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Time:
In total we estimate this exercise will take 90 minutes.
Aims: • To check understanding of UK workplace Equality Law and build awareness of the responsibilities all employees and managers have.
About
Time: The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 90 minutes for this module.
Aims: • To check understanding of UK workplace Equality Law and build awareness of the responsibilities all employees and managers have.
Group Size: This module is suitable for use with groups of between between 8 and 12 participants.
Useful For: Everyone in the workplace – because everyone needs to be clear on what they can and can’t do. This is not a topic bound by status and participants will have the most fun from the game if there is a mix of roles, seniority and experience in each team. The game will be especially useful for managers and team leaders who are usually closest to managing diversity and equality issues and need to be clear on the law.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘A Level Playing Field’ game board set as the background and locked. • 32 black counters. You’ll also need: • The Question and Answer handout (for the facilitator). • The spinner in Trainers’ Library, set up with the four corresponding question colours and two wild cards.
Notes: This exercise is suitable for use with groups of up to 12 participants. It’s run as a competitive game, which is a race to the finish and played in 4 teams with 2-3 players in each team. We do not recommend having teams with more than 3 participants. Most questions have multiple choice or yes/no answers. This means that the third team to have a go at a question is pretty much guaranteed to get a correct answer when the question comes round again. This keeps the overall time for the game within reasonable limits and adds to the fun, because of the danger of a team getting the answer wrong and allowing another team to get in with the right answer next time. The game is very easy to play. We suggest that you have a practice run beforehand to ensure you are clear on how it works. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint, if preferred.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 75 minutes.
Aims: • To explore some of the challenges participants will face as a manager and how to approach them with the right balance of ethics and pragmatism.
About
Time: The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.
Aims: • To explore some of the challenges participants will face as a manager and how to approach them with the right balance of ethics and pragmatism.
Skills and Behaviours Tested: Leadership and management skills (especially when managing for the first time), communication, assertiveness, empathy and problem solving.
Group Size: We recommend a maximum of 12 participants for this exercise.
Useful For: Learners who are brand new managers (or very soon will be), particularly if they have been promoted from within the team.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘At a Crossroads’ game board image set as the background and locked. • The car counter images (provided). • A set of 3 ‘sticky notes’ for each team labelled Diversion 1, Diversion 2 and Diversion 3 that will be placed to the right of the gameboard image. You’ll also need: • The Question and Suggested Answer handout (for the facilitator). • 60 Second Timer. • Facilitator Traffic Lights.
Notes: This exercise is suitable for use with groups of up to 12 participants. It is run as a competitive game, which is a race to the finish and played in 2-4 teams with 2-3 players in each team. We do not recommend having teams with more than 3 participants. All the scenarios contained in the handout are based on actual experiences faced by managers in their first year of managing a team. It is a particularly useful exercise for people who have been promoted from within the team to become the manager and who are struggling to adapt to their new role with people who were once their peers. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint, if preferred.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 75 minutes.
Aims: • To explore some of the challenges participants will face as a trainer and encourage trainers to reflect on how they’d approach them.
About
Time: The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.
Aims: • To explore some of the challenges participants will face as a trainer and encourage trainers to reflect on how they’d approach them.
Skills and Behaviours Tested: Training delivery skills, facilitation skills, communication skills, influence and persuasion, planning and preparation, creative thinking and problem solving.
Group Size: We recommend a maximum of 12 participants for this exercise.
Useful For: New trainers or those looking to build their skills and review challenges they might face or have faced.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘At a Crossroads’ game board image set as the background and locked. • The car counter images (provided). • A set of 3 ‘sticky notes’ for each team labelled Diversion 1, Diversion 2 and Diversion 3 that will be placed to the right of the gameboard image. You’ll also need: • The Question and Suggested Answer handout (for the facilitator). • 60 Second Timer. • Facilitator Traffic Lights.
Notes: This exercise is suitable for use with groups of up to 12 participants. It is run as a competitive game, which is a race to the finish and played in 2-4 teams with 2-3 players in each team. We do not recommend having teams with more than 3 participants. All the scenarios contained in the handout are based on actual experiences faced by trainers. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint, if preferred.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 75 minutes.
Aims: • To explore some of the challenges participants will face whilst managing the performance of individuals in their team.
About
Time: The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.
Aims: • To explore some of the challenges participants will face whilst managing the performance of individuals in their team.
Skills and Behaviours Tested: Leadership and management skills, communication, assertiveness, empathy and problem solving.
Group Size: We recommend a maximum of 12 participants for this exercise.
Useful For: Anyone who is responsible for the performance of others, or who soon will be.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘At a Crossroads’ game board image set as the background and locked. • The car counter images (provided). • A set of 3 ‘sticky notes’ for each team labelled Diversion 1, Diversion 2 and Diversion 3 that will be placed to the right of the game board image. You’ll also need: • The Question and Suggested Answer handout (for the facilitator). • 60 Second Timer. • Facilitator Traffic Lights.
Notes: This exercise is suitable for use with groups of up to 12 participants. It is run as a competitive game, which is a race to the finish and played in 2-4 teams with 2-3 players in each team. We do not recommend having teams with more than 3 participants. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint, if preferred.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 75 minutes.
Aims: • Test analytical skills and encourage clear thinking. • Test participants’ attention to detail, individually or collectively, and to test levels of accuracy under pressure. • Allow participants to work together to solve a specific problem.
About
Time: The exercise in this module can be completed in about 45 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.
Aims: • Test analytical skills and encourage clear thinking. • Test participants’ attention to detail, individually or collectively, and to test levels of accuracy under pressure. • Allow participants to work together to solve a specific problem.
Skills and Behaviours Tested: Analytical skills, attention to detail, problem solving, teamwork.
Group Size: We recommend placing participants into teams of 2–4 for this exercise. However, strictly speaking there is no minimum number of participants – this exercise can even be used to test individual skills.
Useful For: Staff at all levels.
You'll Need: • The Activity Link in Trainers’ Library and your Activity Link PIN from the My Account section of the member homepage.
Notes: In this exercise participants are presented with a lot of information and success will depend on their ability to approach the problem in a structured, methodical way and work effectively under pressure. This exercise can also be used to examine the role of leaders within teams. If you wish to use the exercise in this way, you might want to pre-assign the role of leader to someone from each team.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (required - if more than one team).
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Time:
In total we estimate this exercise will take 80 minutes.
Aims: To test participants’ abilities to: • Work together towards a shared goal under pressure. • To project manage in a rapidly changing environment. • Quickly assimilate and share information effectively. • Prioritise and manage changing priorities. • Produce high quality, accurate output. • Write with the audience in mind. • Manage time effectively. • Ensure a high quality, accurate output. And • To allow participants to practise or demonstrate a range of skills including project management, time management, teamwork under pressure, quality control and accuracy, leadership, creativity and effective writing.
About
Time: The exercise in this module can be completed in about 50 minutes. In total, allowing for discussion, we recommend allowing about 80 minutes for this module.
Aims: To test participants’ abilities to: • Work together towards a shared goal under pressure. • To project manage in a rapidly changing environment. • Quickly assimilate and share information effectively. • Prioritise and manage changing priorities. • Produce high quality, accurate output. • Write with the audience in mind. • Manage time effectively. • Ensure a high quality, accurate output. And • To allow participants to practise or demonstrate a range of skills including project management, time management, teamwork under pressure, quality control and accuracy, leadership, creativity and effective writing.
Skills and Behaviours Tested: Team skills, planning and project management skills, writing skills, attention to detail, quality control, leadership, creativity and time management.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Supervisors and managers or anyone involved in project work.
You'll Need: • To create a blank Miro board for each team, together with one for ‘training’ purposes. (Alternatively, the teams can use PowerPoint or Word to create their front pages, though this is not the recommended approach.) • The Activity Links provided and your unique Pin, which you’ll find in ‘My Account’ section of the member homepage. • To be able to visit teams periodically in their breakout rooms to provide further input.
Notes: This exercise works best when you have at least 2 teams competing to produce the best e-newspaper. Each team should have a minimum of 3 and, ideally, a maximum of 6 participants.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (required).
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Time:
In total we estimate this exercise will take 90 minutes.
Aims: • To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening. • To show the importance of separating people and personalities from the problems. • To show the value of a shared problem/creative solution finding approach to negotiation. • To provide an opportunity to practise negotiation, teamwork and problem solving skills.
About
Time: This game can be played in about 60 minutes. In total, allowing for discussion and evaluation, we recommend allowing 90 minutes.
Aims: • To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening. • To show the importance of separating people and personalities from the problems. • To show the value of a shared problem/creative solution finding approach to negotiation. • To provide an opportunity to practise negotiation, teamwork and problem solving skills.
Skills and Behaviours Tested: Negotiation skills, communication, leadership, teamwork and collaboration, and problem solving.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Staff at all levels who are involved in negotiating, but managers in particular.
You'll Need: • Nothing other than the materials provided, but you might want to consider pre-assigning participants to their tribe and providing tribe members with their team brief and the island map in advance of the training session.
Notes: It’s best to run this exercise module without too much explanation. This exercise has many different potential solutions – the learning comes from the experience of trying to find one that all parties can agree to.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Breakout Rooms (required).
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Time:
In total we estimate this exercise will take 60 minutes.
Aims: • Show participants the importance of effective communication when working together, especially when working together remotely. • Test participants’ attention to detail, individually and collectively. • Test time management skills and a team’s ability to perform under pressure.
About
Time: The exercise in this module can be completed in about 40 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.
Aims: • Show participants the importance of effective communication when working together, especially when working together remotely. • Test participants’ attention to detail, individually and collectively. • Test time management skills and a team’s ability to perform under pressure.
Skills and Behaviours Tested: Communication skills, attention to detail, problem solving, teamwork, collaboration, time management and leadership skills.
Group Size: Ideally, you’ll have 2 teams with a minimum of 2 participants in each, with each team assigned to a different breakout room. However, the game can be run with smaller groups, with all participants working together in 1 team competing against the clock.
Useful For: Staff at all levels.
You'll Need: • The Activity Link in Trainers’ Library and your Activity Link PIN from the My Account section of the member homepage. • A prize for the winning team.
Notes: In the exercise, teams are given a series of riddles, puzzles and questions to solve, to help them discover where Jill Fruggle hid her mother’s prize brooch. The riddles and puzzles have been deliberately designed to draw upon different skills. They include riddles and cryptic clues, mathematical questions, word questions, and general knowledge questions. Some require close attention to detail. This exercise can also be used to examine the role of leaders within teams. If you wish to use the exercise in this way, you might want to pre-assign the role of leader to someone from each team.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Breakout Rooms (required if more than one team).
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I used this as part of a virtual first line management workshop towards the end of the day to review the content around time management, delegation, motivation, team working and leadership. The learners firstly approached it as team members, however with encouragement began to tackle the tasks as managers. It led to a great debrief and discussion about their transition into management and how they have to approach things differently. Excellent and the learners loved it.
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Angie Norden
rated this item with 5 stars.
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I've used this excellent activity many times and it has always received excellent feedback. It's quite tough so I'm tempted to give the delegates slightly longer than the suggested time to give them a better chance of successfully completing the treasure hunt. It's a fantastic way of replicating a face-to-face treasure hunt remotely and really brings colleagues together who are located throughout the country!
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Mike Darbyshire
rated this item with 5 stars.
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This is a great group activity and have recently used it to support collaborative working. So I don't mention a prize, and send the groups into their breakouts but request one member of each team join me for a quick meeting after about 10 minutes to see how things are going? Groups often struggle as they don't want to share anything with the other teams, but I check they've found the 0 clues and understood what that means and how many clues they've solved. I then ask how confident they are that they will achieve the goal within the timescales, and most groups say they'd like more time, but that's not possible. So, I suggest that maybe they might like to work together and pool their resources and work collaboratively to find the brooch. I send team members back to their groups to discuss and it's great to pop into the breakouts and listen to the discussions and responses to the suggestion of collaboration.
It doesn't matter if the groups do join or not, although the groups that do collaborate tend to get the answers more quickly, the value comes in the discussion of how we feel about sharing ideas and working with others. After all, we all have the same goal. We've had some great lessons learned that participants say are so reflective of the work environment, so a great learning opportunity.
PS I've done this with a group of global participants so if there could be a few less UK based questions it would be helpful. Still 5 * for me though. Thank you.
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Ann Pemberton
rated this item with 5 stars.
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I used Jill Fruggle's Treasure as part of a team building session yesterday. It went like a dream and the group really got into and said how much they enjoyed it. The technology was brilliant and it really helped the team to bond, and we had some conversations afterwards about effective team work and communication.
Thank you for designing it.
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Ann Pemberton
rated this item with 5 stars.
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Time:
In total we estimate this exercise will take 120 minutes.
Aims: • To assess team dynamics and their ability to communicate effectively and work cooperatively. • To show the importance of sharing information with others and gathering information through effective questioning and listening. • To understand the importance of a thorough investigation when solving problems. • To provide an opportunity to practise working effectively under pressure and maintaining the focus and momentum needed to complete the task accurately and in the allotted time.
About
Time: The exercise in this module can be completed in about 90 minutes. In total, allowing for discussion, we recommend allowing about 120 minutes for this module.
Aims: • To assess team dynamics and their ability to communicate effectively and work cooperatively. • To show the importance of sharing information with others and gathering information through effective questioning and listening. • To understand the importance of a thorough investigation when solving problems. • To provide an opportunity to practise working effectively under pressure and maintaining the focus and momentum needed to complete the task accurately and in the allotted time.
Skills and Behaviours Tested: Communication skills, team building, team skills, effective meetings, time management, leadership and problem solving.
Group Size: This exercise is specially designed to be used in small groups of between 4 and 6 participants. In larger groups, teams can compete against each other to see which can come closest to solving the mystery.
Useful For: Staff at all levels working in a team.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The floor plan set as the background and locked. • A set of character counters that participants can move around. If you have a larger group, we suggest splitting participants into teams with a floor plan and character counters for each team to use in their breakout rooms.
Notes: Murder at Glasstap Grange is a powerful tool that can also be used to assess skills in an assessment centre. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint if preferred.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (required if multiple teams). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 60 minutes.
Aims: • To explore common problems/conundrums associated with working in telesales or a call centre role and discuss ways of overcoming these. • To identify and share best practices and tips for making calls successful.
About
Time: The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.
Aims: • To explore common problems/conundrums associated with working in telesales or a call centre role and discuss ways of overcoming these. • To identify and share best practices and tips for making calls successful.
Skills and Behaviours Tested: Telesales and telephone skills, customer service, communication skills, effective questioning, building rapport, creative thinking and problem solving.
Group Size: Participants can play individually, although we recommend they play in pairs/small teams. We recommend a maximum of 12 participants for this exercise.
Useful For: Staff who are involved in a telesales or customer facing call centre role.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘Pitfalls and Trampolines' game board image set as the background and locked. • A simple counter shape for each team in play that participants can move around the board. • The Dice app if using Miro or the spinner from Trainers’ Library set up as a dice. You’ll also need: • The Pitfalls and Trampolines handouts (for the facilitator).
Notes: Pitfalls and Trampolines is a fun board game that can be used at any point within a training event but is perhaps most useful as a tool for reviewing key learning points and for sharing knowledge and ideas. Some of the Pitfalls and Trampolines questions in the facilitator’s handouts may not be applicable to your participants so, before starting the exercise, review and remove any that aren’t relevant. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint if preferred. Whatever your chosen solution, you’ll need to ‘roll’ the dice for participants during the game.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 60 minutes.
Aims: • To explore common problems/conundrums associated with working in a customer facing role and discuss ways of overcoming these. • To identify and share best practices and tips for satisfying and delighting customers.
About
Time: The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.
Aims: • To explore common problems/conundrums associated with working in a customer facing role and discuss ways of overcoming these. • To identify and share best practices and tips for satisfying and delighting customers.
Skills and Behaviours Tested: Customer care, communication skills, teamwork and collaboration, creative thinking and problem solving.
Group Size: Participants can play individually, although we recommend they play in pairs/small teams. We recommend a maximum of 12 participants for this exercise.
Useful For: Staff who are in a customer facing role.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘Pitfalls and Trampolines' game board image set as the background and locked. • A simple counter shape for each team in play that participants can move around the board. • The Dice app if using Miro or the spinner from Trainers’ Library set up as a dice. You’ll also need: • The Pitfalls and Trampolines handouts (for the facilitator).
Notes: Pitfalls and Trampolines is a fun board game that can be used at any point within a training event but is perhaps most useful as a tool for reviewing key learning points and for sharing knowledge and ideas. Some of the Pitfalls and Trampolines questions in the facilitator’s handouts may not be applicable to your participants so, before starting the exercise, review and remove any that aren’t relevant. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint if preferred. Whatever your chosen solution, you’ll need to ‘roll’ the dice for participants during the game.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 60 minutes.
Aims: • To examine common problems/conundrums associated with giving presentations and discuss ways of overcoming these. • To highlight and share best practices and tips for making presentations successful.
About
Time: The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.
Aims: • To examine common problems/conundrums associated with giving presentations and discuss ways of overcoming these. • To highlight and share best practices and tips for making presentations successful.
Skills and Behaviours Tested: Presentation skills, communication skills, influence and persuasion, planning and preparation, creative thinking and audience engagement.
Group Size: Participants can play individually, although we recommend they play in pairs/small teams. We recommend a maximum of 12 participants for this exercise.
Useful For: Staff at all levels who are involved in delivering presentations.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘Pitfalls and Trampolines' game board image set as the background and locked. • A simple counter shape for each team in play that participants can move around the board. • The Dice app if using Miro or the spinner from Trainers’ Library set up as a dice. You’ll also need: • The Pitfalls and Trampolines handouts (for the facilitator).
Notes: Pitfalls and Trampolines is a fun board game that can be used at any point within a training event but is perhaps most useful as a tool for reviewing key learning points and for sharing knowledge and ideas. Some of the Pitfalls and Trampolines questions in the facilitator’s handouts may not be applicable to your participants so, before starting the exercise, review and remove any that aren’t relevant. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint if preferred. Whatever your chosen solution, you’ll need to ‘roll’ the dice for participants during the game.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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Time:
In total we estimate this exercise will take 105 minutes.
Aims: • To tests individuals’ commitment to teamwork, as well as their ability to communicate effectively and work co-operatively together. • To explore how participants react when trust within their team is undermined and to observe how well individuals work together when under pressure. • To examine the impact changes in personnel can have on a team, as well as an opportunity to consider the size at which teams achieve optimum performance, in terms of their decision making abilities.
About
Time: The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 105 minutes for this module.
Aims: • To tests individuals’ commitment to teamwork, as well as their ability to communicate effectively and work co-operatively together. • To explore how participants react when trust within their team is undermined and to observe how well individuals work together when under pressure. • To examine the impact changes in personnel can have on a team, as well as an opportunity to consider the size at which teams achieve optimum performance, in terms of their decision making abilities.
Skills and Behaviours Tested: Communication skills, problem solving, decision making, teamwork and team dynamics, leadership, conflict, trust, adapting to change and time management.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Staff at all levels.
You'll Need: • To customise the free spinner provided on Trainers’ Library. • A timer/stopwatch to keep track of time. (There is a countdown timer available in Trainers’ Library.)
Notes: This exercise has been designed to look at teamwork in a general sense and to provide an opportunity to think about what happens to teamwork when trust is impaired or missing. The first 10 minutes, before the exercise begins, should be used to give the teams a chance to clarify their understanding of the rules, and begin thinking about their strategy. In this module we’ve used a fictional currency that consists of Unums and Centums. This means the exercise can be used in any country, and with international groups, without further adaptation. (100 Unum = 1 Centum.)
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Breakout Rooms (required).
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Time:
In total we estimate this exercise will take 40 minutes.
Aims: • To test participants’ planning and communication skills. • To demonstrate the importance of listening and using summary and clarification to check understanding. • To consider what makes communication effective and the dangers of getting it wrong. • To energise a group of participants.
About
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.
Aims: • To test participants’ planning and communication skills. • To demonstrate the importance of listening and using summary and clarification to check understanding. • To consider what makes communication effective and the dangers of getting it wrong. • To energise a group of participants.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Staff at all levels.
You'll Need: • The Team Brief and appropriate Activity Links together with your unique PIN ready to send to the Team Leaders (Shepherds).
Notes: The timings shown above are based on giving the team(s) one attempt to complete a route around the course. However, you might like to give teams the opportunity to review their performance and have another go, either immediately, or later in the training, particularly if you want to link this activity to continuous improvement. For each additional attempt, allow a further 30 minutes. We’ve provided three different Route Maps for this activity, each of which is progressively more difficult. If you plan on giving participants just one attempt to complete the task, we recommend using Route 1/Activity Link 1 (the simplest) or Route 2 on Activity Link 2. If teams will have more than one opportunity to attempt the challenge, use a progressively difficult map in each subsequent round. You might like to have small prizes for the winning/successful teams.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Breakout Rooms (required for larger groups). • The system you use must also give participants the ability to annotate a file shared on screen with a ‘Stamp’, similar to that provided in Zoom.
Special Note of Thanks: We would like to thank our customers, Bharti Dekate and the team at We Are Ideas Consulting in Mumbai, India for the enormous help and generosity in designing this remote delivery version of Glasstap Sheep Trials.
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This is a very interesting training session however I would say you need some support when it comes to facilitating this online. There are a few parts where I struggled to do it by myself. Really enjoyed the take away though
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Ash Newman
rated this item with 4 stars.
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We ran this activity as a remote team leader session and the set up took more time than expected. It took quite a lot of facilitation to get the break out rooms working as teams. Overall very much enjoyed as a task as created some great discussion about the importance of communication and how we can test and learn
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Katie Hastie
rated this item with 3 stars.
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Time:
In total we estimate this exercise will take 35 minutes.
Aims: • To demonstrate the importance of teamwork. • To show how, by working together, we have the potential to achieve more. • To encourage participants to consider the dangers of an overly competitive workplace culture.
About
Time: The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 35 minutes for this module.
Aims: • To demonstrate the importance of teamwork. • To show how, by working together, we have the potential to achieve more. • To encourage participants to consider the dangers of an overly competitive workplace culture.
Skills and Behaviours Tested: Teamwork, collaboration, leadership, avoiding assumptions and problem solving.
Group Size: A minimum of 2 and a maximum of 8 participants are required for this exercise.
Useful For: Staff at all levels.
You'll Need: To prepare your chosen collaborative whiteboard or PowerPoint in advance with: • The ‘The Wheel’ game board image set as the background and locked. • A simple counter shape that participants can move around. • The Dice app if using Miro or the spinner from Trainers’ Library set up as a dice. • Prizes. (Virtual prizes (pictures) or physical prizes – for example, a pile of wrapped sweets, or mini chocolate bars that you can send to winning participants after the event.) If playing the alternative version of the game, you’ll need to create up to a maximum of 8 counters.
Notes: This module provides a superb introduction to any training around teamwork and co-operation/collaboration and has been used successfully with participants at all levels within an organisation, from junior clerical staff to directors. It also provides an ideal introduction to training around the service chain, and internal customer care. We recommend using Miro for this activity due to the functionality available, but it is possible to run the activity using other collaborative whiteboard solutions or PowerPoint if preferred. Whatever your chosen solution, you’ll need to ‘roll’ the dice for participants during the game.
Remote/Virtual Delivery: Remote Delivery requires a system that as an absolute minimum provides the following functionality: • Face-to-face discussion. • Share screen. • Chat. • Share files. In addition, we strongly recommend using a system that provides for: • Polls/Quizzes (not required). • Breakout Rooms (not required). • Collaborative Whiteboard (recommended).
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