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COLOURBLIND® was developed in 1991 for training Air Traffic Controllers in Great Britain -- where team communication is fundamental to success and where absolutely no margin for error, misunderstanding or ambiguity can be tolerated. Since then, COLOURBLIND has been used worldwide across languages, cultures and business backgrounds, to focus on the fundamental skills of great two-way communication and the achievement of shared meaning. It is also used to explore team problem-solving, team understanding of abstract concepts and to explore team culture. Colourblind is now listed as a 'Preferred Learning Material' by ILM (Institute for Leadership and Management), Europe's foremost leadership and management training provider.
Wearing blindfolds to ensure total dependence upon the quality of their verbal communication, and holding a collection of small, irregular, coloured plastic shapes, a group works together to gather information that will allow them to solve a puzzle. The size of the group (between 4 and 28) demands different types of skill: information and group management, effective listening and questioning, strong chairing skills, the ability to clarify and summarize and the need for feedback to ensure understanding.
Colourblind Plus is a new activity based on the success and inherent challenges within the original Colourblind -- a classic verbal problem-solving activity that has been used for over 20 years to help teams reach a common understanding of meaning, and recognize problems caused with imprecise communication patterns. Colourblind Plus extends the original activity through the introduction of 6 new shapes, so that those already familiar with Colourblind will find this activity to be a similar but more difficult challenge.
3 GREAT ACTIVITIES
Colourblind Plus contains 3 separate activities:
- A paired communications activity - each participant is paired back to back with another and must use verbal description only to determine which of the three shapes they have is the odd one out. This is a deceptively challenging activity due to the careful design of of the new abstract Colourblind Plus shapes!
- The second activity can build on the first by bringing 2 pairs together, and using blindfolds to again determine which is the odd shape in the group -- the addition of extra pieces and the blindfolds in this activity challenges the group to determine whether they have new or similar shapes to those they may have previously seen.
- Finally the third activity mirrors the challenge in the original Colourblind -- this time the new abstract shapes will present a much greater challenge than the original, and will require a far greater detail of accurate description to reach the successful answer to the challenge: 'What is the colour and shape of the two missing pieces?' Individuals draw on their experience and descriptive skills to explain to each other the complexities of abstract shapes that they can hold in their hands, but not see (participants are blindfolded). They use feedback and the skills of clarification to ensure that their understanding is accurate.
SUCCESS REQUIRES COMMUNICATION EXCELLENCE
- Set up and manage an effective communication system that everyone understands and can use efficiently.
- Develop a dialogue which will lead to a common understanding of abstract concepts.
- Deliver a successful solution to the problem they face.
LEARNING OBJECTIVES
- To understand that effective communication is a two-way process requiring a message to be sent and the meaning to be received in the way the sender intended
- To consider how to improve both communication systems and the quality of the messages which those systems support
- To practice effective listening and refine questioning skills
- To develop flexibility in communication, changing and adapting language to meet the needs of the listeners
- To understand how our communication is culturally specific and how to ensure that we are using shared references to achieve common meaning.
ACTIVITY DESCRIPTION
Outlined below are the descriptions of the three separate (but related) activities contained within Colourblind Plus
1. Paired Version
Up to 4 pairs (with an optional observer per participant) are seated back to back so that they cannot see what each other is holding. Each participant is handed some shapes, and the objective is to decide which of the them is the odd one out. The pair has 10 minutes to provide a single final answer, and there is an optional set of observer notes that can be used to include an observer to provide individual feedback.
2. Small Group Version
Four participants (plus observers if required), are brought together, seated and blindfolded for this (second stage) activity. As in the previous activity they will again be tasked with identifying the shapes which do not exactly match from the distributed set. If this activity follows the initial paired activity they may recognise the feel of some shapes as they will have seen and handled them before, but some may be new to them. The participants cannot transfer or exchange their pieces with each other and are reliant only upon high quality verbal communication to solve their problem. At the end of the exercise they must identify a single group answer to the problem. Each group has up to 20 minutes to provide a single, final answer to the problem.
3. Large Group version
Each participant (ideally between 6 and 16) is seated, blindfolded and issued with a number of small plastic pieces. The brief suggests that the group has to identify the colour and shape of two pieces that were removed from the complete set of plastic pieces before they were distributed amongst the participants. The participants cannot transfer or exchange their pieces with each other and are reliant only upon high quality verbal communication to solve their problem. At the end of the exercise they must identify a single group answer to the problem.
TIME EXPECTATIONS: A period of between 20 - 45 minutes intense verbal information exchange and problem-solving approaches will typically be required depending on the abilities within the group. Should the group already have progressed through the paired and small group versions described above, then this activity will be much easier than if they begin with this Large Group version, as this is a challenging activity.
VIEW VIDEO DEMO
TIME DURATION
Duration: 20-60 minutes plus review, using 1, 2, or 3 activities in pack
Group Size: Ideal 6-16. Possible 4-28
INCLUDES
- 20 blindfolds
- 6 puzzle pieces in each of 5 colors (30 pieces total)
- Binder with Facilitation notes
Colourblind is designed by RSVP Design Ltd, now validated by ILM.
WATCH THE SHOW & SHARE DEMO AND DISCUSSION
Jungle Escape 5th Edition is team team-building survival game. The high-energy, immersive experience challenges participants to survive, plan, and build together. This award-winning adventure, celebrating its 30th anniversary, asks teams to imagine they’ve crash-landed in a remote jungle—and must assemble an escape helicopter from spare parts. It’s ideal for corporate leaders, HR teams, and trainers who want to develop teamwork, decision-making, and group planning in a memorable way.
Jungle Escape isn't just about fun and games, though. Real learning is quickly absorbed by the players as they discover and practice the critical skills surrounding the processes of team planning, problem-solving, and decision-making. Before they know it, they've experienced first-hand the research-proven differences between a well-functioning “Cohesive” team and a “Fragmented” or “Divergent” one.
WHY FACILITATORS CHOOSE JUNGLE ESCAPE
- Deep team learning: Participants discover the difference between cohesive, fragmented, and divergent teams—not just in theory but through direct experience in this collaborative leadership training activity.
- Proven heritage: For 30 years, Jungle Escape has helped new and intact teams build trust, improve planning vs. execution balance, and enhance productivity.
- Full-kit immersion: Includes Facilitator Guide, Participant Guides, presentation tools, scenario video, “mood” sounds, and parts bags for authentic, realistic gameplay.
- Action + reflection: The game drives intense activity followed by structured debriefs so teams leave with real improvement plans—not just nostalgia.
- Versatile application: Use at offsites, leadership development programs, departmental kick-offs, or mid-year performance reviews to surface group dynamics and reinforce accountability.
LEARNING OUTCOMES
- Understand the nine key indicators of team effectiveness
- Develop group planning, decision-making, and execution muscles
- Raise awareness of how individual behavior impacts group productivity
- Improve execution speed and accuracy through practice and feedback
- Create actionable commitments to improve collaboration after the activity
- Discover the difference between “Cohesive” teams and “Fragmented” or “Divergent” teams
- Learn nine key indicators of team effectiveness
- Understand the importance of balancing planning and implementation
- Immediate action planning steps for better team performance
WHAT’S INCLUDED
- Full-color Facilitator Guide & Participant Guides
- Scenario video, instructional guide, ‘mood’ soundscape
- Helicopter Parts Bags, spare parts, model helicopter reference
- Eco-friendly backpack and trainer water bottle
- Jungle Escape Screen for display, and inter-team module support
BEST USE CASES
- Onboarding & team integration for new employees
- Leadership retreats & management training
- Cross‐department collaboration and breaking silos
- Boosting morale and re-energizing mature teams
- Performance improvement and group accountability workshops
TIPS FOR FACILITATION
- Set clear time limits for planning vs. construction to highlight process vs. result trade-offs
- Encourage cross-team observations—what made one team perform better than another?
- Use the debrief to tie back to real job processes—how do these planning behaviors show up in your work?
- Follow up with action planning so learning persists beyond the game
FAQS
Q: How many people can participate?
A: Jungle Escape plays best with 15-18 people total, split into 3 teams of 5-6 players each. For larger audiences, consider running parallel sessions or adding additional participant guides.
Q: How long does the full experience take?
A: The complete collaborative leadership training activity with debrief takes about 90 minutes.
Q: What’s new in the 5th Edition?
A: Updated with eco-friendly backpack, “mood” soundscape, enhanced materials, updated guides, more robust scenario video, and refined gameplay mechanics for more immersive engagement.
Q: What kinds of teams benefit most?
A: New teams, cross-functional groups, or mature teams looking to reset dynamics and surface hidden process issues. Also very effective for leadership, HR, and change initiatives.
Q: How much setup is required?
A: Minimal—everything needed is included: guides, parts, and visuals. A/V setup for the video is helpful; prepare the room so teams have separate work areas for planning and assembly.
PACKED WITH EVERYTHING YOU NEED AND MORE
It's bigger, it's better, and it's jam-packed with all sorts of exciting new features, from a cool eco-friendly backpack to enhanced Facilitator and Participant materials, a suspense-filled action video, and much more. Here's a peek at what you'll find:
- Comprehensive, full-color Facilitator Guide
- Full-color, takeaway Participant Guides
- Professional PowerPoint presentation
- Supplemental inter-team module
- “Jungle” mood sounds
- Scenario video clip
- Instructional video for helicopter assembly
HOW IT WORKS
Jungle Escape is fun for your audience and a snap to facilitate, whether you are a novice or a seasoned trainer. The kit provides everything you need to deliver a powerful 90-minute team-building exercise, including:
- Jungle Escape Facilitator Guide
- PowerPoint Presentations
- Jungle “mood” background sounds
- Introductory video clip
- Instructional video
- Participant Guides
- Helicopter Parts Bags for Game Play
- Helicopter Parts Bag for Facilitator Model
- Jungle Escape Screen
- Spare Parts Bag
- Eco-friendly Jungle Escape Backpack and Water Bottle
PARTICIPANTS
15-18 players. Train up to 3 teams of 5-6 participants at one time.
TIME
THEORY & DEVELOPMENT
How Teams Function
Research suggests that the amount of time that a group allots to the planning and implementation phases of a project determines, in part, how effectively it operates as a team. Jungle Escape identifies three types of teams: Fragmented, Divergent, or Cohesive.
Fragmented Teams
Fragmented Teams are characterized by autocratic leadership and/or cliques that often press the group into making decisions. Typically, one person or a minority of the team members make the vital decisions during the game. Conflict is likely to be suppressed or ignored.
Divergent Teams
Members of Divergent Teams often consider many alternatives and tend to be overly cautious in their planning. They are often unable to reach consensus and resolve issues through voting procedures, and although group members go along with the majority, there is little commitment to the plan or final product.
Cohesive Teams
With Cohesive Teams, democratic processes are used, a cooperative atmosphere develops rapidly and everyone on the team is involved in structuring the work. During game play, you'll see cohesive teams work through conflict when it arises; generate excitement as the team work together on the construction; and experience a high degree of satisfaction with their group effort.
How Multiple Teams Function Together
Similarly, planning and assembly time are two important factors in inter-team performance. Depending on how two or more groups work together teams can be described as acting in one of three ways: Competitive, Non-interactive, and Cooperative.
Competitive Team
A Competitive Team is more concerned with the success of its own unit than with the success of the organization as a whole. They spend little time planning and focus instead on how they can win. As a result, they spend very little time assessing the other team's needs and expectations for completing the work and working together.
Non-interactive Team
A Non-interactive Team limits its focus to its own team. They may spend a little or a lot of time planning; however, it is completed without consideration for the larger picture and the needs of the other group or team. As a result, their planning efforts are minimally effective to accomplishing the overall goal.
Cooperative Team
A Cooperative Team shares a common goal of getting projects completed together with other groups. When planning a project or task, a great deal of time is devoted to how the groups will work together to accomplish goals effectively and efficiently.
JUNGLE ESCAPE GAME CONTENTS
- Jungle Escape Facilitator Guide
- CD-ROM
- 18 Participant Guides
- 3 Helicopter Parts Bags for Game Play
- 1 Helicopter Parts Bag for Facilitator Model
- Jungle Escape Screen
- Spare Parts Bag
- Eco-friendly Jungle Escape Backpack
- Water Bottle
Order one game to get started. The Deluxe Game Kit is packed with everything you need to train up to three teams of six players at one time, including a comprehensive Facilitator Guide, 3 bags of Helicopter Parts, support materials, and an initial supply of 18 Standard Participant Guides. (Materials for Inter-Team training sold separately.)
Also included is the Prop Pack. This suitcase is filled with many fun and reusable props to create an immersive team-building activity. It includes safari hats, inflatable palm trees, a jungle backdrop, burlap twine, camo netting, binoculars, compasses, stuffed monkeys, snakes, parrots, and bugs that will completely transform your training space into a jungle scene.
Please note: The carrying case you receive may be slightly different in design or color.
All parts except for the Participant Guides are reusable. For training sessions with more than 3 groups, order one extra helicopter per team and a 6 pack of Participant Guides (#GAJUNP) for each additional team.
NOTE: Allow 3-4 weeks delivery time
Ready-to-go Training Kits!
These extraordinary kits by Training Wheels Inc., experts in team building, are filled with a variety of portable team-building games, which utilize a wide range of props and simulations that can be tailored to challenge, energize and re-focus any team.
The kits are great for indoor or outdoor use. Each comes in a high quality wheeled duffle with all activities stored in their own grab bag, keeping props organized and easy to find.
The Field Guide has concise, easy-to-read instructions for all activities. The Basics Kit has 300 different activities -- name games, icebreakers, consensus tools, energizers, diversity activities, problem solving initiatives, trust activities, debriefing tools, and more.
The Teambuilding Kits are bags full of portable teambuilding initiatives. Each kit includes a wide range of props and simulations for anywhere from 300-450 activities designed to challenge, energize, and re-focus any team. The activities inside can be tailored to the desired learning outcome of any group--from corporate to youth groups. The activities can reinforce a variety of common teambuilding goals such as communication, problem solving, decision making, cooperation, creativity, trust building, conflict resolution, and community building.
Each initiative is stored in its own separate grab bag that keep props organized and easy to find. The kit is equipped with a Field Guide that has concise, easy to read instructions for each activity. Each activity lists the type of activity it is, such as an Energizer, Problem-Solving, Trust Building, etc. It also gives suggestions for basic set up and goes over any safety concerns. Each page of the Field Guide has a picture on it. That same picture is on a tag that is attached to the stuff sack that contains all the props you would need to facilitate that activity. It is very user friendly and helps to keep staff and the kit well organized. It is easy to keep track of inventory as the tag also describes what should be in that stuff sack.
Most of the teambuilding activities are designed for groups of 12-15. However, there are also some big group games included that can be done with groups of 300 or more. You can increase the number of participants by adding more facilitators. For example, if you have a group of 100 people and you have the Ultimate Kit, you can have 10 groups of 10 working out of the same bag, using the same activities at different times.
International customers, please note: We regret that we are unable to ship this item outside of the U.S.
Ready-to-go Training Kits!
These extraordinary kits by Training Wheels Inc., experts in team building, are filled with a variety of portable team-building games, which utilize a wide range of props and simulations that can be tailored to challenge, energize and re-focus any team.
The kits are great for indoor or outdoor use. Each comes in a high-quality wheeled duffle with all activities stored in their own grab bag, keeping props organized and easy to find. The Field Guide has concise, easy-to-read instructions for all activities.
The Ultimate Kit is a trainer's favorite, a hearty collection of over 445 activities -- name games, icebreakers, consensus tools, energizers, diversity activities, problem solving initiatives, trust activities, debriefing tools, and more!
The Teambuilding Kits are bags full of portable teambuilding initiatives. Each kit includes a wide range of props and simulations for anywhere from 300-450 activities designed to challenge, energize, and re-focus any team. The activities inside can be tailored to the desired learning outcome of any group--from corporate to youth groups. The activities can reinforce a variety of common teambuilding goals such as communication, problem solving, decision making, cooperation, creativity, trust building, conflict resolution, and community building.
Each initiative is stored in its own separate grab bag that keep props organized and easy to find. The kit is equipped with a Field Guide that has concise, easy to read instructions for each activity. Each activity lists the type of activity it is, such as an Energizer, Problem-Solving, Trust Building, etc. It also gives suggestions for basic set up and goes over any safety concerns. Each page of the Field Guide has a picture on it. That same picture is on a tag that is attached to the stuff sack that contains all the props you would need to facilitate that activity. It is very user friendly and helps to keep staff and the kit well organized. It is easy to keep track of inventory as the tag also describes what should be in that stuff sack.
Most of the teambuilding activities are designed for groups of 12-15. However, there are also some big group games included that can be done with groups of 300 or more. You can increase the number of participants by adding more facilitators. For example, if you have a group of 100 people and you have the Ultimate Kit, you can have 10 groups of 10 working out of the same bag, using the same activities at different times.
International customers, please note: We regret that we are unable to ship this item outside of the U.S.
View Contents of Ultimate Training Kit
Whaddaya Know?™ Tabletop Game Board is a customizable, Jeopardy-style quiz game that transforms training sessions into interactive learning experiences. With this interactive review game for corporate training, facilitators introduce new material, review past lessons, or strengthen knowledge retention. Best of all, learners can take the lead by creating their own questions—when participants become the teachers, they internalize content at a much deeper level.
WHY FACILITATORS LOVE IT
- Learning through play: Quiz-style competition boosts engagement and makes reviewing content fun.
- Active participation: Teams work together to answer questions, fostering collaboration and discussion.
- Deeper mastery: When learners generate the questions, they sharpen comprehension and recall.
- Flexible format: Great for onboarding, compliance, safety, product knowledge, or exam prep.
- Optional add-ons: Pair with Who’s First? or Me First! buzzers to add even more energy and quick response excitement.
- No software needed: This low-tech quiz game works without software. Go "old school"!
WHAT’S INCLUDED
- Whaddaya Know?™ tabletop board with category and point panels. Measuring 19" H x 22" W, and weighing 3 lbs., it's ultra-portable!
- 25 blank cards (2.25" x 4") - 5 each of 5 colors, with point values on one side and dry-erase surface on the other side. VELCRO brand tabs adhere the category and question cards to the fabric-covered board.
- Black dry-erase marker and felt eraser.
HOW TO PLAY
Standard Jeopardy-Style Quiz Game
- Set up: Write 5 categories across the top and sort the point value cards by color.
- Form teams: 2–4 teams at a table; teams take turns selecting questions.
- Ask & answer: Teams respond within a time limit; facilitator (or another team) confirms accuracy.
- Keep score: Award or deduct points, and keep momentum high.
Introducing New Material
- Set up: Write 5 categories across the top and sort the point value cards by color.
- Create your questions in advance: Prepare the order in which you intent to cover new material
- As you go... ask the questions as they come up when presenting your curriculum, to see what the students already know and where deeper instruction might be needed
Flip the Script
- Set up: Write 5 categories across the top and sort the point value cards by color.
- Distribute a set of colored cards to each team - have teams create 5 questions for their category
- Play the game Jeopardy-style, reminding teams that they are not allowed to answer and win points on the questions they wrote.
BEST USES
- Reinforcing and reviewing past lessons
- Introducing new material in an interactive way
- Onboarding and compliance training
- Sales and customer service enablement
- Test prep and study sessions
FAQS
Q: How is this different from GameShow Pro?
A: Whaddaya Know? Jeopardy-style classroom game is a simpler, more affordable option that uses dry-erase boards rather than software. It’s tactile, team-based, and perfect for tabletop learning—while GameShow Pro is a full-scale digital system for larger productions.
Q: Can learners create their own games?
A: Yes! Having teams design categories and questions is one of the most powerful ways to build understanding and retention.
Q: How many people can use one board?
A: Each board works well for 4–12 participants (2–4 teams). For larger groups, set up multiple boards and run parallel tournaments.
Q: Do I need software or electronics?
A: No. If you want to add some high-tech pizazz for fast-paced play, pair Whaddaya Know? with wireless buzzers like Who's First? or Me First!
Q: How long does a game take?
A: A short round can take 10–15 minutes. A full board with debrief typically runs 25–40 minutes.
CONCLUSION
Turn your students into teachers! They can make their own popular TV-style game by creating their own questions, answers, and categories with Tabletop Whaddaya Know? Game.
Popular TV-style-like games continue to win big in the classroom. And, what better way for students to show what they've learned than to teach others what they know by making up their own categories and questions?
Have groups of students create their own popular TV-style-like game, which they can then conduct for the rest of the group.
MORE RESOURCES
Hand-made in the USA.
(like JEOPARDY!)
Challenging Assumptions: Creative Problem-Solving Game is a deceptively simple yet powerful 10–20 minute innovation training activity that reveals how our assumptions can limit creative thinking. Using four color-coded puzzles (red, blue, green, orange), this activity accommodates up to 16 participants in small groups of 3–4—sparking "aha!" moments as learners confront and question their mental models.
Learners working with this activity, aware that it is being used on programs with an element of creative thinking or innovation, often say things such as, “I'm going into this with a really open mind” or “I'm not going to make any assumptions about this.” However, these words are often uttered as they are making those very assumptions! As they realize this, the response is often laughter, surprise and a genuine recognition of the strength of some of our personal mental models. SPOILER ALERT: The "big assumption" in this activity is that all of the puzzle pieces should NOT be turned "face up" with the color showing!
Use this exercise at the start of any creative thinking or problem-solving process or to illustrate the need to make a significant change in strategy!
WHAT'S INCLUDED
- Four differently colored puzzles designed for breakout use (up to four groups)
- Facilitator manual with step-by-step instructions, debrief guides, and reflection prompts
WHY IT WORKS
- Quick impact: Fits into tight agendas—ideal as an intro or energizer
- Builds awareness: Exposes how unconscious assumptions shape (and limit) our thinking
- Highly social: Small groups foster collaboration and insight through shared reflection
- Scalable and versatile: Use as an icebreaker or as a catalyst for deeper innovation labs and strategy session
NOTE. It's even received an award! It was the Winner of Camp Gamicon's "Best Use of Surprise & Delight in Gamification" and "Outstanding Gamification for Learning" in 2022.
HOW TO FACILITATE
- Divide learners into groups of 3–4, each receiving one puzzle box (by color: red, blue, green, orange).
- Allow 10–20 minutes for teams to solve the puzzle without instructions—then pause interaction.
- Debrief: Ask participants to reflect out loud where assumptions got in the way: “What did you assume that slowed you down?”
- Use guided follow-up questions to explore how assumptions influence problem-solving and how to break mental patterns.
FAQS
Q: How many people can participate in this innovation training activity?
A: The set supports up to 16 participants across four simultaneous sub-groups—ideal for small group dynamics and reflections.
Q: What experience does this create?
A: Expect laughter, surprise, and that lightbulb moment when teams realize how deeply personal assumptions shape their approach—often in ways they didn’t notice.
Q: How should I structure the debrief?
A: Prompt groups to share where they assumed too much. Ask: “What past experience blocked you? How did you adapt?” This opens awareness of self-limiting thoughts.
Q: What makes this activity unique?
A: Its simplicity belies its power—no complex materials, yet it reveals entrenched thinking patterns. Plus, it’s award-winning for its ability to surprise and delight learners.
Q: Are translations available?
A: Yes—the facilitator guide includes versions in other languages, including Latvian and Spanish.
Breaking Patterns to build Innovation Skills
So simple but such a powerful message! This activity lasts between 10 and 20 minutes and is an ideal way of raising the awareness of a group of learners about the preconceptions and assumptions we bring into new situations. This is very valuable in problem-solving or innovative thinking processes as it highlights how we can limit our thinking and reject new possibilities if they do not fit with our existing patterns.
This activity works particularly well in small groups (3 or 4 people) with a number of observers. If the players are asked to ‘think aloud' and describe what they are doing and thinking, observers can note the patterns that either limit or progress their problem-solving. It is illuminating to see how often people will identify new approaches and then reject them as being stupid, or hold on to past experiences, such as looking for corners amongst the pieces. With little facilitation, they soon recognize the need to be confident, bold and creative when tackling an unknown task!Each toolbox contains 4 puzzles of different colors (red, blue, green and orange) designed to work with a group of up to 16 people, in up to four independent sets of up to 4 people per set, comparing and contrasting approaches to 'Challenging Assumptions'.
Challenging Assumptions is a carefully researched and designed group learning activity from RSVP Design.
Colourblind® Communication Team Building Kit is communication team building exercise. It's a proven experiential learning activity that builds communication, problem-solving, and teamwork skills. Originally developed in 1991 to train Air Traffic Controllers in Great Britain—where zero margin for error is acceptable—Colourblind® has since been used worldwide across industries, languages, and cultures. Today, it is recognized by the ILM (Institute for Leadership and Management) as a Preferred Learning Material for leadership and management training.
GAME OVERVIEW
Wearing blindfolds to ensure total dependence on verbal communication, participants work together with a set of small, irregular, colored plastic shapes. The challenge: identify two missing pieces from a complete set of 30. Success requires clear descriptive language, active listening, questioning, summarizing, and feedback to achieve a shared understanding. The exercise can run 20–40 minutes and is highly adaptable for both in-person and remote teams, making it especially valuable for customer service and support roles where clarity matters most.
LEARNING OBJECTIVES
- Develop effective two-way communication skills under challenging conditions
- Strengthen team problem-solving and collaboration
- Practice listening, questioning, and feedback for clarity
- Adapt communication styles to meet the needs of diverse teammates
- Build a common vocabulary and shared meaning around abstract concepts
- Understand cultural nuances in communication and teamwork
- Apply lessons to remote communication channels (phone, email, virtual meetings)
WHY FACILITATORS USE COLOURBLIND®
- Proven history: From Air Traffic Control training to Fortune 500 workshops, trusted for over 30 years.
- Universal relevance: Used in leadership, customer service, cross-cultural, and team development programs worldwide.
- Engaging format: Blindfolds and tactile pieces create just enough challenge to make the learning memorable.
- Scalable: Works with groups of 4–28; larger groups can assign observers to enrich the debrief.
FAQS
Q: What group size is recommended for Colourblind®?
A: The blindfolded problem-solving activity works best with groups of up to 14 participants. Larger groups can be included by assigning observer roles to watch communication patterns and contribute insights during the debrief.
Q: How much space do we need?
A: Allow enough space for everyone to sit comfortably and communicate clearly. A horseshoe-shaped arrangement of chairs is ideal, so blindfolded participants can easily receive the plastic pieces and share feedback with teammates.
Q: How does the Colourblind® game work?
A: Each participant is blindfolded and given a selection of plastic pieces. Working only with verbal communication, the group must collaborate to identify two missing shapes from a complete set of 30. The challenge highlights how complex communication becomes when visual cues are removed—and how much teams rely on clarity, feedback, and shared understanding to solve problems.
Q: How much time is needed to run the exercise?
A: Most groups complete Colourblind® in 20–30 minutes. The exact timing depends on group size, problem-solving approaches, and how effectively the team develops clear communication strategies.
Q: Why is this team building exercise valuable?
A: Colourblind® is designed to simulate real workplace communication challenges, where teams often rely on verbal channels like phone, email, or chat without shared visual context. The activity creates ambiguity and mild frustration that mirror everyday miscommunication. To succeed, participants must practice precise language, active listening, feedback, and clarification—essential skills for reducing conflict and building effective collaboration at work.
GAME ORIGINS: Colourblind® was developed in 1991 when our colleague, Dr. Geoff Cox, designed and delivered the first week of an induction training programme for Air Traffic Control cadets. Each cadet facing an intensive, demanding training programme in which teamwork and communication skills would be fundamental to success. Each, ultimately, would accept professional responsibilities which allow absolutely no margin for communication error, misunderstanding or ambiguity.
Colourblind® enabled participants to rehearse every communication skill which Air Traffic Controllers need and to highlight the problems and pitfalls which communication breakdown inevitably brings when there is no visual common ground
Since 1991 Colourblind® has been used worldwide across languages, cultures and business backgrounds, to focus on the fundamental skills of great communication.
Colourblind is also part of our Education Sector Package for those who wish to use it with students or young people in an educational setting.
SAMPLE CHALLENGE
Which are the two components that are missing from the set of shapes we have in our possession?
" I have a piece that is like a rectangle with points and a hole in the middle."
"Yes, I have one too...two points and a circular hole."
"Yes, I think I have one...does it look like a Capital A?"
"No, not an A...like a rectangle with a diamond shape lying over it..."
"Would you describe it as an arrowhead?"
"Like a triangle, but instead of having three flat sides one is an arc..."
"Does anyone know what an arrowhead is in Italian?.."
VIEW THE DEMO
INCLUDES
- 20 blindfolds (re-usable)6 puzzle pieces in each of 5 colors (total of 30 pieces)
- Facilitator Manual - full guide with set-up, delivery and review suggestions
Package Weight: 2 lbs
Colourblind is designed by RSVP Design Ltd, now validated by ILM.
WATCH THE SHOW & SHARE DEMO AND DISCUSSION
Help speed up interactions and conversation in groups that need a spark to ignite them!
ExpressPack is an image/metaphor-based tool in the form of a pack of 53 playing cards. The wide range of photo images included provides an excellent resource to help trainers and coaches help individuals and groups to truly "Express" themselves and engage in stimulating conversations. Pictures allow individuals to express their needs and viewpoints more openly and quickly.
USES for this versatile pack are limited only by your imagination, but here are some suggestions:
Personal Development / Coaching
Cards can be used to assist individuals in their personal development. This may be in a coaching scenario, in a mentoring role, as a Manager in business, as a Youth or Community Worker or simply with someone you would like to help. A sample question might be: "Identify one card which represents where you are now, and one where you would like to be in the future." Once they have chosen their cards, ask them to express their thoughts and feelings about the cards. Once this has been done, you could ask the individual to identify a card which represents the first step on this journey.
Introductions/Getting groups started
Facilitators and trainers know what it's like to be in a room with a group where the conversations are not flowing! Often this happens at the start of a day, when the individuals are just scoping out the group and how they will contribute. ExpressPack is a great way of starting the day and helping a natural flow into other ideas you may want to introduce. For example, lay out a pack of cards and get individuals to pick a card which they think relates to them in some way and use it to introduce themselves.
Change
Change is happening all the time, individuals are developing, organizations are changing, global issues are affecting us all. Change, therefore, is part of life and a subject which can be explored using ExpressPack. Ask an individual or team, prior to a change initiative, to identify a card which represents the state of the organization now and another to show how they would like it to be in the future.
Leadership and Management Development
Leaders and Managers need to help bring clarity to situations. Some useful starting questions might include: "Pick 5 cards which represent your vision of what is important to you in your role?"
Teams
Any work with teams usually needs to focus initially on a clarity of joint understanding. A useful question dependent upon the stage of team development might be: "Pick a number of cards which illustrate your expectations of this team."
View Video Demo!
Ideal group size: 2-8
Boxed set of 53 playing cards 2 inches x 3.5 inches. A carefully researched and designed group learning activity from RSVP Design. The images were created by talented photographers and trainers Simon Whalley and Tony Wright.
Learning activities perfectly suited to your content!
The closer learning is to real work situations, the better the learning transfers to the real world.
Real-world relevance is why LearningSim's 5-Step Simulations strike the perfect balance of complexity, engagement, power, and ease of use.
Pick up one of these mini-simulations or role-play scenarios. Use them "as is"; or tweak them to your content and training needs. This robust collection contains 35 files and templates with more than 50 scenarios on topics such as decision making, ethics, customer service, giving feedback, negotiation, sales skills, leadership, safety, presentation skills, and more. Plus you'll find instructions and templates on the essential steps to prepare, present, facilitate, and debrief the experiences for maximum learning.
Durations: 30-120 mins. Downloadable file includes 300+ pgs. of reproducible content. MS Word files. Single User license.
View Table of Contents
What You Get
- 28 Ready-to-use training simulations in 16 topics, each with facilitator, learner, and partner material
- Editable Microsoft Word files filled with simulation content
- Sample simulation template in Articulate Storyline (.story) file format
- Trainer and designer guides and templates with helpful suggestions on how to blend 5-Step Simulations into existing courses and training programs
- All included in a singlecost-effective license that fits your needs
New in Version 2!
- Articulate Storyline simulation example (with .story file)
- 6 new simulations, now including safety topics
- Templates for writing your own 5-Step Simulations
- The 1-page "Sneaky Training Technique" template
This is a downloadable product. After you make your purchase, you will receive a link where you can download the software.
All Adrift is a short energetic activity to get teams working together, exchanging views and agreeing priorities. The activity is supplied digitally, for use in virtual or face-to-face training sessions.
THE ACTIVITY
Ideal for use as a virtual training activity or virtual training energiser (and also suitable for face-to-face classrooms too), each team member receives a Brief, telling them the scenario: they are crew members on a yacht, on a sailing holiday off the west coast of France.
An emergency arises when a fire starts in the galley and quickly spreads. They quickly inflate and launch a dinghy but much of the yacht is consumed by fire and they are able to grab only 14 items before abandoning ship.
Teams have a list of the 14 items and are asked to select the top ten most useful items for the situation. Once chosen, they must rank the items 1 to 10, with No.1 being the most important.
First, participants must do this on their own to provide an individual ranking. Then, participants are asked to work in their teams to prepare a 'team' ranking. Both individual and team rankings are recorded on a Ranking Form. There is also a Score Chart, so all the rankings can be scored and compared.
How effectively did participants work together as a team? What did they score - individuals and teams? How well did teams perform compared with individuals?
The chart is based on an 'Expert Ranking' provided by the Royal National Lifeboat Institute (RNLI). Teams may choose to challenge this ranking but it will need to be a well-founded challenge!
Clear thinking, convincing argument and team rapport are all vital!
An ideal starter or team energizer on any course.
TRAINER'S ROLE
- Briefly introduce the training activity in plenary. Explain the activity has two parts, the first is for individuals to do on their own. The second is for team members to work together on the task.
- Allocate teams (3-4 per team) and put into breakout rooms.
- Send a copy of the Team Brief and a copy of the Ranking Form to each participant. If necessary, participants can draw up their own Ranking Form on paper.
- Tell them they each have 15-20 minutes to complete the task, on their own.
- After the allotted time ask them to now work as teams and repeat the ranking process. Announce teams have 30 minutes.
- Visit the breakout rooms to observe teams at work.
- Stop the activity at the allotted time. Issue the How to Score chart, so that all rankings can be scored.
- Debrief in a plenary session. Ask for volunteers to share their individual scores, then ask the same of teams. Alternatively, ask for a show of hands for each rating band. Explain the scores are based on an RNLI ranking.
- How did teams perform? How did they work as a team? Did a leader or coordinator emerge? How easily did they reach consensus?
- Were the consensus decisions of the team better or worse than the individual scores? What do the outcomes indicate?
- A flipchart/shared whiteboard might be useful - to list key points.
Full guidance is provided in the Trainer's Notes.
LEARNING OBJECTIVES
- To grasp the essence of a situation
- To think clearly and logically - and use common sense
- To evaluate levels of importance
- To be able to put a point of view convincingly
- To be prepared to compromise
CONTENTS
- Trainer's Notes
- Team Brief
- Ranking Form
- How to Score Chart
This Northgate training activity is delivered through an online portal and comes with a five-year licence for repeat use with up to 24 participants per training session within the license-holding organization.
All Adrift is designed by Northgate Training Activities.
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
The Better Teams Online Coaching Assessment is like getting a personal coach for your whole team. The 35-question assessment helps you identify on your team’s critical issues so you can work together more effectively and knock your team building out of the park! Have EVERY TEAM MEMBER take the test, then see how you stack up as a group.
ONLINE TEAM ASSESSMENT FEATURES
The Better Teams model focuses on five critical areas necessary for a high-functioning team. After each person on the team completes the assessment, you'll see a profile of your whole group's strengths and weaknesses, in terms of these 5 critial facets of team succes:
- Leadership
- Alignment
- Readiness
- Happiness
- Trust
The questionnaire includes 30-multiple choice questions (6 for each of the 5 disciplines of team effectiveness) plus 5 open-ended questions. Responses are compiled into a single, anonymous team report.
INCLUDES
- 35-question Online Assessment (takes about 15 minutes to complete)
- Leaders Guide
- 20-page Assessment Report
[NOTE: repeat purchase is required for follow-up assessments or additional teams.]
COMPLETE TEAM ASSESSMENT REPORT!
The Better Teams Online Coaching Assessment provides you with an easy-to-understand, thorough, 20-page report. Use the report to quickly understand your group’s strengths and blind spots. stimulate discussions about how the team is doing and what the team wants to do to increase their productivity, efficiency, and satisfaction. At a glance, you’ll see:
- Team’s average score for each of the 5 focus areas
- Team’s average for the 3 characteristics of each focus area
- Dimensions on which the team is polarized and lacks agreement
- Range of answers on each multiple-choice question that the team answered. If a team scored low on a certain attribute, they have an opportunity to discuss
- Synthesis of answers to open-ended questions.
Energize and engage your team by empowering them interpret the results and determine what actions to take. All you need to do is follow the simple debrief guide and facilitate the discussion to help the team create strategies and actions that they own.
[NOTE: You’ll receive the report about 48 business hours, after every person on the team has completed the assessment.]
EASY-TO-USE LEADERS GUIDE
Facilitate team discussions about the results of the assessment. Simple follow the Leaders Debrief Guide to coach your team through a productive debrief meeting that results in actions. Plan for 2-4 hours.
GROUNDED IN DECADES OF EXPERIENCE
The team assessment aligns with the Better Teams Model developed by Leigh Ann Rodgers, CPF, and is based on her experience working with teams for over 20 years.
REVIEWS & TESTIMONIALS
"The team participants found the survey easy to use and the report results equally user friendly. The “5 Qualities” of a happy and high-performing team is a useful overall framework. These characteristics are like the iceberg below the water line. Companies don’t always see them or pay attention to them on a day-to-day basis. When the team adds comments on the survey for each question, it opens the door in the live review session to bring up sensitive but important conversations that team members are unlikely to bring up on their own in a live meeting. The facilitator guide is a great help in preparing for the actual review meeting with the team." ~ September Spore, Consultant, Meeting Facilitator, Change Coach
"As an LD/OD consultant I have always looked for an assessment that spoke to teams and their leaders about the impact of trust on their success. Trust is the 'wrapper' of the Better Teams Assessment model and provides real time speak without the buzzwords to help each team member leverage themselves and each other more productively. The Better Teams Model helps teams and their leaders gain real alignment on what they need from each other by encouraging conversation about what may be getting in the way of a trusting working environment." ~ Beverly Winkler, President, Inspire Leadership Now, LLC
"Helping people work effectively as a team is a core aspect of my group process facilitation business. When I searched for a team model and assessment, I found that the Better Teams Model was exactly what I wanted! It helps teams assess their work and relationships and gives me a rich way to support them." ~ Barbara Pedersen, CPF, Barbara Pedersen Facilitation Services Inc.
The goal of this lively, playful game is to get as many of your team's blindfolded players through the minefield as quickly as possible, without stepping on any of the booby traps. Success requires excellent communication, trust, leadership and team coordination.
- Build trust and develop communication skills
- Practice process improvement
- Low-cost and loads of fun
- Perfect for 10-30 players
- Includes everything you need for a successful facilitation
HOW IT'S PLAYED
Goal: To get as many of your team’s players through the maze as quickly as possible without stepping on any of the obstacles/booby traps within the time limit.
Scoring: Teams gain one point for every player that moved completely through the maze without stepping on any of the obstacles/booby traps.
Winning: The team with the most points accumulated at the end of the game.
Timing: 5 to 7 minutes per round, 2 to 3 rounds per game. Expect approximately 45-55 minutes per average game
MATERIALS INCLUDED
- 24 Felt squares
- 10 Cones
- 8 Half-Pipes
- 1 Roll of Painters Blue Tape
- 20 Blindfolds
LEARNING OUTCOMES
The focus of this game is on building trust and managing complex tasks. To the degree that teams plan strategically and coordinate efforts, they can improve, collaborate and compete efficiently. Separate "rounds" are suggested for:
- Competitive Mode
- Collaborative Mode
- Inter-team Collaboration Mode
Debrief the experience to focus on topics of: Trust, Communication, Listening, Big team/Small team Collaboration, Leadership, Strategic Planning, Systems Integration, Creative Problem Solving
FACILITATION TIPS & GUIDELINES
Each team will need about 25 to 30 square feet of space to operate the program effectively. You can play indoors or out. If outside, always try to find level ground to avoid unfair play. Safety Check: Be sure to ask if anyone has any physical limitations that might prevent them from enjoying the game. If so, assign those players to act as “Strategic Observers” and carefully observe the results of players actions and behaviors and make direct honest constructive comments.
Timing will look something like this:
- Introduce game: 5-10 minutes
- Strategic planning I: 5-10 minutes
- Round 1 of Maze walking: 5-7 minutes
- Strategic planning II: 5-7 minutes
- Round 2 of Maze walking: 5-7 minutes
- Optional round three for strategizing and maze walking: 10-15 minutes
- Debrief: 15-30 minutes
Complete Facilitation Notes
The 10-page guide includes the following:
- Facilitator instructions
- Team set-up
- Number of players per team
- Number of teams on a single maze
- Player Rules
- Suggested "map" for creating the maze
- Debrief questions for Collaborative, Competitive, or Inter-team play
Want to increase conversation around a certain topic? Try a deck of Climer Cards 2. The hand illustrated images use the power of metaphors to stimulate meaningful dialogue that helps people connect and understand each other at a deeper level.
2 SIDES = 2 DECKS!
SIDE 1: Dr. Amy Climer's latest deck of cards uses 52 new gorgeous and evocative watercolor paintings (that she painted!) to spark metaphors and imagination.
SIDE 2: On the reverse side, find words describing a variety of emotions. This deck is useful for initiating conversations about feelings. It gives players an opportunity to move beyond "good,""fine," and "okay" to describe their feelings, and is a wonderful enhancement to Emotional Intelligence and EQ training. Each emotion is translated from English into French and Spanish. You'll also find that each emotion is written in one of 6 different colors, making it quite useful to help you divide your players into smaller work groups.
TONS OF ACTIVITIES
Facilitators can use the two sides indendently, or paired.
-
Images: Spread the cards out with the image side face-up. Pose a question to the group and ask that the pick a card that represents their answer. For example: Select a card that represents:
- a personality trait
- an aspect of your identity
- a goal for the next quarter
- how you connect with your company's mission
- your definition of _______
- your team's greatest challenge
- something you hope to learn
Then, invite each person share their card and their thinking.
-
Emotions: Spread the cards out with the emotion words face-up. Ask a question that can be answered with a feeling. For instance:
- How are you feeling right now?
- How are you feeling about our team?
- How do you feel about...
- changes happening at the company
- risky new opportunities
- walking into a crowded room
- How do you feel when...
- you mess up something you're usually very good at
- you hear about a friend's promotion
- your team loses a sports match
-
Pair the decks:
- Consider how the image on the front might (or might not) reflect the emotion on the reverse side.
- Alternatively, pair the Climer2 deck with the original Climer Card Deck for 104 unique images!
USE CLIMER CARDS IN DOZENS OF SETTINGS!
These wildly versatile cards can be used with groups of adults and youngsters:
- Coaches use them to get clients exploring new ideas.
- Facilitators help participants express what they learned.
- Social workers and counselors use them with clients to gain a deeper understanding of their experiences.
- Teachers help students create connections in class.
- Parents use them to get kids talking about their day.
CLIMER CARD DECKS FEATURE...
- 52 images based on watercolor paintings by Amy Climer
- Directions on use -- but feel free to get creative with endless variations! You can also download a free ebook at climercards.com.
- 2.5" x 3.5" cards made from high quality, coated paper.
- Cardboard box to hold the deck
Lead your team, students, or family to deeper conversations with a simple, powerful deck of cards. Creative images offer hundreds of ways to use. Directions included or invent your own activities!
WATCH AMY CLIMER DEMO THE DECKS
USE CLIMER CARDS THROUGH THE ONLINE PORTAL
For a 10% discount on the Climer Cards Virtual Platform, use promo code: TRAINER10
Create an amazing community mosaic with these 43 interlocking tessellation puzzles pieces. Have every participant illustrate a piece with their goals, interests, interpretations, personal history, etc.
Think of your Community Mosaic as a quilt for all ages. The pieces fit together any-which-way, making this fun for small groups or huge ones!
Invite participants to decorate their puzzle piece in their own style and in accordance with your preferred theme.
TRAINING & FACILITATION IDEAS
A few of our customers shared these applications and ideas:
- Have participants "decorate" their piece to reflect a strength (a leadership strength, facilitation strength, something they're good at, etc. Use those either at the start of your session as a means of introducing participants to each other, or at the end of a session, as a feel-good closer.
- Consider including 6 qualities or functions on each piece -- one on each prong, and discuss how each of those could impact others in the group.
- Move the pieces around like gears to remind groups of how different aspects and/or contributions can affect or "roll off" on others.
- To explore the interdependence of different roles, functions, or individuals, illustrate each on mosaic piece. Have groups discuss how those roles "touch" and impact many others. Revolve them like gears to appreciate the many others they might impact.
- Organize and reorganize the pieces to discuss where individuals see themselves in the team or organization.
COMMUNITY MOSAIC TESSELLATION FEATURES
Some call the interlocking shapes "puzzle pieces." Others think of them as flowers or snowflakes. Whatever you call them, the set features:
- 43 interlocking shapes
- Every piece fits together with every other piece
- Uncoated surface takes all sorts of markers (even watercolors), without smudging
- Individual pieces measures about 3.5" wide
FILL 'EM UP WITH ANY MARKERS
You can use any sort of markers, crayons, glitter, etc. The more colorful, the better. You'll want to remind participants that the mosaic will look best if everyone decorates the whole surface of their piece, including the tabs that stick out the sides of each piece. If participants would like to practice their artwork or try different ideas, encourage them to trace the shape onto a sheet of paper.
A PUZZLE AS BIG AS YOUR GROUP!
If you like symmetry, these layouts show several possible configurations using 36 to 43 pieces. For larger projects just keep adding pieces to reach the desired size. This unique tesselation can increase in size infinitely!
GET GREATIVE!
Community Mosaics are creative and colorful reflection of your cohort! Try one of these themes:
Workplace/Training ideas
- Ah Ha moments
- Team Identity
- Group Projects
- Leadership Qualities
School ideas
- Personal identity or Positive Character Traits
- Science/Nature
- Social Studies
- Reading themes and characters
- Religious verses, stories, or holidays
ASSEMBLY & DISPLAY
Although pieces hold together without a bit of "product," you can easily save and post your mosaic by adhering pieces with contact paper, puzzle glue, or Trainers Warehouse Omni-Tabs. Adhesives are not included.
The Discovering Styles Thumball takes players through an activity that explores their work and management styles. It's a creative way to get to know each other a bit better. Thumballs look like soccer balls but are soft and safe for indoor use at work, school, and home. Catch the ball, look under your thumb, and share your reaction to the prompt.
ADAPTABLE FOR YOUR FAVORITE STYLE ASSESSMENT
With so many personality-type tools out there (DiSC, DISC, Meyers Briggs, Real Colors, True Colors, What’s your Style, etc.), this tool focuses on personality characteristics in general. It can be used with any of these common frameworks, to deepen learning while having some fun. Help players understand different styles, grow familiar with new terminology, practice categorizing qualities and characteristics as personality types, and consider how to draw out the benefits of each.
In fact, the ball was made silver and white so that it can align with ANY COLOR-TYPE FRAMEWORK!
EXPLORE A RANGE OF QUALITIES
You'll find personality qualities that correlate with a variety of "types"
- DECISIVE, COMPETITIVE, PERSISTENT, ASSERTIVE, GOAL-ORIENTED, EXTRAVERTED
- CHARISMATIC, OPTIMISTIC, PURSUASIVE, AFFABLE, INVENTIVE, TALKATIVE
- RELIABLE, STEADY, EMPATHETIC, COOPERATIVE, FRIENDLY, INTROVERTED
- DATA-DRIVEN, ANALYTICAL, FUTURISTIC, ORGANIZED, OBJECTIVE, THOROUGH
- CREATIVE, RESILIENT, SWIFT, VISIONARY, JUGGLER
FACILITATION SUGGESTIONS
Download a slide deck from our recent Show and Share event for more facilitation notes
Set up the experience by explaining that “similarity bias” is an unconscious bias that causes us to show preference for people who are like us. However, teams with a broad spectrum of perspectives and characteristics have been shown to outperform more homogeneous groups. By using the Profiles and Styles Thumball, you hope to expand the group’s understanding of different personality characteristics and types. Together you’ll explore how individuals with different qualities can intersect, balance each other, and improve team performance.
GAME 1: FOCUS ON ONE SINGLE QUESTION
Choose one question for players to answer when they catch the ball and look at the quality under their thumb. For instance, you might have them answer:
- How could you use this quality in a positive way?
- How can you support or encourage this quality?
- How can you best work with someone with this quality?
- Why is this quality important to our organization?
- Which of our personality type(s)/styles encompasses this quality?
- In what situations might this quality/characteristic be most effective?
- What happens if this quality is exaggerated…
- How might someone with this quality manage conflict?
GAME 2: ROUND ROBIN
In each round of play, answer a different question regarding the qualities on the Thumball. i.e.
- Round 1: “Catch the ball, look under your thumb, read the prompt aloud and answer: How could this quality be used in a positive way?”
- Round 2: “Catch the ball, look under your thumb, read the prompt aloud and answer: What happens if this quality is exaggerated…”
GAME 3: TEAM PLAY
Line up 2 teams opposite each other. The receiving team will catch the ball, read the QUALITY (the word in all caps) and quiz the other team on any one of these:
- A description or example of what that quality might look like at work.
- With which style “type(s)” might the quality be associated (i.e. “dominant”; “intuitive”; “spirited,” etc.) NOTE: the “type” should correspond with the specific assessment tool the facilitator has introduced.
- A colleague/teammate or famous person who is strong in this style
GAME 4: STYLE PAIRS
Look under both thumbs and consider how those two qualities might interact. Answer:
- How might those characteristics balance or complement each other?
- What challenges might arise when these two qualities merge?
FACILITATOR SUGGESTIONS
Our customer, CPTD-certified Kimberly Robinson, shared these facilitation notes:
For the first activity, I gave these instructions:
-
- Person #1 (Person holding the ball): Looks at where their thumb is placed. Shares the quality and description on the ball.
- Person #2 (to the right): Gives an example of what that quality might look like at work.
- Person #3 (next person): Identifies with which style type this quality might be associated (Drive, Influence, Support, Clarity).
- Person #4 (final person): Identifies a colleague/teammate (or famous person) who is strong in this style.
- Bonus: If someone else is strong in this style, speak up, so others know about another one of your gifts!
For the Style Pairs activity, after each person caught the ball and shared the qualities, the answered both questions:
-
- How might those characteristics balance or complement each other?
- What challenges might arise when these two qualities merge?
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
This ball is part of our exclusive Silver Series Thumballs.
MORE RESOURCES
This engaging, interactive Emotional Intelligence exercise is a perfect workplace discussion tool. These 30 EQ conversation prompts will improve mutual understanding and help teams develop stronger emotional intelligence skills. The resource is suitable for use in both virtual and face-to-face training sessions.
EMOTIONAL INTELLIGENCE TRAINING ACTIVITY LEARNING OBJECTIVES
- Learn about the emotional intelligence in an interactive way
- Help participants’ identify their own EI strengths and weaknessses
- Build a list of the skills and attributes associated with good EI
- Understand ways to improve emotional intelligence
- Reduce stress and make relationships at work (and in life) more rewarding
HOW THE EMOTIONAL INTELLIGENCE TRAINING ACTIVITY WORKS
Emotional intelligence skills are critical to creating a positive work environment, in which productivity, staff well-being and morale can prosper.
In this engaging activity, you'll show small teams of participants one of the 30 discussion cards (online or printed version). Each card poses an EI-related question that requires a response. Participants are asked to:
- Individual responses: Participants consider their own response and jot personal notes on a handout or notebook. The individual response allows for self-analysis and through trying to reach a team consensus, the card is shared and discussed.
- Group Concensus: Teams then discuss their answers within their small group and must agree on a team response. People learn from hearing viewpoints from others and having to give reasons to support their own.
The activity is not in any way a test. Each member of the team has their own forms, so any notes participants make about themselves are strictly for their eyes only.
Facilitators have many options for how they use the cards. The can shuffle the cards and move from question to question. Choose just the few prompts the prefer to discuss. See how many topics they can cover in the allotted time.
30 CARDS - 3 TYPES OF PROMPTS
The 30 cards are broken into 3 categories. Each category has a different question and response format.
- Response Cards (10 cards) - these prompts pose a specific question for consideration. These cards might ask, for instance, What strong personal values influence your actions and decisions?
- Yes/No Cards (10 cards) - these ask a yes/no question, then prompt players to consider why they answered as they did. For instance, they might ask if you agree or disagree with a probing statement.
- Task Cards (10 cards) - these require to participants to consider the action they might take in a certain situation. For example, Consider how you might regulate your own emotions in a given situation.
Together, the cards show how EI is about self-awareness, self-restraint, empathy, self-esteem and good social skills - and about regulating emotions rather than allowing them to take centre stage.
After the debrief, there is a handout for individuals to take away, to use as a memory aid.
PARTICIPANTS
- 3-24 (up to 4 teams of 3-6 per team)
TIMING
- 1 hour + debrief
LEARN MORE
TRAINER/FACILITATOR ROLE
- Introduce the activity in plenary session. When using virtually, arrange the group into teams of 3-6 and install in breakout rooms. In the classroom, teams simply sit at different tables.Issue the set of 30 cards to view on-screen (in a virtual or face-to-face setting) or you can print them (if in a face-to-face setting).
- Teams work through the cards one at a time. If time is limited, you may choose to omit certain cards - or give a time-guide of, for example, two minutes per card.
- Observe teams in action and collect any interesting interactions for the debrief.
- Halt proceedings after the hour and allow teams a few moments to reflect on the session.
- Lead a debrief in plenary to bring out the learning points. The Trainer’s Notes includes a commentary for every card.
- Finally, issue the Handout that summarizes the topic and gives tips for the future.
PACK CONTENTS
- Trainer’s Facilitation Notes (PDF file)
- PowerPoint Presentation (PPT file)
- Set of 30 'Cards' (PPT and PDF files)
- Handout A: Response Form (PDF file)
- Handout B: Tasks Form (PDF file)
- Handout C: Notes on EI (PDF file)
FIVE-YEAR LICENSE
This Northgate Training Activity comes with a five-year license for repeat use with up to 24 participants per training session within the license-holding organisation.
Emotional Intelligence Training Activity is designed by Northgate Training Activitiesand supplied digitally via the Northgate Trainerhub.
MORE FROM TRAINERS WAREHOUSE
TRAINERS WAREHOUSE is your one-stop shop for training tools that make learning more innovative and fun. You'll find loads of team building and emotional intelligence tools, as well as fidget toys, reusable table tents, and signage solutions for classroom management.
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
Emergency Delivery Game is an online team exercise focused on producing top quality results due to effective decision-making within tight deadlines. This activity is about 'Delivery at Pace'
FACILITATION IS EASY
The Emergency Delivery Game is completed in small teams of 3 or 4 people (with an optional observer role), each charged with helping the driver of a large vehicle transporter to deliver an extremely important piece of industrial equipment, on time! The delivery has to be made to a specific building in a large industrial complex. A handful of challenges will make this delivery somewhat difficult.
Each person in the team has information that relates to whether the vehicle can use one of the predetermined routes marked on the map provided.
STAGE 1
In Stage 1 of the activity the teams must review detailed, and probably unfamiliar information, in order to determine which two predetermined route options are recommended. Simple sharing of information between all team members won't be sufficient- each person must critically evaluate their own information, and make appropriate decisions on the relevant inputs.
Each team then submits its suggested two options to the facilitator and receives some feedback.
STAGE 2
In Stage 2 of the activity the teams use the feedback and further information provided to recommend the most ‘safe and efficient' route. Their choices include revisiting the original decision, or just choosing between the two previously short-listed options. What will produce the most effective decision?
Each stage must be delivered within tight time constraints of 15 minutes activity per stage.
** NOTE: This is a 12 month subscription for online access to the activity **
LEARNING FOCUS
- Effective Decision Making
- Instruction & Delegation
- Goal-setting & Monitoring
- Prioritisation
- Strategic Thinking
- Knowledge Management
DURATION: 30-60 Minutes
LEARNING OBJECTIVES
The activity enables participants to demonstrate a range of skills including:
- Effective Decision Making – choosing an appropriate and agreed team strategy based on a number of options
- Team-Working – the ability to work in small teams, allocating roles and sharing important information as appropriate
- Data Management – assimilating and processing a large volume of data quickly and accurately
- Delivering at Pace – Successfully managing, supporting and stretching self and team to deliver agreed goals and objectives within tight time constraints; planning ahead but reassessing workloads and priorities if situations change
The exercise challenges teams to:
- Establish clear outcomes based on information provided
- Assimilate and process information in order to make effective team decisions
- Delegate responsibilities and quickly build trust in team roles
- Structure & deliver a clear message to colleagues
- Review feedback and make decisions quickly to act on new information received, generating the best possible results within tight deadlines
- Work with unfamiliar technical or specialist language
EMERGENCY DELIVERY GAME FAQs
This task is a two-stage business-based decision-making challenge that initially requires individuals to process information, then contribute to the creation of a workable team strategy within the challenging 15 minute time deadline imposed. The second stage involves using feedback provided to revisit the strategy developed in stage 1, and provide a final response. The feedback will provide the opportunity to revisit some earlier decisions, and if taken, will provide the optimal result. An opportunity exists to appoint an observer role in each group, providing valuable options to consider peer coaching practice, or gather experience in behavioural observation.
The activity will accommodate up to 5 x small groups of 3-4 people (a maximum of 20 participants including observers) and lasts for 50 minutes:
- Stage 1: 20 x minutes (including briefing) of activity to determine two route choices
- Stage 1: Review: 10 x minutes review of Stage 1 route choices
- Stage 2: 15 x minutes of further activity and decision on final route choice
- Stage 2: Review: 5 x minutes review of final route choice
Further licenses can be purchased to work with larger group sizes.
WHAT'S INCLUDED
Access via a secure online experiential learning platform.
One annual user licence with online facilitator guidance, including:
- information on setting up the activity and inviting delegates
- instructions on operating the activity and facilitating learning for the group
- suggestions for reviewing the learning
Online access to each of the 4x individual activity briefs (plus an optional observer role) that are issued to the participants via emailed links (or by individual links shared in direct messaging/chat apps).
Automated selection of appropriate brief distribution, associated with participants emails and/or names, for each user group size of between 3 and 20 per session.
Unlimited use of the activity within the 12 month licence term from the date of purchase, and use of all materials included for learner groups of up to 20 x participants each (the ideal maximum size of learner group).
The ability to add a second trainer to create and deliver sessions.
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
Escape From Mars is a collaborative teamwork training activity for virtual meetings to get teams talking, engaging and cooperating.
This training activity comes with a licence for use with up to 24 participants per training session within your organization and the activity files can be stored on one device.
THE ACTIVITY
Having completed a Mars mission, teams must locate their Escape Pod which, in 60 minutes time, will return them to the Mother Ship. But first, they must sort out a few issues:
- Locate the Escape Pod
- Work out the correct entry code
- Complete 10 tasks
- Assemble a transponder
With a Mars chart and segments of information to piece together, teams must first pinpoint the Escape Pod. To gain entry they need to find a Key Code. They must also 'construct' a four-part transponder (each team has details of one part) and complete 10 tasks.
To add to pressure, some tasks require information from other teams. In the heat of the moment, are teams willing to share data and, if so, can they do it quickly and accurately, so that all teams are in with a chance to escape? One wrong bit of data could spell disaster, as will exceeding the deadline. Will teams perform as competitive rivals and focus on their own team’s success or can they see the bigger picture?
A great activity to bring out the value of collaboration in an organisation. How well do participants work as individual teams? How ready are they to join forces with other teams: ‘one for all and all for one’?
A fun exploration of values, levels of trust and attitudes, not least to their fellow workers. Lots to discuss!
TRAINER'S ROLE
- Introduce the activity in plenary session using the PowerPoint (optional). Explain each team will pick a leader and that teams should divide the activity into three phases: Read, Plan, Implement. Then send the four teams to their separate breakout rooms.
- Send out the Team Files and allow ten minutes for the READ phase.
- Teams then spend ten minutes, as a team, discussing the task, setting objectives and deciding how to go about the task. This is the PLAN stage.
- At the 20 minute point, they start on the task itself. The leader should be evident, team members should all be actively engaged and a sense of motivation and organisation should prevail. Nominating a communicator, to talk with other teams, is essential, as is someone to keep an eye on the deadline. This is the IMPLEMENTATION phase.
- Be ready for teams (as one big group, part group, or an individual team) to contact you to check their completed task. Have they found the Escape Pod, got the Entry Code and solved the 10 tasks? Are they blasting off alone or waiting for other teams? Confirm success - or otherwise!
- At the 60 minute deadline, stop the activity. There is no longer a chance to escape. Send the Team Review Form to each team (still in their breakout rooms) and allow time to reflect on their performance, ready for the Debrief.
- Conduct a Debrief in plenary using the guidance in the Trainer's Notes and the PowerPoint (which contains the answers, explanations and key learning points).
LEARNING OBJECTIVE
- to demonstrate the importance of inter-team collaboration
- to formulate and implement a plan
- to test a range of problem-solving skills
- to show the need for good communication skills
- to manage a tight time schedule
- to see the bigger picture
- to practice remote teamworking
CONTENTS
- Trainer’s Notes (PDF file)
- PowerPoint (for introduction & debrief) (PPT file)
- Team File (PDF file) specific for each team and including:
- Your Brief
- Mars Map
- 10 Tasks
- Transponder Part (one of four essential pieces)
- Team Answer Form (PDF file)
- Team Review Form (PDF file)
This Northgate training activity comes with a five-year licence for repeat use with up to 24 participants per training session within the license-holding organization.
Escape From Mars! is designed by Northgate Training Activities and is supplied digitally via the Northgate Trainerhub. An Email will be sent containing these instructions in 1-3 business days.
In this fun and challenging activity teams are locked in a room (in theory!). The doors are chained shut and there are just 60 minutes to escape! Can teams work together under time pressure to crack the code and unlock the doors?!
NOTE: Compared to Escape Room 2, this game is intended to require inter-team COOPERATION, and is less competitive.
LEARNING OBJECTIVES
- Test how well teams perform when working under pressure
- Test teams' understanding of a complex task
- Practice organizational and time-management skills
- Highlight the value of teams interacting and sharing data with other teams (in cooperation, not rivalry)
- Practice teams' approach to problem-solving (lateral thinking)
THE ACTIVITY
To taste freedom teams must discover the vital lock combination that releases the door.
The lock combination is made up of a number of digits. Each team must find ONE of those digits so that when used together in the right order they unlock the chains.
Teams find the crucial digits by solving 8 problems. BUT- they are not all straightforward - it's very easy to go wrong if you are not organized and paying full attention to every aspect.
To ensure they solve the problems correctly teams need to work with each other rather than competing. Wrong answers incur time penalties. Two such penalties, for example, reduces the time available from the original 60 minutes to just 50 minutes. It's a race against time - but more haste often means less speed!
A correct solution to a problem earns teams a letter of the alphabet (although only the FIRST team with the right answer gets the letter). There are eight letters available which, when put in order together with other letters teams possess at the start, spell out who locked them in the room. Teams need to know this before they can escape.
To succeed, teams must:
- Find the combination
- Discover who locked them in
- Build a tower that meets certain criteria
VIEW VIDEO
TRAINER'S ROLE
- Divide the group into four teams of 3-6 participants and set the scene, explaining that the doors to the room are 'locked and chained' (posters showing locked doors are provided to stick on the doors).
- Issue the Team Briefs and team resources and announce they have 60 minutes to escape.
- Observe but do not get involved - except to stand by to receive teams' answers to the problems.
- If the solution is correct, issue that team with a letter of the alphabet. If incorrect issue a 5 minute penalty to the whole group.
- At the deadline ask each team to announce their ‘digit' that together make up the combination. Ask “Who locked you in?” and measure team towers.
- If ALL the criteria are met, within the deadline, then teams have achieved their objective and you can release the chains on the doors! They are FREE!
- Lead a debrief on the key lessons that were thrown into relief. Lots of issues to address, all covered in the Trainer's Notes (along with a step-by-step guide).
It's very straightforward to run a session.
PACK CONTENTS
- Trainer's Notes
- "Locks & Chains" Door Posters
- Team Briefs
- Trainer's Checklists
- Tape Measure
- A4 Card
- Additional Resources: Artstraws, Fibre Pens, Paper, Sticky Tape & Rulers
PARTICIPANTS
12-24 (in 4 teams of 3-6 per team)
TIMING
1 hour
This Northgate training activity is a physical game for face-to-face training that will ship to you and ALSO a slightly different version for virtual training is delivered through an online portal and comes with a five-year licence for repeat use with up to 24 participants per training session within the licence-holding organization.
The Escape Room is designed by Northgate Training Activities
Gameshow Pro Starter Edition for in-person learning is the perfect game show software to create a popular TV-style game. JEOPARDY!
VERSATILE & ADAPTABLE!
Whether you have a group of 5 or an event of hundreds, Gameshow Pro allows you to:
- Create learning games around any topic
- Completely engage every student, staff member and employee
- Energize your team
- Powerfully reinforce learning
- Track performance
- Add an element of fun and excitement
- Integrates seamlessly with Me First! Game Show Buzzers!
SEE GAMESHOW STARTER EDITION IN ACTION
You really have to see how great of a training tool GameShow Pro is to appreciate it's value
Click to schedule a LIVE DEMO
CATEGORIES
This popular TV-style format organizes questions into categories with increasing point values for fastpaced team play. Categories is ideal for covering a large number of facts and details.
For even more gaming benefits, we also offer GameShow Pro Online which has 2 additional games and remote capability for Online meetings (Product Code: GAGAVS)
BENEFITS TO USING GAMIFICATION FOR LEARNING
- Game shows review without calling it a review. By using a game show to review, you incorporate fun into learning. Reviewing is an opportunity for your trainers to show what they know it's not just an information rehash.
- Game shows are a strong preview mechanism: A game show is a great way to introduce material about to be covered to create curiosity, show gaps in what your trainers already know and re-energize a class to tackle new content.
- Game shows energize the class and generate positive emotions. While your content may be very serious or important, the act of playing a game show allows for your trainers to relax and play while they learn.
- Game shows redefine the perception of training. Game shows allow trainers to be interactive, engaged, social, competitive AND learn all at the same time. They satisfy trainees' emotional learning needs. They break the training mold and dispel the myth that important subjects must be in a lecture format.
- Game shows increase content retention. Game shows are a multi-sensory experience and appeal to multiple learning styles and generations. Studies have shown that they dramatically increase content retention over traditional training and review methods.
100% Satisfaction Guarantee
If you are not satisfied with Gameshow Pro Starter Edition for any reason, you may return it within 30 days for a full refund!
This is a downloadable product. You will receive emailed instructions on how to download the software. It may take 1-3 days to receive this email, depending on the day of the week that the order is placed.
WATCH A DEMO!
Getting Acquainted Thumball® Set (with free mesh bag) is perfect for icebreakers, new employee introductions, team onboarding, or building company culture. For many trainers, it's their go-to icebreaker for building relationships and sparking authentic conversation. Each set includes 6 Silver Series Thumballs (6″ stuffed vinyl balls), each pre-printed with 32 unique prompts—for a grand total of nearly 200 engaging questions. Whether your group is meeting for the first time or already knows each other, these soft, tossable conversation balls with prompts to share identity, values, and first connections.
WHAT'S INCLUDED
- 6 Thumballs: What Makes You YOU, Common Ground, Session Openers, Which Are You & Why?, Shaped by Our Past, Getting to Know You - see below for more information about each of the balls included in the set.
- 32 prompts each = almost 200 conversation starters
- Free large mesh bag for easy transport and visibility
KEY BENEFITS
- Fast connections: Toss it around and watch dialogue unfold—no prep needed. Strengthens trust and common ground in new or cross-department teams.
- Built for meaningful sharing: Suitable for both light-hearted and deeper conversations.
- Portable & organized: Mesh bag keeps everything together and ready for action.
- Trainer-endorsed: All prompts crafted by Trainers Warehouse experts for engaging conversations.
HOW TO FACILITATE
- Start with one Thumball—toss it to a participant.
- They read the prompt under their thumb and share their response.
- Pass or toss to someone else.
- Option to debrief by asking “What surprised you?” or “What resonated most?”
FAQS
Q: Is this set good for me if my group wants to have deeper conversations?
A: If you want to go deeper into different topics, we might suggest the Team Dynamics Thumball Set or the Emotional Intelligence Thumball Set.
Q: Who benefits most from this set?
A: While the set is ideal for facilitators, trainers, instructors, or event hosts who want to deepen connections between participants and make conversation easier, the real beneficiaries are the participants who are able to learn more about each other (and maybe even themselves).
Q: When would I use these?
A: They're perfect for employee orientation programs, team lunches, first week introductions, and more!
Q: How do I care for the Thumballs and bag?
A: Wipe the Thumballs clean with a damp cloth. Let them dry before storing. The mesh bag is lightweight and washable if needed.
180 CONVERSATION PROMPTS TO BUILD RELATIONSHIPS, FRIENDSHIPS, AND MUTUAL RESPECT!
Whether your group already knows each other well or is just meeting for the first time, the Getting Acquainted Thumball Set will have a perfect set of discussion prompts. The set of 6 Silver Series Thumballs offers almost 200 discussion topics to stimulate conversation. Choose a ball that will help stir up simple conversation or develop deeper, more meaningful relationships. The balls are super easy to use! Just toss it to another player and ask the recipient to look under their thumb and respond to the prompt. With this playful tool, you'll:
- Learn what makes your teammates unique with WHAT MAKES YOU YOU
- Find COMMON GROUND with others in your group
- Open your group up to more meaningful sharing with SESSION OPENERS?
- Learn where folks fall on a variety of continuums with WHICH ARE YOU AND WHY?
- Understand how others were SHAPED BY THEIR PAST
- GET TO KNOW friend, family or colleagues a little better
The Getting Acquainted Thumball Set is conveniently packaged in a large mesh bag, which allows you to carry them around comfortably and stay organized.
Each Silver Series Thumball™ (6" stuffed vinyl ball) looks like a cool soccer ball but is pre-printed with 32 questions/discussion prompts. They are suited for adults and teens alike! Following are more details about each of the popular Silver Series Thumballs in the Getting Acquainted set:
- Use the What Makes You YOU Thumballto help your team learn more about the people around them and dig a little deeper than typical, superficial icebreakers questions.
- The Common Ground Thumball prompts help players discover shared experiences and interests. As you try to generate conversation to build new friendships and relationships, a key challenge is finding “common ground.” This ball offers a fun way to uncover these commonalities.
- The Session Openers Thumball is a great way to set the groundwork for deeper conversations. It was developed to help groups scratch below the surface and explore motivations, goals, and what makes you tick.
- On the Which are You and Why? Thumball each prompt offers an “either/or” choice so that players can share where they'd put themselves on the spectrum –Lake or Ocean; Whisper or Yell; Words or Pictures; Lead or Follow; etc.—making this a fun and unusual icebreaker.
- The Shaped by Our Past Thumball brings to light each person's personal history. After all, we are who we are today because of our lifetime of experiences. Encourage your group to share details of their past -- school, friends, family, hobbies, challenges, and more!
- The Getting to Know You Thumball asks probing questions that get to your phobias, wishes, and favorite moments. For individuals who know each other pretty well already, it's an excellent way to dig a little deeper and learn something more!
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
COMPARE THUMBALL® SETS
| Set | # of Balls | Included Thumballs | Focus / Themes | Best For |
|---|---|---|---|---|
| Team Development Set | 6 | Get Happy at Work, Team Dynamics, Diversity, Workplace Ethics, Stress Management, Be a Leader | Collaboration, leadership, workplace culture, resilience | Corporate training, retreats, leadership workshops |
| Getting Acquainted Set | 6 | What Makes You YOU?, Common Ground, Session Openers, Shaped by Our Past, Getting to Know You, Which Are You & Why? | Introductions, rapport-building, personal storytelling | Kickoffs, onboarding, classrooms, networking events |
| EQ (Emotional Intelligence) Set | 6 | Emotional Intelligence, Building Trust, What Makes You YOU?, Common Ground, Developing Resilience, Getting to Know You | Self-awareness, empathy, resilience, trust-building | Leadership development, coaching, EQ workshops |
| Sessions Set | 3 | Session Openers, Session Review, Session Closers | Icebreakers, reflection, session wrap-ups | Trainers, facilitators, classroom instructors |
| Diversity & DEI Set | 2 | Diversity, DEI | Diversity, equity, inclusion, belonging | DEI workshops, community conversations, team development |
| Just for Fun Set | 6 | Favorites, Would You Rather, Which Are You & Why?, What Makes You YOU?, Shaped by Our Past, Energy Break | Fun icebreakers, energizers, and lighthearted sharing | Breaks, youth programs, student groups, casual team events |
| Wellness Set | 6 | Stress Management, Get Happy at Work, Developing Resilience, Change Management, Emotional Intelligence, Energy Break | Wellness, resilience, change, stress management | HR wellness programs, health initiatives, mindfulness workshops |
Note: Each Thumball® is a soft 6-inch stuffed ball with 32 conversation prompts. Every set comes with a free mesh bag for storage and portability.
MORE RESOURCES
Getting to Know You Thumball® (6-inch) is one of Trainers Warehouse’s best-selling icebreaker tools—because it turns dreaded introductions into meaningful, comfortable conversations. Instead of going around the room with stiff intros, participants toss the soft, stuffed ball and answer the prompt under their thumb. With 32 creative questions built in, it is ideal for icebreakers, onboarding, corporate training, or any moment when team rapport matters..
WHY IT WORKS
- Connections before content: Brain science shows learners retain more when they feel connected to other learners and to the content being covered. This Thumball sparks safe, real conversations that build trust and engagement, and prepares the mind to dive into the content.
- Breaks the ice without the cringe: Even “icebreaker haters” enjoy the playful toss-and-catch format, which feels natural and low-pressure. BTW, we suggest you call them "openers."
- Universally appealing: Works across cultures, age groups, and industries—perfect for classrooms, onboarding, and professional training.
- Proven popularity: Among the most-purchased Thumballs worldwide, trusted by trainers for decades.
- Emphasis on soft skills: Boosts interpersonal communication & active listening. Builds empathy and trust among participants.
- Travels easily: Lightweight, portable and hassle-free—perfect for travel or virtual setups.
GETTING TO KNOW YOU THUMBALL PROMPTS
The prompts on the Getting to Know You Thumball are intended to be thoughtful, yet easy-to-answer. They'll help spark conversation and allow players to learn more about one another. It's a wonderful tool for team onboarding, new hire introductions, remote-team icebreakers, and more. Prompts focus on topics such as:
- Experiences: memorable moments in your life
- People: Family and friends who have impact your life
- Most favorite and least favorite: Gifts, ages, sounds, chores
- Activities: pastimes, hobbies, bucket list items, travel
- Hopes, Fears and Wishes: the details that make you unique
Sample prompts include:
- "The most difficult thing you’ve ever done?"
- "The age you’d most want to relive"
- "The age at which you became an adult"
HOW TO USE
- Toss the Thumball to someone in the group.
- They answer the question under their thumb.
- Keep tossing until everyone has had a chance to connect.
- Facilitator tip: Debrief by asking, “What surprised you?” or “What did you learn about your colleagues?”
DIFFERENCE FROM OTHER THUMBALLS
The Getting to Know You Thumball® zeroes in on simple, universally approachable prompts. It’s the best choice when you want to quickly break the ice with any group—even skeptics who normally dislike icebreakers.
SPECIFICATIONS
- 6-inch stuffed vinyl Thumball®
- 32 pre-printed prompts
- Safe, soft, and durable for repeated use
FAQS
Q: How is this different from other Thumballs?
A: The Getting to Know You Thumball® is designed for quick, universally appealing introductions. Others (like Stress Management, Diversity, and Get Happy at Work) dive deeper into specific themes.
Q: What makes this better than a typical icebreaker?
A: People love playing with toys (which we call "tools"). Instead of putting people on the spot with scripted intros, the playful toss lowers defenses and makes conversation feel natural.
Q: How many people can play?
A: Great for groups of 6–25. For larger groups, use multiple Thumballs or break into several groups.
Q: Who uses this best?
A: Trainers, facilitators, teachers, HR professionals, and anyone who wants to build trust and rapport before diving into content-heavy sessions.
SEE IT IN ACTION
[NOTE: Silver Series Conversation Prompts are available as Thumballs, UNZiP-IT! Pocket & Deck, and Virtual/Remote PPT.]
** TIPS * Facilitation Suggestions **
Use the Getting to Know You Thumball to interact in a group setting and stimulate lively discussions among players. Take turns circulating the Thumball by passing, rolling, tossing and catching. Ask recipients to respond to the prompt under their right thumb.
If you want to kick it up a notch, try these creative twists:
- Specify that answers should relate specifically to personal or workplace experiences.
- Ask first recipient to select an answer panel to which all players must respond or contribute.
- Survey players on several question panels, then create charts or graphs that reflect the cumulative responses.
- After they hear the answer, have other players guess what the prompt was.
©Trainers Warehouse – Trainers Warehouse holds the copyright for this set of questions. Reproductions cannot be made without express approval.
MORE RESOURCES
A great giveaway for all who contributed to a GREAT TEAM EFFORT!
Working together for a common purpose can be as challenging as it is fulfilling, as each individual sets aside their personal needs for a collective goal. When it's all over -- whether it's a new project launched or a sales target reached -- it's time to celebrate and let the team members know their efforts really mattered.
Each colorful 3.5" x 2" card is printed on one side with this motivational message: GO T.E.A.M. TOGETHER EVERYONE ACHIEVES MORE.
Attached with a glue dot to each card is a beautiful metal token inscribed with "T.E.A.M. POWER" on one side; the reverse says "Together Everyone Achieves More" and easily detaches from the card. Each token is 1" diameter. Solid medium-weight metal feels great in your hand!
Sold in sets of 10 cards/ tokens.
A great giveaway for all who contributed to a GREAT TEAM EFFORT!
Working together for a common purpose can take a lot out of everyone, as each individual sets aside their personal needs for a collective goal. When it's all over -- whether it's a new project launched or a sales target reached -- it's time to celebrate and let the team members know their efforts really mattered.
Each colorful 3.5" x 2" card is printed on one side with this motivational message: GO T.E.A.M. TOGETHER EVERYONE ACHIEVES MORE.
Attached to each card is a beautiful one-of-a kind TEAM lapel pin, 1 in. diam.
Sold in sets of 10 cards/ lapel pins.
In this super fun, highly-unusual team development training game, groups are challenged to use all their project planning and teamwork skills to successfully plan to rob a bank! One of the advantages of team building games is to draw people out of their day-to-day realities and explore their team dynamics in a completely different simulation. Well, you can't get more "different" than a bank heist!
LEARNING OBJECTIVES FOR BANK HEIST TRAINING GAME
- Allow teams to plan a fun and unusual project (which they'd never do in real life!)
- Sort out staffing issues (human resources)
- Organize necessary resources (equipment and inventory planning)
- Plan a schedule (organization and time management)
- Cost the whole project and calculate ROI
- Carry out risk assessment
FACILITATING THE ROB-A-BANK TEAM BUILDING GAME
You'll cover all aspects of project planning in this playful and stimulating activity. Teams must mastermind a bank robbery, recruit the appropriate staff, purchase the right equipment and make sure it all arrives on time.
At the start of the activity teams have already commissioned research on three likely banks. Armed with a diary, teams decide on which bank to go for and then plan their heist. They have already recruited a getaway driver, but they need a base from which to work from and to practice with the equipment before the robbery. A certain Mr. Big will bankroll the project but he'll want his money back plus a cut of the loot. So, teams have to calculate all the costs and come up with a profitable, viable plan. Obviously there are risks and these need to be identified, assessed, and mitigated.
Faced with a rather unscrupulous looking set of mugshots, teams must pick the three robbers who will carry out the robbery itself. They also need to employ a 'fence' to get rid of the loot and launder the proceeds. And finally, they need to work out how the money will be distributed once all costs have been taken into account, remembering that there is no honour among thieves.
Teams have a Planning Sheet enabling them to identify the main parts of the plan: General outline; Start dates; Working capital; Payouts; Profit; Risk Analysis; Single major concern.
Teams work on presentations to a local anonymous specialist (the Trainer!) who will decide if their plan is viable or not.
PARTICIPANTS
-
- 3-24 (up to 4 teams of 3-6 per team)
TIMING
- 1.25 hours + debrief
TRAINER/FACILITATOR ROLE
- Introduce the activity with the PowerPoint or verbally.
- Divide the group into teams. Issue each team with a How to Rob a Bank folder. The folder gives all the necessary details that teams need in order to begin their planning.
- Observe teams at work and make notes for the Debrief. Have they understood the instructions; have they begun work on a schedule? Is someone doing the costings? Are they working well as an integrated team? Are they on schedule?
- If appropriate, allow teams time to prepare a flipchart presentation of their planning.
- Hear the presentations and check their Planning Sheets.
- Conduct the Debrief. Ask teams to review how they worked together and what the key lessons they learned were.
- Summarize the learning and relate to the key stages of project planning.
INCLUDES...
- Trainer's Notes
Team Folders with information on:
- Target Banks
- Vital Information
- Finance
- Staffing
- Diary Planner
- Summary of Plan
PowerPoint
- Handout: Key Points for Planning a Project
- Handout: Effective Teams
This activity is for face-to-face and virtual classroom use. The digital files are supplied via the Northgate Trainerhub.
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