss a ball (such as a stress ball or juggling ball - any soft object actually, even
fruit or cuddly toys will suffice) to the named person. That person must then call out
another person's name in the circle (who has not yet had the object tossed to them) and
then throw the object to that person. This continues until everyone in the circle has
thrown and caught the object. The facilitator must explain to the group that each person
must remember their catcher. When the object has been thrown to everyone in the group,
the ball returns to the facilitator, and is then thrown around the circle again, in the same
order as before. This cycle continues until the facilitator is happy that the whole group is
comfortable with the exercise. (You'll know this because people are actually listening for
their name to be called out and catching the object.)
When the group is competent with the first ball, the facilitator introduces a second ball
(or suitable object), which must follow the same order as the first, so that two objects are
being passed around the group. When competence is reached with the two objects, a third
is introduced, and still, every thrower must announce the name of the catcher before
throwing.
And so on. At some stage between three objects and saturation point (ie as many objects
being passed as people in the group - it's up to the facilitator) without warning the
facilitator instructs the group to begin tossing the objects in the REVERSE order (ie.,
catchers call out names of, and throw to, the people who previously threw to them. Chaos
at first, but all great fun, and gradually people learn, which after all, is the point of the
game.
Points to review: How did you feel when the exercise began? After you reached a
comfort level with the task, how did you feel when more objects were added? How soon
did you achieve comfort level when new objects were introduced, and did this timescale
change for each new object? Did anyone in the team begin encouraging or helping others
by telling them to just focus on the person tossing the object to them? When we had the
major change of reversing the order the object was tossed, did you expect it? How did
you handle it? Did the group eventually perform well at it and get a constant flow of
objects in the air? You will think of more questions to ask and points to review,
especially when seeing the game played. (Ack. Tori Sarmiento)
who am i ?
Lots of variations to this one: Can be played individually or in teams. A card on is taped
onto the player's forehead showing everyone the name written on it. The player with the
card on his/her forehead (who does not know the name on the card) must then ask closed
questions (requiring only 'yes' or 'no' answers) to establish his/her identity. The method of
creating name-cards is flexible: the facilitator can prepare in advance, or have the group
think of names and create cards, based on any theme that's appropriate, including work
colleagues, or even the session group members themselves. Using names of work-
colleagues and group members adds a fascinating dimension, (relationships, reputations,
perceptions, emotions), so needs sensitive facilitation and review.
tyre game
A wonderful team building game for teams of ideally 10 to 15 persons, although a
minimum of six people per team will work, and actually there is no upper limit per team -
it depends on space, and how much emphasis is placed on the planning stage. Total group
size is therefore as many 10-15 person teams that the space will accommodate, which
also makes this team building exercise terrific for conferences and warm-ups of very
large groups. You'll need two bicycle tyres, with different tread patterns, for each team.
Organize each team into a circle, with the team members' hands tightly clasped. The tyres
are introduced by the facilitator at opposite points of the circle by unclasping hands of
two members and hanging the tyres on the arms, which should then be joined again by
clasping their hands. The object of the game is for the team to pass each tyre in a
different direction around the circle, involving two crossings of the tyres, and then
finishing with each tyre at its starting position. The team which finishes first wins the
game. Hands must not be unclasped, and thumbs cannot be used to support or move the
tyres. Allow ten minutes planning and thinking time, (or for very large teams where a
warm-up only is required, give instructions so that the game can start immediately).
Obviously the game must start at the same time for each team. The trick is for the tyre to
be moved up the arm, over the head, down the body, at which point the person steps out
of the tyre, one leg after the other, and the tyre continues down the other arm to the next
team member. The stepping manoeuvre when two tyres cross is the most difficult and
requires some agility, so the planning and team selection is potentially very important.
NB As a facilitator you must practice this game before using in a team building or
conference situation, to prepare for questions and to demonstrate, if required.
Here are the typical review points for the tyre game team building exercise, usually based
on the performance of the winning team:
• The team understands the task and aim of the team building game.
• The circle of people develops into a team with a common objective.
• Technique to achieve task is discovered and refined by 'storming' (see the
Tuckman team development model).
• A team leader emerges.
• Practice (essential) develops technique and plan.
• The leader's role becomes stronger as the team develops.
• Difficulties are ironed out.
• Resources (people) are reorganized.
• Right person for the right job (notably for the two crossing points)
• Training and practice are carried out.
• The team becomes increasingly motivated to perform.
• Performance improves, excels, achieves and wins.
(With thanks to Lt Col Ajay Ukidve (retired), Victory Associates, Pune, India)
table quiz
It's very easy to create a simple quiz - base it on a theme or general knowledge - which
can be use for teams or pairs in competition. See the Big Boys Toys table quiz as an
example of a themed quiz, available as a pdf download (Ack. J Hespe). See also the
puzzles section for quiz questions. The Big Boys Toys table quiz can be given as a
competitive exercise between teams lasting 20-30 minutes plus 10 minutes to review, or
as a quiz to be worked on in breaks or overnight as light relief. Prizes always increase
team-building value and enthusiasm.
Look at the newspaper construction games which provide other ideas for using these
materials in construction exercises, although I should point out that marshmallows are not
a particularly good weight-bearing material, and also are not ideal in very hot conditions,
unless getting messy is part of the fun.
See also the ideas for working with aluminium baking foil in the baking foil games on the
other team building page.
delegate introductions
A very easy warm-up to relax everyone - whether the delegates know each other or not
(surprisingly this is often more fun when they do - and if they don't they'll appreciate the
opportunity to meet and get to know each other early on). This will also take the early
pressure off you as the facilitator by having them do some of the work. Ask the delegates
to pair up - you can simply suggest the person sitting next to themselves, or something
more active, like finding someone with the same colour hair, or same height, or same
colour eyes, anything appropriate for the group. Then ask each person briefly to interview
the other person (say three mins each), and then everyone to present the other person to
the audience, again briefly, say a minute each. This is much more dynamic than simply
asking everyone to introduce themselves. If necessary give people pointers as to what
they should be finding out about the other person (eg - job, home-life, likes, dislikes,
hobbies, why they are there, etc). You can also say that after the exercise that everyone
will have achieved useful experiences and developed useful skills, ie, questioning,
listening, interpreting and then (scary for some) speaking to an audience of strangers.
These aspects of communicating are usually consistent with at least one theme of the day,
so is a relevant and helpful way to start any training session.
The game is a contest (or time-based race, depending on the scoring system you prefer to
use) between the three teams to complete all five table tasks in turn, only moving from
one to the next when each task is completed, or when time is elapsed.
Every team member takes it in turn to lead their own team and delegate the task activities
as the team moves from table to table. While leading, the leaders are not permitted to take
part in the task other than speak to their team members.
To prepare, you need three sets of five task materials/instructions. Each exercise should
have a time limit (up to you), and there needs to be a clearly understood scoring system
for each task (easiest would be simply 3pts for winner, 2pts for 2nd and 1pt for 3rd).
As the judge, you reserve the right to deduct penalty points for transgressions (eg leaders
participating, or tasks being incomplete or running over time). There needs to be a clear
way to measure the performance of each team for each task, so there can be a clear result
at the end. The extent to which relative performance is visible to all teams at the time of
doing the tasks is up to you - it's a variable factor that changes the nature of the activity
(the less visible the performance the more test for the leader as to what's required to win)
- some tasks could be clearly visible (eg., tower height), others might only be revealed at
the end of the whole activity (eg playing card sorting). Tasks don't all need to be physical
construction. Tasks can be varied, including mental (eg puzzles) or creative (finding
things out), and they don't necessarily need to be done at the table (teams might be
required to go off in search of things in the building - information, or obscure items, like
a mini-treasure hunt). The tables need only be the base points for each task, where the
leader gets the task instructions.
Prior to the activity you should brainstorm with the whole group the relevant
skills/aspects that will be useful in the whole activity, eg: establishing who's good at
what, timing, resource planning, clear instructions, etc. Use these points as a basis for
review afterwards.
After the activity review with participants how they felt when being delegated to do
things - motivation, consultation, participation, encouragement, clarity of instructions,
style of leadership, etc.
Also review experience of the leaders - what was difficult, what could be improved, why
some things are more difficult to delegate than others.
Refer to the notes on delegation and issue these guidelines before or after exercise.
maslow ads (Maslow's Hierarchy of Needs and
motivation)
In pairs or threes, or brainstorm with a whole group, ask for examples of Maslow's
Hierarchy of Needs motivators in advertising. Ask for explanations as well. You can
issue several glossy magazines and/or show videos, or simply ask for examples. Here are
some pointers:
You can also use baking foil for this exercise. (The activity is on page two of these
teambuilding exercise ideas)
fun and games with video (for team building and any
other subjects)
Video is a great team building and training medium if you use it creatively - not off-the-
shelf stuff which rarely works for specific situations. Instead use home-recorded video to
provide you with unlimited interesting subject matter for exercises, role-plays and
reviews, it's much more fun.
For instance - record on video some scenes with a suitable number of characters (relative
to your team sizes) from famous TV soaps (especially amusing ones with amusing
characters). Then have two teams recreate the scene(s) incorporating your own key
messages or products. Alternatively have the teams critique the behaviour according to
the theme or message of your session.
Also, video some TV adverts (good and bad) and have each team critique them,
brainstorm first the points you want to look for and review, eg., the AIDCA format (see
acronyms), image, style, relevance to target audience, likely effectiveness or otherwise,
'feel', etc.
Also, video some scenes from the TV show 'The Office' or another show featuring inept
workplace behaviour (the funnier and worse the better) and have teams critique the
behaviour from different aspects, eg Action Centered Leadership, Tannenbaum and
Schmidt, motivation (eg. XY/Herzberg) leadership, culture, quality, Emotional
Intelligence (EQ), Transactional Analysis, etc.
Make sure you establish the review points and then use a review sheet to focus on, to
manage and get the best out of the review or critique session.
Using video in this way creates a lot of fun and interest for any team building or training
session - there's so much you can do with this approach, and it's simple and very
inexpensive.
bidding game
Announce to two or more people that you will auction a £20 note to the highest bidder.
The only rule is that the unsuccessful lowest bidder will have to pay you their bid. The
bidders will start off low - maybe at just a penny or two. As they progress higher the
awful trap starts to emerge - but there is nothing they can do about it: no-one wants to
lose and have to pay a few pounds and watch someone else get the prize for a lot less
than it's worth. And so it goes. Eventually you see (if they haven't run away) the
ludicrous spectacle of people bidding higher than the face value of the note. Of course,
the only winning first bid (and this is a good lesson on greed in any aspect of life) is
£19.99... (thanks Rupert Stubbs)
One person (the 'touchee') stands against a wall facing it. The rest of the group, one by
one, walks up to the person, places a hand on their shoulder and says their name (the
toucher's name not the touchee). The person being touched must not look around to see
the toucher. Then repeat the exercise using a different order for the touchers, this time
without saying their names (you may need to point to people to control the order).
The person being touched has to use their various senses more acutely to guess the
identity of each toucher (the 'feel' of the shoulder-touch, maybe smell, the sound of the
approach, etc.)
You must explain to the whole group the whole exercise before it starts. You must
instruct everyone not to disguise the spoken touch or the silent touch. The 'winner' is the
person who guesses most of the silent touches, which means you need to keep a tally of
each 'touchee's' correct silent guesses.
Review and discuss only after everyone has had their turn as the 'touchee', otherwise
clues will surface and benefit the later touchees. When reviewing you can refer people to
brain types and styles, and particularly right-side brain strengths, which generally enable
greater sensitivity and awareness for this type of exercise. See the Benziger theory.
(Thanks Chris Baker)
Put about 20-30 household items on a tray and let people memorise them for a minute,
then have them jot down all they can remember within a time-limit, say 5 minutes.
Alternative version is to make a paper aeroplane which glides the furthest from a
specified height, with or without push start (depends on room size). Time allowed can be
as little as 3 minutes, but it's better with 10-15 so that it brings in a planning element.
The task for each group is to create an island, which the groups themselves are to imagine
they inhabit, which they will model with the clay. Instruct the groups that for the first two
parts of the exercise the members within each group are to not allowed to speak to each
other. Give 10 minutes for the first two 'silent' parts of the exercise:
1. Ask the groups to create the geographical features of the island e.g. cliffs, rivers,
inlets/harbours, mountains etc.
2. Ask them to create shelter for themselves individually eg., a house, a cave, a
mansion, a hut.
After these two activities have been done in silence, allow the members of each group to
speak within their own group while creating their own island 'community', which can be
scheduled to go on for 15-30 minutes. Suggest elements that need to be discussed and
established as to how their island operates and what constitutes the 'community' (some of
which may be modeled, others not) such as health care, education, commerce, defence,
food production, transport, infrastructure, governing structure, decision-making process,
etc - all to be discussed and developed by the group. The group is of course the 'ruling
council' for their own island, and they have the opportunity to define how they will work
together, including issues of leadership and decision-making, etc.
Observing all of this experiential development produces excellent data for review
afterwards with the group, and is particularly useful for training and development
concerning gender, leadership styles, decision-making, personality types, team-working,
etc.
After a further 15-30 minutes tell them there are other islands (they'll probably know of
course, but hitherto will not have given a thought to any islands other than their own).
Tell them that they are not obliged or required to do anything about the other islands - it's
up to each group what they do. Typically the groups will want to take action of some sort,
whether to trade, attack, make friends - whatever.
Again this leads to all kinds of experiences within the group and between groups, which
should be noted by the facilitator(s) for use later in the review.
Using clay is messy, so make sure people have aprons and somewhere to wash. The use
of such an unusual material provides excellent motivation and interest - working with
clay is a very 'earthy' and basic activity and people do not often have the chance to play
with it. It does add another dimension.
As a guide, allow at least an hour for the exercise and 30 minutes for the review -
obviously longer if it involves presentations. Typically younger people take less time, but
whoever is doing it, if the exercise is providing useful learning experience keep it going.
The facilitator should look especially for the development of relationships in the island
communities, and how these affect the relationships between the islands. Leaders and
styles emerge, which can all be discussed in the review.
The exercise can be used with all ages and in all situations, whether for, business,
organizational, educational, or behavioural development.
Here's a mountain survival scenario exercise. It's a very flexible theme provided you
avoid the requirement to establish a definitive correct list of items - there's no definitive
'right answer'; there are other reasons for this too. It's best not to have a definitive list of
items as recommended by experts - what's important is for the group to see the benefit of
group discussion and collective expertise, experience and input, which produces a
generally accepted better list of items than anyone's individual list.
• it focuses too much attention on the outcome rather than the process,
• it causes participants to guess what they think the facilitator thinks, as if it's a trick
question, and
• it can undermine the credibility of the exercise and the facilitator when inevitably
someone in the group, or worse still, the entire group disagrees with the 'right
answer', as is likely with any hypothetical scenario.
After your small light aircraft crashes, your group, wearing business/leisure clothing, is
stranded on a forested mountain in appalling winter weather (snow covered, sub-freezing
conditions), anything between 50 and 200 miles from civilisation (you are not sure of
your whereabouts, and radio contact was lost one hour before you crashed, so the search
operation has no precise idea of your location either). The plane is about to burst into
flames and you have a few moments to gather some items. Aside from the clothes you are
wearing which does not include coats, you have no other items. It is possible that you
may be within mobile phone signal range, but unlikely.
(Other than these facts, he session facilitator may clarify particular questions from the
group(s) as to details of the circumstances and the environment, and these details remain
constant for the duration of the exercise. Other details may simply not be known - it's at
the facilitator's discretion.)
Your (the group's) aim is to survive as a group until rescued. From the following list
choose just ten items that you would take from the plane, after which it and everything
inside is destroyed by fire. First you have five-ten minutes (flexible, this is up to the
facilitator) by yourself to consider and draw up your own individual list of what the team
should have, without consulting with other members of the group. Retain this list after
presenting it briefly to the group. Then you have 30-45 minutes (up to the facilitator) as a
group to discuss and agree a list on behalf of the group. Nominate a spokesperson and
present this new list.
With the facilitator's help, the group(s) afterwards then reviews the benefits of discussion,
teamwork, collective expertise, group communication skills, etc., in the team approach to
compiling the list, compared to each individual working alone to establish a list, and
obviously why the team list is likely to be better than each of the individual lists.
Choose ten from the following - splitting or only taking part of items is not permitted
(again the list and number of permitted items is flexible to suit the facilitators and
situation requirements. This is a long list and will provoke an enormous amount of
debate. To run a quicker exercise definitely reduce the list or delegates will feel rushed.)
A variation on this theme is simply to issue each team with a box of mixed vegetables -
fresh not frozen please - (eg., cucumber is good for a chassis; sliced carrots make
reasonable wheels) and some cocktail sticks, and there being no obvious vegetable-based
drive-unit, each vegetable car must be launched from a slope. The furthest distance is the
winner.
Materials required per team - 1 cotton reel, any size over about 3 cms diameter and 3 cms
length. 1 rubber band the same length (cut and tied if necessary) as the cotton reel. At
least two match sticks (or cocktail sticks or wooden barbecue skewers). A wax crayon or
candle. Sellotape or stapler.
Construction - Thread the rubber band through the reel and anchor the loop around a
stick, which must be cut so as not to protrude wider than the edge of the reel. Fix the stick
in place to the end of the reel with a staple or Sellotape. Cover the opposite end of the
reel and inside the edge of the hole with plenty of wax for lubrication. Insert a second
stick, which should be at least an inch - better 2-3 inches - longer than the diameter of the
end of the reel, though the loop of the rubber band and then 'wind up' the rubber band
using the stick, until it is pulled flat against the waxed end of the reel. Put the reel on the
floor and watch it go... slowly. Then spend the next twenty years trying to find the perfect
specification!
Some people cut notches in the rims of the reels to create a cog effect for better grip.
Different lengths and thicknesses of rubber bands are an important variable affecting
performance and stability. Wax is essential - it won't work without it. The type and length
of stick - other than the one used at the fixed end - also affects performance.
The challenge can be a race, distance travelled or obstacle course, whatever you like. As
the facilitator, ensure you practice it first and establish clear rules about the aim (what the
tanks have to do when they've been made) and the quantity of materials available.
If you are planning a big event for more than twenty people or so, it's essential that the
facilitator goes to the location in advance, so that you can sort out the clues and the route
and ensure it all works. It's easy when you're there. It's possible to think up a certain
amount remotely, but the best clues will be specific local ones - that you must be able to
rely on - something of this scale must be planned and tested at the location.
Do some basic preparation remotely before you go there (start point, finish venue, rough
area and route) and then spend a day there to find/create the specifics, design the whole
thing, and be sure that it will all work in practice. Logistics (getting people from A to B)
and timings (how long will it take the first and last to complete) are crucial.
Timings are always difficult to predict - be aware that tourist venues are very busy in the
Summer, which will affect how quickly people can complete it and the ease with people
can all meet up along the way and at the finish.
If it's an overnight event, how you design the event will also depend on where you're all
staying and what you want to do before and after the treasure hunt. Ideally you don't want
to have to worry about bussing people to and from the hunt, so ideally people should be
staying where the hunt is and all together. If it's for the evening avoid any necessity for
car-driving - it's too risky - on foot is much more fun, people can walk for miles without
complaining provided there's not too far between stops for clues - the exercise helps too -
maybe have them catch a bus at most, but no driving at night.
The local tourist information office and library are always a useful reference points for
ideas about a basic route, best area, plus contact numbers etc. If you're happy with
drinking and can trust people not to be daft than basing the treasure hunt on pubs works
well - pubs will offer good potential for clues, a route and lots of fun, subject to your
view on alcohol playing a part.
Definitely plan an organized gathering for the end of the treasure hunt where you can
give prizes and relax as a group, particularly if the treasure hunt is in the evening. The
finish venue needs to be reliable and under your control - you don't want everyone to be
finally meeting up amongst hundreds of strangers.
For a large group of people it's best to have a few marshals along the route to help the lost
and tardy.
Teams of four, five, or six at most, work best - the bigger the team the quicker they solve
the clues, although teams of seven would be too big and result in one or two being left
out. Teams of five sounds are good.
Think about your team building priorities - if it's to improve inter-departmental team-
working then create inter-departmental teams; if you want to build stronger relationships
within departments create departmental teams. If you've got gender, race or hierarchy
barriers to break down, mix the teams accordingly.
Try to mix the clues so they require different skills and knowledge, which will enable
everyone in each team to shine - some clues very cryptic, some require observation, some
historical, some technical, some mathematical, some requiring good persuasive or
investigative skills, and always preferably with a local location reference/ingredient.
problem-solving tasks
Get the book on lateral thinking puzzles featured on this website at the businessballs
online bookshop page. In it you'll find loads of really great lateral thinking problems you
can use - ideally for syndicates of three - give them four or five at a time. More puzzles
books also on the board games and card games ideas page.
• First assess all items and prioritise them (most won't do this, they'll just deal with
them in the order they appear)
• Treat urgent items differently from important ones (most think they're the same)
• Only handling each item once (ie procrastination or deferring is a no-no)
• Opportunities to delegate (tips on the businessballs delegation page)
• Decision-making (tips on the businessballs decision-making page)
• Communication method and style in responding to memos, requests, complaints
etc (most spend too long writing too much - hand-written notes often suffice -
email is useful - but recognise potential major hazards and make/agree time to
deal with them properly)
• Avoiding making unnecessary work for oneself (most make mountains out of
molehills)
• Using the phone to deal with sensitive communications/relationships issues (most
are frightened, so write or delay, which costs more time and problems)
• Saying No when called for, and justifying why it's No.
Make sure the sample in-tray material is a good mix of issues, otherwise there's no
challenge and people won't see the need for different responses. If you can't be sure that
people will bring suitable material provide it yourself. Best of all is to get your hands on
copies of someone's in-tray who is forever complaining he/she's got no time.
Basic exercise:
Split group into pairs or threes (four or more will create 'passengers', who don't get
involved). Issue each group an equal given of newspaper sheets (the fewer the more
difficult, 20-30 sheets is fine for a 10-15 minute exercise), and a roll of Sellotape (Scotch
tape in the US). Task is to construct the tallest free-standing tower made only of
newspaper and Sellotape in allotted time. Point of the exercise is to demonstrate
importance of planning (time, method of construction, creativity), and the motivational
effect of a team task. Facilitator will need tape measure. Instructions need to be very clear
(for instance does tower have to be free standing at completion of time, or can it be
measured before - it doesn't matter which, it matters only that any issues affecting a clear
result are clarified.
See also the ideas for working with aluminium baking foil in the baking foil games on the
other team building page.
Tower must support an object (eg a lemon, book, brick, plastic beaker of water, etc).
Measurement is taken to height of supported object. If you issue an object to be supported
at the top of a tower consider the well-being of the flooring and furniture. Beware safety
and mess implications of certain objects, so avoid cups of coffee, glasses, etc.
Build a newspaper and tape bridge between two tables, to support the greatest weight
(number of given objects).
Build the highest platform to support a person's weight, using only newspaper and tape -
make sure there's plenty of newspaper for this version, ie, three big newspapers for each
team. (Bear in mind that a platform is still a platform if it's only an inch high, although
platforms of a few inches are perfectly feasible.)
Build the longest horizontal pier from a table top, supported with newspaper struts or not.
• Very strong emphasis on preparation and design - 1-5 sheets - in pairs or threes.
• Design, planning, preparation, team-working - 5-10 sheets - in threes or fours.
• Team building, time-management, warm up, ice-breaker, with some chaos-
management - 20 sheets - in fours, fives or sixes.
• Managing a lot of chaos - 30 sheets and upwards - teams of six or more.
News paper construction exercises are terrifically flexible and useful. When you decide
the activity purpose and rules, the important thing is to issue the same quantity of
materials to each team.
See also the ideas for working with aluminium baking foil in the baking foil games on the
other team building page.
To use as a ten minute warm-up, give a summary of the instructions, then issue juggling
items. Loosely 5-10% of people can already juggle, and others soon pick it up.
Emphasise that everyone can do it provided they go through the proper learning process.
Short warm ups can also be done in pairs, using three balls or bags (or lemons or potatoes
depending on budget!). Pairs can stand side by side or face to face, but should only use
one hand each. One person holds two and starts. The second person throws their ball
before catching the ball thrown by their partner. And so on..
Use any existing jugglers in the group to help coach other delegates, or issue them with
four balls and have them learn to juggle four (basically two balls in each hand, not
crossing hand to hand, thrown alternately), or issue them with clubs. For more
information about juggling four balls and clubs please contact us.
Juggling equipment is expensive in the specialist retail outlets, use trade sources instead.
Typically you'll get 'Tri-its' pyramid bean bags at £1.50 ($2) for three. Proper juggling
balls are more expensive, £3-5 ($4-7) for three, but the extra cost is worth it if you want
to print on them to reinforcing a theme or brand, because people keep them. For details of
corporate juggling products, or specialised juggling support/facilitation please contact us.
De-brief and review according to the exercises selected and the local situation and
people, abilities, training or team-building purpose, etc. The best way to create a
framework for de-brief is to brainstorm the headings before the exercise with the whole
group - this also helps people get the best out of the exercise, because they are aware of
the pointers.
See also the tips for planning and running team building activities and the free tips on
planning and running workshops for team building and organisational development.
Use and adapt these free team building games and exercises ideas to warm up meetings,
training, and conferences.
These free team building activities, games and exercises are also great ice breakers for
training sessions, recruitment group selections, meetings, workshops, seminars,
conferences, organisational development, teaching and lecturing for young people and
students. Team building games and activities are useful also in serious business project
meetings, where games and activities help delegates to see things differently and use
different thinking styles. Games and exercises help with stimulating the brain, improving
retention of ideas, and increasing fun and enjoyment. Many activities and games can be
used or adapted for children's development and education, or for kids party games. We
cannot accept responsibility for any liability which arises from the use of any of these
free team building exercises ideas or games - please see the disclaimer notice below.
Always ensure that you have proper insurance in place for all team building games
activities, and take extra care when working with younger people, children and if
organising children's party games.
See the other team building games and activities (page 1) on this website.
The subjects on this website increasingly feature ideas for developing the whole person.
Think beyond providing traditional work skills development. Explore everything, and
show your people that you have a broader view about development - they'll have lots of
ideas of their own if you let them see it's okay to think that way. Team building games
are just a part of a very wide mix of learning and and development experiences that you
can explore and facilitate for your people - try anything. If it helps your people to feel
good and be good, then it will help your organisation be good too.
See the guidelines and tips for planning and running team building activities and the free
tips on running team building workshops.
Ensure that team-building activities comply with equality policy and law in respect of
gender, race, disability, age, etc. Notably, (because the legislation is relatively new) team-
building facilitators should be familiar with the Employment Equality Age Regulations,
effective 1st October 2006, (UK and Europe). For example, a demanding physical
activity might be great fun for fit young men, but if one of the team members is old
enough to be a grandfather then think again, because it wouldn't be fair, and it might even
be unlawful. The same applies to any activities that discriminate against people on
grounds of gender, race, disability, etc.
Team-building games and activities have to agreeable and acceptable to team members,
and the exercises have to be fair.
See also the activities and exercises on the team building ideas page 1 on this website,
and the quizballs quizzes, especially the management and business quiz for aspiring
managers and trainers, and anyone interested in managing people and organisations.
Here are some scenarios to use with groups in demonstrating the effectiveness of open
questions, and the ineffectiveness of closed questions, for gathering information
efficiently. Use your own alternative scenarios if more appropriate to your situation.
In each case state the scenario to the group, and then role-play or ask for closed
questions by which the group must gather all the facts or solve the puzzle. This is neither
easy nor efficient of course. Then ask for suggestions of open questions which will
reveal the information or answer most efficiently.
Scenarios (numbers 2 and 3 are lateral thinking puzzles suitable for questioning
exercises):
1. You are seeking to rent a holiday cottage in a particular area (say Cornwall, or
whatever). The newspaper has one advert in the Cornwall section, stating merely:
'Holiday Cottage For Rent' and a phone number. Role-play your phone call to discover if
the cottage is what you want, using closed questions only. (If helpful, brainstorm a long
list of typical requirements beforehand.) Similar exercises are possible using other
sale/hire/services scenarios, e.g., cars, houses, party/wedding venues, coaching, clubs,
etc.
3. Two electric trains were mistakenly routed onto the same track in opposite directions
into a tunnel. One travelling at 200 mph, the other at 220 mph. Each train passed
successfully through the tunnel and was able to continue its journey without stopping or
colliding. How so? Instruct the group to ask closed questions to solve the puzzle. (The
answer is that the second train entered the tunnel several minutes after the first one had
left it.)
Use or adapt your own puzzles and scenarios as appropriate for the audience.
You can also vary the way that the group asks questions - in turn, one-to-one with
observers, in pairs, etc.
Here is some explanation of the use of questioning in a sales training context, as typically
found in a traditional selling process. Questioning of course features importantly within
coaching, counselling, interviewing, investigating, and many other disciplines, so adapt
the explanation to suit your needs.
Use the poster of Rudyard Kipling's 'six serving men' verse to help explain and reinforce
the best way to ask open questions.
You can also extend this activity to develop the way that questions are structured and
asked (style, emotion, tone, body language, use of words, etc), in which the Mehrabian
theory is a helpful reference.
For help with enabling powerful facilitative questioning see Sharon Drew Morgen's
Facilitative Methodology.
The activity is for diverse groups (mixed age, race, gender, religion, and/or other types of
people), but the exercise will be useful for groups of apparently less diverse nature too.
Diversity is not just about race and religion - diversity entails all aspects of what makes
people different, which can be found in any group of people, even if initially the group
seems not very diverse at all.
The exercise is basically for the group members to create a diversity quiz by contributing
questions individually (or working in pairs or threes depending on overall group size),
and then for the group as a whole to take the quiz (or in the same teams).
This process enables discovery of real practical local diversity issues, instead of assuming
and announcing what they might be.
If appropriate first brainstorm and/or discuss and agree/explain what diversity means.
Here is a suggested description. Adapt it or use your own explanation to suit the situation.
"In a social or work context diversity means difference and variation among people.
This difference and variation can be characterised by race, gender, age, religion, physical
shape and ability, social class and background, personality and ability: any, some, or all
of these. Organizations which make the most of the natural diversity in their staff,
customers, suppliers and other partners, have a huge advantage over organizations which
fail to do so. Making the most of diversity in staff and other people - often called
inclusiveness - increases the depth and range of behaviours and capabilities (also skills,
knowledge and styles) that the organization can call upon in meeting the needs of the
increasingly diverse market place. Recognising diversity in the market place effectively
increases the size of the market. Failing to acknowledge diversity within and outside the
organization reduces capabilities, causing the organization to be less appealing, and to
fewer people, and in some cases creates organizational liabilities for litigation under
discrimination laws. Failure to recognise and respond to diversity often equates to
discrimination and is regarded by fair-minded people as unethical."
1. You have five (or 10 or 15) minutes to formulate one (or two or three) quiz question(s)
and answer(s) for a diversity quiz. You must do this individually/in pairs/in threes.
N.B. Timings, numbers of questions and team size depends on the size of the group, for
example: work as individuals for group sizes up to 9 people; in pairs for groups of 8-24
people; or in threes for groups of 15 and above. Very parge groups should be spilt into
sub-groups with appointed facilitators. Consider time availavle and number of questions
needed when deciding your parameters for the activity.
2. Tell the group: when formulating your questions and answers think about subjects that
are significant in reflecting or influencing how you, and people like you act, think,
behave, decide, etc. Questions can be about anything - history, lifestyle, culture, media,
travel, geography, finance, food and drink, language, politics, leasure and entertainment.
3. For the effective running of the quiz, questions must be clear and easy to understand,
and have clear short answers - facts, figures, etc., not subjective personal opinions that
might be subject to wide interpretation.
4. One of the ironies of diversity is that we all tend to assume that people who are
different to us understand how and why we think and behave the way we do. We take for
granted the way we are, and expect others to sympathise with us, and to see things from
our viewpoint. This starts with the simplest aspects of our lives. Therefore in formulating
helpful diversity quiz questions and answers do not strive for complex concepts. Keep it
simple, and you will be surprised how revealing and helpful this can be.
5. Hand the formulated questions and answers to the facilitator, who can then run the quiz
for the whole group using all questions. The quiz can be run for people competing as
individuals or in the same pairs or threes which formulated the questions.
A useful reference model for this activity is the Johari Window. The diversity quiz
exercise seeks to enable people to increase what others know about each other, which is
at the root of inclusiveness and making the most of diversity.
The Multiple Intelligence model is also a useful reference model for considering people's
different strengths (to avoid assuming that there is only one type of intellectual
capability), and the Erikson life stages model is also helpful in considering age and
upbringing issues.
Please send me quizzes created using the above exercise to share with others, or post
them onto the Businessballs free publishing Space.
Ask individuals or pairs or threes (or a larger team with guidance as to team for
leadership) to identify an example in a newspaper of some sort of dispute or conflict, and
then to analyse the causes and solutions.
Ask people to adopt the view of a mediator. Suggest or brainstorm some pointers to help
people approach the task, for example:
• What helpful facilitative questions could be asked of the parties involved to work
towards a solution?
• What might be changed in the methods or attitudes or structures of the situations
in order to prevent a recurrence of the problems?
• How does each side feel and what are their main complaints, feelings, needs and
motivators?
• To what extent could the problem have been averted or predicted, and if so how?
• How can others learn from the situation?
Discussion and presentation format and timings are flexible and at the discretion of the
facilitator.
Refer delegates to relevant management or behavioural theories and models, and/or ask
that delegates do this when they present/discuss their views/analysis.
Split the group to suit you (teams, pairs, or threes probably best). Decide rules, timing,
presentation, discussion, review, etc., to fit your situation. All this is flexible.
Take any quiz or series of questions, or one big difficult question. Issue it to the teams (or
pairs, or individuals, etc).
The task is to go out and engage with the general public to find the answers.
For example if working with competing teams you can arrange that each team has a
'shadow' or observer from another team to ensure no cheating, and also to give observer
feedback in any reviews that happen afterwards. (If appropriate brainstorm the review
points prior to the exercise with the group - it's easier and better than you doing this by
yourself.)
You can also define certain areas or places for the teams to go (shopping centre, pubs,
library, old folks home for example), although take care to ensure no nuisance is caused.
State clear rules for the use of phones. Purists might argue that they are not allowed at all,
which is fine, but there is no problem allowing an element of phone research if it fits the
group roles/preferences and development situation.
There are lots of quizzes in the quizballs section, including many with interesting varied
content that would suit this exercise.
Or make up your own questions or subjects for the teams to research among the general
public, for example:
Position a waste bin or basket on the floor or on a table centrally between the delegates.
The winner or winning team is the one to throw the most balls of paper (or any other
suitable objects that the facilitator decides) into the bin.
• Design a personalised or team brand or logo for each sheet rolled and tossed.
• Different coloured paper.
• Paper rockets.
• Only one sheet allowed - how many tiny balls can you get in the bin.
• Time limits. Limits on amount of projectile materials.
• All throw at once, or take it in turns.
• Business cards - float or spin.
• Coins, coloured rubber bands.
• Pairs, threes, teams.
• More than one bin with different point values.
• Ice buckets and dustbins.
• One bin per team with point deductions for opposing team missiles successfully
deposited.
• Write a letter on each sheet before tossing - words must be spelled from bin
contents.
• Pairs, or threes or teams to devise a party game based around the bin toss idea -
then demonstrate and sell it to the group.
When you have why not publish them on the new Businessballs Space?...
The activity is based on the simple concept that even small aims actually comprise a
series of elements which need to be identified, planned, and implemented in correct
order.
Achieving aims, goals and changes is like building houses - they need to be understood
and assembled bit by bit - like bricks in a wall.
You might start with a vision or dream or objective, but this cannot be achieved in one
single move.
A house is not built from the top down or all at once. It starts with a plan - or maybe a
vision if the type of house has never been built before - and is then constructed from the
foundations upwards, section by section, brick by brick.
Like building a house, any aim or change or objective must be analysed and planned, and
then built in a sensible order:
• what will it look like? - describe the vision or end-aim so we will recognise it and
be sure it has been achieved correctly
• what are the components? - the causal factors and circumstances? - what needs to
be put in place? - physical resources and materials, maybe people too, and
intangibles like agreements, permissions, understanding, etc.
• and what is the process for assembling it all? - the steps, sequence, timings, etc.
Using this concept, ask the group, split into whatever teams or individuals that makes
sense for your situation, to visualise and then map out - in very simple terms - one of
their own main aims for the coming year/period, quarter/lifetime, whatever.
Keep it simple. Resist getting into a lot of detail. Merely seek to explain/reinforce the
need for basic structure and sequence and the relationship between cause and effect. This
is the extent of the exercise.
The purpose of this exercise is not to produce a heavily detailed project management plan
- that can happen afterwards if required (see the notes on project management for
examples of traditional planning formats) - the aim of this activity is to explain the
importance of cause and effect, and compenents and process, in achieving aims.
the ampersand game (ice-breakers, warm-ups,
demonstrations of learning, thinking, and brain-types,
knowledge versus skill)
This simple exercise is a quick icebreaker, or can be extended into something more
meaningful. Fundamentally the activity demonstrates that knowing something is very
different to doing something. Knowledge is different to skill. The exercise also illustrates
certain learning and brain processes, notably relating to retention, practise and repetition,
as steps to perfection. Useful reference models would include Bloom's Taxonomy and the
Conscious Competence model.
The basic activity idea is very simple: It's basically to draw the ampersand symbol (the
'and sign'). The exercise however can be adapted and developed significantly.
Everyone has seen the ampersand symbol. Most people call it the 'and sign'. It looks like
this, in two common fonts, (Tahoma and Times New Roman):
& &
In fact the ampersand appears in a wide variety of wonderful designs; it has provided
designers through the centuries with more scope for artistic interpretation than any other
character.
The activity is simply to ask people to draw the ampersand symbol - serif or sans serif -
or a more stylised version - at the discretion of the facilitator. (Interesting background
about sans serif and serif fonts is on the presentations page.)
It's actually not at all easy to draw a good-looking ampersand, especially if team
members are not able to see the symbol to copy it.
Knowing and recognising the ampersand equates to 'knowledge'. Being able to draw it -
to reliably produce one - equates to 'skill'. Different things. Knowledge we can learn by
observation and other sensory input. Skill is generally only acquired from experience,
practice, trial and error. This is the heart of the activity.
Where people should draw and present their artwork attempts - and how large and how
long is permitted for the effort - is all flexible and at the discretion of the facilitator.
People can use a blank sheet of paper where they sit, or alternatively can practise (or not),
and then take turns to draw the symbol on a flip chart. Or ask people to work in pairs or
threes or even teams, to design their definitive ampersand. Or encourage branding and
styling of people's artwork according to a particular theme, which extends the activity
beyond the basic purpose described here.
At its simplest the exercise is a two-minute icebreaker. With a bit of imagination it can be
adapted into a much bigger activity, if the idea appeals and fits the situation.
The exercise emphasises that we can know something very simply intimately but be
incapable of reproducing it properly and expertly - whether a printed symbol, or
something more significant. The principle extends to behaviour, style, techniques, etc.
Incidentally while the symbol is about 2,000 years old, the word ampersand first
appeared in the English language in around 1835. It is a corrupted (confused) derivation
of the term 'And per se', which was the original formal name of the & symbol in
glossaries and official reference works. More about the origins of the ampersand.
Explaining the history can help position the exercise - it took 2,000 years to arrive at
today's ampersand designs - hence why it takes a bit of practice to reproduce a good one
by hand.
2. Brussel Sprout Relaunch - You are marketing advisor to Saturn, not only Roman god
of the sky, but also with a secondary portfolio responsibility for agriculture (never knew
that did you..) Anyway Saturn is very concerned that one of the greatest vegetables ever -
the brussel sprout - has struggled to achieve the popularity it deserves, especially among
children, most of whom would apparently prefer to eat a bogie or a big mac instead of a
good helping of brussels. Your task, should you decide to accept it, is to devise a product
relaunch plan for the brussel sprout, including whatever you think would elevate the
vegetable to its rightful place as king/queen of all vegetables. Consider the marketing
staples: Product, Price, Promotion, Place, and anything else you can bring into play, e.g.,
endorsement by Ramsos and Olivos, the two-headed god of culinary evangualisation. The
world is no longer your oyster, it's your sprout. (Incidentally sprouts smell bad when they
are cooked for too long, so education is worth including in your ideas.)
3. 2020 Retail Visioning - You sit on the advisory panel in the service of Argos, Asdos,
Morros, Sainsbos, Tescos, and Waitros, the six musketeer gods of retailing, who have
been assembled by Zeus and tasked to redefine the developed world's retail distribution
model for the year 2020. Consider how, where, what, when and why consumers will be
buying, and from whom. Your 2020 vision for retailing does not necessarily have to
include the six musketeers, and in some ways it might be more fun if it does not. For
instance, Co-opos, god of mutuality has some interesting ideas, as do Amazos, Ebos and
Googlos, the gods of change and basically ripping up the rule book.
4. Seasonal Rebrands - You are marketing assistant to Richus Bransos, the emperor of
branding, and he's hungry for a sleeping giant of a product to rebrand and relaunch. Your
task is to identify a product or service or a proposition of some sort - anything from a
chocolate bar to a whole country - which can be rebranded and relaunched for the
Christmas season (or any other season as appropriate) to generate bucketloads of wonga
for the Bransos Empire and its shareholders. Consider product/service, price, promotion,
place, uniqueness and differentiation, distribution, plenty of photo-opportunities for
Richus Bransos to dress up as a banana or a silly girl. (Forget brussel sprouts because
Saturn is already working on it, and forget ITV because that other lesser god of the sky
Rupertos Murderos has already bollocksed that one up right good and proper).
5. Christmas Diversity Project - You are doing a spot of work-experience for Gallupos,
god of questioning. Zeus has raised the matter of the Christmas tree in the foyer and the
'Secret Santa' planned for next Friday lunchtime. Gallupos wants you to go forth into the
local high street and canvass the populace (or look on the internet) to discover all the
different ways that people celebrate Christmas around the world, and for those who don't
celebrate Christmas find out what they do instead and when and how and why. Then
(optionally) if you've time, try to roll them all together to conceptualise some sort of
celebratory extravaganza for all of humanity that will please everyone, and that we might
be able to fit into the foyer.
6. Monetary Exchange project - You are special advisor to Soros, god of money, who
has been tasked to devise an improved design of coinage and banknotes, which better
reflects people's preferences and practical needs. Your responsibility is to suggest design,
size, shape, material, monetary values, and any other innovative ideas for a new system
of coins and banknotes.
christmas quiz
See Quizballs 29 - twenty questions and answers for parties and team games.
This is especially applicable when planning role-plays in training for appraisals, job
interviewing, counselling, disciplinary meetings, coaching, etc., when it's important to get
people practising and observing techniques and learned skills.
Role-plays produce significant benefits for the participants and observers - and provide
evidence of learning retention and comprehension - but giving people suitably interesting
parts to play usually requires a lot of preparation. Even given good preparation, case-
studies which are too mundane or too close to real work situations can hinder enjoyment
and the necessary detachment and focus on techniques.
Here's a way to generate easily and quickly lots of interesting case-study character
profiles and scenarios for role-play exercises, which will also be great fun and very
enjoyable to use.
Instead of spending ages searching for and developing work-based case-studies, consider
using well known characters and situations from the world of news, entertainment and
celebrity.
You can also get the group involved in thinking of suitable characters or situations they'd
like to incorporate into their role-plays, for whatever work skills you are teaching or
seeking to demonstrate.
Certain characters are useful for different sorts of skills development role-plays. Where
helpful or necessary also stipulate a situation that relates to the character. Situations
related to characters are especially useful in roles-plays for disciplinary or counselling
meetings, and for performance reviews, etc. Here are some character examples. You'll be
able to think of many more:
• Superman, Lex Luthor, Batman, Catwoman, other comic book heroes and anti-
heroes (for mediation roles-plays too..)
• George Bush, Tony Blair, Nelson Mandela, Hillary and Bill Clinton, other
politicians
• Characters from Thunderbirds, Wacky Races, X-Men, Star Trek, etc
• Characters from TV Soaps; Eastenders, Coronation Street, Friends, Sex in the
City, etc
• Characters from Sci-Fi and fantasy adventure: Dr Who, James Bond, Harry
Potter, Bilbo Baggins, etc
• Rupert Murdoch, Clive Thompson, Richard Branson, and other notable corporate
leaders in the news
• Cruella Deville, Snow White, Homer Simpson, other cartoon characters
• Tom and Jerry, Roadrunner and Wile E Coyote, (for arbitration role-plays..)
• Madonna, Naomi Campbell, Paul Gascoigne, OJ Simpson, and other controversial
celebrity figures
The world of news and entertainment is full of well-known characters and interesting
situations that provide unlimited fascinating raw material for role-plays.
Using iconic and famous characters enables participants to relate quickly to the
personalities and broad issues. Characters and situations are instantly recognisable and
instantly available for all sorts of role-play situations.
It's also a lot more fun role-playing larger-than-life iconic characters than using detailed
(and for many, boring) management case-studies.
Fully detailed work-based role-plays of course have a place in the learning and
development spectrum, but there are times when something quicker and more stimulating
will work better. Not forgetting also the benefit for the facilitator, for whom these ideas
enable role-playing activities to be organised without having to spend ages compiling and
writing case-study profiles.
For groups of any size. Encourage post-activity feedback, review, sharing and discussion
(or not), as appropriate, depending group/teams size, facilitators and time available.
Encourage and enable follow-up actions as appropriate, dependent also on the situation
and people's needs.
"Imagine you are dead - you've lived a long and happy life - what would your
obituary say?"
"How will you want people - your family and other good folk particularly - to
remember you when you've gone?"
Modern day-to-day life and work for many people becomes a chaotic fog, in which
personal destiny is commonly left in the hands of employers and other external factors.
It is all too easy to forget that we are only on this earth once. We do not have our time
again.
So it is worth thinking about making the most of ourselves and what we can do, while we
have the chance.
Focusing on how we would want to be remembered (who and what we want to be, and
what difference we have made) helps develop a fundamental aim or idea from which
people can then 'work back' and begin to think about how they will get there and what
needs to change in order for them to do so.
Follow-up exercises can therefore focus on 'in-filling' the changes and decisions steps
necessary to achieve one's ultimate personal aims.
Most things are possible if we know where we want to be and then plan and do the things
necessary to get there.
See the various quotes posters related to life purpose and values, which can be used in
support of this activity, for example:
"He who dies with the most toys is nonetheless dead" (Anon), and
"The great use of life is to spend it for something that will outlast it." (William James,
1842-1910, US psychologist and philosopher)
Personal interaction between staff (typically chatting and engaging in the canteen,
elevator, lounge areas, etc) is crucial for developing relationships and mutual awareness
among teams, so if teams do not meet frequently then the leader must devise ways to
enable this personal interaction to happen.
"You are paid to work not to chat or socialise in the corridor - get back to work.." is
actually a very unhelpful management tactic.
The truth is the better team members know each other the better the team performs.
See the Johari Window model - it is a powerful explanation of the value of increasing
mutual awareness, and why mutual awareness is central to effective teams and team
building.
Within reason, people need to be given every opportunity to get to know each other, and
chatting achieves this very well. Chatting develops mutual awareness, and it also helps
people feel included and valued. Conversely, if you deny people the chance to engage
personally with their colleagues you starve them of interaction that is essential for well-
being and life balance.
The internet increasingly enables people to connect through 'groups' and 'social
networking' websites, but for many remote or home-based work teams a simple
telephone-based alternative can provide an easier more natural process, moreover using
the telephone - even for chatting - helps improve telephone skills, especially listening.
A simple way to achieve this double benefit of team development and skills improvement
among remote teams is to encourage telephone chatting (within reason of course)
between team members.
quickie 1 - marbles
Take a few bags of marbles into the session. They are inexpensive, extremely evocative
and nostalgic, beautiful and can be used for all sorts of exercises, aside from simply
organising a quick knock-out competition (in which case be sure to brainstorm and agree
the rules first with everyone..)
Provide various loaves of bread, butter, margarine, and various (adventurous) fillings,
plus bread-knives and wipes. Competition to make the ultimate sandwich. Variations
extend to sending delegates out at lunchtime to buy their own ingredients for the ultimate
sandwich challenge. Group tasting and voting as appropriate. Be adventurous with
fillings and if appropriate enforce penalties and forfeits for anything you could buy in a
sandwich bar. Bonus points for anything including anchovies, capers, etc. Could you
patent a sandwich? What sandwich would be most or least profitable? Consider
production, packaging and distribution too. Correlations between sandwiches and types
of people (makers and eaters)? Brand your ultimate sandwich. How would you market
and promote your sandwich? How would you extend your successful sandwich
business?.. Fancy rolls/cobs/batches/baps? (any other names incidentally for a bread
roll?), pot noodles? restaurants, delivery? Market sectors? Range diversification? Pies,
pasties, soup in the basket?..
Papier mache, for those who never paid attention at infant school, is newspaper strips and
flour paste glue, which is a wonderful modelling material, for small and large
constructions, especially with a few tubs of Vaseline (petroleum jelly) as a release agent
(if using moulds) and maybe some chicken wire from the local DIY store for making
base structures. Painting is optional if you have time for constructions to dry and work on
another day. For ideas see papiermache.co.uk. Revisit all the construction exercises you
know and consider how they might work with papier mache. Aprons are advisable.
quickie 4 - conkers
Still a few around (October 2006) and amazingly the kids aren't interested in them any
more, which means there's plenty for grown-ups. A knock-out championship is the
obvious activity, but like marbles they are beautiful and will prompt lots of thoughts,
memories, feelings etc., which can be used to address all sorts of issues - environment,
cultural diversity, technique, quality, ageism, etc.( Conkers of course get better with age,
not vinegar, which just makes them smelly and soggy..)
quickie 5 - sweeties
Buy a few chocolate bars and tubes of sweets - one or two of the main varieties - and see
how the groups responds to them. Why do we each have our favourites? What correlation
is there between favourite chocolate bar and personality? Is there a class thing going on?
Is there a gender thing? Cultural diversity and team correlations or analogies? What are
the brilliant marketing and packaging successes and abject failures? Does anyone in the
world like the new Smarties packaging? Bring back the tube I say. The possibilities are
endless.
Another visit to the supermarket, or task the delegates to go shopping at lunch-time for
the cereals (according to whatever rules you state) and report back on their service and
marketing experiences and observations. Same sort of activities and discussions as above
basically. Milk, sugar, spoons and bowls are optional. Who prefers it straight out of the
box dry? Anyone prefer water on their cornflakes? Salt and sugar debate, linked to
marketing and social responsibility issues? How old is Tony the Tiger? What's the best
thing you ever had free from a cereal box? What's the greatest example of added value?
Which actually tastes the best and can we predict what your team members will like and
dislike? Are the adverts grreeeeaaat or are they a load of rubbish? Can we see similarities
in the style and feel of products from the same organisation? Which brands are more
likely to succeed globally and which will need re-branding?
quickie 7 - groups
Essentially this is an activity for the group to organise itself into sub-groups according to
the categories you state. People should have space to move around, and materials to
create simple signs (for sub-group names). It's up to the group to establish the sub-group
sections, which many people will find very challenging - they have to create the structure
from nothing and then fit themselves into it. The facilitator can stipulate minimum and
maximum sub-group sizes, which obviously increases or reduces challenge of deciding
the sub-group structures. Here are some examples of subject categories. These are daft,
but daft is thought-provoking, fun, and a great leveller, which makes the topics helpful
for relating to each other in ways that are completely removed from usual work or social
groupings:
Points to review after several group organisation phases would be for example: what did
you think when you saw different people in different sub-groups? Who surprised you in
their choices? Who was predictable and unpredictable? How did people's behaviour
change in according to the different group categories? Who has knowledge or expertise
or passion about something that we didn't realise before?
Take people to a local kids playground and mess around on the swings and roundabouts,
etc. Try not to get into trouble with the local authority. Find a location without an upper
age limit ideally. Preferable go when the kids are at school. Playgrounds help people get
in touch with feelings and imagination that gets buried and hidden at work. And it's fun.
visualisation exercises (identifying unique personal
potential, careers and direction, lifting limits)
A simple exercise with deep meaning, for any group size subject to appointing discussion
leaders if appropriate. Review is optional. Thoughts can be shared and discussed or kept
private; the type of review and follow-up depends on the situation.
The purpose of the exercise is to encourage and enable people to think creatively and
imaginatively about their direction and potential. As such it is particularly appropriate for
people who are in a routine that is not of their choosing, or who lack confidence, or who
need help visualising who they can be and what they can do.
Ask people to imagine they are 18 years old and have just received a great set of exam
results that gives them a free choice to study for a degree or qualification at any
university or college, anywhere in the world. They also have a grant which will pay for
all their fees. No loans, no debts, no pre-conditions.
So the question is, given such a free choice, what would you study?
Put another way, what would you love to spend a year or two or three years
becoming brilliant at?
For older people emphasise that they can keep all the benefit of all their accumulated
knowledge and experience.
They can even create their own degree course to fit exactly what they want to do.
The important thing is for people to visualise and consider what they would do if they
have a free choice.
And then either during the review discussion and sharing of ideas, or in closing the
exercise, make the following point:
You are (depending on your religious standpoint) only here on this earth once. You will
not come back again and have another go.
Of course it's not always easy to do the things we want to do. But most things are
possible - and you don't need to go to university for three years to start to become who
you want to be and to follow a new direction. It starts with a realisation that our future is
in our own hands.
We ourselves - not anyone or anything else - determine whether we follow and achieve
our passions and potential, or instead regret never trying.
(Additional stimulus and ideas can be provided for the group in the form of university
and college course listings or examples, although people should be encouraged to
imagine their own subjects. Anything is possible. See also the Fantasticat concept.)
Split the group into teams of five to ten team members - 8-10 is ideal - or bigger teams if
you fancy being more adventurous.
Issue each team with a length of rope six metres long, or longer if you want to work with
larger teams. The rope should be suitable for skipping, about 1cm wide, typically
available from DIY and hardware stores. As ever practise and test any untried elements
before selecting activities and materials for the actual event or session.
The task for the teams is to perform a routine or series of skipping exercises in teams
(like children's playground games, with two team members holding the rope, one at each
end obviously).
Instruct and demonstrate the rope twirling correctly, so that the skipping rope just touches
the floor on each downward part of the twirl. Twirling too fast or too high can be
dangerous and is punishable by detention or a visit to the head-teacher's office..
The rope holders will create a safer wider higher area of clearance for their team's
jumpers by using their arms, not just wrists, to create big circles when twirling the rope.
Ensure everyone in the teams has a chance to practise the rope twirling if the intention is
to rotate this responsibility during the routines, which will add useful variety and change.
Teams can perform simultaneously or one after the other depending on the situation, as
planned by the session facilitator, although activities like this are far more dynamic and
exciting if everyone is involved at the same time. If you wish you can arrange individual
team displays or 'jump-offs' at the end of the activity, which will enable voting and
judging by all participants.
As implied, voting or judging the best teams and team members can be included in the
activity depending on the situation. You can create different prize categories to ensure
there are a number of different opportunities for teams and participants to excel in their
own way (style, technique, duration, most spectacular rope tangle, most awkward
director, overall best skipper, most reliable steady twirlers, best team rhythm, etc, etc.)
Music can also be used to add to the atmosphere, in which case be aware of the effect of
the music beat on the skipping speed.
Encourage team members when not skipping themselves to coach and support those
skipping at the time.
It is the responsibility of the facilitator(s) to oversee the skipping speeds to ensure teams
keep to sensible and safe rhythms.
Be mindful of age and health issues, and structure the activities accordingly, for example
allowing those who prefer not to skip to be twirlers or coaches or judges.
Be mindful also of general health and safety and insurance issues, and where appropriate
(especially if you are external provider) ask participants to sign a disclaimer. If using the
activities indoors ensure the floor is carpeted or that sponge gym mats are used to cover
the skipping areas. If using the exercise outside use a grassed area rather than a car-park.
Under no circumstances force anyone to take part. This sort of physical activity must
always be voluntary, and also must be appropriate for the group.
Warn participants not to jump in high heels (not just the men, the ladies too..)
If you really want to use this exercise but are unable or unwilling to risk the rope
then consider running the exercise without the rope. Instruct the teams to use an
imaginary rope. It might sound a daft idea, but it will get people thinking, moving
and jumping about, and working in teams. And it's completely safe.
Here are some examples of skipping instructions, which can be issued in advance, or
called out during the activity by the facilitator. Plan instructions that are appropriate for
the type of group. Variation to instructions can be increased by asking the teams to give a
number to each team member. You should clarify the instruction terminology before the
exercise begins.
• skipping zone = the floor area above which the rope is twirling, between the two
rope holders
• step in = enter the skipping zone and start jumping, preferably over the rope at
each revolution
• step out = exit the skipping zone, preferably without getting caught by the rope
• twirler = a rope-holding team member responsible for twirling the skipping rope
These skipping instructions examples are based on a team size of 8-10 people but in
principle they'll work with larger or smaller teams. Be creative and imaginative. There
are no bounds to the silliness, subject to safety and the group's sense of humour and fun:
• All teams to synchronise their skipping rhythm so the whole group is skipping 'as
one'.
• All teams maintain at least one/two/three jumpers, while the whole group re-
organises into (balanced) teams according to categories specified by the
facilitator, for example: boys/girls; job type; length of service; personality type;
favourite food; etc, etc. (The facilitator must prepare and list the categories within
these broad category headings, for example personality type could offer the
categories of reliable-dependable, intuitive-creative, critical-thinking, warm-
friendly.)
• Each team develop into their own actual or virtual team by swapping team
members with other teams and then develop their own distinct skipping
pattern/sequence/style/performance which reflects their actual or virtual team role
in the whole group/organisation (which can be performed and judged at the end of
the activity).
exercise 1 - isolation
The task demonstrates the feelings that a person experiences when isolated or subject to
victimisation, group rejection, etc. As such it supports the teaching of positive human
interaction principles, and laws relating to equality, diversity and harassment.
Ask the team(s) to nominate a person among each team to be the 'victim', who must then
stand away from the rest of the team, while the team members stare and sneer at the
unfortunate isolated 'victim'. For very grown-up people you can allow mild criticism
directed at the 'victim' (nothing too upsetting or personal please). In any event be careful,
and do you best to ensure that the first 'victim' is not the most vulnerable member of the
team. Preferably it should be the most confident or senior member, and better still the
team's boss. Ensure every team member that wishes to is able to experience being the
victim. The review should focus on how 'victims' felt while isolated and being subjected
to the staring or worse by the rest of the team. The exercise demonstrates the power of
group animosity towards isolated individuals. If appropriate and helpful you can of
course end the activity with a big group hug to show that everyone is actually still
friends. (Hugging incidentally demonstrates well the power of relationships at the
positive end of the scale of human interaction and behaviour. See the Love and
Spirituality at Work section for more supporting background to this subject.)
exercise 2 - intuition
Aside from the lessons from exercise 1 relating to victimisation, the above activity also
highlights the significance of intuitive feelings, which although difficult to measure and
articulate, are extremely significant in relationships, teams and organisations. This next
exercise augments the first one to further illustrate the power of intuition and feelings that
resides in each of us.
Using the same or similar team(s) in terms of size, then split the team(s) into two halves.
One half of the team (called 'the watched') should stand facing a wall unable to see the
other half of the team (called 'the watchers') which should stand together, several or many
yards away from 'the watched'.
The watchers then decide among themselves which person to stare at in 'the watched' half
of the team (for say 30 seconds per 'target' person). The watchers can change whom they
stare at and if so should make rough notes about timings for the review. After an initial
review you can change the sides to ensure everyone experiences watching and being
watched.
Of course 'the watched' half of the team won't know which one is being stared at... or will
they?
In the reviews you will find out if any of 'the watched' people were able to tell intuitively
who was being stared at, even though 'the watchers' were out of sight. Also discuss
generally how 'the watched' and 'the watchers' felt, such as sensations of discomfort or
disadvantage among 'the watched', and perhaps opposite feelings among the watchers, all
of which can support learning about relationships and human interaction. For review also
is the possibility that some people in the teams are more receptive and interested in the
activity than others, which invites debate about whether some people are more naturally
intuitive than others, which is generally believed to be so, and the implications of
preferences either way.
Experiments (and many people's own experience) indicate that many people have an
instinctive or intuitive sense of being watched, and although there is no guarantee that
your own activities will produce clear and remarkable scientific results, the exercise will
prompt interesting feelings, discussion and an unusual diversion into the subject of
intuitive powers.
Organise teams and discussions according to your situation. Here are four separate ideas
which can be used for exercises and team games.
2. Direct age discrimination means treating a person at work less favourably because of
their age. Indirect discrimination is more difficult to identify and guard against than
direct discrimination, and it is equally unlawful. Indirect discrimination is where policies,
criteria, processes, activities, practices, rules or systems create a disadvantage for
someone because of their age. These pitfalls can be less easy to identify and eliminate
than directly discriminatory behaviour.
Ask delegates to think of examples of potential indirect discrimination with your own
organisation or within other (real or hypothetical) organisations, and/or based on past
experience. Here are some examples - there are lots more:
• job or person profiles or adverts (and advertising media) which stipulate or imply
an age requirement
• application or assessment documentation which includes reference to age or date
of birth
• training or job selection criteria, attitudes, expectations which differentiate
according to age
• job promotion decisions and attitudes
• pay and grades and benefits policies
• holiday entitlement and freedoms
• social activities and clubs which have or imply age restrictions
• office and work-place traditions of who should do the tea-making, errands and
menial tasks
• organisational and departmental culture, extending to jokes and banter
3. Age diversity (as other sorts of diversity) offers advantages and benefits to all
organisations and employers, especially where a diverse range of people-related
capabilities is a clear organisational and/or competitive strength. This is particularly so in
all service businesses. In all organisations, age diversity (as other sorts of diversity) is
very helpful for management teams, which benefit from having a range and depth of
skills, and a broad mix of experience, maturity, and different perspectives, from youngest
to oldest. Diversity in organisations relates strongly to the immensely powerful 1st Law
of Cybernetics.
Ask people to suggest specific benefits which age (or any other) diversity brings to
organisations. This helps focus on the advantages of encouraging diversity, aside from
simply complying with the legislation. Here are some examples - there are lots more:
• Diverse organisations can engage well with diverse customer groups, markets,
suppliers, etc
• Diversity in management teams can more easily engage with a diverse workforce
• A diverse workforce has a fuller appreciation of market needs and trends
• Diverse organisations have more answers to more questions than those which lack
diversity
• Diversity enables flexibility and adaptability - diversity has more responses
available to it than narrowly defined systems (Cybernetics again..)
• Age Diversity in an organisation collectively understands the past, the present and
the future
• Age diversity naturally enables succession and mentoring
• Age diversity in management helps executives stay in touch with the whole
organisation; helps keep feet on the ground (as opposed to heads in the clouds or
up somewhere unmentionable)
• Full diversity in an organisation collectively understands the world, whereas a
non-diverse system by its own nature only has a limited view.
4. If you do not already have an equality policy (stating the organisation's position
relating to all aspects of equality and discrimination) why not start the creative process
with a brainstorm session about what it should contain. Incidentally the term
'brainstorming' is not normally considered to be a discriminatory or disrespectful term,
just in case anyone asks...
Ask the team(s) or group to list your own or other typical major organisational processes
(inwardly and outwardly directed, for instance recruitment, training and development,
customer and supplier relationships, etc) and how each might be described so as to ensure
equality and to avoid wrongful discrimination.
Alternatively ask people individually or the team(s) to prepare or research (in advance of
the session, or during it if you have sufficient internet connections) examples of other
organisations' equality policies, with a view then to suggesting and discussing as a group
all of the relevant aspects which could for used for your own situation.
We all, irrespective of age, race, religion, gender, disability, etc., have our own special
capabilities and strengths, and it is these capabilities and strengths that good
organisations must seek to identify, assess, encourage and utilise, regardless of age or
other potentially discriminatory factors.
Organise the team(s) and debating activities to suit the audience and context. This can
include debating, presenting, role-playing, brainstorming, listing and mapping key factors
- anything that fits your aims and will be of interest and value to people. The subject also
provides a thought-provoking warm-up discussion for any session dealing with ethics,
morality, compassion, leadership, decision-making, and organisational culture, etc.
Read and/or issue the notes about the Shot At Dawn pardons, which were announced by
the British government on 16 August 2006, relating to British soldiers shot by firing
squad for 'cowardice' and 'desertion' in the 1st World War.
The 'Shot At Dawn' story represents a 90 year campaign to secure posthumous pardons
for over 300 soldiers shot by firing squad in 1914-18 when it was known then, and
certainly in recent decades, that most of these men were suffering from shell-shock and
mental illness. The human perspective is obviously considerable, including the
institutional position up to the August 2006 announcement.
The story of the Shot At Dawn campaign and its historical background prompts
discussion about some fundamental modern issues relating to organisational
management, ethical leadership, and wider issues of cultural behaviour, for example (see
the organisational perspectives below too):
• the army and leaders of the time who saw the need to implement the policy to
execute soldiers
• the politicians and institutional system which until recently refused to
acknowledge the injustice of the executions and the avoidance of the truth
• the campaign dimensions, and how the modern world enables increasing
transparency of ethical issues
When looking at the issues people will also see meanings and relevance in their own
terms, and as such discussion can help personal and mutual discovery and awareness.
There are also many parallels with modern issues of organisational ethics and social
responsibility, because at the heart of the issue lie the forces of humanity and efficiency,
which to a lesser or greater extent we all constantly strive to reconcile.
N.B. People will not necessarily all agree a similar interpretation of the First World
War pardons. This makes it a particularly interesting subject for debate, especially
in transferring the issues and principles and lessons to modern challenges in
organisations, and the world beyond.
Free live music download: - Lizzie West performing 'Little Boxes' at The Cutting Room
in NYC 27 July 2006
Please ensure that when you use this you credit Lizzie West and mention her website as
the source: www.lizziewestlife.com.
Here are some ideas for exercises to use with this for developing good awareness and
outcomes related to globalisation, and particularly corporate globlisation issues:
Ask people to select in advance a great speech, verse, piece of poetry, news report, etc.,
to deliver to the team or group. The chosen piece can be anything that each delegate finds
inspiring and powerful, for example Nelson Mandela's inauguration speech, Martin
Luther King's speeches about civil rights, The St Crispin's speech from Shakespeare's
Henry V, or maybe lyrics from a pop song - really anything that the delegates find
personally exciting and interesting.
Ask the team members to give their speeches in turn to the group, injecting as much
personal style and passion as they can.
Then review with the team the notable aspects of each performance, the effect on the
speaker, the audience, etc.
A different twist to the exercise is to select a piece or pieces that would not normally be
delivered passionately to an audience, such as the instructions from the packaging of a
household cleaner or a boil-in-the-bag meal.
Encourage people to team members to stretch and project themselves through their
performances.
If helpful, brainstorm with the group before hand the various elements of an effective
speech.
If appropriate and helpful organise lectern or suitable stand for the speaker to place their
notes on while speaking.
Interestingly this exercise works well with several speeches being given to their
respective teams in the same room at the same time, which actually adds to general
atmosphere and the need for speakers to concentrate and take command of their
performance and their own audience.
For young people particularly give a lot of freedom as to their chosen pieces - the point of
the exercise is the speaking and the passion; the actual content in most cases is a
secondary issue.
See also the presentations page, and bear in mind that many people will find this activity
quite challenging. A way to introduce a nervous group to the activity is to have them
practise their speeches in pairs (all at the same time - it aids concentration and focus and
relieves the pressure) before exposing delegates to the challenge of speaking to the whole
team or group.
corporation life-cycle exercise (understanding
organisational dynamics, corporate maturity and
development; market development, organisational
systems)
This is a simple and flexible activity for groups and teams of any size. Split the group
into working teams or pairs and decide the presentation or discussion format, which can
be anything to suit your situation. Alternatively run the exercise as one big brainstorming
session.
First introduce to the delegates the Adizes Corporate Life Cycle model.
Then ask the delegates or teams for real company examples of each stage, from team
members' own experiences, or their knowledge of their market place, or the general
economic landscape, or from a few business pages of newspapers or trade journals
(which you can provide as reference materials for the activity).
This exercise prompts a lot of thinking and useful debate about the differing
'organisational maturity' found across different types of organisations. This is helpful for
understanding how to deal with corporations from a selling viewpoint, and is also useful
in providing a perspective of organisational culture for management and supervisory
training.
The theme overlaps with the Tuckman model of team and group development, which is a
further useful reference point, especially for management development and training, and
particularly if extending the discussion to the maturity of departments and teams.
For example, many people will probably be fed up with the World Cup by now, but for
delegates at meetings and training sessions who still want to pick over the bones of what
happened in Germany, and/or the wider effects of football on life in general, here are
some suggested activities which might reap a few positive learning outcomes. There are
many parallels between football and business, management, strategy, life, etc., after all
football is arguably more of a business than a sport (which might be the subject of a team
debate, aside from these other ideas):
Activity 1 - Split the group into pairs and give each pair five minutes to prepare a list of
five strategic changes for the improvement of football as a sport and business, as if it
were a product development or business development project. For example how about
changing the rules, because they've essentially not been altered since the game was
invented. What about increasing the size of the goal, or reducing the number of players
on the pitch? You'll get no agreement of course, but it will get people talking.
Activity 2 - Split the group into teams of three and ask each team to prepare and present a
critique of the management style and methods of the FA and head coach (Sven) in the last
four years, with suggestions as to how things might have been done differently and better
by the FA and the head coach. What lessons of management and strategy might we draw
from this?
Activity 3 - For an open debate or as a team presentation exercise, ask the question: What
cultural/social/economic factors influence the success of a nation's football team, and
what do these things tell us about fundamental trends of national economic and business
performance on a global level?
Activity 4 - Split the group into two teams. One side must prepare and argue the motion
for and the other the motion against. The facilitator must chair proceedings or appoint a
responsible person. Each side has five minutes to prepare, and five minutes to present its
case. Then allow five minutes for debate, and then have a vote. The motion is: "Football
would be a better game and globally would be more sustainable and appealing if FIFA
were run by women rather than men." (Alternative motion: "England would have done
better at the World Cup if the FA was run by women rather than men.")
The exercise simply requires the teams to use the video conferencing equipment to create
and 'broadcast' their own 'newsdesk report/magazine TV program, to be 'broadcast' to the
other office(s). The teams' newsdesk broadcasts can be given to each other in rotation
during the same session, or at different times, depending on staff availability and logistics
issues.
Broadcasts can include guest interviews, update reports, personalities and highlights,
plans and forecasts, profiles, etc, even adverts and sponsor slots - anything that might be
included in a newsletter/company magazine.
Teams need to be given suitable time for planning and preparation and rehearsal. The
teams' aims are to impress the other viewing departments or locations with the quality,
content, professionalism and entertainment contained in the newsdesk broadcast. The
them can be decided by the teams or facilitator(s) as appropriate. Timings for preparation
and delivery are also flexible.
Each team can appoint presenters, producer, directors, make-up staff, technical staff
(camera, props, etc), researchers, special correspondents, advertisers and sponsors, etc.
Broadcasts can also be recorded for other staff to enjoy at later times. Consideration can
also be given to broadcasting to other staff via personal computers using more advanced
communications technology if available.
In some respects this concept extends the traditional ideas of team-briefing, and can
easily be tailored to incorporate team-briefing principles.
The 'Newsdesk Exercise' also adapts easily for conferences, particularly for international
and global teams who seek to develop mutual understanding and awareness of each
others issues, aims, personalities, etc.
Aluminium baking foil is a wonderful material for model-making. It's clean, looks great
when put on display, and is very easy to clear up. Most people will never have tried using
it before, so it's very new and interesting and stimulating.
Aside from the ideas below, you can use baking foil for any exercise that you might use
newspapers for, especially construction exercise like towers and bridges, etc. Baking foil
is also very inexpensive and easy to prepare in advance and to issue to teams and groups.
A 10-metre roll of the stuff only costs less than 50p (say 30 cents), a lot less than a big
newspaper, and it provides a lot of material for table-top modelling and construction
exercises.
People of all ages have fantastic fun making models - it's a chance for people to discover
talents they never knew they had, and for lots of laughter from one's own efforts and
seeing other people's efforts too.
Today people in organisations need to be more aware and expressive about concepts that
are intangible and not easy to write down or talk about. Culture, diversity, attitude, belief,
integrity, relationships, etc - these are all quite tricky things to articulate and discuss
using conventional media and communications tools. Making models helps the process of
expression and realisation, because these less tangible concepts are more related to 'feel'
and 'intuition' than logic and typical left-side-brain business and organisational processes.
Here are some simple ideas for baking foil exercises. Structure the group to suit the
situation and the timings and the outcomes you'd like to prompt and discuss. Obviously
not all individuals or teams need to be given the same task. You can determine who does
what by any method that suits your aims and the preferences of the group. Some of these
ideas are mainly for fun; others are more potent in terms of addressing and visualising
people's own selves, and organisational challenges and solutions:
Using a clean flexible new material like baking foil to express ideas is extremely
liberating in today's world when people are so restricted and confined by PC's and
computer screens. God help us all when flip-charts disappear, or when we have to work
on tiny little hand-held devices to create and express new ideas and solutions.
The world is becoming more complex and more challenging. The concepts that people
need to grasp and address are multi-faceted and multi-dimensional. It helps therefore to
work sometimes with an exciting medium, daft as it sounds, like baking foil, to free-up
people's thinking and imagination.
See also the organisational modelling exercise on the other team-building page for more
ideas about using models to express ideas about organisational shape and structure and
culture, etc.
The activity (which can also be used for more structured workshops) is for groups of any
size although large groups of more than twenty people will need splitting into several
teams with facilitators/spokes-people/presenters appointed, and extra thought needs to be
given to the review/presentation stage to review and collect all the ideas and agree
follow-up actions.
Split the group into debating teams of 3-7 people. (The larger the whole group, the larger
the debating teams should be.) Each team's task is to identify three great new team or
department initiatives - one for each of the Triple Bottom Line areas, namely,
Profit, People, Planet. Give some thought to team mix - if helpful refer to the Belbin
model or Gardner's Multiple Intelligences inventory - it's useful for all teams to have a
balance of people who collectively can reconcile ideals with practicalities.
If necessary set the scene with a brainstorm or group discussion about what ethics and the
Triple Bottom Line (profit people planet) actually means to people, staff, customers, and
its significance for the organisation/industry sector concerned.
Initiatives must be SMART (in this case SMART stands for Specific, Measurable,
Achievable, Relevant, and Time-bound). Each of the initiatives must focus on one of
the Triple Bottom Line areas (profit, people, planet), and at the same time must
support the other two TBL areas.
For example, a profit initiative must not undermine people or planet. A planet initiative
must not undermine profit or people. And most certainly a profit initiative must not
undermine people or planet.
When we say 'not undermine profit', let's be clear that many ethical intitiatves can reduce
profit, especially if the profit was being achieved by doing harm or damage somewhere,
and the initiative seeks to correct this. The extent to which profit is affected by ethical
initiatives is a matter for discussion and consideration of the wider and long-term view.
Within this view are the wider benefits achieved by improving the ethical behaviour of
the organisation, which ultimately will improve profits far more than ignoring ethical
issues.
Instead of looking at loss of profit, think about the risks associated with ignoring the
ethical issues, which generally dwarf short-term costs of ethical initiatives. For example,
what's the point in sticking with exploitative third-world manufacturing if the
consequence of doing so means in the future there'll be no customers prepared to buy the
manufactured product?
Teams have between 20 and 40 minutes (facilitator decides beforehand) to develop their
ideas, and presentations, depending on time available. Presentations can be in any format
to suit the timescales, numbers of teams and delegates, and the emphasis given to the
TBL theme. Allocate time for presentations to suit the situation, numbers and timescales.
David Cameron is entirely correct (and very clever) in identifying that the 'zeitgeist'
(feeling of the times) is for more meaning, humanity and corporate responsibility in work
and organisations; the question is how to make it happen. This exercise begins to address
the practicalities. Otherwise it's all talk.
As with any ideas session or activities always ensure that there is follow-up, and seek
agreement for this with the relevant powers before raising hopes and seeking input of
people and teams. Follow-up can be for a limited number of initiatives that all delegates
vote on at the end of the presentations, or you can agree follow-up actions on a team-by-
team basis, depending on levels of enthusiasm, quality of ideas, workload, and perceived
organisational benefit.
This activity links with the spirit of the development forum gameshow activity, which
particularly addresses the people and well-being aspect of the triple bottom line
philosophy.
Divide the group into a number of teams. Give each team some pieces of a jigsaw puzzle
and instruct them to assemble the puzzle as quickly as possible. Ensure each team's
pieces appear initially as though they could be an entire puzzle in their own right.
Say, "The task of each team is to assemble the puzzle as quickly as possible. Each team
has the same puzzle. No further instructions will be given," (other than options explained
below; the point is for teams to resolve the exercise for themselves working together in
teams, not by asking the facilitator).
The teams will assume they are competing against each other, but in fact there is only one
jigsaw puzzle, and the pieces are shared out among the teams. If the teams are in the
same room they soon find out, and begin to cooperate. If they are in different rooms the
realisation takes a little longer, but eventually the teams understand that the pieces are
held by all the teams and the only way to do the puzzle is to work together.
The facilitator's preparation for this exercise is there therefore to obtain or create a jigsaw
puzzle whose complexity and number of pieces are appropriate for the group numbers
and time available for the activity. Ensure there are sufficient pieces to occupy the total
number of team members, and obviously each team needs a suitably sizes table or
floorspace to work on, so that all team members can be involved. Larger teams (upwards
of five people) will be additionally challenged in areas of team organisation and 'work
allocation' to ensure everyone is involved.
The exercise can be made easier and quicker for the teams by describing or giving clues
as to the shape or image on the puzzle, for example, (if using the template below) "It's a
square," or "It's a geometric shape," etc., as appropriate.
Offering a prize in the event that the puzzle is completed within a timescale of say 10
minutes (or during the session, day, whatever, depending on the situation), adds extra
interest. The prize is obviously given to the whole group, so be mindful of the budget...
Use these words or similar: "In the event that the puzzle is completed (within...) a prize
will be awarded," rather than referring to 'the winning team," which is not technically
correct, because the activity is one of cooperation not competition.
Exercises based on this theme demonstrate that all the people and all the teams make up
the whole, and no team or individual can do it alone.
Ideally you need to have a space somewhere that the puzzle can be kept and worked on
during tea-breaks, should the activity over-run the initial time-slot. This is not a problem -
people will continue to work on it during the day/session, and the ongoing activity and
assembled puzzle serve as a constant reminder to team members of the theme of
cooperation and teamwork, so don't worry (and explain this to the group once they've
started cooperating) if the puzzle is not completed in the time initially allotted.
Here is a jigsaw puzzle pattern (in MSWord) and separately as a pdf. This puzzle is for
groups of, for example, twenty people split into five teams of four. The puzzle needs to
be significantly enlarged - at least five to ten times bigger - for best effect, so that it's
visible and usable for lots of people, and makes a big impact. The more teams and
players, the bigger the enlargement is required (and the more pieces - achieved by
drawing and cutting more lines). The jigsaw pattern artwork needs to be taken to a decent
print/copy bureau, enlarged, printed, laminated onto card or foam and cut by hand. If you
possess basic craft skills and the necessary equipment you can do it yourself - it's quite
straightforward really. The dashed lines are thick so as to be cut through the centre (along
the lines), which helps the puzzle assembly. You can adapt the puzzle for more players
by drawing more drawing more lines to increase the number of pieces. The design of the
puzzle is currently the businessballs logo although you can substitute it with your own (if
using the MSWord version, via box 'fill' pattern). Someone who knows MSWord well
will know how to adapt/develop it. Use and adapt the puzzle artwork, or source your own
jigsaw puzzle, to suit your own situation.
It concerns fundamental aims and values - making work more real and meaningful.
For groups any size although groups of more than ten or so will need to be sub-divided
and facilitators/leaders appointed, and then a forum arranged to share and review ideas
and actions afterwards.
Ask: What can we all do to change and improve how our organisation acts?
Pick the easy gains. Leave the tough ones for later/ever.
How can the individuals and the team help to develop/influence/behave within the
organisation so as to make it (the organisation) fit our personal perspectives and these
modern values?
You'll need to provide strong support and follow-up afterwards, and ideally get some
buy-in from the top. This is a brave initiative, although most organisations are now
beginning to understand that the concepts are real and will eventually be irresistible.
fantasticat
See the Fantasticat page - ideas for motivating, teaching and developing young people -
grown-ups too..
Many of the exercises in the team-building activities pages on this site will adapt for a
TA perspective, especially the activities which relate to the Johari Window theory.
When selecting activities and ideas to use, much depends how knowledgeable your
audience is. If teams know the basics of TA then a lot of fun and learning can be had
from acting out scenarios, reviewing and discussing emotional communications and
behaviours (for example in newspapers), and watching films - and particularly TV soaps
and sitcoms - with the purpose of looking for different types of transactions between the
characters. This invites also the opportunity to critique certain on-screen transactions
which are poorly scripted and acted, where behaviours can be seen to be unnatural, and
reasons explained and discussed from a TA perspective.
At a more fundamental level, people can work in pairs to identify their own personal
triggers for parent and child responses:
Behaviours which can be traced back to a root cause or emotional trigger are typically for
example: losing one's temper, especially with children and subordinates; feeling stressed
and upset; exhibiting 'sour grapes' attitudes; messing around; being judgmental or critical;
blaming things and people; being too compliant and submissive, etc.
Analysis and discussion benefits from using the 'Parent, Adult, Child' model, and also by
referring to the 'I'm OK, You're OK' (OK Corral) model. See the modern Transactional
Analysis theory pages for more TA guidance and materials.
Identifying behaviours and their causes are important steps towards addressing the causes
of emotional responses, and changing the behaviours resulting.
Transactional Analysis is an excellent model for teaching and developing these concepts.
The activity is simple. Nominated members of teams must guide their blind-folded fellow
team-members, using spoken instructions, through an obstacle course made with chairs or
other items.
In preparing for this activity remember to source sufficient blindfolds for team members.
Alternatively instructions can be written, in which case team members (not blind-folded)
must negotiate the obstacle course walking backwards (obviously so as not to see the
obstacles but to be able to read hand-held instructions).
Where two or more teams compete against each other a nominated observer from each
team acts as adjudicator, to count the number of times that the walkers make contact with
obstacles, resulting in penalty points. Clear adjudication rules must be stipulated so that
the integrity of the scoring is protected, for example, after completing the course each
walker signs their name against the written score marked by the adjudicator. An example
score sheet is shown at the end of this item.
The winning team is the one to complete the course as quickly as possible, after
deduction of penalty points, for example ten seconds per obstacle contacted.
Given a group of just four or six people it is generally better to split this into two
competing teams rather than run the exercise as a single group activity, unless you have a
particular reason for running a single group exercise.
Room set-up is quickest achieved by simply asking the delegates to place their chairs
somewhere in the 'playing area', which immediately creates the obstacle course. The
facilitator can make any necessary adjustments in case any straight-line routes exist.
Teams then have five to ten minutes (at the facilitator's discretion, depending on time
available, team size and complexity of the obstacle course) to plan and agree a start point
and a finish point through the obstacles - in any direction - and to plan a strategy for
guiding blind-folded members through the route planned, (or for the backwards-walking
version of the exercise, to write instructions sheets for walkers to use).
So that everyone experiences being a guide and a walker you can stipulate that every
team member must negotiate the course, which means that team members must swap
roles (the guided become the guides having completed the course). This would also
require adjudicators to swap roles with guides or walkers of their own teams.
This is a flexible exercise that allows the facilitator to decide how difficult to make the
obstacle course, how specific to be regarding start and finish points (all teams starting at
one side of the room, or leave it up to the teams to plan their routes in any direction from
one side to the other), and the strategic complexity of the challenge (determined by team
size and number of obstacles - large teams of more than four or five people will also
require a strategy for who performs what role and when roles are exchanged).
Additionally the facilitator can decide to stipulate whether all instructions are spoken,
(blind-folds), written (walking backwards), or a mixture of the two methods (for example
stipulate how many team members must use either method).
signed
walker's obstacles
(by
name contacted
walker)
portmanteau words games (creativity, ideas and
concepts, a vehicle for developing and highlighting
issues and initiatives)
For groups of any size. This is a basis for various activities. Adapt and use it to suit your
purposes and situation. If you need help deciding on format, teams sizes, timings etc.,
refer to the tips on working with teams and groups and exercises.
First see the explanation about portmanteau words - aside from anything else it's very
interesting as a perspective on the development of language and communications.
Portmanteau words are new words that are made from the combination of (typically) two
other words. Common examples are 'Pictionary' (the board game), the Chunnel (the
channel tunnel), 'infomercial' (information and commercial advertising); avionics
(aviation and electronics), and 'webinar' (web and seminar) The grammatical effect
enables the quick and stimulating creation of new ideas and themes, for any purpose.
First explain to people about portmanteau words. Then, depending on your theme or
purpose for the meeting or session, ask people (can be individually or in teams - pairs or
threes ideally unless you ask for lots of work and ideas), to devise their own portmanteau
word or words for a particular purpose. Here are some examples of purposes:
• a new brand name for a product or service (for the people's organisation or any
another organisation, depending on the situation and participants)
• a name for a new company/organisation initiative (perhaps addressing customer
service, quality, communications, inter-departmental relationships, training and
development - anything that is a challenge or opportunity that would benefit from
a fresh and inventive perspective)
• a new name for the company or organisation to replace the existing one, that will
effectively communicate purpose and values, etc.
• a name to describe a particular problem or challenge within the organisation
(agree or state specifics or a range as appropriate), and then a name or names for
remedial action(s)
• a name (or names) to describe the most important skill(s) or attribute(s) for given
roles within the organisation (this is a useful way to look at job skills, which are
commonly not described or stated very well, and which of course are under
pressure to change and develop all the time)
• a name to describe a particularly challenging customer behaviour, and then
name(s) to describe appropriate responsive behaviour from staff
• a special combination of abilities I'd love to develop for myself
• a special combination of abilities I'd be really good at coaching and developing in
others
• the name of a conference to improve/develop/raise profile of... (whatever - sport
in schools; diversity tolerance; media responsibility; ethics in business; etc)
As such this is a potent and flexible activity, for all ages, roles and levels.
The task is simply for each team member to liken themselves to a utensil or piece of
cutlery commonly found in a kitchen top drawer, and say why they think they are like the
chosen item, ideally focusing on strengths and styles. Give delegates thirty seconds to
think and decide before asking people to reveal their choices and reasoning in turn.
If it helps (especially for young people), start the exercise with a quick brainstorm session
with a flipchart or wipeboard of all the sorts of items that people have in their kitchen top
drawers at home, which should produce a long list of ideas.
For very large groups you can vary the exercise by asking people to think and decide and
then circulate around the room finding other people who have chosen the same utensil to
represent themselves, and to form into sub-groupings of the same types. Fun and noise
can be injected - especially for young people or lively conferences - by asking people to
identify themselves by shouting the name of their utensil, and/or by trying physically to
look or act like the utensil.
Be prepared and on the look-out to instruct potentially large sub-groups of 'knives' into
different types of knives, so that no category sub-grouping amounts to more than 20% of
the whole group.
Extend the activity by asking each group to develop a proposition as to why their
particular utensil is the best in the drawer - or 'top drawer' - which they can present in
turn to the whole group.
Further extend the activity by asking teams or players to vote (secret ballot on slips of
paper given to the facilitator) as to the utensil with most and least value to the kitchen,
thereby being able to decide the 'winners', should the activity warrant it.
Alternatively, so as to emphasise the value of all team members and roles, ask each team
to identify a particular typical 'project' (Sunday Roast dinner for instance) for the kitchen
which demands the involvement (and in what way) of all of the selected utensils.
Add greater depth and interest to the activities by referring to the Johari Window and
discussing mutual and self-awareness issues resulting; also refer to personality types and
styles to discuss and explore comparisons between 'utensils' and people associating with
them, and various personality types from whatever personality models are of interest and
relevance to the group. For example, are knives most like Jung's and Myers Briggs
'thinking' types and why? Does the meat-thermometer or the egg-timer most equate to
Belbin's 'monitor-evaluator'? What personality types might be represented by the whisk
and why? Is it possible to identify a Belbin role with every utensil, and on what basis?
Whish are the extravert utensils and which are the introvert ones and why, and what are
their relative strengths? Etc, etc.
The exercises can of course be adapted for other types of tools instead of those found in
the top drawer of the kitchen, for example the garden shed, or the tools associated with a
particular industry, perhaps the industry in which the delegates operate. If you stay with
the kitchen drawer theme it's probably best to avoid any reference to the 'sharpest knife in
the drawer' expression so as not to sway attitudes in this direction - rest assured you will
see plenty of people aspiring to be 'knives' as it is without encouraging any more..
Ask the participants to draft (and then deliver as if in a meeting) a 2 minute employee
'team brief' item or a verbal instruction (or for participants who are not comfortable
standing up and speaking to the group a written employee notice or email) relating to a
contentious subject. There are some examples below, but you can define different
scenarios depending on your situation and the needs of the delegates.
• Car-park spaces in the front of the reception are now reserved for directors only.
• Canteen is being closed in order to make room for more office space.
• Access to site is restricted to employees only - no family or friends permitted
unless on company business in which case formal pass and security procedures to
be followed.
• The site is now a non-smoking area everywhere.
• (Add your own scenarios as appropriate.)
You can run the exercise for individuals or in pairs. If in pairs encourage both people to
have a go at speaking. More variety is created if you offer different scenarios - for
instance by having people pick blind which one they must handle. Alternatively for
complex scenarios you might prefer to see how people take different approaches to the
same situation.
You can additionally/alternatively ask delegates to describe their own particular scenarios
for use in the role-playing activities.
You can extend and increase the challenge within the activities by asking the team to
role-play some 'questions from the audience' at the end of each spoken exercise, which
the speaker(s) must then handle appropriately.
Review use of language, tone, clarity, effective transfer of key points and reasons,
technical and legal correctness, and the actual reaction of other participants to the verbal
delivery/written notice.
Show a picture to the group and ask them to consider and comment on how they interpret
what's happening in the picture - what's being said, how people feel, what the moods are,
what the personalities and motivations are, what might have caused the situation and
what the outcomes might be - as much as people can read into and interpret from each
photograph. Additionally ask the group or teams what questions they would want to ask
anyone in the picture to understand and interpret the situation.
You can organise the group's response to each picture in different ways - in open
discussion, or split the group into pairs or threes and give them a couple of minutes to
prepare their interpretation for presentation and discussion in turn, or split the group into
two teams and see which team can develop the best interpretation, and optionally,
questions.
It's helpful, but not essential, for you to know the true situation and outcomes in each
picture (perhaps you've read the news story or the photo is from your own collection),
which will enable you to give the actual interpretation after each picture is discussed.
However one of the main points of these exercises is appreciating the variety of
interpretations that can be derived from observing people's behaviour, facial expressions
and body language, which means that many situations can quite reasonably be interpreted
in several different ways. So knowing and being able to give a definitive 'correct answer'
is not crucial - the main purpose of the activities is the quality of the ideas and discussion.
To prepare for the exercise, find and enlarge, or create slides of several pictures of people
in various situations. These photographs and pictures are everywhere - on the internet,
newspapers and magazines, in your own snapshot collections and photo albums. Select
photographs of people showing facial expressions, body language, especially interacting
with other people. In addition to communications, motivation, relationships, etc., you can
link the exercise to Johari Window (the exercise will develop people's awareness about
themselves and each other from listening to the different interpretations of the pictures)
and personality (different personalities see the same things in different ways).
One team must prepare and present the motion: "Christmas is Brilliant" (or "Holidays are
Brilliant" - whatever is appropriate).
The opposing team prepares and presents the case against the motion, which is logically:
"Christmas is a Pain in the Arse" (or Holidays are a Pain in the Arse").
Begin the exercise by asking the group to organise itself into two separate teams
according to their individual views: ie., "Christmas is Brilliant" or "Christmas is a Pain in
the Arse" (or "Holidays") . Alternatively split the group into two teams and allot the
motions by flipping a coin or similar random method.
Teams of five or six are fine provided full participation is stipulated. Teams of more than
six will be fine provided team leaders are appointed and instructed to organise their teams
into smaller work-groups to focus on different aspects of the presentation, which can be
brought together at the end of the preparation time. For groups of more than about twenty
you can introduce a third motion, "Christmas is both Brilliant and a Pain in the Arse,
depending on your standpoint", and structure the activity for three teams.
Timings are flexible to suit the situation, as are use of materials, presentation devices, and
number of speakers required from each team, etc.
Optionally you can allow each team to ask a stipulated number of questions of the other
team(s) at the end of the presentations.
The winning team can be decided at the end by a secret ballot, which will tend to produce
a more satisfying conclusion (even if there's no outright winner) than a decision by the
facilitator, who can vote or not, or have casting vote in the event of a tie - it's up to you.
The facilitator should advise the teams before commencing their preparation that the
winning team will most likely be the one which prepares and presents the clearest and
fullest and most appealing case, and if applicable asks the best questions and gives the
best answers.
Obviously deciding the winner will not be a perfect science and if using the exercise as a
development activity it's important to review structure, logical presentation, and other
relevant aspects of learning as might be appropriate. In reviewing the presentations the
facilitator can award a point for each logically presented item within the presentation,
with a bonus point for any item that is supported by credible evidence or facts or
statistics. Award bonus points for good questions and answers if applicable, and award
bonus points for particularly innovative and striking aspects or ideas within the
presentation. If using the activity as a learning and development exercise it's helpful to
explain the review criteria to the teams at the start.
Encourage participants, particularly young people in large teams, to use their imagination
to create interesting and memorable methods of making their points, for example play-
acting scenarios, and injecting movement and lots of activity within their presentations.
For more sensitive groups or situations you can of course substitute the word 'nuisance'
for 'pain in the arse'.
Obviously the activity can be used for any debate exercise - work-related or otherwise -
and serves to get people working and cooperating in teams, developing skills in preparing
and presenting arguments and propositions, and can also provide much revealing and
helpful mutual awareness among team members, and useful insights for the
facilitator/group manager.
Examples of other motions, which for group selection recruitment exercises can be
extended far beyond normal work issues, examples of which appear later in the list
below:
The exercise can also be used or adapted for a group selection recruitment activity, to
provide useful indications of candidates' skills and capabilities in a variety of areas.
1 1
2 2
3 3
4 4
5 5
6 6
Ask the team to introduce themselves to the person facing them, optionally (up to you) by
asking and answering questions, such as:
You can design other questions to suit the theme or purpose of the event.
You can provide strict instructions relating to questions and answers or (for a simple
icebreaker) just ask the people to engage in general introductory conversation as they see
fit.
You can stipulate that the facing pairs each have a turn at questioning and answering, or
that one is the questioner and the other the answerer. Whatever, ensure that everyone has
a chance to ask questions and to give answers. If appropriate nominate one line as the
questioners and the other line as the answerers.
After a minute ask the lines to rotate as follows (one person from each line joins the other
line and both lines shuffle to face the next person:
2 1
3 1
4 2
5 3
6 4
6 5
If using the exercise as a simple icebreaker continue the process using the same questions
or general introductions. If you are using the activity develop communication skills you
can increase the sophistication of the exercise by introducing new questions after the
initial introductions, for example:
Continue rotating the line every minute until everyone has conversed (questioning or
answering) with every other person. Logically this takes as many minutes as there are
people in the team. Twelve people will take twelve minutes to complete the exercise.
If using the exercise to develop or demonstrate communications skills it's worth thinking
more carefully before the exercise and explaining more about the questions and points to
review. For example, points to review can include:
• Aside from the words spoken what else was significant in these communications?
• What aspects were most memorable and why?
• What aspects or information were most impressive and why?
• What happens to communications when time is limited?
Obviously where team members already know each other there is no need to needlessly
go through name and position introductions, although check beforehand as to how well
people know each other rather than make assumptions.
Where a team has an odd number of members, then you (the facilitator) can become one
of the team members in the line.
Where the purpose includes developing mutual awareness it can be useful to refer to the
Johari Window model.
(Ack C Mack)
The activity can also be extended to explore, encourage and enable more innovative
approaches to personal development, and particularly to pursuing 'life-learning' or 'unique
personal potential' if such a concept fits with the organisational philosophy. If so, the
organisation (or department or at a team level) must first decide how and to what extent it
can support people's 'non-work' and 'life learning' aspirations. There are very many ways
to do this. Progressive modern organisations have been doing this for several years. Use
your imagination. You will find that as far as the people are concerned, you'll be pushing
on an open door. The provision of 'non-work' personal development must be defined
within a formal organisational process and framework, by which identified individual
'life-learning' ideas can be acted upon. Such process and framework are obviously vital to
discussing people's personal needs and wishes in these non-work areas.
The exercise is for groups of any size, although large groups should be sub-divided into
teams of between five and ten people representing single functions. The bigger the teams
the more requirement there will be for good facilitation by a team leader within each
team.
The level of guarantee for ideas to be acted upon is a matter for the facilitator and the
organisation. Promise only what you can deliver to people. Embark on these activities
only if you can reliably implement the outcomes, to whatever extent that you promise to
the team members.
The facilitator should ideally run the session with a flip-chart or wipe-board because the
sharing of ideas and discussion is a valuable part of these exercises. Refer to the
guidelines for running brainstorm sessions, since the activity uses a team brainstorming
process.
The aim of the exercise is to gather, list and prioritise collective and individual training
and learning needs and wishes for work and non-work learning and development.
Involving the team in doing this in an 'immediate' and 'free' informal situation generally
exposes many more ideas and opportunities than normally arise from formal appraisal,
surveys and training needs audits, or personal development review discussions. Sharing
ideas and personal views also helps build teams and mutual awareness (see Johari
Window theory). The exercises enable the team leader or facilitator to work with the
people to arrive at ideas for learning and development, which can then - according to
organisational processes and framework - be fed or built into proposals or plans for
implementation.
The process of hearing and sharing other people's ideas also greatly assists people in
imagining what might be helpful and relevant to their own situations - far better than
thinking in isolation.
First ask team members individually (allow five minutes) to make one or two short lists:
1. Three things they'd like to be able to do better for their jobs, (and if the
organisation supports and enables 'non-work' and 'life learning'):
2. Three things they'd love to learn or do better for their life in general - anything
goes.
Then ask the team members to call out in turn their top-listed work or job learning
personal development item. Write these on the flip-chart.
This immediately identifies collective training priorities. Ask for reaction and comment.
Then ask for people to call out in turn their second-listed work/job learning item and
write the answers on the flip-chart.
Use different coloured marker pens so as to be able to group common elements and to
identify patterns and consensus priorities.
Ask the group to comment on what they consider to be the 'high-yield' items - ie., the
development items that will make the biggest difference to productivity, enjoyment,
stress-reduction, service quality, business development, etc., and discuss this issues.
Ask the group what type of learning they'd enjoy and best and find most helpful.
Additionally explore people's learning styles; also look at multiple intelligences, and
perhaps introduce a learning styles questionnaire.
Using these activities and exercises will enable you to identify development opportunities
that are high priority according to need and organisational effect, and you can now
conclude this part of the session with an agreement with people to investigate or proceed
with implementation depending on personal wishes, learning styles and preferences,
organisational processes, budgets, etc. The investigation/implementation can involve the
people or not, depending on the circumstances.
These can be anything: hobbies, pastimes, personal loves and passions, natural abilities
stifled or ignored at school, anything. The aim is to explore personal potential and
enthusiasm in whatever areas that might be relevant to people and what they want from
their lives.
It is important to open your own mind and the minds of the team members to the fact that
all learning and development is useful. All learning and experience in life benefits people
in their work. Everything learned and experienced in life is transferable one way or
another to people's work. People commonly don't realise this, because nobody tells them
or gives them the confidence to see it. When you see it and talk about it, people begin to
see too that there can be more alignment and congruence between their lives and their
work. Moreover, organisations are now seeing that when people are supported and
encouraged to follow their own life interests and natural potential, so the organisation
benefits from their development.
When people learn and experience new 'non-work' and 'life learning' capabilities and
development, they achieve and grow as people, and this gives them many new skills for
their work (especially the behavioural capabilities normally so difficult to develop via
conventional work-based training), and a greater sense of value, purpose, self-esteem and
maturity. All these benefits and more result from non-work learning and experience.
What matters most is that people are given the encouragement and opportunity to pursue
experiences and learning and development that they want to. People are vastly more
committed to pursuing their own life learning and experiences than anything else. So, the
more that organisations can help and enable this to happen for their people the better.
People develop quicker and more fully, and they obviously become more aligned with the
organisation because it is helping them to grow in their own personal direction - far
beyond the conventional provision of work-only skills training and development.
Ask people to think about and discuss the skills, knowledge, behaviour, maturity,
experience, etc., from personal 'non-work' activities and learning that are transferable to
their work. Many people will be able to give specific examples of where they are
performing outside work in some activity or other that is way, way, way above their
status and responsibility at work. This is the principle that we are seeking to recognise
and extend.
For example (these examples of experiences and learning and benefits are certainly not
exhaustive - they are simply a few examples):
I once knew a wonderful receptionist. She worked part-time. Most people only ever knew
she was a receptionist. She never received any training or development. Nor much
respect. In her spare time she ran an international market-leading business, supplying
high performance components to a specialised sector of the industrial engineering sector.
She could have taught the MD a thing or two but they never asked..
Every organisation contains several people like this, and many more people with the
potential to be the same. But nobody bothers to ask.
When an individual pursues personal learning and development and experience, whether
through a hobby or some voluntary work, or any outside-work activity, they always
develop as people, and also learn lots of new skills, which are increasingly transferable
and valuable to their work situations. The tragedy is that organisations mostly fail to
recognise this, and this is a major reason why most people continue to perform at work
considerably below their full potential.
Opening people's minds to these possibilities then enables discussion and identification of
personal learning aims and wishes, perhaps some consensus, which then naturally enables
planning and implementation and support of some new exciting non-work and life-
learning activities for people, as individuals and as teams, depending on what people
want and will commit to, and how far the organisation is prepared to assist and
encourage.
Materials required are simply two packs of playing cards (or more packs, depending on
group size).
Shuffle the packs keeping them separate. Retain one pack. Deal from one pack between
three and ten cards to each team member. The more cards then the longer the exercise
takes. If there are more team members than can be supplied from one pack then use
additional packs. It is not necessary to remove the jokers, but be mindful of the effect of
leaving them in the packs.
Team members must arrange the cards dealt to them face up on the table in front of them.
The dealer (facilitator) then 'calls' cards (like a bingo caller) one by one from the top of
the dealer's own (shuffled) pack, at which the players match their own cards (by turning
them over face down). The winner is the first to turn over all cards. Suits are irrelevant -
only the numbers matter. Aces count as one. Picture cards as 11 (Jack), 12 (Queen), 13
(King), or simply call them by their normal picture names - again the suits are irrelevant.
Jokers (optional) treat as jokers. Players can only turn over one card at a time, in other
words, if a player has two 4's they must wait for two fours to be 'called'.
Interesting variations can be made to the game to add team-building and cooperation to
the activity, for example:
Have people play in pairs or threes. Deal cards to each person as normal, but then teams
can sort and swap cards between themselves so as to give the team of two or three the
best chance of one (or two - it's up to the facilitator) of the sorted sets winning. (This is
pure guesswork obviously, but it will test people's approach to the challenge of statistical
anticipation.)
Have the group play in two or three teams (each team size ideally no bigger six people).
Deal each team twenty cards and ask them to pick the fifteen that they wish to play with
as a team. Again this is pure guesswork, but it will challenge the teams to think about
statistics, and to agree the best tactical approach.
Other variations include prohibiting or enabling competing teams to see the other team's
cards while they are deciding which to select.
To make the games last longer and to alter the statistical perspective you can require that
suits are matched as well as numbers/picture cards.
Optional preparation for a group activity: buy some green cardamom pods - they are a
highly aromatic spice used in Asian cooking and curries - the Latin name incidentally, for
interest, is Eletteria Cardamomum. Star Anise - aniseed seed pods - and cloves also work
well for this sort of exercise - they reinforce the point and add additional sensory
stimulation to the activity. Distribute a pod or clove or several of each spice to each team
member. Alternatively you can give different spices to different people if you have them.
This will prompt discussion and expectation. You can mention that spices like these are
symbolic - they are small and natural, of relatively little monetary value, and yet have a
remarkably powerful effect. They also have healing qualities, and being seeds they
represent new life and beginnings.
Also optionally at this point in the exercise you can ask people do this calculation in their
head to further concentrate the mind: Subtract your age from 90 and add two zeros to the
answer. Divide that number in two. This is roughly how many weeks you have left on
this Earth, assuming you live to a very ripe old age. If you smoke and don't look after
yourself properly subtract 1,200 weeks (if you are very lucky). How quickly does a week
pass by? Almost the blink of an eye...
Then ask the group to close their eyes, take a few slow deep breaths, and visualise.... (it's
a bit morbid but it does concentrate the mind somewhat): You are very close to the end
your life - perhaps 'on your deathbed'. You have a few minutes of consciousness
remaining, to peacefully look back over what you achieved, and what difference you
made in the world. And especially how you will be remembered.
So how do you want to be remembered? What did you do that mattered? What
spice did you add to people's lives? What was the spice in your life? What will you
have done that will give you a truly good feeling at the end of your life? And so, how
can you best fulfil your own unique potential?
We rarely think about our lives this way: that we are only here for a short time, and that
what really matters is beyond money, possessions, holidays, cars, and the bloody lottery.
Thinking deeply about our own real life purpose and fulfilment helps us to align what we
do in our work with what we want to do with the rest of our life.
This in turn creates a platform for raising expectations and possibilities about direction
and development - pursuing personal potential rather than simply 'working' - and finding
ways to do so within our work and our life outside it.
(As facilitator do not ask people to reveal or talk about their dreams unless they want to.
The exercise is still a powerful one when people keep their dreams and personal aims to
themselves.)
This type of visualisation exercise is also important in helping people to take more
control of their lives and decisions - becoming more self-reliant and more pro-active
towards pursuing personal dreams and potential, instead of habitually reacting to work
demands and assumptions.
Exercises examples:
1. For deciding order- 'Who goes first' - Ask each person to put their bunch of keys on the
table in front of them. Order is decided according to most keys on the bunch. Tie-
breaker(s) can be decided according to the key(s) with most notches.
2. For splitting group into teams or threes or pairs - Ask the group to sort themselves into
the required number (which you would normally stipulate, unless your purpose
allows/prefers them to sort into teams of their own choosing) of teams or threes or
pairings according to shared features (in common with others) of their key bunches,
for example number of keys on bunch; type of key-ring fobs (sensible, daft, tatty, glitzy,
unmanageably large, uselessly small, broken, holiday mementoes, promotional
giveaways, etc), size of keys, type of keys, colours of keys, purpose of keys.
3. For starting and framing personal introductions and profiles - Ask group members to
put their keys on the table. Each person then takes turns (you can use the order-deciding
method above) to introduce and describe themselves according to their keys, from the
perspective of each key's purpose and the meaning in their life represented by what each
key unlocks.
4. For addressing time management, life balance and personal change, etc - Split the
group into threes and ask each person to discuss in turn, among their teams of three, what
their own keys represent in terms of stuff they're happy with and stuff they'd like to
change (where they live, what they drive, what they value, their responsibilities, their
obligations, personal baggage and habits, etc).
5. For addressing personal responsibilities and delegation, from others and to others, and
responsibilities people aspire to - Ask the group to split into pairs or threes, and as
individuals, to discuss with their partners what they'd like their bunch of keys to be like
instead of how it is at the moment - what responsibilities (keys) would they like to lose or
change or give to others - what new keys would they like to add? How else would they
like to change their bunch of keys? If anyone is entirely happy with their bunch of keys
ask them to think ahead five years. If they're still happy with their keys ask them to help
facilitate...
You will no doubt think of your own ideas and variations to these exercises. Let me know
anything different and interesting that works for your team.
See also the 'letting go' de-cluttering exercise on the team building games page 1, which
might give you more ideas for extending and varying these activities.
See also the Johari Window model, which helps explain to people the benefits of
feedback and developing self- and mutual awareness.
Ask the group as individuals to take a couple of minutes to close their eyes and
imagine running their own ideal business or enterprise (not necessarily profit-making
in a conventional business sense - it can be a service of any sort; some people for
example seek to be carers, or writers, or gardeners, or cooks, to have a shop or a cafe, or
to teach others. It is important to emphasise that everyone - not just entrepreneurs - can
follow their dreams. Visualising and stating one's dreams helps greatly to make them
happen).
Then ask the group as individuals to close their eyes and think where in the world
would they locate their business/service activity and why? Give the team members or
delegates anything between two and five minutes to think of their answers and to
structure a brief explanation or presentation (again stipulate timing for their presentation
or answer), depending on the purpose and depth of the activity.
N.B. Giving a presentation is not an essential part of this activity. It might be more
appropriate for the participants and/or the situation for people to simply keep their
thoughts to themselves, or to write them down privately, perhaps to refer to and consider
in the future.
In explaining their choice of location team members will be encouraged to think about
and express personal dreams and passions relating to their ideal business or service
activity or enterprise (which involves exploring their fulfilment of personal potential and
strengths), and also where in the world and why they would locate their enterprise or
service activity, (which involves each person in considering the environment and context
to which they see their dreams relating). Some people will not imagine locations very far
away; others will imagine locations on the other side of the world. There are no right or
wrong answers - the activity is an opportunity for people to think and imagine
possibilities for themselves beyond the constraints that often limit us and our
fulfilment.
The exercise relates also to Johari Window development, to goals, personal and self-
development, and (if ideas are expressed or presented) also provides helpful insight for
team leaders, facilitators, trainers, or recruitment selection observers in understanding
more about the people performing the exercise.
Ask people as individuals to clear their minds, close their eyes, and to think of one
word - just one word - which they feel best describes or encapsulates living a good
life. A one-word maxim for life.
The facilitator might be required to explain what is meant by 'living a good life'. Use your
imagination so as to relate the concept to the situation and the participants. Think about:
force for good; civilised society; leaving the world a better place than when you entered
it.
Of course words mean different things to different people, and many people will find it
quite difficult to pick just one word, but this is the point: One word concentrates the mind
in a way that five or six words, or a longer sentence tends not to. For participants who
find it impossible to decide on one word, encourage them to use as few words as possible
- but still aiming to focus on the essence, or a central concept, rather than a catch-all or
list. It's easy for people to think of a list - one word is a lot more thought-provoking.
Ask people to write down their chosen one word (or words if necessary), plus some brief
explanation as to what they mean.
Then in turn ask people to tell or present their answers to the group or team.
It is interesting to hear people's ideas. They will be quite different to how people actually
normally behave in organisations - to each other, to customers, to suppliers, etc. And
quite different to how people behave in societies in local, national, religious and global
communities. Why is this? Where does individual responsibility begin and end? Are we
part of the problem - or part of the solution? Do we want to be part of the solution? What
actually stops each of us trying to live and behave more often as we know to be right?
Are the pressures and habits and expectations that distract us from more often following a
right path really immovable and so strong that we cannot rise above them? What personal
resolutions and changes might we want to make?
The exercise relates also to Johari Window development, to personal life philosophy and
values, personal and self-development, and (if ideas are expressed or presented) also
provides helpful insight for team leaders, facilitators, trainers, or recruitment selection
observers in understanding more about the people performing the exercise.
Transactional Analysis and the blame model within the TA section can be a helpful
reference to assist people in understanding more about the forces that cause us to behave
differently to what we know to be right.
See also the articles section about love and spirituality in organisations which helps
explain about bringing compassion and humanity to teams and work.
Team building games and activities are useful also You can choose to keep your
in serious business project meetings, where games registered email address
and activities help delegates to see things differently private.
and use different thinking styles.
You can create your profile, your
Games, exercises and quizzes help to stimulate the own webpages, upload files - for
brain, improving retention of ideas, learning, and free, in minutes.
increasing fun and enjoyment.
And you can do anything else
Most of these games can be used or adapted for there that helps you and others.
children's development and education, or for kids See Space help.
party games.
Find intersting ideas and
We cannot accept responsibility for any liability providers - and create your own
which arises from the use of any of these free team presence free - on the
building exercises ideas or games - please see the Businessballs Space.
disclaimer notice below. Always ensure that you
have proper insurance in place for all team building
games activities, and take extra care when working
with younger people, children and if organising kids
party games.
See the Team-Building Activities Evaluation Form and Outcomes Notes (Excel file).
It's useful also when assessing any team development needs to refer to Bloom's
Taxonomy of learning domains, which provides a useful template or checklist for
designing and evaluating training and learning activities of all sorts.
Ensure that team-building activities comply with equality and discrimination policy and
law in respect of gender, race, disability, age, etc.
Age discrimination is a potential risk given certain groups and activities. Team-building
facilitators should be familiar with the Employment Equality Age Regulations, effective
1st October 2006, (UK and Europe).
Note that team building games are not necessarily the best way to improve team morale
and attitude if there are problems in these areas. Workshops are often a better starting
point for fragile or bruised teams, which need basic bonding, confidence and help to
strengthen their sense of responsibility and purpose.
If using team building to develop mutual respect, care and compassion, etc., look at the
love and spirituality at work section - it explains about bringing compassion and
humanity to work and teams.
Effective relationships and behaviour at work involve the same principles as everyday
life - respect for others, integrity, honesty, compassion, courage - all the good things that
we all naturally possess deep down. Sometimes people have insecurities or stresses which
create difficulties on the surface, to which others in the team then react. Emotional
maturity, or Emotional Intelligence is a useful perspective. However, if you approach a
behavioural problem head-on, or try to resolve it with a team building exercise, this can
cause people to clam up and become defensive (just like we all tend to do when someone
is critical or implies a weakness). Instead, ask the people what they'd enjoy and find
helpful for their lives in general. Move the issue away from work and skills and 'team-
building' per se. Help the person (and people) rather than treat the symptoms. If you help
people with their life-balance and personal fulfilment they become more emotionally
mature, tolerant, positive independent, self-sufficient, etc. When the person is okay, so is
everything else, including their relationships and communications at work. Developing
people involves more than behaviour, relationships, skills, knowledge and processes. It's
often more about helping people feel better about themselves; helping the person to feel
happy and fulfilled. A good leader can facilitate this. Team building doesn't have to
involve games and exercises - team building might be better achieved by arranging other
things which appear to be unconnected to work. Perhaps the sort of things that people
would otherwise seek out at evening classes. Perhaps lunchtime yoga or reiki or
relaxation sessions might be of interest? Maybe go bowling? Horse riding? Ask the
people. In the Summer maybe play softball on the park? Or maybe ask if they would like
to run a lunch-time barbecue for clients and suppliers. If you focus on the problem it will
become a battlefield. Instead focus on fun, new positive experiences and self-fulfilment.
The subjects on this website increasingly feature ideas for developing the whole person.
In the same way, you are not restricted to providing traditional work skills development.
Explore everything, and show your people that you have a broader view about
development - they'll have lots of ideas of their own if you let them see it's okay to think
that way. Team building games are just a part of a very wide mix of learning and and
development experiences that you can explore and facilitate for your people - try
anything. If it helps your people to feel good and be good, then it will help your
organisation be good too.
love and spirituality in management and business - bringing compassion and humanity to
work
the Sales Activator® games system for sales training and development - a remarkable
sales training and team building system
free quizzes - questions and answers - trivia, general knowledge, management and
business quiz
role playing process and tips for role play games and exercises
fantasticat - the Fantasticat ideas for motivating, teaching and developing young people -
grown-ups too..
team building games ideas and theory, which explains about preparation, organization
and training for team building games and exercises