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In this game of communication and collaboration, blindfolded players must figure out which of the shapes that they hold is a duplicate. Success requires clear and concise communication, active listening, and collaboration, as several of the shapes could be easily confused with each other.
The facilitator will instruct players,
“Without looking at your shapes, determine which players have matching shapes.” Optionally, you can let them know that only two players will have matching shapes. Or, you can throw in more matches and NOT tell them how many will be a match (this is much more difficult!)
CONTENTS OF SHAPE-UP
This communication and teambuilding game contains:
- 26 wooden shapes (2 each of 13 different shapes)
- 10 blindfolds
MORE TEAM BUILDING FACILITATION OPTIONS
In addition to the Shape-Up game, facilitation notes include 5 additional game ideas including:
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PARTNER PAIR-UPS - players use the 13 different shapes to find a partner (one with either a matching or complementary shape)
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BEHIND-THE-BACK PARTNER PAIR-UPS - without seeing the shape that they hold, players must find the person who has their matching shape.
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SHAPE-UP ICEBREAKER INTROS - using the shapes a metaphors, players pick a shape that reminds them of a personal experience (or a learning goal; or a characteristic they’re proud of; etc.)
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METAPHORICAL DISCUSSIONS & DEBRIEFS - players choose a shape that represents an observation, question, or learning point, and share their metaphorical reflections with the whole group.
- SHAPE-ly DEBRIEF & REFLECTION QUESTIONS - conduct a "S.H.A.P.E.ly" debrief
S – SHAPES - discuss what was difficult about describing the shapes
H – HELPFUL/HURTFUL - identify approaches that were helpful or hurtful to the effort
A – ACTIONS - focus on actions and break-through moments
P - PREPERATION - draw out the impact of preparation as teams approached the challenge
E – END RESULTS - discuss the group's satisfaction with their end-result
©Trainers Warehouse. SHAPE-UP is a collaboration between Teamwork & Teamplay and Trainers Warehouse.
COMPARISON CHART
Not sure which team-building activity is right for your group? Trainers Warehouse offers a variety of experiential learning games that build skills in communication, collaboration, adaptability, leadership, and conflict resolution. Use the chart below to compare five of our most popular activities—PuzzleBlind®, Helium Stick®, TeamWRITER®, Shape Up!®, and Team 10®—and choose the one that best fits your training goals, group size, and workshop format.
| Activity | Ideal Group Size | Core Skills Developed | Time Required | Key Dynamic | Best For |
|---|---|---|---|---|---|
| PuzzleBlind® | 4–8 players per puzzle (parallel teams for larger groups) | Communication, trust, listening, coaching, conflict resolution | ~30–40 minutes (play + debrief) | Builders are blindfolded, coaches give verbal instructions | Leadership training, conflict resolution, communication workshops |
| Helium Stick® | 8–12 participants per stick | Communication, alignment, group focus, patience | ~20–30 minutes (setup + play + debrief) | Teams must lower a lightweight rod without it rising up | Quick energizer, communication warm-up, leadership retreats |
| TeamWRITER® | 6–12 participants (expandable with multiple pens/strings) | Collaboration, interdependence, coordination, listening | ~20–30 minutes (assembly + play + debrief) | Teams collectively pull strings to guide a pen and write/draw | Collaboration workshops, leadership development, trust building |
| Shape Up!® | Small teams of 4–6 per set (multiple sets scale up) | Problem-solving, communication, collaboration, | ~20-30 minutes (multiple rounds + debrief) | Players must figure out which of their pieces is a duplicate | Problem-solving workshops, collaboration training, communication skill-building |
| Team 10® | Groups of 4–8 players | Adaptability, resilience, dealing with disruption, collaborative planning | ~20–30 minutes (play + debrief) | Teams search for 10 matching cards until a “Scramble” card forces to begin again | Change management workshops, adaptability training, and teamwork energizer |
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:
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- 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:
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- 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
ZIN OBELISK GAME
This challenging mathematical puzzle is made even more complex, by using made-up words in the fictitious, ancient city of Atlantis, where a solid, rectangular obelisk -called a zin - was built in honor of the goddess Tina. The structure took less than two weeks to complete and the group's task is to determine the day of the week on which the obelisk was completed.
To play, each participant receives 1-5 clues, which can only be shared verbally. Together, teams must figure out the day the Obelisk was completed. Success requires organization, leadership, coordination, listening, problem solving, and processing skills. Most groups require 15-25 minutes to arrive at a solution.
LEARNING OBJECTIVES
- Have clearly defined goals
- Collaborate! Work together
- Share the leadership
- Share knowledge-on complex tasks, one person rarely has all the answers
- Listen to each other
- Clearly articulate ideas
- Manage ambiguity through discussion
- Make sure everyone has a common understanding of terminology
USES FOR Zin Obelisk - Use this mathematical team challenge to:
- Make discussions more productive
- Enhance problem solving skills
- Increase clarity of communications
- Discover productive team behaviors
- Foster participation and involvement
- Improve awareness of others
- Improve listening skills and questioning techniques
Enhance a variety of training and development initiatives:
- Communication and Listening Skills
- Problem-Solving
- Team Building
- Leadership Development
- Cooperation
- EQ & El Skills
TIME: 30-60 mins for Introduction, Gama Play, Debrief, and Closure.
PARTICIPANTS: 5-8 players per team; multiple teams can play against each other.
Working remotely? Email a few clues to each player and try to sort it out over the phone--maybe with a shared online whiteboard! After all clear phone communication is more important now than ever!
** TIPS **
Feel free to adapt the full facilitation notes included as a booklet in the card deck to the needs of your group and your material:
- Display the instructions on an overhead, flip chart, or whiteboard. Or, give a printed copy to each team.
- Keep notes during the exercise so you can refer to them during the debrief.
- If the group did not discuss their process during the activity, share a handout explaining the definitions and differences between Task-Related and Process-Related discussions.
- Record "learning points" on a flip-chart for follow-up and future reference.
This product is delivered electronically
Studies have shown that when people are actively involved in the thinking and decision-making process, their sense of ownership inspires results that exceed expectations. Road to THERE is the toolkit to create buy-in, increase creative energy, and inspire ownership in an organization's plan to excel!
WHY ROAD TO THERE VISIONING TOOL?
This simple tool takes the fear out of strategic planning and visioning, which for many people conjures up images of heated arguments, confusion, unresolved disagreements, hours of circular-reasoning disguised as healthy debate, and for some, the embarrassment of not knowing how.
Yet, without a clear and effective plan that lays out a roadmap to the future, and to which team members can buy-in, the organization creates an environment that is prime for chaos.
HOW IT WORKS
The Road to THERE walks individuals and teams through the process of visualizing the future and creating a clear road map that identifies the objectives, the potential obstacles, and the distance between where you currently are and how far you need to go to get THERE. With it are the Hows that everyone involved can participate in creating -- therefore making it real to the individual contributor and inspiring ownership.
INCLUDES EVERYTHING YOU NEED (except the meeting platform)
Road to “THERE” Virtual Toolkit was designed to help facilitators walk their teams through a thorough strategic planning process. The goal of the facilitation is to create an action plan with clarity of purpose, accountability, and focused intention. Included in the digitally-delivered toolkit is:
- The Road to “THERE” PowerPoint Video for Online Teams
- Concise Facilitator Guide, containing tips, not included in the PPT file
- Downloadable Planning Worksheet Master files
- Accountability Matrix Master File
NOTE: You will also need an online Meetings Platform, which allows for small group breakouts, shared whiteboards, and voting (i.e. Zoom, Webex, Google Meet, etc..)
Creator, Linda Callecod, talks about using Road to There during a Live Workshop
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.
Synergy Stack is a deck of "Habit Cards"
The deck contains 48 "Habit cards," that help colleagues build synergy, communication, and understanding through improved Connections, Clarity, Curiosity, and Commitment. Use this thoughtful deck to help teams in their "Getting to Yes" efforts. Build strength in communication and negotiation skills. Develop alignment between individuals, teams, and departments by fortifying this critical set of skills and habits.
4 COLOR-CODED CATEGORIES TO BUILD SYNERGY
- CONNECTION: Get to know one another as human beings. The 12 GREEN cards focus groups on topics such as showing empathy, getting to know peers beyond the workplace, being real, giving credit where it's due.
- CLARITY: Develop a shared understanding of success. The 12 TEAL cards home in one on building shared understanding about goals, expectations, and priorities.
- CURIOSITY: Show genuine interest in other perspectives and possibilities. 12 ORANGE cards seek to explore others interests and perspectives through inquiry, idea sharing, challenging assumptions, openness to new thinking.
- COMMITMENT: Coming to clear commitment. 12 BLUE cards help get teams to the finish line by helping teams stay on track, honor deadlines and confidentiality, accepting accountability, and sparking action.
KEY ELEMENTS OF SYNERGY STACK CARDS
- Title: The name of the HABIT (12 habits for each of the 4 Cs).
- Color and icon- associated with one of the 4 Cs.
- Description of the Habit – definition of the habit explains what the habit looks like when used effectively.
- Question – example phrase showing how one might further explore or discuss the habit.
SO MANY USES
This thoughtfully curated collection of tools, games, and activities is designed to amplify team collaboration, foster innovation, and spark meaningful conversations among leaders at every level. The Synergy Stack deck is perfect for workshops, team retreats, or leadership development programs, such as:
- Dynamic Team-Building Exercises: Engage participants with activities that build trust, improve communication, and encourage problem-solving in real time.
- Powerful Discussion Prompts: Dive deep into leadership challenges using expertly crafted questions and scenarios.
- Adaptable Frameworks: Tailor activities to any group size or leadership style with flexible resources that meet your training objectives.
-
Plus...
- Team building
- Strategic planning
- Problem-solving
- Project kick-offs
- Post-project reviews
- Company offsites
- Conferences
- Coaching and mentoring
- Conflict resolution and Negotiation Training
- Communication training
READY-TO-GO LEARNING EXPERIENCES & GAME IDEAS
SynergyStack includes access to an online hub that's chock full of facilitation and teaching notes, multimedia content, deeper explanations of the 4-Cs approach, and 13 games that you can tailor to the needs of your groups.
- 3 general "icebreaker" exercises that use all the cards in the deck
- 4 exercises that use just the 12 cards of the associated "C"
- 1 Teambuilding exercise
- 3 one-on-one activities (build self-confidence, coach through a conflict, career development)
- 2 personal development activities
LEARN MORE
Listen to a recording.
FA
FAQs
Q: What is Synergy Stack?
A: Synergy Stack is a deck of 48 “Habit Cards” designed to strengthen team communication, collaboration, and negotiation. The cards help teams build practical habits across four areas: Connection, Clarity, Curiosity, and Commitment.
Q: How do teams use Synergy Stack in training or workshops?
A: Facilitators use the cards as conversation starters, reflection prompts, and activity guides during team-building sessions, leadership development workshops, project kickoffs, and retrospectives. The deck supports both group discussion and one-on-one coaching.
Q: What are the four categories in Synergy Stack?
A: The deck is organized into four color-coded categories:
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Connection (green): building empathy and human connection
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Clarity (teal): aligning on goals, expectations, and priorities
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Curiosity (orange): exploring perspectives and challenging assumptions
-
Commitment (blue): accountability, follow-through, and action
Q: What’s included on each Habit Card?
A: Each card includes the habit name, a brief description of what the habit looks like in practice, and a sample question or prompt facilitators can use to spark discussion or reflection.
Q: What kinds of programs is Synergy Stack best for?
A: Synergy Stack works well for team building, leadership development, strategic planning, communication training, negotiation training, conflict resolution, project kickoffs, post-project reviews, offsites, and coaching or mentoring sessions.
Q: Is Synergy Stack suitable for different group sizes?
A: Yes. The cards can be used with small groups, full teams, or in one-on-one coaching. Activities can be adapted for workshops, retreats, classrooms, and conference sessions.
Q: Are ready-to-use activities included?
A: Yes. Synergy Stack includes access to an online hub with facilitation notes, deeper explanations of the 4Cs framework, multimedia resources, and 13 ready-to-run games and exercises that can be tailored to different learning goals.
Q: What skills does Synergy Stack help develop?
A: The cards help build practical habits for communication, collaboration, alignment, curiosity, accountability, problem-solving, and negotiation—skills that support high-performing teams and effective leadership.
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.
The Power of Perception Leadership Activities take participants on a journey of walking in others' shoes and seeing the world from new perspectives. As the group works out challenges, wearing different-colored glasses, they quickly understand the reality of others not seeing the world through the same lenses they do... literally.
Using John Riordan's workbook and course, facilitators can help teams, leaders, and managers recognize, understand, and adjust their own perceptions and others'.
FACILITATION KIT INCLUDES…
The game includes all you need for 3 to 18 players.
- 3 Facilitation/Participant workbooks
- 6 Red Glasses
- 6 Blue Glasses
- 6 Yellow Glasses
EXTRA SET OF GLASSES INCLUDES…
- 1 set (3 pairs) of glasses -- (one of each color: red, blue, yellow)
POWER OF PERCEPTION LEADERSHIP ACTIVITIES
In the workbook, find a complete course on the power of perceptions, including:
- Introduction – explaining Chris Argyris’ Ladder of Inference, exploring how the information on which we focus becomes the filter through which we lend meaning, make assumptions, and draw conclusions.
- Introductory Activity – in a series of two warm-up exercises, players must add up a series of numbers and agree on the sum of those numbers. Wearing the glasses, they will arrive at different totals, and there the negotiations (and learning) begin.
- People Perceptions Activity – In a second activity, participants are asked to evaluate potential new teammates based on a set of criteria. When asked which candidate they’re drawn to, players will realize that they’ve come to different conclusions depending on the information that’s most apparent to them. Debriefs can focus on self-perceptions, cultural norms, past experience, stereotypes, affinity bias, and more.
- Emotional Intelligence Activity – the third activity asks participants to consider a person’s feelings. Again, perceptions of the situation are colored by the glasses they’re wearing. Beyond building emotion-related vocabularies, debriefs can explore projection bias, attribution bias, cultural context, assumptions, mood congruence, and more.
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Decision-Making Activity – In the fourth and final activity, participants must agree on a sum of numbers so that they can make a joint decision. The activity explores the need to:
- Begin with dialogue, not debate
- Strive first for understanding, not the quickest answer
- Differentiate constructive and destructive language when
- Negotiating decisions when everyone isn’t in agreement
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Debrief – a series of wrap-up questions, engage the group to discuss:
- Topics on which team members currently have different opinions or perspectives
- Ways you can manage different perspectives going forward.
DEMO
FROM THE DEVELOPER, JOHN RIORDAN
How do your teams perform under pressure? Escape Room 2 - Breakout! is ideally suited for any team to demonstrate some key teamwork lessons while having fun! A tough team challenge to find an eight-digit combination, beat an alarm system and breakout!
NOTE: Compared to Escape Room [1], this game is intended to offer more inter-team competition, requiring less cooperation.
LEARNING OBJECTIVES
- Work on a complex task with multiple sub-tasks
- Encourage collaboration
- Stimulate creativity and problem-solving
- Test team skills (under pressure)
- Give a fun and memorable experience
TEAM ACTIVITY - HOW IT WORKS
Teams are "locked" in the training room with a number of wall posters, locked boxes, Japanese Puzzle Boxes and other puzzles and clues. They have 75 minutes to escape the room. In order to exit the single door to the room, teams need three things:
- 800 points
- Solution to the T-puzzle
- 8-digit code
Points are obtained from solving 12 problems, each worth 100 points. The T-puzzle has to be solved and then the 8-digit code. By solving the various puzzles around the room teams can – with a little ingenuity – find the eight numbers. But first they must unravel the secret of the Japanese Puzzle Box that contains a key to one of the locked boxes, which in turn contains further clues. Then of course, there's the coded hints sheet and the alarm to disable. No pressure then!
There are 6 steps to opening the Japanese Puzzle Box. Instructions of course are available – but not in a straightforward way. Where would be the fun in that?
It seldom occurs to teams that once the door is breached, they can all escape, so a team could decide to let other teams do all the work and then walk out after them. Or all teams could split the tasks and pool their points and resources to ensure they meet the deadline. Strangely, this never occurs to groups who are so intent on competition they don't see the forest for the trees.
Teams can buy a ‘hints' sheet if they want to be sure of getting some of the more difficult problems correct. Unfortunately, the hint sheet costs 200 points and is in code. Still, the decoder is on the walls of the room – if teams can recognize it!
And when all three objectives are met there is still the buzzwire, to 'disable the alarm'!
PACK CONTENTS
- Trainer's Notes
- Team Briefs
- A3 Posters
- Buzzwire and batteries
- Cashboxes
- Japanese Puzzle Boxes
- T Puzzles
- Jump Puzzles
- Dice Puzzles
- Hints Cards
- Clockfaces
- Team Resources (card, scissors, rulers)
FACILITATOR'S ROLE
Full guidance is supplied in Trainer's Notes, including:
- Before the session begins various items are distributed around the room.
- Introduce the activity either verbally or with the Powerpoint.
- Issue each team with a Team Brief, a Japanese Puzzle Box, Clockface, Answer sheet, white card, scissors, and ruler.
- Announce the start of the activity: from this point teams have 75 minutes to escape
- Observe but don't get involved.
- If any team or teams come to you ready to escape, check the following:
- their point score (800 minimum required)
- their solution to the T-puzzle
- the 8-digit code (correct numbers in the right order)
- If all the above are correct, take the group to the buzzwire to 'disable the alarm'. Three buzzes and the attempt has failed.
- Conduct the debrief
PARTICIPANTS
3-24 (1-4 teams of 3-6 per team) - Perfect for staff at any level; No computer required
TIME
75 minutes + debrief
Escape Room 2 - Breakout! is designed by Northgate Training Activities for face-to-face training. It is supplied as a hard copy pack and the digital files are supplied via the Northgate Trainerhub.
It comes with a five-year licence for repeat use with up to 24 participants per training session within the license-holding organization.
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
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.
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
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.
Effective communication can improve just about every aspect of your life. It's an especially valuable tool in business, where 70% of small to mid-size companies claim poor communication is their main problem. That kind of breakdown has led to communication being touted as the top skill employers are looking for in potential hires today.
In order to improve your ability to communicate effectively with others, you must first identify and understand your own dominant communication style. This self-assessment takes around 10 minutes to complete, and helps tally up the various communication attributes that define your own personal style.
*** PURCHASE 1 ONLINE ASSESSMENT PER PARTICIPANT! ***
HRDQ ASSESSMENT CENTER ACCOUNT NEEDED FOR MULTIPLE PARTICIPANTS
If you'll be conducting online assessments for multiple people, you'll need to make a one-time purchase of the Online Assessment Administration Fee to create an HRDQ Assessment Center Account for ongoing tracking, administration and support. See product code #SOLASADM, and add to your shopping cart.
PRODUCT DOWNLOADS
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.
24 QUESTIONS
This communication styles assessment works by asking you to respond to 24 different items relating to both verbal and non-verbal communication. Throughout the assessment, you'll have to select statements that best reflect your preferred way of communicating. Each response is taken into account to provide you with an overall summary that correlates with one of four dominant communication styles:
- Direct
- This type of communicator gets to the point when speaking, but could probably use some work to build better listening skills. While usually employing a firm handshake, the Direct communicator also maintains a safe distance with personal space, makes bold movements, and creates the type of workspace that suggests power.
- Spirited
- If you move quickly, preside over a cluttered workspace, and are a good storyteller, you're likely a Spirited communicator. This type of person typically doesn't mind getting a little close with personal space and offers handshakes enthusiastically. Careful though, because Spirited people also tend not to pay too much attention to details.
- Considerate
- Perhaps you would rather keep opinions to yourself, are always there to lend a helpful ear, and move in a slow, but deliberate manner? In that case, you're probably a Considerate communicator. These folks are also strategic with personal space, keep many photos at their desk, and are quick to offer a measured, but gentle handshake.
- Systematic
- If personal contact isn't really your thing, you might be a Systematic communicator. These types of communicators seeks facts when listening and are very precise when speaking. Their movements are controlled, their desks are organized, and their handshakes tend to be short, but polite.
As part of the bestselling HRDQ Style Series, What's My Communication Style? is more than a fun quiz to decipher how your self-expression can be perceived by others (although it can definitely be that!) The communication style assessment is a stepping stone to better self-understanding, and a beneficial tool whether you're a CEO at a large organization, a college student, a member of a marketing team, or someone who's just looking to expand their soft skills for personal reasons.
The full What's My Communication Style? program also follows HDRQ's trusted Experiential Learning Model. Through the Experiential Learning Model, participants are taught via practice and activities the seven different stages of learning: Focusing, Experiencing, Reflecting, Thinking, Modifying, Applying, and Integrating. For instance, through the program's facilitator, participants are able to focus on the concept of personality style. The communication style assessment then allows participants to experience taking inventory of their individual style, reflect and think about the overall style model, and so forth. HRDQ strongly believes experiential games, simulations, and feedback instruments can be incredibly useful for learning skills pertaining to communication, leadership, teamwork, conflict resolution, and more.
The communication styles assessment is also highly adaptable and can integrate easily as a piece of a larger training program. It gives users a powerful tool for identifying strengths and weaknesses in their own communication style, while laying a strong foundation on which to build future success.
HRDQ ASSESSMENT CENTER
Gone are the days of mailing pre-work to participants, shuffling paperwork, and tabulating scores in your head. Here is a streamlined solution that will transform the way you prepare for and deliver training with assessments, whether your audience is 20 or 20,000. The online assessment portal gives you complete control over the entire process, from distribution, to administration, scoring, and data management, all with just a few clicks of a mouse.
As a trainer, the Assessment Center enables you to distribute assessments simultaneously to a global audience, manage and track participant progress and completion, access scores immediately and control the release of results, provide full color results to your audience, and print interpretive reports on demand. Participants have 24/7 access to a secure personal account, the ability to complete assessments from any location, at any time, automatic scoring and instant results.
Kind Cards is a set of 52 cards, including two wild cards, designed to enhance your kindness skills at work. Each card outlines a unique act of kindness, along with its benefits, practical tips, suggested scripts, and thought-provoking questions. On the back of each card, you'll find reflection questions, providing a space for you to record your experiences directly on the card.
Kindness is a skill, and like any skill, it varies among individuals. Needing help with kindness doesn't imply someone is unkind; it presents an opportunity for personal growth at all levels.
For Individual Contributors: Upskilling kindness improves collaboration and goal delivery.
For Managers: Kindness is your top retention tool; upskilling enhances team commitment and performance.
For Executives and Business Owners: Set a kind tone for the business; it results in higher retention, engagement, and overall organizational performance.
COLOR-CODED FOR EASY REFERENCE
The 52-card deck has three categories of cards, plus 2 wild-cards focused on practicing self-kindness.
- Red: Personal Growth and Self-Reflection (18 cards)
- Blue: Communication and Connections (17 cards)
- Yellow: Relationship Building and Support (17 cards)
On each card, find 7 elements:
- A prompt for a kind act
- Guidance on how to identify kindness opportunities
- Examples of how to act on that kindness
- Numbered cards to help pair that act of kindness with other acts
- Ways to incorporate the kind act going forward
- Questions to reflect on the act of kindness, its impact, and how it felt do perform the act
- Emoji that aligns with the theme of the kind act
FOUR QUESTIONS FOR KIND CARD GROUP ACTIVITIES
INDIVIDUAL STRENGTHS & OPPORTUNITIES
If using Kind Cards for group activities, team building, or EQ and kindness training, set out a deck of cards and ask players to select a a card that describes a...
- Kindness skill you're strong in -- and how it benefits your team
- Kindness skill you want to develop -- and how it might benefit your team
- Kindness action that could enhance team effectiveness
- Kindness act you value and hope others will extend to you
- Recent act of kindness you extended or received -- and how it made you both feel
Have participants share the card they selected and discuss why they chose it.
TEAM ASSESSENT
Alternatively, as a team, select 1-2 kindness acts, in which your team is...
- Currently really good at
- Could use some work on
- Might benefit from enhancing
USING KIND CARDS - INDIVIDUAL KINDNESS PRACTICES
Each week, simply choose a card randomly, or in order. Read the suggested act of kindness carefully. Keep the card with you as a reminder and actively look for opportunities to practice the kindness mentioned to a colleague. After performing the kind act, answer the reflection questions on the back of the card to capture the experience. If the opportunity doesn't arise, hold onto the card for the right moment or pick a new one to explore a different act of kindness.
DOZENS OF USES
- Team Building Activities
- Onboarding and Orientation
- Cultural Sensitivity and Diversity Initiatives
- Manager Training
- Internal Communication Campaigns
- Icebreaker Activities
- Conflict Prevention & Resolution Workshops
- Daily Huddles or Check-ins
- Company-wide Kindness Contests
- Company Values
- Critical Conversations
- Virtual Team Engagement
- Leadership Development
KIND CARD DEVELOPER, JAMIE GRACEFFA, PRESENTS...
POWERPOINT DEMO
Try the facilitation techniques described here!
Each Card is 4 1/2" x 5"
In Houston We Have a Problem, teams of lunar astronauts address the logistics of collecting rock samples, erecting a laser beacon and planting a flag. With limited amounts of oxygen and water, cooperation between teams is the only viable solution. Will they get back to Earth safely? This 60-min simulation hammers home the importance of good relations and effective working strategies. An out-of-world experience! But how much time is wasted in competing before teams reach that "A-ha" moment?
LEARNING OBJECTIVES
- Show and develop a range of team skills
- Appreciate the implications of executing a task poorly
- Communicate clearly
- Develop clear written and face-to-face communications
- Address issues of working under pressure
- Build cooperation between groups, or departments, at work
THE ACTIVITY
Teams of lunar astronauts address the logistics of collecting rock samples, erecting a laser beacon and planting a flag. With limited amounts of oxygen and water between teams, cooperation is the only viable solution and the sooner teams realize, and everyone gets 'on-board', the better! Just when it looks like they're on top of it all they'll need to re-group to deal with an emergency communication from Mission Control in Houston. A malfunction in the life-dependent filter needs a quick fix. With the materials available can they do it? Will it work? Will they get back to Earth?
Houston is great way to reinforce the importance of good relations and effective working strategies within teams - and also the difficult but crucially important factor of good relations between teams.
FACILITATOR'S ROLE
- Introduce the activity
- Issue Team Briefs
- After 30 minutes, issue MESSAGE FROM HOUSTON and observe the effect on team performance
- After a total of 70 minutes (from the start of the exercise) bring the filter parts together for testing (each team makes 25% of the filter)
- Lead a Debrief to discuss the learning outcomes and key lessons
- Relate the lessons to the workplace
Complete Facilitation Notes explain the exercise in more depth and provide discussion notes.
View video clip DEMO below!
PACK CONTENTS
- Trainer's Notes
- Team Briefs
- Message from Houston
- Messaging pads
- Construction card
- Scissors, rulers, tape and sticky tape
- Ball
- PDF Files of extra, optional forms (Key Points Handouts & Action Plan Forms)
PARTICIPANTS
12-24 (4 teams of 3-6 per team)
TIMING
1.5 hours
"Houston, We Have a Problem" is designed by Northgate Training Activities for face-to-face training.
It is supplied as a hard copy pack and the digital files are supplied via the Northgate Trainerhub and comes with a five-year licence for repeat use with up to 24 participants per training session within the license-holding organization.
Energize a Webinar, Remote Learning Session, or Online Meeting with UNZiP-it! Remote. Even if you aren't face to face, make it fun to pick a question and get conversations rolling. What we like says a lot about us. The Favorites prompts are specially selected to help your groups explore one another`s favorite people, places, things, experiences, preferences, and more. Talking about favorites is a delightful way to get conversations going and build relationships.
FAVORITES PROMPTS
Although this refers to "favorites," we always recommend asking for "one of your favorites." Somehow, that seems to make it all a bit easier to answer the question. On this deck, which is one of our favorites, you'll find a range of topics including:
- Locations and destinations
- Ways to spend time
- Cuisines
- Art forms
- Preferences
Because every prompt is about YOU, a topic that most people can answer pretty easily, dialogue and sharing come quickly and easily.
Read the poem and pick a question
Feeling shy about speaking out?
Or, not sure what to talk about?
It's easy now to start the flow,
And have discussions bloom and grow.
Click the button below to pick a topic,
Big and broad, or microscopic,
A prompt that doesn't dig too deep,
Or one that makes you take a leap.
Go ahead, just press to pick it,
Read the prompt and then UNZiP-it!
PRESENTATION FORMAT
The PowerPoint file is saved as a “pptm” file, containing a Macro. Once you enable the content, the UNZiP-it! Button will select a random discussion prompt. As with any PPT file, you are able to add or delete slides, as needed.
[NOTE: Silver Series Conversation Prompts are available as Thumballs, UNZiP-IT! Pocket & Deck, and Virtual/Remote PPT.]
This is a downloadable product. After you've placed your order, you will be given a link where you can download the compressed .zip file. You will need a program such as WinZip to extract the files for your use.
Learn how to overcome and move beyond difficult interpersonal and inter-team relations in the workplace. Communication Derailed is a high-energy simulation game that demonstrates the profound impact of poor communication and teaches the skills needed to communicate effectively.
Three comprehensive, self-contained 2-3 hour modules address:
- Impact of poor communication
- Methods to improve communication skills
- Creation of personal action plans
How it works
The simulation asks participants to imagine they are employees of a toy manufacturing company. As such, teams are charged with building new toy prototypes using fun, colorful parts available in the kit. The challenge is that the hands-on tasks become more difficult when they are faced with obstacles that challenge their communication skills. Through the experience of working together and with the help of the facilitator, participants learn how to overcome these problems to improve their performance through effective communication.
This hands-on activity tackles three typical communication challenges:
- Communication within a team
- Communication among teams
- Communication during organizational stress
Three comprehensive, self-contained modules provide the necessary framework to conduct independent training workshops or a series of sessions. In each module, participants work in groups to design and/or construct a toy: The duration of each module is about 2 hours. Each module follows the same general framework, which consists of 5 parts: (1) poor communication, (2) midpoint debrief, (3) effective communication, (4) final debrief, and (5) action planning.
- Module 1 (Communication within a team): Excellent for general team communication skill-building. Use with new teams to prepare them for challenges they may face, or with existing teams to expose and identify current communication problems.
- Module 2 (Communication among teams): Perfect for organizations that require cross-team or cross-department work.
- Module 3 (Communication during organizational stress): Valuable for organizations dealing with transition. This material is also beneficial for fast-moving organizations that function under continual time pressure.
Trainers love this game because it's easy to facilitate and all parts are reusable. Everything you need to deliver a powerful learning event is included in one kit!
Module 1: up to 3 teams of 4-7 participants; 2 hours minimum
Module 2: 2 or 4 teams of 4-6 participants; 2 hours minimum
Module 3: up to 3 teams of 5-7 participants; 2 hours minimum
The Communication Derailed Complete Game includes a complete Facilitator Guide with step-by-step guidelines on how to administer the game, theoretical background, reproducible participant materials, and presentation masters.
Also included: game parts for 3 teams of 4-8 people
Build Emotional Intelligence—wherever you are! Whether you're running a team meeting, virtual classroom, or remote training session, this online version of The EQ Game makes it easy to build emotional intelligence skills from anywhere.
THE EQ GAME * OVERVIEW
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Purpose: Build emotional intelligence by exploring real-world challenges and identifying skills to navigate them. Foster deep conversations and team connection. EQ Game makes learning the skill of emotional intelligence fun, interactive, and memorable.
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Format: Online/virtual game—perfect for Zoom, Teams, or other video platforms
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Time Required: Up to 90 minutes for Parts 1 and 2 combined. However, those with less time can use just a handful of the situations, adapting to their specific needs.
EQ GAME VIRTUAL EDITION * INCLUDES
These 7 files (conveniently compressed into a single .ZIP file) will give you all you need to conduct the game as a single large group experiences, or in the format of 4 breakout groups:
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The EQ Game - PowerPoint deck containing 89 slides
- 20 Situations for Self-Awareness and Self-Management (PART 1 - 40 slides)
- 16 Situations for Social-Awareness and Relationship Skills (PART 2 - 32 Slides)
- EQ Skills Summary (1 slide)
- 16 Slides for intros, explanations, scoring, etc. - you can use this to present and explain the game to participants
- 4 Breakout Room PowerPoint Decks - The full game is split into four parts, in case you'd like to split into 4 smaller groups, and give each breakout a set of situations to explore. Each breakout deck contains a different set of Self-Awareness and Self-Management and Social-Awareness and Relationship Skills slides, but all include the following elements:
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- 5 Situations for Self-Awareness and Self-Management (PART 1 - 10 slides)
- 4 Situations for Social-Awareness and Relationship Skills (PART 2 - 8 Slides)
- EQ Skills Summary (1 slide)
- 7 Slides for intros, instructions, etc.
- Facilitator Instructions - 4-page pdf
- Participant Handout - 1-page pdf
FACILITATING THE EQ GAME VIRTUAL EDITION
The game is facilitated in two parts. Part 1 builds the first two Emotional Intelligence skills and Part 2 helps develop the second two skills.
PART 1: SELF-AWARENESS & SELF-MANAGEMENT
Focusing on the first two pillars of emotional intelligence, PART 1 presents 20 typical situations that anyone might encounter at work. Each situation includes two slides:
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Slide 1: shows a scenario with two questions—
- How are you feeling?
- What will you do to manage your feelings?—plus sample responses.
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Slide 2: answers the questions - by offering additional answers for both questions, players can compare their answers to other typical responses. Reiterate that the answers shown on the slides are there as suggestions. There are never "right" feelings. The goal instead is to grow more familiar with noticing and labeling feelings.
PART 2: SOCIAL AWARENESS & RELATIONSHIP MANAGEMENT
Part 2 adds to Part 1 by asking participants to focus on the second two skills associated with Emotional Intelligence: Social Awareness and Relationship Management. Part 2 presents 16 typical work situations, with the goal of moving from identifying and managing feelings to taking action in ways that reflect social awareness and strengthen relationships.
- Introduction slides
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Slide 1: shows a scenario with four questions
- How are you feeling?
- What will you do to manage your feelings?
- How can you tune into your co-worker?
- What relationship skills can you use?
- Slide 2: answers the questions - as noted above, suggested answers are offered for guidance, not as "final say."
FACILITATING & SCORING THE GAME
FLOW OF THE GAME
- Show the first slide and ask participants to put themselves in the scenario. Read the sample feelings and actions.
- Then ask, “What else are you feeling?”, empahsizing that feelings are one-word emotions (e.g., angry, happy), not thoughts or interpretations.
- After players list their feelings, ask: “How will you manage those feelings?” Read the example.
- Then ask, “What else can you do?” Keep the focus on Self-Management, not problem-solving the situation itself.
- Finally, have teams self-score the round, based on the scoring protocols below.
PLAY AS A GROUP OR IN BREAK-OUTS
LARGE GROUP - If you're playing as one big group, you'll present the Situations one at a time. You can either follow the game sequence or pick and choose your favorites.
BREAKOUTS - Alternatively, participants can work through a subset of Situations in small groups. Each of the four groups will get 5 situations in Part 1 and 4 situations in Part 2.
SCORING THE EQ GAME
- Each time a participant names a feeling or a self-management technique, they get 1 point.
- Each time a participant provides a social awareness action or relationship management technique, they get 1 point.
- Participants can win additional points by:
- Giving an example of a situation they have experienced – 2 points
- Giving an example of an empathetic statement – 2 points
- Participants keep track of their own points.
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
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- 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.
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.
Jungle Escape, now a Fully Revised 30th Anniversary Edition, is a high-energy team building game that's perfect for introducing and reinforcing the concept of effective teamwork, and developing the group process skills that are needed for cohesive team performance.
An instant hit since it was first introduced thirty years ago, Jungle Escape is an experiential training game that takes new and intact teams on an imaginative adventure: having just survived a crash-landing in a remote jungle, a team of engineers must build an escape helicopter using the spare parts they were transporting.
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.
** NOTE: The Extra Helicopter Parts kit is now sold with 6 Participant Guides
The Deluxe Game Kit contains enough materials to train 3 teams of 6 players each and you can purchase #GAJUN
If you are running the workshop with more than 3 teams, order one Extra Helicopter Kit for each additional team. Each Extra Helicopter Kit comes with 6 Participant Guides and 1 bag of Helicopter Parts, and you may choose from Standard or Inter-Team versions based on your training needs.
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.
GAIN AWARENESS OF PERSONAL STRENGTHS
Based on theories of psychologist William Marston, the HRD Press DISCStyles assessment helps organizations understand how behaviors impact the success of their employees--and their bottom line -- and improve communication and conflict resolution skills. The HRD Press DISCStyles assessment has been crafted specifically to assist organizations in understanding how behaviors impact the success of their employees—and how it all links to the bottom line.
The DISC Styles Facilitators Guide contains all the information you need to run an effective an engaging DISC session. The opening pages of this Leader’s Guide provide you with an overview of each program option—the half-day (4 hours) and the full-day (7.5 hours) as well as preliminary information you will need. Following these pages are The DISC Presentation Outlines for both options.
Although guidelines or “scripts” for conducting activities and/or presentations are provided, you still must prepare for the session in advance! Don’t expect to just wing it and get great results. You will want to customize the script by including your own stories and examples or making key points that are particularly relevant to your participants
THE FACILITATOR GUIDE - HALF-DAY OR FULL-DAY PROGRAM
- Program overview for 4-hours and 7.5-hours event
- DISCStyles Presentation Outlines: includes page references for presentations, activity listings, and scripts
- Presentation - slides to share with participants
- Activities - description of the activity and debrief
- Scripts - what to say when introducing the session or activities within it.
NOTE: while guidelines or “scripts” are provided, facilitators are advised to prepare adequately fo the session. Customize the notes to your needs, include personal stories, and add examples that will be relevant to your participants. If you want excellent results, don’t just wing-it!
BENEFITS OF USING DISCStyles
- Gain awareness of personal strengths and motivations
- Uncover career development opportunities
- Improve methods for interpersonal communication
- Enhance conflict resolution ability
- Create 360-degree feedback for your leaders
- Build and strengthen teams
- Improve professional relationships internally and externally
SAMPLE TOPICS
- Your Behavioral Style Tendencies, Strengths, and Struggles
- Your Management Strategies and What Motivates You
- Your Communication Preferences
- About the Four Basic DISC styles
- How to Identify Another Person's Style
- How to Use Adaptability for Greater Success
ASSESSEMENTS SOLD SEPARATELY
Use the Facilitators guide and purchase either of the following from Trainers Warehouse:
- HRD DISCStyles Assessments, 5-pack paper assessment (#RBWHDSC)
Lost in The Wilderness Online is a short starter activity to get teams working together, solving a problem and making decisions under time pressure. It is a perfect early team exercise to establish how a team works virtually together. It will typically take a team between 30 and 45 minutes of activity to complete.
This activity is supplied digitally, for use in virtual or face-to-face training sessions.
ACTIVITY OVERVIEW
Each team receives a Brief. It tells them they are part of a team on a flight over Canadian territory en route to a fishing holiday in a remote location.
Their seaplane is fitted with amphibious floats and when the engine falters it crash lands in the wilderness killing the pilot. The plane points in the direction the pilot was flying and his last words were that they were 20 minutes flying time from the destination (so knowing their speed they can work out how far they are from their goal).
There are 15 items that have survived the plane crash. No food or water but some useful items that might help with survival. Teams do NOT rank these items but can use them in any plan they come up with.
Each team's objective is to plan a way forward. They have limited time - just 20-30 minutes! Should they stay with the plane? Striking off into the wilderness, especially as two of the team are slightly injured, without food and water, compass or map could be dangerous.
Teams must sum up the situation, list the options and decide on a plan. Good leadership and decisiveness required.
LEARNING OBJECTIVE
- To discuss an issue under time pressure
- To analyse a problem
- To work together as a team
- The usefulness of brainstorming
- How to prioritise
- The need for decisive leadership
- To express their own ideas forcefully
Trainer's Role
- Explain the general nature of what is going to happen. (Do not go into detail or repeat what is on the Team Brief.)
- Divide your group into teams (of 3-4 delegates per virtual team) and send them to virtual breakout rooms. Give a Team Brief to each team.
- Write down the current time on a shared virtual message board or whiteboard or announce the time. Tell teams they have 20 minutes for the task (you may want to extend this to 25 or 30 minutes).
- Visit the virtual breakout rooms in turn, and observe the teams at work. Note how their discussions progress, how they work as a team, whether they elect a leader or one emerges etc.
- Give teams a one minute warning before you stop the activity. Then stop the activity at the deadline and bring your delegates out of their virtual breakout rooms and back into plenary session. (You may want to give extra time if they are behind schedule. It's up to you.)
- Start the Debrief: ask each team to report back on how they approached the task, what options they considered and their final plans. Allow teams to quiz each other on their decisions.
- Use the Trainer's Notes to raise points for discussion.
- Finally, ask teams what they learned from the session about themselves and their teamwork. What lessons can they take away from the experience? Draw up a set of learning points that can be taken back to the workplace.
What's Included
- Trainer's Notes (supplied as a PDF)
- Team Brief (supplied as a PDF)
This Northgate training activity is delivered through an online portal and comes with a five-year license for repeat use with up to 24 participants per training session within the license-holding organization.
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.
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