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Companion product for Emotional Intelligence Skills Assessment Facilitator Set (#RBWEIF)
Includes 1 EiSA Participant Workbook. Order one workbook for each individual.
Emotional Intelligence Activities and Exercises should start with an Emotional Intelligence Self-Assessment. After all, Emotional Intelligence (EQ) is more than controlling your reactions to emotionally-charged situations. Emotional intelligence involves recognizing your emotional triggers and knowing when and how to use them in a way that enables you to not only deal with these stressors objectively, but to also develop strong connections with your co-workers.
EiSA Participant Workbook Table of Contents:
- Introduction and Overview
- What is Emotional Intelligence and Why is it Important at Work?
- The Five Factors of Emotional Intelligence
- Perceiving
- Managing
- Decision Making
- Achieving
- Influencing
- Understanding Your Results
- Developing Your Emotional and Social Skills
- Development Exercises for each of the 5 EI Scales
- Development Strategies for each of the 5 EI Scales
by Cyndi Maxey (Author), Kevin O'Connor (Author)
As the workforce ages and younger trainers and managers emerge, facilitation skills take on a new importance and, with the increased use of social networks, new facilitation skills are needed. Written by two facilitation gurus, this book shows how to make any learning environment come alive. It outlines proven guidelines any trainer can use to unify groups, inspire creativity, and get audiences, teams, and colleagues to speak up, talk back, participate, and engage in meetings.
Front Jacket
If you are a facilitator with years of experience or just getting started, you will learn what it takes to create and deliver a high-powered presentation that is tailor-made to draw in your audience members and get results every time. Once you set the stage to include and connect with your audience, you will trigger memory and action like never before.
Fearless Facilitation is filled with easy-to-implement presentation techniques designed to appeal to all types of participants. You will learn how to break the fourth wall (the invisible wall that separates you from the audience) and engage your audience through dialogue. In addition, the authors show not only how to involve participants in the conversation but also what to do when they grow silent or argumentative.
Throughout the book a personalized coach helps you with answers to common questions, specific scenarios, and past nightmare experiences. The coach helps to clarify the text, calm any fear, and take the next right step. And, to further illustrate how to become a skilled fearless facilitator, the book is peppered with interviews with masters of the craft of facilitation and engagement.
Praise for Fearless Facilitation
Maxey and O'Connor inspire readers to engage with audiences as collaborators. Experienced facilitators will be motivated to take new risks; beginners will feel prepared to actively engage an audience.
--Kathleen M. Galvin, Ph.D., Communication Studies Department, Northwestern University
Fearless Facilitation is a blockbuster resource for engaging even the most challenging audience with confidence and purpose.
--Judy L. Schueler, Vice President and Chief Human Resource Officer, University of Pennsylvania Health System
Through this book Maxey and O'Connor have actually facilitated a process for you to become a better facilitator. These two not only know what they're doing, they've put together one of the most practical books on the market. Read it and then go facilitate something!
--Ron Culberson, MSW, CSP, speaker, humorist and author of Do It Well. Make It Fun
Back Jacket
If you are a facilitator with years of experience or just getting started, you will learn what it takes to create and deliver a high-powered presentation that is tailor-made to draw in your audience members and get results every time. Once you set the stage to include and connect with your audience, you will trigger memory and action like never before.
Fearless Facilitation is filled with easy-to-implement presentation techniques designed to appeal to all types of participants. You will learn how to break the "fourth wall" (the invisible wall that separates you from the audience) and engage your audience through dialogue. In addition, the authors show not only how to involve participants in the conversation but also what to do when they grow silent or argumentative.
Throughout the book a personalized "coach" helps you with answers to common questions, specific scenarios, and past nightmare experiences. The coach helps to clarify the text, calm any fear, and take the next right step. And, to further illustrate how to become a skilled fearless facilitator, the book is peppered with interviews with masters of the craft of facilitation and engagement.
Author Biography
Cyndi Maxey, CSP, owns Maxey Creative Inc., a communication consulting firm. She is a professional speaker, facilitator and coach and holds the Certified Speaking Professional designation with National Speakers Association.
Kevin E. O'Connor, CSP, is a speaker, consultant, and teaches graduate and undergraduate classes at Chicago's Loyola University and Columbia College of Chicago. Kevin is also a Certified Speaking Professional.
by Mary Scannell (Author), Michael Abrams (Author), Mike Mulvihill (Author)
Get remote team members to interact as if they're in the same room
Whether you're videoconferencing with team members across the world or e-mailing a colleague sitting ten feet away, the truth is evident: technology has permanently altered the way we communicate. The virtual workplace can facilitate quicker decision making and reduced overhead. But the lack of face-to-face interaction can also impede trust, innovation, and creativity among team members.
The Big Book of Virtual Team-Building Games is packed with games and activities for developing productive virtual teams across all digital platforms, including e-mail, mobile devices, web-based conferencing tools, and social media sites such as Facebook, Twitter, and Skype.
The Big Book of Virtual Team-Building Games helps you:
- Build a greater sense of community and reduce conflict
- Increase levels of engagement
- Get the most out of more-introverted team members
- Boost team members' productivity
Make sure that the only thing separating your people is distance. The Big Book of Virtual Team-Building Games is just the tool you need to develop trusting relationships, foster clear communication, and use technology to enhance the team's connections.
Author Biography
Mary Scannell has worked as a consultant, speaker, writer, and trainer for the past twenty years. She is coauthor of The Big Book of Team-Motivating Games and author of The Big Book of Conflict-Resolution Games.
Michael Abrams is senior director of talent optimization for Banner Healthcare and founder of LearnCamp Phoenix.
Mike Mulvihill is the founder of PossibiliTEAMS Corporate Team Building & Training.
Help your coaches get in shape!
Becoming a great coach might seem easy but it does require training and practice! Effective coaches help individuals feel good about their work and gain a heightened sense of commitment and ownership. They also enable individuals to master new skills and responsibilities in accordance with their organization's needs.
Get Fit for Coaching is a fast-paced and fun experience that gives participants the opportunity to practice five distinct skills associated with successful coaching and communication between the coach and “coachee”:
- Building Rapport
- Observing and Analyzing
- Questioning and Listening
- Providing Feedback
- Facilitating Learning
Get Fit for Coaching is a cross between a game and a training course. It can be used as a stand-alone game to build, refresh, or reinforce coaching skills, or as part of a broader leadership training program. It is suitable for managers, supervisors, team leaders, and anyone who wants to become a more effective 'coach'.
HOW Get Fit for Coaching WORKS
After a brief presentation on the five key coaching skills, teams begin the first round of play, racing against the clock to answer coaching questions correctly, developing a sharper understanding of the five key skills. In round two, participants are asked to respond to everyday coaching situations, earning a 'letter card' for each correct response. The first team to earn a card for each letter in the word 'Coach' wins the game.
LEARNING OUTCOMES
- Practice and strengthen the five key coaching skills
- Discover how to develop effective coaching relationships and provide a rewarding work environment
- Learn how to improve others' performance and maximize potential through coaching.
Time recommended: 2.5 hours
WHAT'S INCLUDED
- 1 Facilitator Guide
- 4 sets of card decks with individual storage cases (suitable for ~ 16 participants)
- 4 laminated game cards
- 16 Participant Guides
- 120 game chips
- Sturdy tote bag
FACILITATOR GUIDE
- Administrative guidelines
- Theoretical background
- Coaching process model
- Overview of the five key coaching skills
- Experiential learning/training methodology
- Training design options
- Preparation checklist
- Blank training outline
- Sample copy of the participant guide
- CD-ROM (includes overhead transparency masters, which are tear-out pages from the back of the facilitator set that you can copy to create your own overhead materials, and two Microsoft PowerPoint presentations)
- Convenient three-ring binder
PARTICIPANT GUIDE
- Summary of the coaching process model
- Overview of the five key coaching skills
- An introspective coaching exercise
- Action planning
TABLE OF CONTENTS
In Get Fit for Coaching - A Skill Practice Game Facilitator, you'll find:
- Overview and Introduction
- Administering Get Fit for Coaching: A Skill Practice Game
- About the Microsoft PowerPoint Presentation
- Experiential Learning Methodology
- Background Information
- Build Rapport
- Observe and Analyze
- Question and Listen
- Provide Feedback
- Facilitate Learning
- Technical Development
- References
- Skills Practice Game At-A-Glance
- Preparation Checklist
- Facilitator Instructions
- Training Design Options
- Alternative Training Configurations
- Blank Training Outline
- Related Materials from HRDQ
- Overhead Transparency Masters: tear-out pages from the back of the facilitator set that you can copy to create your own overhead materials
- Self-Assessment
The Complete Game contains materials for a maximum of sixteen participants or four teams of four people each. All parts except for the participant guides are reusable.
by Nanna Frank (Author), Anne Madsen (Author)
A guide for teachers and leaders who aspire to create curious and collaborative learning cultures using Graphic Facilitation.
'Draw to Learn' offers practices and processes for how to create Meaningful Learning Communities and illustrates how Graphic Facilitation can be a powerful and playful tool to offer shared clarity, support clear communication and invite participation inside and outside the classroom.
Change is a natural and inevitable part of our personal and professional life.
At times we consciously bring about change and sometimes change is imposed or invited from outside. No matter how change comes about, it is our experience that more often than not, we are challenged when we are required to change, develop and practice new ways of working. At the same time we acknowledge that change is at the heart of what it means to be a learner and to grow as a human being.
In the book we will dig into and unfold what Meaningful Learning Communities are, and how Graphic Facilitation can support you in creating the optimal conditions for these communities to thrive in an educational context. We are introducing visual methods that can be used to visualise learning processes and learning strategies, create clarity around objectives and progression as well as invite students and teachers to contribute with their own knowledge and competences. These methods can build an enriching, inspiring and motivating learning environment where children and adults alike can acquire and create new knowledge and competences together.
In the book you will find visual templates, DIY drawing exercises, cases from the classroom, an extensive icon library and inspiration for how you can use Graphic Facilitation in your daily work to create inspiring and collaborative learning environments.
Enjoy!!
by Glenn E. Singleton (Author), Curtis Linton (Author)
This facilitator's guide shows staff developers how to develop training for educators that examines the relationship between race and achievement and promotes academic parity.
New! – The EQ Game for Healthcare – Virtual Build
This new game contains 20 all-new situations unique to health care environments—medical office, hospital, health care teams.
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 for Healthcare 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 FOR HEALTHCARE 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 136 slides
- 20 Situations for Self-Awareness and Self-Management (PART 1 – 40 slides)
- 20 Situations for Social Awareness and Relationship Skills (PART 2 - 80 Slides)
- EQ Skills Summary (1 slide)
- 14 Slides for intros, explanations, scoring, etc. - you can use this to present and explain the game to participants
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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:
- 5 Situations for Self-Awareness and Self-Management (PART 1 - 10 slides)
- 5 Situations for Social-Awareness and Relationship Skills (PART 2 - 8 Slides)
- EQ Skills Summary (1 slide)
- 14 Slides for intros, instructions, etc.
- Facilitator Instructions - 6-page pdf
- Participant Handout: EQ Overview - 1-page pdf
- Empathy Self-Assessment – 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 20 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 highly interactive session, participants will explore how to design, develop, and deliver training that is not only engaging, but also strategically aligned with business outcomes. Grounded in six powerful, research-based brain-science principles-movement, writing, talking, images, variety, and brevity-this session offers a hands-on approach to enhancing learner retention and performance.
Participants will experience each principle firsthand and discover how these techniques can be intentionally embedded at every stage of the learning cycle:
- Creating Connections - Build relevance and engagement from the start
- Delivering Content - Communicate key messages clearly and memorably
- Concrete Practice - Reinforce new skills through active application
- Conclusions & Closers - Solidify learning and inspire transfer to the workplace
By the end of the session, participants will leave with:
- A toolkit of active learning techniques to energize any training session
- A clearer understanding of when and how to apply these techniques for maximum impact
- Increased confidence in designing experiences that produce measurable results Experience Bowman's award-winning Training from the Back of the Room techniques and transform your sessions into dynamic, brain-friendly learning events that make learning stick!
LEARNING OBJECTIVES
- Identify the six brain-science principles to maximize learning
- Learn 20+ techniques to make your own training more active and memorable
- Gain facilitation tips to draw out shy learners
- Plus, network and share best practices with other trainers
WHAT TO EXPECT
We practice what we preach! Expect a session that is:
- CUSTOMIZED: Each session is tailored to the needs of the group
- INTERACTIVE- engaging, participator, brain friendly, and active
- ONLINE: Sessions are delivered online (unless in the Boston area)
- PLATFORM: Sessions are typically delivered on Zoom
- TIME: 45-minutes (give or take). If you need a 30- or 60-minute session, we will adapt to your needs
To learn more or schedule a session, click here: https://calendly.com/susan-trainerswarehouse/30min
First impressions matter, whether you're walking into a social gala or beginning a new training seminar. How you open your learning event will set expectations and establish a tone for the whole session. In the first few minutes, participants are evaluating how much they think they'll get out of the training, as well as how much effort they'll put in themselves.
Refresh your approach to introductions and icebreakers, by exploring a range of techniques to draw participants in, instill trust, set expectations, build camaraderie, and prime your group for participatory learning. Understand how to use time wisely and avoid the common pitfalls that put participants on guard. In this highly interactive session, you'll learn and exchange favorite approaches for setting the groundwork for lively learning events, whether live or online.
LEARNING OBJECTIVES
- Understand and balance the range of goals for session openers
- Differentiate time-wasting icebreakers from important session-starters
- Build psychological safety
- Help participants build connections with the content and other learners
- Develop ways to build psychological safety nets to support learning
- Pick perfect openers to start your session
WHAT TO EXPECT
We practice what we preach! Expect a session that is:
- CUSTOMIZED: Each session is tailored to the needs of the group
- INTERACTIVE- engaging, participator, brain friendly, and active
- ONLINE: Sessions are delivered online (unless in the Boston area)
- TIME: 45-minutes (give or take). If you need a 30- or 60-minute session, we will adapt to your needs
To learn more or schedule a session, click here: https://calendly.com/susan-trainerswarehouse/30min
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