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Aims: • To reflect on what needs to happen before, during and after any change/project. • To create a visual road map for change. • To reflect on the barriers to change and how these might be overcome. • To provide a framework for road mapping any change.
Time:
In total we estimate this exercise will take 60 minutes.
About
Time: The exercise in this module can be completed in about 45 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.
Aims: • To reflect on what needs to happen before, during and after any change/project. • To create a visual road map for change. • To reflect on the barriers to change and how these might be overcome. • To provide a framework for road mapping any change.
Group Size: This module can be used with groups of up to 25 participants.
Useful For: Anyone involved in managing or implementing change or projects.
You'll Need: • Plenty of flipchart paper. • Road Sign Cards. (One set per team.) • Toy train (optional – see notes on page 4). • Flipchart pens, coloured pens/pencils etc. • You might like to provide magazines etc., from which they can cut pictures to include in their map.
Notes: The bridge is used to explore and consider the change journey, and the learning points can be effectively applied to any project.
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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.
Time:
In total we estimate this exercise will take 120 minutes.
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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Aims: • To check understanding of UK workplace Equality Law and build awareness of the responsibilities all employees and managers have.
Time:
In total we estimate this exercise will take 90 minutes.
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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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.
Time:
In total we estimate this exercise will take 60 minutes.
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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Aims: • To identify key areas of concern to participants. • To help identify key priorities and learning objectives. • To discuss what barriers to success the training might help participants overcome.
Time:
In total we estimate this exercise will take 30 minutes.
About
Time: The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.
Aims: • To identify key areas of concern to participants. • To help identify key priorities and learning objectives. • To discuss what barriers to success the training might help participants overcome.
Group Size: This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.
Useful For: Employees at all levels.
You'll Need: • The Activity Link in Trainers’ Library. • Your Activity Link PIN from the My Account section of the member homepage.
Notes: This activity can be used a starting point for any behaviour-based training and is a powerful way to explore participants’ current perceptions and concerns that the training might help them address.
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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Aims: • To identify key areas of concern to participants. • To help identify key priorities and learning objectives. • To discuss what barriers to success the training might help participants overcome.
Time:
In total we estimate this exercise will take 30 minutes.
About
Time: This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 30 minutes for completion.
Aims: • To identify key areas of concern to participants. • To help identify key priorities and learning objectives. • To discuss what barriers to success the training might help participants overcome.
Group Size: This module can be used with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • One set of Road Signs cards for each team in play.
Notes: This activity can be used a starting point for any behaviour-based training and is a powerful way to explore participants’ current perceptions and concerns that the training might help them address.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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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.
Time:
In total we estimate this exercise will take 60 minutes.
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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Aims: • To identify the things that we have in common with the rest of the group. • Explain how finding connections can help to break down barriers and build relationships more quickly.
Time:
In total we estimate this exercise will take 20 minutes.
About
Time: The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 20 minutes for this module.
Aims: • To identify the things that we have in common with the rest of the group. • Explain how finding connections can help to break down barriers and build relationships more quickly.
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.
Notes: This is a great exercise to get people talking and identify how we can all connect quickly and easily.
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 (required depending on your delivery method).
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Aims: • To identify the things that we have in common with the rest of the group. • Explain how finding connections can help to break down barriers and build relationships more quickly.
Time:
In total we estimate this exercise will take 20 minutes.
About
Time: This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.
Aims: • To identify the things that we have in common with the rest of the group. • Explain how finding connections can help to break down barriers and build relationships more quickly.
Group Size: Can be used with groups of up to 24 participants.
Useful For: Staff at all levels.
You'll Need: • Nothing other than the materials provided.
Notes: This is a great exercise to get people talking and identify how we can all connect quickly and easily. The activity can be run with very large groups, but you would need to increase the timings.
Remote/Virtual Delivery: There is a Remote Delivery version of this icebreaker available in Trainers’ Library.
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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.
Time:
In total we estimate this exercise will take 60 minutes.
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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Aims: • To test participants’ communication in a fun way and identify areas for improvement. • To consider the impact poor communication can have on performance levels.
Time:
In total we estimate this exercise will take 25 minutes.
About
Time: The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.
Aims: • To test participants’ communication in a fun way and identify areas for improvement. • To consider the impact poor communication can have on performance levels.
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: • A timer/stopwatch. • An online whiteboard or similar to record the scores. • The ability to share the Pie PowerPoint slide/image on screen for participants to add their fruit (stamps) to. And for each pair of participants: • The Pie Map Handouts. • The ability to annotate a file shared on screen with a ‘Stamp’, similar to that provided in Zoom.
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 (not required).
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Aims: • To help participants understand what it feels like to be engaged in their job and the difference it makes to how they feel and the quality of their work.
Time:
In total we estimate this exercise will take 50 minutes.
About
Time: The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.
Aims: • To help participants understand what it feels like to be engaged in their job and the difference it makes to how they feel and the quality of their work.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Participants with managerial responsibility (or those that will have imminently).
Notes: It is advisable to start this exercise without too much introduction – just hand out the briefings and let them get on with it. Whilst this works very well as a stand-alone exercise, we thoroughly recommend using it in conjunction with Employee Engagement 1, Employee Engagement 2 and Employee Engagement 3. .
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). • Collaborative Whiteboard (required).
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Aims: • To explore some of the challenges participants will face as a trainer and encourage trainers to reflect on how they’d approach them.
Time:
In total we estimate this exercise will take 75 minutes.
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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Aims: • To explore some of the challenges participants will face whilst managing the performance of individuals in their team.
Time:
In total we estimate this exercise will take 75 minutes.
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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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.
Time:
In total we estimate this exercise will take 75 minutes.
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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Aims: • To give participants an opportunity to practise new sales approaches.
Time:
In total we estimate this exercise will take 25 minutes.
About
Time: The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.
Aims: • To give participants an opportunity to practise new sales approaches.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Anyone involved in sales.
You'll Need: • The handouts provided.
Notes: This exercise can be run at intervals in a sales course. It provides a simple opportunity for participants to practice what they’ve learnt.
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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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.
Time:
In total we estimate this exercise will take 35 minutes.
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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Aims: • To encourage participants to reflect on their team’s strengths and weaknesses and identify behaviours that need to change.
Time:
In total we estimate this exercise will take 30 minutes.
About
Time: The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.
Aims: • To encourage participants to reflect on their team’s strengths and weaknesses and identify behaviours that need to change.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Teams.
You'll Need: • To create a whiteboard that participants can access and add sticky notes to in breakout rooms. We recommend using Miro although you may have access to or wish to use a suitable alternative.
Notes: This activity, designed to be run at the end of a team training session or meeting, provides an opportunity for a team to reflect on what they’ve learnt about how they operate and where improvements can be made.
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). • Collaborative Whiteboard (required).
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Aims: • To explore differences within a group of people. • To encourage people to recognise and be comfortable with differences. • To begin conversations about the support we can provide others and the support we might like to request from others.
Time:
In total we estimate this exercise will take 50 minutes.
About
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.
Aims: • To explore differences within a group of people. • To encourage people to recognise and be comfortable with differences. • To begin conversations about the support we can provide others and the support we might like to request from others.
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.
Notes: This activity requires a series of white boards where participants can add post-it notes and move these around. We recommend using Miro or a suitable alternative solution for this activity.
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 unless you have more than 6 participants). • Collaborative Whiteboard (required).
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Aims: • To explore differences within a group of people. • To encourage people to recognise and be comfortable with differences. • To begin conversations about the support we can provide others and the support we might like to request from others.
Time:
In total we estimate this exercise will take 50 minutes.
About
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.
Aims: • To explore differences within a group of people. • To encourage people to recognise and be comfortable with differences. • To begin conversations about the support we can provide others and the support we might like to request from others.
Group Size: This module can be used with groups of up to 25 participants.
Useful For: Staff at all levels.
You'll Need: • To prepare the test flipchart (as shown on PowerPoint slide 2). • To pre-prepare 6-8 flipcharts with one of the questions from the Trainers’ Handout. • Plenty of sticky notes for participants.
Remote/Virtual Delivery: There is a Remote Delivery version of this module available in Trainers’ Library.
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Aims: • To introduce ‘Reframe’ as an idea generation method. • To provide participants with an opportunity to practise using the approach.
Time:
In total we estimate this exercise will take 45 minutes.
About
Time: The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.
Aims: • To introduce ‘Reframe’ as an idea generation method. • To provide participants with an opportunity to practise using the approach.
Group Size: This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.
Useful For: Staff at all levels.
You'll Need: • Nothing other than the materials provided.
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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Aims: • To explain the difference between reproductive and productive thinking. • To explain the dangers of relying on reproductive thinking when solving problems. • To provide an opportunity for participants to practise productive thinking. • To get participants in the right mindset for productive idea generation.
Time:
In total we estimate this exercise will take 60 minutes.
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 explain the difference between reproductive and productive thinking. • To explain the dangers of relying on reproductive thinking when solving problems. • To provide an opportunity for participants to practise productive thinking. • To get participants in the right mindset for productive idea generation.
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.
Notes: Though not essential, we recommend using a whiteboard in one of the activities in this module that participants can access from breakout rooms, add sticky notes to and be able to move them around. We recommend using Miro or a suitable alternative solution for this activity.
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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Aims: • To explore how different participants feel about and respond to change at work. • To help participants understand why they may react differently to change outside of the workplace.
Time:
In total we estimate this exercise will take 30 minutes.
About
Time: The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.
Aims: • To explore how different participants feel about and respond to change at work. • To help participants understand why they may react differently to change outside of the workplace.
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 Activity Link and your PIN.
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).
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Aims: • To explore how accurate participants can be when working under pressure.
Time:
In total we estimate this exercise will take 25 minutes.
About
Time: The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.
Aims: • To explore how accurate participants can be when working under pressure.
Group Size: This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.
Useful For: Anyone.
You'll Need: • The Activity Link and PIN. • The PowerPoint slides of examples.
Notes: This is a more demanding version of the Colour Confusion activities that can be used as a follow-on. This game is best played in teams with 2-3 participants in each. Please note, this exercise may not be suitable if you have participants who suffer from colour-blindness, or who are visually impaired.
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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Aims: • To encourage participants to try creating innovative solutions from seemingly wacky ideas. • To illustrate how the craziest ideas can contain the germ of brilliance.
Time:
In total we estimate this exercise will take 50 minutes.
About
Time: The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.
Aims: • To encourage participants to try creating innovative solutions from seemingly wacky ideas. • To illustrate how the craziest ideas can contain the germ of brilliance.
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 PowerPoint slide ready to share.
Notes: We recommend using a real issue in this activity, if participants work for the same organisation, but it’s not essential.
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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