This loose-leaf binder of exercises is the sequel to the popular and successful 101 Great Games and Activities about which a customer wrote: Simply superb, this bestseller is an outstanding resource for trainers, facilitators and anyone who wants to add zest to meetings. Editor, Arthur VanGundy, has assembled another valuable collection of games, activities and group experiences, which follow the format of the first edition by staying faithful to the issues that trainers frequently address: career development, change management, clarifying expectations, climate setting, communication, creativity, diversity, evaluation, goal setting, implementation, interviewing, leadership, listening, negotiation, problem solving, team building, and clarifying values. Methods range from highly-structured group activities to icebreakers, energizers and closures. This sequel is organized and structured to mirror the flow of a training event, making it quick and simple for trainers to locate just the right activity: The Fuzzy Front End–introductory exercises geared toward people (getting acquainted, icebreakers/climate setting) and toward tasks (warmups, clarifying expectations and so on). The Magnificent Middle–core exercises involving change management (visions and values clarification, creativity and innovation, problem solving, decision making), communication (listening, interviewing), teambuilding, and leadership. The Enlightened End–debriefing, evaluation, and implementation activities for both training content and process.
Book Details:
- Author: Arthur B. VanGundy
- ISBN: 9780787969004
- Year Published: 2005
- Pages: 368
- BISAC: BUS030000, BUSINESS & ECONOMICS/Human Resources & Personnel Management
About the Book and Topic:
This loose-leaf binder of exercises is the sequel to the popular and successful 101 Great Games and Activities about which a customer wrote: Simply superb, this bestseller is an outstanding resource for trainers, facilitators and anyone who wants to add zest to meetings. Editor, Arthur VanGundy, has assembled another valuable collection of games, activities and group experiences, which follow the format of the first edition by staying faithful to the issues that trainers frequently address: career development, change management, clarifying expectations, climate setting, communication, creativity, diversity, evaluation, goal setting, implementation, interviewing, leadership, listening, negotiation, problem solving, team building, and clarifying values. Methods range from highly-structured group activities to icebreakers, energizers and closures. This sequel is organized and structured to mirror the flow of a training event, making it quick and simple for trainers to locate just the right activity: The Fuzzy Front End–introductory exercises geared toward people (getting acquainted, icebreakers/climate setting) and toward tasks (warmups, clarifying expectations and so on). The Magnificent Middle–core exercises involving change management (visions and values clarification, creativity and innovation, problem solving, decision making), communication (listening, interviewing), teambuilding, and leadership. The Enlightened End–debriefing, evaluation, and implementation activities for both training content and process.
Games and activities continue to be the staple of the corporate classroom. The reason? They put people into a frame of mind more conducive to learning. Always fun, and often challenging, games and activities facilitate understanding and, in the process, help people learn more about themselves and those with whom they work.
The sequel to 101 Great Games and Activities. Organized to mirror the flow of a training event, making selection quick and simple. Edited by an established author with a proven track-record in creating games for learning.
About the Author
Arthur B. VanGundy is professor of communication at the University of Oklahoma and president of VanGundy & Associates, a creativity and innovation consulting firm. He has almost thirty years experience in higher education and idea-generation training and facilitation. VanGundy is the author of numerous books including 101 Activities for Teaching Creativity and Problem Solving from Pfeiffer. Robert Alan Black has been a creative-thinking consultant working with Fortune 500 to 1000 corporations, industrial firms, governments, and police departments in the United States and around the world, since 1976. Holly M. O’Neill is founder and president of Talking Business, a marketing consultancy that specializes in focus groups, branding, and brainstorming.