Games That Teach Experiential Activities for Reinforcing Training

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Edition: 1st
Format: Paperback
Pub. Date: 1998-06-16
Publisher(s): Pfeiffer
List Price: $74.66

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Summary

Games are your answer!They don't want to hear you lecture. They don't want to read an instruction guide. So how can you tell them what they need to know? You want bright smiles, not bored sighs. You want them to have fun, but you want them to learn as well. GAMES are your answer!Games aren't just for kids. Games can help people learn business ideas: games can teach. Steve Sugar's adaptable designs put an end to tired, scripted business games. Sometimes you have a lot of games, but none of them ever seems to suit the occasion. Sometimes games suit the occasion, but are so rigid that the participants are bored before they've scarcely even begun. With Sugar's help, your games will always be both fitting and new. These aren't your average games. They're frame games, game shells to which you can add your own unique content.With this simple book, you'll quickly create perfect games for every setting!In this book you'll get: An abundance of uniq ue and playful games. These content-reinforcing designs will increase the smile quotient of even the most hard-to-please audience. A handy selection matrix. This tool helps you choose the games that suit your specific training needs. A simple seven-step game implementation model. This plan shows you how to customize these designs for your own use.As a student, Sugar used games to remember his schoolwork; as a teacher, he used games to energize dull lessons; as a trainer, he uses games to excite learners and accelerate learning. And now he offers you this invaluable treasury of his fluid game designs. Bring a bounty of frame game fun to your next training session or presentation!

Author Biography

STEVE SUGAR, whom game legAnd Thiagi has called "one of the best game designers in the training business," is the president of The Game Group, a consulting firm. Sugar, an editor and contributor on several American Society of Training and Development (ASTD) INFO-LINE publications, has created three game systems that are used across the world. He speaks at all of the major training conferences, and has been interviewed in Training magazine.

Table of Contents

Credits xi(2)
Foreword xiii(2)
Preface xv
Part One CONFESSIONS OF A GAMES WRITER 3(20)
A Note to the Trainer
3(2)
What Is a Frame Game?
5(2)
The Seven-Step Game Implementation Model
7(16)
Part Two 26 FRAME GAMES 23(146)
Best Shot
23(4)
Beyond Tic-Tac-Toe
27(6)
Bumper Stickers
33(4)
By the Numbers
37(4)
Classify
41(6)
Conversations
47(8)
Deadlines
55(6)
Deep Six
61(6)
Find Points
67(8)
Gauntlet
75(6)
Got a Minute?
81(4)
Headlines
85(4)
Hoops
89(6)
Margin for Error
95(4)
Message Board
99(6)
Nothing Ventured
105(6)
One Potato
111(6)
Penny Wise
117(6)
Pop Quiz
123(6)
Question of Identity
129(6)
Shape Up!
135(8)
Six Pack
143(6)
Stretch Mark
149(4)
Test Match
153(6)
Tic-Tac-Two
159(4)
Top Dog
163(6)
Part Three INDEX Finding the Right Game 169

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