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High Value, Low Cost Team Building Activities

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Language:  English
This book explains 60 activities, facilitator skills & approaches, post activity debrief and follow up options and suggestions for debrief models, theories & concepts.
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How do team games make you feel; horrified, skeptical, apprehensive, embarrassed, excited?

The benefit of team activities is seen when they are; well facilitated, congruent with learning outcomes, on going, proactive, well debriefed & followed up. This ensures they provide an influence long after the activity has concluded.

This book explains 60 activities, facilitator skills & approaches, post activity debrief and follow up options and suggestions for debrief models, theories & concepts that will add depth and insight and ensure activities are more than a standalone 'game'.

  1. Introduction
    1. Planning, Facilitation & Follow-up
    2. Before
    3. During
    4. After – Debrief
    5. After – Follow-Up
  2. Team Activity ‘Challenges’
    1. Preparation
    2. A Slow Start
    3. Cultural Considerations
    4. Materials
    5. Reward
    6. Participation
    7. Inclusion
  3. Critics of Team Building Activities
  4. Team Activity Benefits
  5. Making Your Teams
    1. Options
  6. The Activities
    1. Food
    2. Laces, String and Rope
    3. Balls
    4. Jigsaws
    5. Paper
    6. The Garden Shed
    7. Straws
    8. Money
    9. Others of Note
  7. No Equipment
  8. Debrief Models, Theories and Concepts
  9. Action learning sets (ALS)
  10. Change
    1. The ADKAR Model
    2. Kurt Lewin’s Model
    3. Lewin’s Force Field Analysis (see ‘unfreeze’ above)
  11. Communication
    1. Shannon Weaver Transmission Model
    2. Communication Barriers
    3. Active listening
    4. 7, 38, 55 Rule
  12. Conflict
    1. Thomas Kilmann Conflict Mode Instrument (TKI)
    2. Conflict Stages Model
  13. Credibility
  14. Critical Reflective Learning
    1. Kolb (1984)
    2. Gibbs (1988)
    3. Rolfe (2001)
    4. Argyris and Schon Single / Double Loop Learning
    5. Johns Model of Structured Reflection
  15. Customer Satisfaction
    1. RATER
    2. SERVQUAL
  16. Emotional Intelligence (EI)
    1. Daniel Goleman
    2. Johari Window
  17. Game Theory
  18. Job Satisfaction & Motivation
    1. Edwin Locke’s Range of Affect Theory (1976)
    2. Herzberg’s 2 Factor Theory (Motivator-Hygiene)
    3. Hackman and Oldham’s Job Characteristics Model
    4. Dispositional Theory
    5. Field’s Job Satisfaction Model
    6. Maslow’s Hierarchy of Needs – Motivational Model
  19. Learning Styles
    1. VAK (or VARK)
    2. Honey and Mumford
    3. Conscious Competence Model
  20. Leadership
    1. Hersey and Blanchard’s Situational Leadership Model
    2. Transactional vs. Transformational
  21. Options Appraisal
    1. Johnson and Scholes
    2. De Bono’s 6 Hats
  22. Pessimism / Optimism
    1. Carver and Scheier Dispositional Optimism
    2. Seligman
  23. Power and Politics
  24. Setting Objectives and Goals
    1. SMARTERS
    2. GROW
  25. Stakeholders
    1. General ‘Mapping’
    2. Stakeholder Power – Interest Grid
  26. Strategic Planning
    1. SWOT
    2. Porter’s 5 Forces
    3. PEST(LE)
  27. Teams
    1. Belbin’s team roles
    2. Tuckman’s Team Development
  28. Time Management
    1. Brian Tracy – Ugly Frog
    2. Prime time & Down time
    3. The ‘Suitcase’
  29. Vision
    1. Vision ‘Wall’
  30. Work-life Balance
    1. Erikson’s Life Stages Theory
    2. Work -Life Balance ‘Wheel’
    3. Spillover – Crossover Model
  31. Summary
A compilation of unique and fun activities that every team must try. Promotes strong bonding and sportsmanship.
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About the Author

Sarah Simpson