Unlock $10 offyour first order
Sort by:
58 products
58 products
A new, affordable, easy to DISC Professional Styles Assessment and Workbook!
Do you want to understand others better at work? If people at work could come with instruction manuals, it would be the DISC Professional Styles Assessment!
Each of us has a unique “style” or approach to achieving results at work. Dr. Susan Cain's DISC Professional Styles Assessment measures style preferences and the natural strengths and challenges that each of us brings to work every day.
FEATURES
- SPEEDY: take about 10 minutes to complete, and you receive a completed, fully downloadable report instantly.
- ACTIONABLE: Develop an Action Plan to incorporate learning and continue to grow
- CUSTOMIZABLE DASHBOARD: Create your own dashboard and launch DISC assessments yourself.
- AFFORDABLE: The DISC Professional Styles Assessment is one of the most affordable DISC assessments on the market!
DISC ASSESSMENT PERFECT FOR ORGANIZATIONS
- Personal strength assessment: understand individual strengths and opportunities for growth. Learn how your profile makes you exceptional at some tasks.
- Selection and hiring: Find out more about your candidates using DISC Professional Styles.
- Team building: Supercharge relationships at work to increase mutual understanding and support. Generate your own free team report to facilitate team growth.
- Leadership development: Develop self-awareness and upskill your leaders and managers
- Communication and conflict resolution: Help employees learn to communicate with people different from themselves and resolve conflicts that arise.
- Diversity, equity, and inclusion: Improve equity and inclusion: DISC helps everyone learn the value of diverse styles and appreciate the strengths and challenges of each style.
- Culture Development: DISC opens the conversation for shifting culture toward the core values of appreciating diversity, leveraging strengths, and collaborating.
FACILITATION TOOLKIT HAS ALL YOU NEED!
- DISC Facilitation Tips
- Project Dashboard – customized dashboard helps you organize each DISC assessment you launch, synthesize results, and create customed DISC Professional Styles Team Reports.
- DISC Handout Packet
- URL for easy access to project dashboard
- 1 hour of consulting support – Utilize 1 hour of coaching from CorpLearning to help get you started!
NOTE: This is a digital product and you should receive an email from our partner Susan Cain with a link to the software within 2 business days
Gather Insight and Experience with 53 amazing experiential games! That's only $68 per game!
This incredible kit is loaded with game parts and notes for 53 highly effective experiential activities provide participants with a broad range of learning opportunities. Each learning game comes with amazing facilitation notes, participant briefs, review questions, and learning reinforcement sheets.
*Please allow up to 2 weeks for shipping
- Easy game selection– games are categorized by focus and learning objectives so you choose the right corporate learning game for your group’s needs
- Clear facilitation notes– comprehensive notes make it easy for trainers and managers to lead each game
- Engaging experiences – developmental games are so engrossing that participants will get lost in the activity
- Insightful learning reviews – facilitate lively and thought-provoking discussions
- Real life learning – link experiences back to real work issues
FEATURES
- 53 activities – choose from a huge library of active learning games
- 240 game pieces – packed into two smart travel bags
- 9 binders – full of facilitation notes
- 10 minutes to 3 hours – make the most of however much time you have
- Introductory to advanced – engage anyone in your organization from apprentices to executives
- 5 to 20 participants per kit
TRAINING DEVELOPMENT GAMES
- Team Development (18 games)
- Problem Solving (6 games)
- Communication (7 games)
- Leadership
- Decision Making (6 games)
- Stakeholder Alignment
53 GAMES -- FOR ALL YOUR CORPORATE DEVELOPMENT NEEDS
** SEE GAME DESCRIPTIONS BELOW **
18 Team-Building Games and Activities
Introduce and develop the skills, abilities and attitudes frequently associated with effective team dynamics. Deepen and broaden individuals’ understanding of effective team working, whether groups are forming, storming, norming or performing. Team effectiveness qualities include:
- Listening
- Building on ideas
- Planning
- Questioning
6 Problem-Solving Experiences
Help participants understand the key elements of effective problem solving and the perceptual, emotional, cultural, as well as the intellectual blocks that might inhibit performance by individual team members. Develop skills such as:
- Problem identification, analysis and resolution
- Questioning self and others
- Success orientation
Communication (7 activities)
Effective communication, verbal and non-verbal, requires practice, feedback, and listening. These communication games will help you develop smart attitudes and behaviors that support effective communication:
- Succinctly explaining
- Effective instructing
- Unambiguous language
Performance Improvement & Negotiation Skills (6 activities)
This set of performance improvement activities encompasses a range of more complex leadership and team performance skills. These intellectually demanding activities will challenge your groups, and help you develop the attitudes and attributes required of top performers, such as:
- Followership and leadership
- Negotiation
- Strategic awareness
Leadership 1, 2 & 3 (4 long activities and 5 short activities)
The leadership games and activities in the MTa Insights Kit will help you develop those who are already effective team players into effective organizational leaders. Each activity provides opportunities for participants to experience different aspects of leadership and consider how the leader’s approach affects their followers. For instance:
- Gaining commitment
- Delegating
- Setting targets for others
- Styles of leadership
- Project management
Business Priorities (7 activities)
People and organizations are most successful when they produce and deliver something of value to others. These 7 activities introduce this reality. While they vary in difficulty from relatively-simple to quite-demanding, each assists in the development of these skills:
- Business acumen
- Customer focus
- Selling (product or ideas)
SEE WHAT’S INCLUDED IN EACH GUIDE
- Comprehensive facilitator’s notes
- Participant briefs
- Thought provoking review questionnaires
- Learning transfer sheets
- Online access to review questions and learning transfer documentation.
INCLUDES
- 240 Insight parts in 2 smart travel bags
- Facilitator guides for 53 activities
- MTa user license
- MTa participant worksheet
GAME DESCRIPTIONS
| GAME NAME | FOCUS | SHORT DESCRIPTION | TIME | PARTICIPANTS | LEVEL |
| Artifacts | Business Priorities | Competing teams have to establish customer needs by questioning you the customer, find ways to meet these needs and make sales presentations. | 25 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Intermediate |
| Built to Design | Business Priorities | Teams design and build symmetrical trays. However there are set periods for group discussion and planning, and other periods for building. All team members must understand and implement the decisions that the team has made and respond to any deviations from the plans. Any failures in team communications, decision making and planning, or lack of commitment to the process become obvious to all very quickly, but overcoming resulting problems efficiently isn’t easy! | 20 Minutes plus Review | 8 – 15 in two or three teams of 3 – 5 | Intermediate |
| Container Freight | Business Priorities | The cost of shipping goods is dependent on the way they are assembled and the size of container that must be used. There is an infinite number of ways of packing the goods, but teams have to consider their options, create their structures and calculate the costs, which should, of course, be as low as possible. | 30 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Advanced |
| Disc Transporter | Business Priorities | Teams have to establish customer needs by questioning, you, the customer to find a way to meet these needs profitably and to make a successful sales pitch using a model to back up their proposals. | 35 Minutes plus Review | 4 - 12 in one or two teams of 4 – 6 | Advanced |
| Getting Ahead | Business Priorities | Competing teams make money by trading their components and selling products to the customer (you the facilitator). Each team has a similar store of raw materials, but different product ranges and therefore differing needs for raw materials. Participants have to work out the relative profitability of their products, trade raw materials with other teams, and negotiate payment for replacement raw materials. | 30 Minutes plus Review | 6 – 15 in three teams of 2 – 5 | Advanced |
| Money Matters | Business Priorities | Teams set up and run businesses that make money by producing square, rectangular, trapezoid and triangular holes. They have to keep track of finances and produce a financial statement. The facilitator is assisted by two group members, one working as a customer, the other a supplier. | 25 Minutes plus Review | 5 – 14 in one or two teams of 3 – 6 (plus the customer and supplier). With just one team the custome | Intermediate |
| Back to back | Communication | This task involves effective communication at two levels, within and between pairs. To be successful individuals must work effectively giving and receiving clear instructions, whilst the pairs must work together to produce a single product: everyone has to be fully involved. | < 20 minutes plus review | 8, but in addition up to 4 observers can be usefully employed | Intermediate |
| Blind Statues | Communication | Group members have to create simple structures that will enable them to move an object as far as possible. The task involves a planning and an implementation phase. During the implementation phase half of the members of each group have to wear eye-shades. | 20 Minutes plus Review | 6 – 24 in one to three groups of 6 – 8 | Introductory |
| Getting it Right | Communication | There are 3 stages: 1.four groups produce instructions for the assembly of four sections of a model 2.paired groups take turns to assemble a section and observe each other assembling 3.The whole model is completed by members of each group working to verbal instructions. | 30 Minutes plus Review | 8 - 12 working initially in 4 sub-groups of 2 or 3 - It is possible to use the activity with just 2 | Introductory |
| My Views | Communication | Individuals score as many points as they can by taking part in a relatively simple task. However, as the task proceeds they have to disclose information about themselves. The nature of this information is dependent on the decisions made and actions taken. | 20 Minutes plus Review | 4 – 20 in one to four groups of 4 – 5 | Intermediate |
| Seeing Red | Communication | This is a competitive task during which team members have to interact throughout. Everyone has to: develop a common understanding of the problem, communicate their ideas clearly, think logically together, implement agreed actions carefully, and keep each other updated with progress. All communication has to be verbal. The task has similarities with the task in the activity ‘Sorting Shapes’, but this one is much more demanding. The two tasks can be used sequentially. | < 30 minutes plus review | 4 - 12 people working in one or two teams of 4 - 6. | Intermediate |
| Sorting Shapes | Communication | This is a team problem solving activity with a definite end point. It requires effective communication, logic, patience, accuracy and co-operation. There is no construction involved. The task has similarities with activity 6 ‘Seeing Red’ but ‘Sorting Shapes’ is much easier. The two tasks can be used sequentially. | < 15 minutes plus review | 3 - 12 working in 1 or 2 teams of 3 – 6 | Introductory |
| Swinging | Communication | Two teams working in separate locations are interdependent. Both have to complete a task which, through effective written instructions, will enable the other to complete a second task. | 20 Minutes plus Review | 6 - 10 working in two groups of 3 - 5 | Intermediate |
| Leading from Afar | Leadership 1 | The activity is in two parts. The first five minutes is spent with leader and team members working in separate rooms. They then come together under the direction of their leader to complete a predefined model. If more than one team is involved competition can be introduced. | 20 Minutes plus Review | 5 or 10 in one or two teams of 4, each with a Leader (observers can be used) | Intermediate |
| Leading the Team | Leadership 1 | The leaders of one or two teams are given a series of tasks that have to be completed by their teams, as well as a confidential task that must be done by them alone. The pay that team members and the leader receive is affected by the decisions the leader makes and the successful completion of the task. | 30 Minutes plus Review | 8 - 12 in two groups of 3 – 5, each with a leader | Advanced |
| Led Jigsaw | Leadership 1 | The activity is in two parts. During the first five minutes, the team members work individually (supported if necessary by their leader) on their own section of a task. Subsequently, everyone works together under the direction of the leader to complete a 'jigsaw' that has a correct solution. If more than one team is involved competition can be introduced. | 30 Minutes plus Review | 5 or 10 in one or two teams of 4, each with a leader (observers can be used) | Intermediate |
| Led Statues | Leadership 1 | The leader(s) have to work through their teams to complete the task which needs careful work. There are different constraints on leaders and team members which demand excellent verbal communication between the leader and the whole team as well as individual team members. | 25 Minutes plus Review | 5 to 24 in one to three teams of 5 - 8 (1 leader per team) | Introductory |
| Taller Stack | Leadership 1 | Taller Stack is a competitive two part activity. Initially groups work to complete a task that requires some thought and planning, then fast teamwork. However, before they finish, group membership is changed, ‘formal leadership’ introduced and the activity restarted with additional constraints. | 20 Minutes plus Review | 4 – 20 in two to four groups of 2 - 5 | Introductory |
| Cable Car | Leadership 2 | Three sub-teams, each with their own team leader, work in separate locations on interdependent parts of the same task. The overall leader has to provide direction and support to all three teams at the same time. It is a challenging and dynamic role as new problems are never far away! | 1 - 2 hours | Oct-13 | Introductory / Intermediate |
| The Hoist | Leadership 2 | 2 teams work in parallel on a task which is 3 parts. Aim: to refresh and develop skills that are fundamental to team leadership, identifying, clarifying and working to objectives and priorities, developing and delivering instructions to others, motivating others to achieve a goal that may be at odds with their personal objectives and to understand the implications of not recognising and utilising the team members' abilities. | 2 - 3.5 hours | Aug-14 | Introductory / Intermediate |
| Maxi Market | Leadership 3 | Participants are exposed to common problems with project management in this two part activity. The written objectives are clear but the priorities less so. Only when participants recognise the importance of understanding and meeting the customer's needs can they begin to make progress by breaking the task into parts, allocating work and managing interfaces. Typically many mistakes are made in part 1 but, following a learning review, participants are much more effective in part 2. | 1.5 – 2.5 hours | May-14 | Intermediate |
| Waste Away | Leadership 3 | The challenging activity is in 3 stages, each with its own learning opportunities: Stage 1: Leaders work closely with their teams, interfering? Stage 2: New information is introduced. Leaders must make time to re-evaluate tasks with new information, and preparing others to lead on their behalf. Stage 3: The task involves new leaders leading new teams but, as much of the learning will build on the individual learning realised during Stages 1 & 2, and those areas where there is scope for further development, the detail will vary from group to group. | 2.5 - 3.5 | Aug-14 | Intermediate / Advanced |
| Disc Roll | Performance Improvement | Competing teams score points by setting themselves and achieving targets. Teams monitor their progress against the competition and revise their plans to help them achieve their goals. | 30 Minutes plus Review | 6 – 12 in two or three teams of 3 – 4 | Introductory |
| Everyone’s a Winner? | Performance Improvement | The decisions involved in completing the task are complex. Teams develop their strategy and select a leader, but each team’s strategy has to be implemented by individuals working alongside their competitors, not their colleagues. Leaders can discuss and develop their strategy with their teams at specified times and enter into discussions with competing leaders. There are opportunities for everyone to make and break agreements. | 50 minutes plus review | 8 – 20, two to four teams of 3 or 4, with 1 leader per team | Advanced |
| Leading Pairs | Performance Improvement | The decisions involved in completing the task are complex. Pairs work to develop their strategies which have to be implemented by individuals whilst working alongside their competitors, not their colleagues. Pairs can discuss and develop their strategy at specified times during the activity but as they are unlikely to achieve similar results, tensions can develop. There are opportunities for everyone to make and break agreements. | 50 minutes plus review | 8 – 12 in four to six pairs | Advanced |
| Meeting Expectations | Performance Improvement | Teams plan the assembly of simple products (in difficult circumstances) and prepare financial forecasts. Each has 3 attempts to improve its profitability and the accuracy of its forecasts. Time constraints are tight and penalties harsh. Forecasts vs. actual costs are compared and their significance reviewed. | 50 minutes plus review | 4 – 12 or possibly 24. Two teams of 4, 5 or 6 are ideal, but 3 or 4 teams can work in parallel, but | Intermediate |
| Meeting the Challenge | Performance Improvement | Opposing teams score points by setting each other challenges which opponents may choose to accept or decline. The scoring system means that teams have to weigh up the likely impact of several variables. Teams can revise their approach and plans to meet changing circumstances. | 50 minutes plus review | 3 – 10 in one or two teams of 3 to 5 | Advanced |
| Our Success | Performance Improvement | There are three parts to the activity. Pairs or threes work within a group to achieve the highest score they can for their pair or three (not the group). The rules for scoring are different in different parts of the activity. Decisions within the pairs/threes are based largely on individuals’ approaches to, and understanding of, success when working with and in competition with others. With 8 or more people two groups work in parallel. This introduces additional dynamics which increase the learning opportunities. | 40 minutes plus review | 4 – 12 working in pairs (ideally) or threes in One or two groups of 4 to 6. Members of each pair / t | Intermediate |
| Colourful Necklace | Problem Solving | Teams are competing against each other to complete a task that appears simple (making a necklace that will encircle the whole group). However team members soon find it needs creative problem solving, care in planning and quality checks when executing the task. Constraints within the task make it much more challenging than it first appears. | 10 - 15 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Introductory |
| Girders | Problem Solving | Individuals or pairs work to solve a series of problems that involve arranging 6 similarly sized girders so that they have specified numbers of contact points. The initial problems are relatively easy, but they get more challenging as participants proceed. | 15 Minutes plus Review | 1 - 4 working individually, 4 - 8 in pairs or 9 - 12 in threes | Introductory |
| Jigsaw | Problem Solving | The activity is in two parts. During the first five minutes, team members prepare for the task on their own; they then come together to pool their resources to complete a jigsaw. | 20 - 25 minutes plus review | 4 or 8 in one or two teams of 4 | Intermediate |
| Odd Colour of Stack | Problem Solving | Competing teams have to stack from their components within specified constraints. The task is much more difficult than it appears: usually teams focus on the height of their stack instead of identifying and solving the major stumbling block which involves the colours of the components. Failure to identify and resolve this key problem can stop teams completing their task within the specified time | 10 Minutes plus Review | 6 – 16 in two to four teams of 3 – 4 | Intermediate |
| Through the Slot | Problem Solving | Competing teams score points by passing a tray though a frame. The greater the number of components carried by the tray and the greater relative size of the tray to the size of the frame, the higher the score. The problems the groups face are: understanding the implications of the brief, designing and building a tray and a frame that will attract as many points as possible, passing the tray safely through the frame. | 15 Minutes plus Review | 4 – 12 in one or two groups of 4 - 6 | Intermediate |
| Water Tower | Problem Solving | The task is to build a tower and use it to support cups of water within given constraints. The winning group is the one that completes the task in the fastest time, but there are penalties for errors so they must plan, group problem solve and work with care. | < 15 minutes plus review | 6 – 20 in two to four teams of 3 - 5 | Intermediate |
| Balancing Act | Team Building 1 | Teams compete to produce, within a tight time frame, the most accurate free standing weighing system from the materials provided. The winning team is the one that produces the system that is able to differentiate between the two most similar weights. | 15 minutes plus test and review | 6 – 12 in two or three groups of 3 – 4 | Intermediate |
| Boxed In | Team Building 1 | Teams compete against each other to make a functional object that can take almost any form. To avoid doing unnecessary and inappropriate work team members need to challenge assumptions and norms, make decisions that some may find hard to accept, and then work to appropriate quality standards. | <10 Minutes plus Review | 6 – 16 in two to four teams of 3 - 4 | Introductory |
| Enclosed | Team Building 1 | For teams to perform well they have to invest time in understanding the task and evaluating options before they start work. There are two activity briefs, one being significantly more challenging than the other. Each brief can be used in isolation, or they can be used sequentially to develop the learning further. | 5 - 10 Minutes plus Review | 6 – 20 in two to four teams of 3 – 5. | Introductory |
| Group Necklace | Team Building 1 | Teams compete against each other to complete a task. It appears to be simple but teams that dive-in find out that planning and attention to detail pays dividends. | 10 - 15 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Introductory |
| Odd Type of Stack | Team Building 1 | Competing teams have to build the shortest stack they can, using all their components within specified constraints. The task appears to be more difficult than it is because there is a critical objective and a secondary objective. The secondary objective usually takes precedence but is more difficult to achieve. Consequently, teams often miss the time deadline. | 8 Minutes plus Review | 6 – 16 in two to four teams of 3 - 4 | Intermediate |
| Shapes | Team Building 1 | The group has to make specific shapes from the components. Participants need to understand the problem, think logically and creatively, challenge norms and build on each other’s ideas. There are 3 levels of difficulty of the task in this activity: Option A is the easiest, Options B and C are more difficult technically. Because of the quantity of the components available in Option C, individuals can be tempted to work independently and reduce their team's performance. Options B or C can be used as a follow-on activity to Option A. | 10 - 15 Minutes plus Review | 3 – 20 in one to four teams of 3 - 5 | Intermediate |
| Short Thread | Team Building 1 | Teams compete against each other to complete a task that requires care in both its planning and execution. It’s apparent simplicity can cause problems if teams don't think ahead. | 8 Minutes plus Review | 6 – 16 in two to four teams of 3 – 4 | Introductory |
| Tall Stack | Team Building 1 | Each team has to create a stack using all of their components. The task isn't difficult but the constraints mean that thought, learning through experimentation and planning are all needed. When building the stack team members have to work together, supporting each other’s ideas and actions. | 10 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Introductory |
| Tightly Packed | Team Building 1 | Teams arrange their components so that they cover the minimum surface area. Successful teams will spend time understanding the task, looking for creative solutions and revising their ideas as they work. | 10 Minutes plus Review | 6 – 20 in two to four teams of 3 - 5 | Intermediate |
| Wheelbarrow | Team Building 1 | This is an energizing and fun activity during which competing teams have to build and use simple wheelbarrows, but will they be fit for purpose? They are tested in a race. | 15 Minutes plus Review | 6 – 12 in two to three teams of 3 - 4 | Introductory |
| Caught in a Web | Team Building 2 | 'Caught in a Web' is a more complex version of ‘Spinning your Web’. In it the actions of team A has a direct bearing on the success of Team B and vice versa. Each team has a dilemma: to win it has to outperform the other team, but both teams must complete the task before either can succeed. | 30 Minutes plus Review | 8 – 18 in two or three groups of 4 – 6 | Intermediate |
| DIY | Team Building 2 | Teams have to design and test tasks which are then ‘tried for real’ and evaluated. The activity has 6 phases: Task Design, Learning Review, Test 1, Review, Test 2, Review | 45 - 60 minutes including 3 short reviews | 8 – 14 in two groups of 4 – 7 | Intermediate |
| Feet of Clay | Team Building 2 | The group(s) have to develop a system of transporting a large marble as far as possible along a static human chain. There are constraints which challenge each individual and the teams. | 15 Minutes plus Review | 5 – 24 in one to three groups of 5 – 8 | Intermediate |
| Minefield | Team Building 2 | Each team has members on either side of a minefield. Team members on both sides have to work together to complete a task but they have to remain on their own side throughout. There are several ways that the task can be accomplished, but mistakes are penalised severely. Time spent planning, and the careful execution of these plans, is essential. | < 10 minutes plus review | 8 – 12 in two teams of 4 – 6 | Introductory |
| My Success | Team Building 2 | There are three parts to the activity. In each part individuals work within groups to achieve the highest score they can for themselves (not the group) by building stacks. The rules for scoring are different in each part of the activity. These differences raise questions about individuals’ approaches to, and understanding of, success when working with others. | 20 Minutes plus Review | 3 – 10 in one or two groups of 3 to 5 | Intermediate |
| Speedy Stack | Team Building 2 | Competing teams have to use all of their components to create the shortest stack they can. Teams work against the clock, but the task is complicated by constraints and time penalties for missing quality standards which create conflicting pressures, i.e. reducing time spent understanding and solving problems, planning and monitoring quality vs. getting the job done quickly. | 20 Minutes plus Review | 6 – 16 in two to four teams of 3 – 4 | Advanced |
| Spinning your web | Team Building 2 | ‘Spinning Your Web’ involves designing and building a structure that they then use in a competition. The two parts of the activity (designing and competing) are quite different so they generate quite different learning opportunities. | 15 Minutes plus Review | 8 – 18 in two or three groups of 4 – 6 | Intermediate |
| Successful Pairs | Team Building 2 | Small teams (pairs or threes) work to achieve the highest score they can for their team whilst working alongside competing teams. Co-operation between teams can increase their scores, but this will enable competitors to increase their scores as well. How do teams succeed when team members are likely to have very different personal attitudes to, and measures of, success? | 30 Minutes plus Review | 4 – 18 working in 2 to 6 teams of two (ideally) or three. Each team has to work alongside one or two |
Advanced |
MTa's JAMIE THOMPSON TALKS ABOUT CHOOSING THE RIGHT GAME
This is an amazing collection of team building games that come to us direct from our friends in the UK. Each game draws from a unique collection of specially-crafted building materials. The complete suite of team building experiences is perfect for every stage of team development.
If it seems expensive... it's not! Each game is appropriately challenging and promises to generate a plethora of learning points pertinent to the real life worlds of your participants. And, it's only $168 per game!
*Please allow up to 2 weeks for shipping
Six team development exercises encourage and support participants to explore, understand and develop a wide range of interpersonal and team skills:
- Collaboration
- Communication
- Achieving objectives
- Influencing
- Motivation and Engagement
Ten short activities (10-15 minute, plus debrief) to introduce team development concepts, break the ice, or energize flagging groups. All involve lots of action and most an element of competition. Each is quite different, and despite being quick, will raise salient points about the way individuals in the group are working with each other. Use these quick activities to:
- Stimulate fresh thinking
- Introduce new topics
- Energize your group
- Practice effective teamwork
6 TEAM DEVELOPMENT EXPERIENCES
Engaging activities and thought-provoking review questionnaires make it easy for facilitators to develop learning opportunities. Each activity is designed with specific discussion topics in mind:
1. Over the Bridge – learn and practice basic team development skills
In this energizing activity, the task of making a bridge and a car should be easy, but the instructions are intentionally ambiguous. How effectively will teams question the key stakeholders, clarify their objectives, and develop plans before starting work? In the first part of Over the Bridge, team learn basic team working concepts. Part two provides an opportunity to apply that learning.
2. Rectangle – explore different of styles of communication
Playing Rectangle – creating the largest rectangle they can with the given game pieces – is an interesting challenge. Success requires effective communication and highlights differing personality styles (i.e., conscientious vs. dominating). The task seems to be straightforward but necessitates planning, listening, and recognizing one another's needs.
3. The Frame – focus on inter-team communication and big-picture thinking
In The Frame, facilitators are guided to break a team into two rooms or spaces that are out of sight of one another. The "instructors" in one room must coach the "constructors" in another room to build a complex structure. The team's shared task would be easy if they were in full site of each other and could work together to solve the problem. Frustration mounts until groups, step back, think, reconsider their assumptions, and overcome the obstacle that separates them.
4. Digital Display – discuss the interplay of individual and team success
Digital Display is a powerful activity experienced in complete silence. Everyone has an individual task—to form a unique number or letter with a handful of game pieces. Will each member of their team be successful? Or, will players be tempted to complete their personal task without regard for the rest of the group. Tending to personal needs first is tempting but may have unintended and unwelcome consequences that inhibit team success, require work to be redone, and harm relationships.
5. The Trailer – practice delegation, leadership, and team empowerment
See what happens when your team leaders have an overview of a task, but don't provide their teams with everything they need to complete the task. In The Trailer game, teams are divided into "designers" and "builders," and moved to separate locations. Each subgroup is working on a different part of the same project. Teams wrestle with delegation, incomplete information, and uncertainty until they are joined together later in the exercise.
6. The Tower – develop negotiation, conflict resolution, and inter-team cooperation skills
The Tower is a unique "coopetition" activity in which teams are challenged to build a tower as tall as they can. Teams tend to seek individual success over win-win solutions, but their ultimate success requires them to share ideas, work together, develop trust, and accept suboptimal height on their own tower construction. If a team works against another or tries to beat another, everyone loses out. The Tower demands effective analysis, clear and effective communication, leadership between teams, planning, building, and retaining trust and negotiating.
10 QUICK EXERCISES TO INTRODUCE, ENGAGE, & SET THE STAGE FOR LEARNING
Each of these last 10 activities can be played in just 10 to 15 minutes, plus debrief. Intersperse one or more into your training day to build peer relationships and keep groups energized:
- Where's the Chair – identify what helps and hinders teamwork
- The Stack – consider the impact of competition on teamwork and practice group decision making
- Getting to Know You – establish relationships and differentiate between assumptions, expectations, and facts
- Through the Bolt Hole – practice team problem solving, planning, consensus building and decision making
- Domino Theory – understand the value of developing and testing multiple ideas, changing your mind, and learning from others.
- Hold Everything – challenge assumptions, consider how success is measured, and differentiate between working to requirements vs personal preferences.
- Rectangles – differentiate between customer requirements and personal standards when focusing on quality, goals, and expectations.
- Roulette Wheel – explore the challenges of giving and receiving instructions, whether leading or following.
- Playhouse – consider assumptions about competition and collaboration as teams race to be the first to enclose all team members in a 3-dimensional playhouse structure.
- Creating Obstacles - each team designs an obstacle course to be completed by another team. Themes of communication and leadership emerge as they create hurdles, hoops, and more.
WHAT'S INCLUDED IN THE ACTIVITY GUIDES
- Comprehensive facilitator's notes
- Participant briefs
- Thought provoking review
- Questionnaires
- Learning transfer sheets
- Online access to review questions and learning transfer documentation.
TEAM BUILDING ACTIVITY INFORMATION
- Time: 10 mins - 2 hours
- Levels: Introductory to Advanced
- Participants: 6 - 12
MTa's JAMIE THOMPSON TALKS ABOUT CHOOSING THE RIGHT GAME
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.
The Facilitator Cards Deck makes it easy to create an interactive, participatory facilitation experience on any topic. Don't default to the same teaching, training, coaching, and facilitation methods over and over. Use the 60 "Facilitation Tools" — activities, steps, frameworks, etc. — in this one-of-a-kind Facilitator Deck, to mix things up and keep your facilitations fresh every time.
60 FACILITATION TOOLS CATEGORIZED INTO FOUR STAGES OF FACILITATION
The color-coded background of each card indicates which goal or facilitation outcome the tool is uniquely targeted to achieve. While the process does not need to be linear, the underlying theory behind this deck is that flowing from Emotion to Execution is beneficial for most facilitation goals, most of the time.
- Four color-coded categories of processing tools
- Emotion: use the teal cards help surface emotion, thoughts, feelings, reactions, and predispositions from your participants.
- Ideation: try the green tools to form, generate, and brainstorm ideas and concepts..
- Clarification: employ the yellow processes to clarify ideas, distill, pinpoint, get to the bottom, and find common ground.
- Execution: use the red cards, to make decisions, plan, strategize, and direct the group toward next steps.
- 15 tools in each of the four categories
- Waterproof, wet-erase surface, so you can keep your notes directly on the card (and wipe off when you're done)! Be sure to use a wet-erase marker
FACILITATOR TOOLS ON EVERY CARD
The cards are quite easy to understand. The icons and colors help you recognize what it is, what it’s for, and how you can use it — all at a glance. This will make them as useful during a break in a facilitation when you’re deciding what to do next, as they are when you’re collaborating with a cofacilitator before a training to plan your agenda.
Each card has all you need to quickly determine if the processing tool is suitable to your needs:
- Name of Processing Tool
- Brief description of the process - descriptions are meant to be memory-joggers, to help you recreate the process during a facilitation. The are not intended to be complete or lengthy explanations (so you might have questions if you've never experiences that process firsthand.
- Color and Icon indicating category
- Group configuration (individual, pair, small group, big group)
- Props required (marker, pens, tape, paper, index cards, sticky notes, flipchart...)
- Blank space, for handwritten notes about when or how you plan to use the activity
GROUP SIZE ICONS
- Individual means each participant is working through the process on their own.
- Pairs means everyone is working through the process with a buddy.
- Small Groups means the full group is divided into pods of 3 - 4 to work through the process.
- Full Group means the entire group is working through the process together.
PROP ICONS
The props icons help you know what you need to have in your bag of tricks in order to use that process. We’ve tried to limit the props to essentials that most facilitators often have on-hand, including:
- Flipchart: a large writin g surface with removable sheets (often interchangeable with whiteboard)
- Marker: bold enough to read from a distance (no fine point felt pens), having both flipchart markers and some regular wide-tipped Crayola would be the dream
- Writing Utensils: pens or pencils (anything people can write with quickly to read later themselves), at least one per participant
- Paper: a stack of (scrap) blank paper (generally enough pieces of paper for your group size, but more is usually better here)
- Sticky Notes: for writing on and sticking to a wall, flipchart, or other surface (typically 3”x3” will work, but for some processes you might find smaller or bigger stickies work better)
- Tape: a roll of masking, blue (painter’s), or cellophane tape for adhering things to a surface
- Index Cards: a stack of 3” x 5” cards (generally more than one per participant, and you can usually substitute small sheets of scrap paper)
- Custom: some special prop needs to be created or procured, explained in the description
- None: no props needed
WET-ERASE FEATURE
Write. Erase. Repeat! The white space on the front of is perhaps the most powerful aspect of Facilitator Cards. This erasable whitespace is a “Choose Your Own Adventure” book, map, and diary all wrapped into one. Here are some of the ways you can put that wonderful little square of white to work:
- Write a keyword, agenda item, or activity name on each card to designate when you’re using that process in your facilitation.
- Note timing, like how long you want the process to take, when you want it to start and end, or how many minutes you’re giving a particular step.
- Jot down ways you’re tailoring that process, or mixing it up (e.g., changing the group configuration, swapping a prop).
- Assign a “Parking Lot”-ed share to a card for later in your facilitation.
- Scoring how well it worked for your goals (e.g., with a number, or super secret symbol scoring system), so that later, when you’re debriefing, you can recall exactly how you felt.
Get To Know Facilitator Cards
The 30-inch "Big Tube" is large enough to carry 6 Thumballs. Its internal diameter is an ample 7". It's made of sturdy codura nylon. Plus, it's light, fashionable and a pleasure to carry.
Includes detachable shoulder strap.
THUMBALLS NOT INCLUDED!
Me First!® v.4 Wireless Game Buzzer System (8-user set) is a game show style training tool that energizes reviews, quizzes, and competitive learning. This wireless classroom buzzer system lights up on the player’s pad to show who buzzed in first—keeping games fair and fast-paced. Trainers and teachers love it for adding excitement to team building, test prep, and corporate workshops.
Each player uses a Personal Answer Dome (P.A.D.); when someone buzzes first, their P.A.D. lights GREEN and all others light RED so you instantly see who won the buzz-in. The facilitator can press CONTINUE to block previous winners from the next round or RESET to let everyone ring in again.
KEY FEATURES
- 8-player set: includes 8 player P.A.D.s + 1 facilitator control unit; batteries included
- 4-player set: includes 4 wireless P.A.D.s + 1 facilitator control unit (with USB port)
- Instant lockout: identifies the first buzz within .001 seconds; others lock out
- Player lights: first player’s P.A.D. turns GREEN; others RED
- Facilitator control: choose CONTINUE (block previous winners) or RESET (all can buzz again)
- RIGHT/WRONG feedback: facilitator unit plays sounds; player P.A.D.s flash for correct/incorrect
- Wireless & portable: 2.4 GHz; ~80 ft RF range; under 4 lbs; snap-in battery door
- USB integration: 1 USB port on the facilitator unit for use with game show software
- Concurrent play: pairing memory lets two games run at once (keep facilitators 10+ ft apart)
Need flexibility? Add extra player P.A.D.s (up to 36) or choose the smaller 4-player set.
WHAT'S INCLUDED
- 8 player P.A.D.s (approx. 3" diameter)
- 1 facilitator control unit
- Batteries
- 1 USB port on the facilitator unit
Note: v.4 is not compatible with v2 and earlier versions
SPECIFICATIONS
- Lockout speed: identifies first buzz within .001 seconds
- Wireless: 2.4 GHz; RF range ~80 ft (line of sight)
- Weight: < 4 lbs; snap-in battery door
- USB: integrates with game show software
See quick-start and full instructions linked from the product page.
COMMON USES
- Corporate training games, icebreakers, and debriefs
- Classroom quiz reviews and formative assessment
- Team-building energizers and decision-making exercises
- Game-show style learning (e.g., Jeopardy-style formats)
FAQS
Q: Does this system have a light tower?
A: No. Me First! lights the player’s P.A.D. GREEN for the winner and RED for others—so you can see results without a tower.
Q: Can I exclude players who already answered?
A: Yes. Press CONTINUE to block previous winners from buzzing in again until others have had a turn, or RESET to reopen buzzing for everyone.
Q: What’s the range of this wireless classroom buzzer system?
A: About 80 feet in open space; reliable for most classrooms and training rooms. :
Q: How fast does it determine the first buzz?
A: The system identifies the first buzz within .001 seconds and locks out others.
Q: Can I expand or run two games at once?
A: Yes. Add extra P.A.D.s (up to 36). Pairing memory also allows two concurrent games if facilitator units are 10+ ft apart.
Me First game show lockout buzzers make teaching and learning fun for everyone involved! Your students or trainees will have a blast competing to earn points by answering questions, while you enjoy the thrill of hosting. These innovative Me First wireless buzzers turn everyday teaching sessions into unforgettable game shows. Use these dynamite audience participation buzzers to captivate your classroom and get everyone involved in the day’s lesson, all while teaching them more effectively.
With Me First!® Personal Answer Dome (P.A.D.) at every seat, participants can compete to answer your questions and win points. The facilitator remote lets you choose whether to block out players who have already buzzed in or reset the system so that everyone can answer.
Click here for the Me First wireless buzzers simple operating instructions.
HOW TO PLAY
Facilitating Me First! Games is easy and stress-free.
- ASK the audience your question.
- PARTICIPANTS BUZZ IN with their responses by pushing on the dome of their P.A.D.
- QUICKLY SEE RESULTS: When someone buzzes in, the Facilitator Unit lights up GREEN. The student to buzz in first will see their P.A.D. turn GREEN, signaling that it's their turn to answer the question. All other participants’ P.A.D.s will light up RED until the facilitator presses the CONTINUE or RESET button.
- INDICATE RIGHT OR WRONG ANSWER: If a player answers incorrectly, the facilitator can press the red “WRONG” button, to create a buzzing sound; If the Me First player provides a correct answer when playing, the facilitator can press the green “RIGHT” button to make a DING-DING sound. The correct player's P.A.D. will also flash to indicate that they answered correctly. The wireless game show lockout buzzers track this data for the entirety of the game.
- CHOOSE CONTINUE OR RESET: By pressing CONTINUE, the facilitator will “lock out” the P.A.D.(s) that have already been green, and turn them RED. All other P.A.D.s will light up YELLOW, signifying that those remaining players may again attempt to buzz-in. Me First! hosts can keep pressing CONTINUE after subsequent questions until all players have had a chance to answer.
USE ME FIRST GAME BUZZERS FOR GROUPS OF ALL SIZES
- Add additional Player P.A.D.s (sold separately) to expand the game to as many as 36 participants.
- Add a second Facilitator Remote (sold separately) to run two games simultaneously, with each unit connected to multiple player P.A.D.s.
- Accommodate smaller groups with the Me First small 4-player Buzzer Set.
SEE HOW ME FIRST GAME BUZZERS WORK
See demo of RIGHT and WRONG buzzer feature on the facilitator remote!
TRAINERS TIP: "I USE THEM AS AN EXERCISE COMPLETION INDICATOR"
I love when our trainers share their tips and tricks. This one is from seasoned facilitator and trainer, Nora Gerber:
"I use the Me First Buzzers with my table teams so they can indicate when the table has completed an assigned task or conversation. Then the whole room knows when everyone is ready to move along." To do this, hit "CONTINUE" after each table rings in. When all the table buzzers show RED, hit "RESET" and move along.
BONUS RESOURCES
- Compare Who’s First & Me First Game Show Buzzers
- First-Hand Experience using Me First with Middle School Students
- Facilitating TV-Style Game Shows(like JEOPARDY!)
SHOP WITH CONFIDENCE
The Me First Game Show Lockout Buzzer System is a cutting-edge way to gamify learning. Like every product sold by Trainers Warehouse, the set is fully backed by our 100% satisfaction guarantee. Besides providing a fun and engaging experience for everyone involved, this set is an extremely effective teaching aid that empowers participants to absorb information more effectively than traditional teaching methods allow.
Couple your classroom game buzzers with game show software, fidget toys, dry-erase answer boards, and tons of other tools to make training and learning more engaging, effective, and fun.
Brain science tell us that people learn more when they write things down. Rather than just sitting and listening, students also learn more when teachers and facilitators slow down and let everyone think of an answer... not just the eager beavers who are first to raise their hand or shout out an answer. Personal whiteboards, a.k.a. Answer Boards, Quick Response Boards, or Briteboards, make it easy for teachers and trainers to get 100% learner participation.
Neon Briteboards are a huge hit with students and educators, as every individual gets to write an answer, cast a vote, ask questions, and offer opinions.
INCLUDES
- 30 Briteboards (6 each of 5 different colors)
- 30 Mini Felt Erasers
BRITEBOARD FEATURES
- Easy to hold handles
- Large writing area: 6" x 7.75"
- 2-sided dry-erase, wipe-on/wipe-off surface
- Super sturdy and durable
- Clean up easily
TONS OF USES
- Casting votes
- Conducting icebreaker activities
- Answering questions
- Rating or ranking items
- Sharing game answers
- PLUS: the 5 colors lend themselves very well to team building activities!
VIEW VIDEO DEMO
This combo package comes with 30 Briteboards (6 each of all 5 colors) Each felted mini-eraser is 2.5" x 1.25" x .65", and works great with dry-erase markers.
** TIPS **
By calling on the first person to answer, everyone else in the room stops thinking on their own. The beauty of Answer Boards is that they allow every person to think and write an answer. Consider these tips to maximize use of your Quick Answer Boards:
- Give people ample time to think of answers and write them down.
- Consider “Stand-pair-share” to get people moving and engaged in a meeting or learning event.
- Use Whiteboards for ice-breakers and energizers. Ask each person to jot down a goal, concern, or favorite quote. Or, for instance, ask people to write where they're from, then find the person who lives closest/farthest from them.
- Live and remote learners can all use Answer Boards
- Whiteboards are also fun for voting or entertaining kids on long car rides.
Showing 58/58
