BUSINESS TRAINING GAMES ACTIVITIES & SIMULATIONS IDEAS AND TRAINING
Business Training Games, Activities & Simulations
WHY GAMES AND ACTIVITIES WORK!
Engage participants and drive home vital learning points with Games and activities. Whether it’s repairing communication breakdowns, supervising under pressure, or finding an effective way to work as a team, our games reflect real on-the-job challenges. Used alone or in tandem with Assessments, they provide an open, comfortable forum to practice skills before taking them back to the workplace.
Experiential
Immerse participants in activities like planning, building,
and role-playing, lowering inhibitions and unleashing creativity.
Relevant
Universal workplace dilemmas and focus on key skill sets relate
to real-world training needs.
Results-oriented
Group discussions and action planning put learning into practical, ready-to-use terms.
For more training activities Click Here!
Business Training Games, Activities & Business Simulations
Business Training Games, Activities and Business Simulations
22 Training Events for Developing Team Leaders - 3 Ring Binder
For many team leaders, leadership can seem like an intangible, unattainable skill — one that's best left to those at the top of the organization. But in reality, leadership takes place at many different levels, from strategic directors to team and project leaders. And the common denominator is a set of key recognizable skills that any leader can learn, practice, and develop.
22 Training Events for Developing Team Leaders — a series of exercises, simulations, games, and case studies — addresses the skills at the heart of improving the way team leaders guide their teams.
Uses for 22 Training Events
22 Training Events for Developing Team Leaders is flexible and may be adapted to meet your participants' specific training needs. Build the activities into any team leadership program, tie together several events for a mini training session, or use selected activities as stand-alone exercises.
This thought-provoking collection provides skill development in such critical areas as:
Initiating
Controlling
Evaluating
Delegating
Decision-Making
Communicating
Motivating
Product Contents
Activity index
Activity summaries
Time checklist (activities listed by time requirements)
Purpose statements (learning objectives)
Step-by-step facilitator guidelines
Reproducible participant materials
Task sheets (Debriefing questions)
Appendix for each activity (tips on when to use it and how
to help ensure its success, as well as pitfalls to watch out for)
Activities include:
How Good a Leader Are You?
Leadership Stick-Up
The New Team Leader
Leadership Style
Leadership in Your Own Organization
Front Page
Moving Day
Lights, Camera, Action!
Alaska!
The Rice Race
Business Consultants, Ltd.
Who Was at Fault?
The Do-It Yourself Builder
Feedback
Decisions, Decisions, Decisions!
Motivation in Practice
Influence Style
Problems with People
The Delegator
Delegate That Task
Crisis Plan
Reorganization
Item# PDDC-HRDQ0274AB
You may purchase 22 Training Events Activity Binder for $145.00.
Activity Collection - Purchase $145.00 (Item#PDDC-HRDQ2102E1SK)
Problem solving and decision making are two of the most challenging and complex, yet vitally important skills required of individuals and teams in organizations. New from well-known authors Dave Francis and Mike Woodcock, 25 Problem-Solving & Decision-Making Activities provides the tools to enhance these skills, using a variety of self-analysis assessments, survey instruments, structured experiences, and teaching resources.
Theory
Rooted in experiential principles and linked to real-world situations, the activity collection is based upon a systematic, 8-step method of problem solving and decision making known as TOSIDPAR:
Tuning in
Objective setting
Success measures
Information collection
Decision making
Planning
Action
Reviewing to improve
Uses for 25 Problem-Solving & Decision-Making Activities
The activities can be run independently or in a sequence, but are most beneficial as part of a more comprehensive training program.
What to Order/Product Contents
25 Problem-Solving & Decision-Making Activities includes:
Administrative guidelines
Background information about problem-solving and decision-making skill development
Description of an 8-step problem-solving and decision-making approach
Activity matrix
Learning objectives for each activity
Review questions for each activity
Reproducible participant materials
Convenient binder format
Item# PDDC-HRDQ1018AB
You may purchase 22 Training Events Activity Binder for $145.00.
Activity Collection - Purchase $145.00 (Item#PDDC-HRDQ1220AB)
Inject "Impro Energy" into your next training session with 58½ Ways to Improvise in Training. Defined as a current that runs between participants, you'll recognize it when you see participants who are clearly "in the moment," alert to whatever is going on in the here and now. At its best, "Impro Energy" creates Flow, when the quality of the learning experience is high and seemingly effortless.
58½ Ways to Improvise in Training is more than just simply a collection of icebreakers. The activities are designed to be useful on a number of different levels. You'll find that physical activities not only warm up the limbs, they also break down barriers between participants. Some activities build skills - often by increasing ways for participants to express themselves. And by using the questions provided in the debriefing section, you can always create a link between the activity and the learning experience on a metaphorical level.
The activities are quick (generally under 30 minutes each) and the well-organized binder makes facilitation a cinch. The activities are categorized by learning objective, and include detailed administrative guidelines, debriefing questions, and ideas for variation and development.
Whether you are running a training session, workshop, or meeting, 58½ Ways to Improvise in Training will create an environment of imagination and energy, laughter and commitment. There's no better way to engage participants in the learning process!
Item# PDDC-HRDQ1018AB
You may purchase 58½ Ways to Improvise in Training Activity Binder for $145.00.
Board Game - Purchase $199.00 (Item#PDDC-TTCCG)
Add Excitement to Your Training Programs
If your training programs lack interest and participant involvement, you may be sending the wrong message. Enhance your training programs with a more active, engaging and stimulating approach. Use "Challenge...a board game" to impart , reinforce and evaluate knowledge about your training topic.
Easily Implemented, Facilitated
"Challenge...a board game" is an easily facilitated, generic board game that can be used to enhance the learning of a variety of specific subjects in an involving, interactive way. "Customer Service" and "Sales Training" are currently available, with more to follow. You can easily customize the game to teach content or techniques unique to your organization.
"Challenge... a board game" can be played by up to 5 participants or teams. You can incorporate Challenge at any stage of your orientation session to provide a review, follow-up or reinforcement of the content that has been covered. And, the game format creates interest, involvement and healthy competition while it imparts information.
Challenge provides simple instructions and step-by-step guidance in setting up and conducting the game. It requires minimal supervision and can be structured to be conducted entirely by the participants. Building on Challenge's 150 standard Question Cards ("Customer Service" or "Sales Training") you can create additional questions about your organization, using the blank cards provided, to create a custom feel to your game.
Why Challenge Is Right For You:
- Easily implemented, facilitated (no expensive facilitator or expert required)
- Easy to use (simple instructions and step-by-step guidance)
- Cost effective (costs less than a film series or video)
- Tests knowledge and understanding of facts about your content
- Repeated use lowers the per-person training cost
- Highly interactive Non-threatening Minimal supervision
- Flexible (can be used by any group or industry)
- Enjoyable
- Entertaining
- Unpredictable
- Fun
- Improves retention
- Competitive
- Promotes discussion
- Comprehensive
Contents:
- Game board and box Game pieces
- Game question cards Program announcements
- Game rules and regulations Facilitator instructions
- Blank game cards to print out your own questions
Investment: $199.00
Challenge game board, facilitator's guide, games pieces, and your choice of one subject card deck: "Customer Service" or "Sales Training"
Additional Question Cards:
PDDC-TTC08557 -- 150 Subject Question Cards on "Customer Service" ......$50.00
PDDC-TTC08558 -- 150 Subject Question Cards on "Sales Training" .....$50.00
Purchase $199.00 (Customer Service)
You may purchase The Challenge Game - Customer Service for $199.00.
You may purchase Additional Questions Cards for The Challenge Game - Customer Service for $50.00.
You may purchase The Challenge Game - Sales Training for $199.00.
You may purchase Additional Questions Cards for The Challenge Game - Sales Training for $50.00.
You may purchase 150 Blank Customizable Cards for The Challenge Game - Sales Training for $50.00.
Business Simulation - Purchase $83.00 (Item#PDDC-HRDQ2102E1SK)
Objective - To facilitate the orientation of new employees
Intended For - Newly hired or transferred employees
Time Required - 1 hour
Product Format - Business Simulation
New employees generally arrive at an organization brimming with enthusiasm, energy, and a deep desire to prove themselves. What supervisors and colleagues do to reinforce and channel those positive feelings can make all the difference in the world between nurturing a long-term, highly productive member of the organization, and contributing to the early departure of an unhappy, possibly disillusioned employee.
Overview
One of the actions that supervisors and trainers can take to capitalize on the eagerness of new employees and to help facilitate their socialization into the organization is to provide them with learning tools to ease their introduction. Chart Your Start: The New Employee's Role in Orientation is a business simulation designed to be one of those tools. By having participants prioritize a list of vital acclimation actions, the simulation familiarizes new employees with actions they can take to become productive in their new environments as quickly as possible.
An important feature of this simulation is that it puts new employees at least partially in control of their own orientation experience. This yields two benefits. First, by giving new employees some control over their learning experience, it helps to lower their anxiety and build confidence – keys to getting new employees off to a positive start. Secondly, by taking some responsibility for their own orientation, new employees are practicing initiative and self-direction – both of which are crucial for success in today's workplace.
Development
Several recent trends are bringing the issues of employee orientation to the attention of people throughout organizations, including recruiters, trainers, supervisors, and team leaders:
After years of static, or decreasing employment, organizations are once again adding new members to their ranks.
As organizations move from full-term, permanent staffing strategies to short-term, contractual ones, there is higher velocity of workers moving in and out of organizations.
With the decentralization and outsourcing of many key human resources functions, organizations are increasingly asking line managers and team leaders to take primary or sole responsibility for orienting new employees.
Clearly, the potential number of people requiring orientation is increasing while the definition of who is responsible for orienting new employees is expanding. We perceived the need for a learning resource that was general enough to meet the needs of a diverse audience and be appropriate for use in a variety of organizational settings. Chart Your Start: The New Employee's Role in Orientation is our response to that need.
PDDC-HRDQ's BizSim Business Simulation Series
Chart Your Start is easy enough to be administered by a wide range of people, including supervisors, line managers, and team leaders. Employees can even self-administer the simulation. All of PDDC-HRDQ's Business Simulations are presented in a similar format. Once you become familiar with this simulation, you will need only minimal time to become comfortable with other simulations in the series.
Chart Your Start Starter Kit (Item#PDDC-HRDQ2102E1SK) $83.00
Chart Your Start Single (Item#PDDC-HRDQ) $8.00
Chart Your Start Participant Guide 5-Pack (Item#PDDC-HRDQ2102E1S05) $40.00
Chart Your Start Facilitator Guide (Item#PDDC-HRDQ2102E1FG) $43.00
You may purchase Chart Your Start Starter Kit for $83.00.
You may purchase Chart Your Start Single for $8.00.
You may purchase Chart Your Start Participant Guide 5-Pack for $40.00.
You may purchase Chart Your Start Facilitator Guide for $43.00.
Game - Purchase $225.00 (Item#PDDC-HRDQ1301E1KT)
Objective - Teach teams the concept and the value of cooperative competition
Intended For - Teams or individuals who work with and compete with others
Time Required - 1-1/2 to 3 hours
Each Game Trains - 8 teams of 2 - 6 players each
Product Format - Game
Is it really possible to practice the strategies of competition and cooperation at the same time? Yes! Around the world, production teams, research and development groups, and marketing teams all are benefiting from the power of cooperative-competition. Discover for yourself this fresh approach to individual, team, and organizational development with Common Currency: The Cooperative Competition Game.
Overview
What is cooperative-competition? When teams act with a competitive spirit that motivates them to put forth their best efforts while cooperating on the achievement of similar goals, you’ve got cooperative-competition. And it can give your organization an edge over the competition. Common Currency uses the concept of cooperative-competition among teams to stress the importance of group interdependence. To win this game, each group must rely on collaboration with others to exchange information and resources. Thus, teams gain an understanding of the beneficial nature of competitiveness as they strive to do their best, while maintaining good working relationships with other groups.
All group interactions involve both task (outcome) and relationship (process) skills. Common Currency is an excellent tool to address all aspects of teamwork and strategic planning, including leadership development, open communication, conflict resolution, principled negotiation, problem solving, managing change, and decision making.
How the game works
Teams representing fictional countries must cooperate in trading coins and information while competing for the most valuable combination of coins.
Participants will:
Learn the basic principles of cooperative-competition.
Discover how cooperative-competition helps teams and individuals achieve the greatest results.
Develop the team and interpersonal skills that drive cooperative-competition.
Understand how cooperative-competition benefits the entire organization.
Change Variation Game
The concept of change and how it affects the process of cooperative competition can be illustrated clearly with this variation. The basic game instructions remain the same; however, teams must deal with changes in some of the original information. The new Information Cards affect coin combinations, bonus points, and the total number of coins allowed in the final collection. At this time, the change variation is included with the basic Common Currency game at no charge.
When to use Common Currency
This game is a flexible, team-based activity that utilizes a wealth of interpersonal and group-process skills. We especially like using it as part of negotiating and strategic planning workshops. But it’s ideal for a wide array of training topics. The Facilitator Guide includes debriefs for training in team building, communication, negotiating, strategic planning, decision making, problem solving, resource sharing, and more. Also included is a separate change module, which demonstrates the value of cooperative-competition in times of change.
Development of the Game
The idea for Common Currency came about as the author was exploring the effects of competition on team building. She discovered that very few people were aware of the beneficial nature of competition within a collaborative environment, so she decided to create a game that would demonstrate those benefits.
The challenge was to create a game that utilized the spirit of cooperative competition while remaining flexible enough to meet a variety of training needs. The most important issue during development was the use of limited resources to create a heightened sense of competition, while utilizing a process that would require teams to collaborate with each other. This was accomplished in two ways: first, by providing an unequal distribution of coins, with a decreasing amount of coins as the values increased; and second, by formulating several data "bits" about the coins in the form of Information Cards, which players would need to access to determine game strategies. The cards were made in duplicate to incorporate the risk of negotiating for information that was already known.
To further limit these resources, the coins and cards were to be randomly distributed in small portions to each participating group. Therefore, teams would have diverse assortments of coin values and pieces of information. In an attempt to gain the most valuable coin collection, participants would need to cooperate within their own team as well as negotiate with other groups for information and coins. The resulting interactions would establish the basis for the debriefing topics.
What to Order
Order one Complete Game for up to 8 teams of 2-6 players each. For additional groups or players, order additional game kits. The Complete Game includes: color coins, information cards, identification flags and envelopes, scoring sheets, Facilitator Guide, and sturdy tote box.
Purchase $225.00
You may purchase Common Currency: The Cooperative Competition Game for $225.00.
Game - Purchase $450.00 (Item#PDDC-PDDC-HRDQ0140KT)
What to Order
Order one Complete Game (#PDDC-HRDQ0140KT) for up to 3 groups/teams of 4-8 participants each. If you have more than 3 groups/teams, you will need to order extra game parts for each additional team (#PDDC-HRDQ0140E1GP).
Purchase $450.00
Extra Game Parts For One Team/$44 (#PDDC-HRDQ0140GP1)
You may purchase Communication Derailed for $450.00.
You may purchase Communication Derailed 2 Extra Game Parts for $44.00.
Case Studies - Purchase $145.00 (Item#PDDC-HRDQ1526AB)
Why spend your valuable time writing case studies? With Compact Cases, we’ve done the work for you! This customizable, reproducible collection features 44 succinct situations and role plays that cover a wide variety of training topics.
Topics include: Leadership, communication, negotiation, management development, team building, change management, conflict, self-managing teamwork, and more!
Overview
By definition, a compact case is a brief description of a typical organizational situation that requires change and improvement. For the purpose of this collection, the cases have been restricted to general problems faced in most organizations. For example, what are the leadership issues in an organization that need desperately to change in order to survive? What are the typical problems of communicating within a work group? How can employees with a variety of needs be motivated to perform their best for the team and the organization?
Compact Cases can help initiate the process of learning how to deal with a variety of organizational processes. By first reading about the situation and then sharing reactions to it, participants become aware of important issues and the various perspectives they already have about them. The value of the case can (and should) be stretched to include ways to improve a situation and action planning that commits participants to do something.
Compact Cases consists of 44 fully reproducible case studies in a 3-ring binder that cover a wide variety of training topics. Each case is a short hypothetical situation or scenario that poses a question or problem that participants must try to address or solve. In doing so, participants learn more about key training concepts. The binder is packaged with a CD-ROM containing all the participant handout materials so you can modify settings, dramatic details, or character names for any case in the collection.
Item# PDDC-HRDQ1526AB
You may purchase Compact Cases Binder & CD-ROM for $145.00.
Activities Binder - Purchase $145.00 (Item#PDDC-HRDQ0708AB)
Encourage your customer service representatives to answer, learn about, and reflect on the key questions that will help them to deliver exceptional service. Customer Service Activities for Training is a collection of 38 activities, assessments, role plays, and action plans that address 5 critical questions:
Who are our customers?
Why are they our customers?
What's my role in the service process?
What makes customers frustrated - or delighted?
What practical steps can I take to improve service?
Generic enough to use with any type of industry and successful with all types of customer service personnel, the exercises are automatically and completely relevant because participants use their own examples and experiences.
Customer Service Activities for Training is perfect for:
Customer service training sessions
Service team meetings
Team interventions to help celebrate a success or learn from a mistake.
Most of the activities are short, typically under 20 minutes. Neatly organized in a 3-ring binder, each activity includes detailed, easy-to-follow instructions, checklists, worksheets, reproducible participant handouts, and discussion points.
Item# PDDC-HRDQ0708AB
You may purchase Customer Service Activities for Training Binder for $145.00.
Business Simulation - Purchase $90.00 (Item#PDDC-HRDQ2103E1SK)
Objective - To help employees learn to work positively with change
Intended For - Any organizational member
Time Required - 1 hour
Product Format - Business Simulation
Clearly, employees need help in coping with organizational change. But realistically, that help can't – and we would argue shouldn't – come from someone else. Dealing With Change is a business simulation that helps employees learn how to assume personal responsibility for their own response to, and participation in, the events that surround organizational change.
Overview
It has been said that of all the corporate reengineering and cultural change projects started each year, 70 percent ultimately fail because of employee resistance (Reynolds, 1994). No wonder there's an abundance of literature prescribing the various methods, strategies, and steps that management can take to minimize this resistance – and to help generate employee commitment.
But is it realistic – or even fair – to assign management sole responsibility for generating enthusiasm and commitment throughout the ranks of the organization? We don't think so. Being human, managers are often just as stressed as employees by the rigors of change and don't always have the same time or the skills necessary to anticipate all of their employees' emotional and professional needs. The result? Too often, employees feel resentful, confused, fearful, or resistant – and the change effort stalls.
Put into practice, the lessons of Dealing With Change yield two benefits:
employees are better able to participate in the change
the change effort is enhanced
Development
In many organizations, employees who work in groups and teams are enjoying more decision-making and problem-solving power than ever before. It seems only fitting, then, that they be put in charge of their own personal and emotional reactions to organizational change.
We also realize that there are plenty of learning tools available that help people lead, support, or contribute to change, but none of these actions are possible unless people first take responsibility for managing their own personal reactions to change. Addressing the concerns of a "typical," mid-level employee overwhelmed by organizational change, Dealing With Change meets a real need in today's organizations. This simulation takes a focused, personal, and proactive approach to managing the emotional side of change.
PDDC-HRDQ's BizSim Business Simulations
Dealing With Change is flexible and generic enough to be used in a variety of training situations. All of PDDC-HRDQ's Business Simulations are presented in a similar format. Once you become familiar with this simulation, you will need only minimal time to become comfortable with other simulations in the series.
Dealing with Change Starter Kit (Item#PDDC-HRDQ2103E1SK) $90.00
Dealing with Change Participant Booklet 5-Pack (Item#PDDC-HRDQ2103E1S05) $45.00
Dealing with Change Facilitator Guide (Item#PDDC-HRDQ2103E1FG) $45.00
You may purchase Dealing with Change Starter Kit for $90.00.
You may purchase Dealing with Change Participant Booklet 5-Pack for $45.00.
You may purchase Dealing with Change Facilitator Guide for $45.00.
Deir el-Medina: An Exploration of Team Roles
Objective: To improve teamwork and define team member roles
Audience: Anyone involved in work groups or teams
Time Required: 1 hour
Each Game Trains: A maximum of 18 people or 3 teams of 6 people each
Groups often fail to find the solution to solvable problems because team members do not recognize the importance of their role, or they overlook the information that other members possess. Deir el-Medina is an engaging game designed to identify the various roles each team member plays during work processes and demonstrate how each role contributes to the group’s ability to accomplish goals, solve problems, and achieve success.
How Deir el-Medina works:
Based on factual records from the Egyptian collection and The British Museum in London, Deir el-Medina asks participants to work together to solve a problem based on a realistic scenario. Each team member is given particular facts that can help solve the team’s problem. Success is determined by how well participants perform their roles in the group and process the information each team member possesses.
In group situations, individuals tend to adopt characteristic roles that can be categorized into three different types: Task Roles, Maintenance Roles, and Self-Oriented Roles. Deir el-Medina explores how the dynamics of these roles impact the group.
Deir el-Medina Learning Outcomes:
Identify the various roles each person plays during work processes.
Understand how each role contributes to overall success of the group.
Experience the various task and interpersonal issues that occur when people undertake a project requiring joint problem solving and decision making.
Deir el-Medina is a fun and unique way to emphasize the importance of teamwork and team roles. This game is an excellent standalone activity, or can be played as part of a team-building training program.
The Facilitator Guide contains game overview and introduction; learning goals; facilitator guidelines; training outline; preparation checklist; observer instructions; debrief and discussion questions; training design options; and a CD-ROM containing a Microsoft® PowerPoint® presentation, participant handouts, and overhead transparency masters.
Deir el-Medina Card Game / $103.00 / Code #PDDC-HRDQ0279E1KT
Complete game includes: Facilitator Guide, 3 reusable decks of 26 game cards each, sturdy game box
Extra Set of Card Decks / $50.00 / Code #PDDC-HRDQ0279E1GP2
Three (3) decks of 26 cards, shrink-wrapped
You may purchase Deir el-Medina Card Game for $103.00.
You may purchase Deir el-Medina Card Game Extra Sets for $50.00
Game - Purchase $235.00 (Item#PDDC-HRDQ0590E2KT)
Objective - To demonstrate the core principles of mission, vision, and goal setting
Intended For - Groups and teams at all organizational levels
Time Required - 10 to 15 minutes per activity (2-1/2 to 4 hours for all activities)
Each Game Trains - 4 teams of 4 to 6 people at one time
Do Your Best is a set of activities that demonstrates the key principles of setting direction in an organization, group, or team. The short, five-to-fifteen minute activities provide an active, stimulating means of uncovering the crucial principles of setting mission, vision, and goals.
Overview
Do Your Best contains three modules - one for mission, one for vision, and one for goal setting. Each module contains six to seven activities in which participants use acrylic blocks to build walls. The facilitator can use any or all of the activities depending on time constraints and the particular needs for the training group. Each activity demonstrates a different direction-setting principle and can be run independently of the other activities. Each module, taken as a whole, builds to the point of having participants craft their own direction piece (vision, mission, or set of goals).
Development
The original Do Your Best exercise was developed in 1982 by Dr. Rollin Glaser as an experiential means of teaching well-researched goal-setting principles. The intent was to give participants a hands-on experience that was involving and fun yet demonstrated how goals should be set. The title Do Your Best was chosen as a tongue-in-cheek reminder of how not to set goals.
Over time, as direction setting became a major focus for organizations, it occurred to us that Do Your Best needed to be expanded and updated to include not just goal setting but the entire direction-setting process. After all, goals set in isolation, without the direction provided by missions and visions, could lead an organization or group astray.
The same involving aspects of Do Your Best that make it appropriate for teaching goal setting make it appropriate for teaching mission and vision construction. We found, as did others, that the principles of direction setting were not always exciting or easy to convey to participants. As Albrecht (1994) points out, crafting mission, vision, and goals can be frustrating, difficult, and dry. Our attempts to use standard lecture techniques were met with disengagement and sometimes confusion. We felt that Do Your Best would make the entire direction-setting process entertaining and informative because participants would discover the principles through participation in activities rather than through lecture.
Using acrylic blocks from the original Do Your Best, we developed brief wall-building activities, each of which demonstrated one direction-setting principle. For each module, we created a set of activities that could be used together or separately.
Do Your Best is composed of three modules:
Mission Module: Contains five activities, each demonstrating one of the five mission principles, plus one final activity that involves the group writing its own mission.
Vision Module: Contains five activities, each demonstrating one of the five vision principles, plus one final activity that involves the group writing its own vision.
Goal Setting Module: Contains six activities, each demonstrating one of the six goal-setting principles, plus one final activity that involves the group setting its own goals.
Each Do Your Best! kit contains:
A convenient 3-ring binder/tote
Reproducible participant materials for vision, mission, and goal-setting sections
Complete Facilitator Guide
Instructional transparency masters
4 boxes of 30 acrylic blocks each (1 box per team)
12 laminated "Additional Instructions" sheets
What to Order
Order one Complete Game (#PDDC-HRDQ0590E2KT) for 4 teams of 4-6 players each. For additional teams or players, order an Extra Game Pack (#PDDC-HRDQ0590E2GP1) which includes 1 box of 30 acrylic blocks and laminated game sheets.
Purchase $235.00
Do Your Best Extra Game Pack/$40.00 (#PDDC-HRDQ0590E2GP1)
You may purchase Do Your Best for $235.00.
You may purchase Do Your Best Extra Game Pack for $40.00.
Activities - Purchase $40.00 (Item#PDDC-HRDQ1508AB)
Your participants have just returned from lunch and their eyes are glazing over. Don’t despair — energize them! The icebreakers and energizers in this collection can be used at any point during any type of training session, workshop, or conference. Each activity is accompanied by a brief description, standard procedures, variations, and space for recording your ideas. They’re short, quick, sometimes physical, often competitive — and always fun!
Use Energizers To:
Promote readiness for learning. Participants do not learn well when they have low energy. Sluggishness can lead to a lack of attentiveness, and the phenomenon can be contagious with a group. Slouching in chairs, leaning on tables, and other nonverbal behaviors can be subliminally observed and copied by other group members. Energizers gets participants ready to engage your material.
Create excitement. You're excited about the content of your training event or conference. That does not mean that your participants are equally stimulated. Learning is exciting to children, but adults sometimes seem not to want the experience. Energizers can generate a positive expectation of upcoming training and conference events.
Overcome the effects of fatigue, drowsiness, and drag. Long days, hot rooms, difficult material - all these can put participants in a kind of mild stupor. Energizers can "wake them up" to go on with the program refreshed.
Develop a sense of shared fun. You can facilitate even the most serious deliberations with comic relief, as long as you keep a proper perspective on the proceedings. An occasional group laugh can make any session more lively.
Sample activities include:
Big Apple - creating the sounds of New York City
Putt Off - a golf-putting competition
Charades - acting out happenings, events, and processes
Imaginary Ball Game - inventing and playing a game without talking
Limericks - composing and sharing silly rhymes
These activities are not "throw-ins," randomly inserted into the proceedings. They are purposeful, and they need to be used strategically. There are three times when using energizers can greatly enhance the impact of training and conferences: just after a meal, after a refreshment break, and when a long session begins to drag. These are the most common times when participants are likely to be "de-energized," or less than optimally ready to go on with the program. You may actually reduce the impact of your session by overusing these activities or by using them at the wrong times.
Item# PDDC-HRDQ1508AB
You may purchase Energizers - Activity Book for $40.00.
Activity Collection - Purchase $145.00 (Item#PDDC-HRDQ0264AB)
The perfect follow-up to any personality-style training, Exploring Personal Styles (EPS) helps participants learn to accept and appreciate their differences. With over 30 activities ranging from light and easy-going to more in-depth, this Jungian-inspired collection generates compelling group discussions and insight into the unique qualities of each personality dimension.
Exploring Personal Styles offers workshop designs ranging from 1 to 5 hours in length plus suggestions to create a longer workshop. EPS is a versatile tool to meet training needs big and small. Extensive guidelines help you choose the activities and the format that are right for your audience.
Uses for Exploring Personal Styles
The Exploring Personal Styles collection is a powerful way to maximize learning about personality styles, particularly when used with the Personal Style Inventory. With a variety of workshop designs, the collection is designed to work within any timeframe and address any level of training need.
Participants will learn:
New ways of approaching and dealing with others
How to capitalize on their own and others' strengths
The real sources of their irritation with others' personalities
How to recognize and curb the temptation to judge or criticize
Product Contents:
Background information including goals of the workshops,
The Listening/Understanding Mode, Jungian typology, and more
Suggested workshop designs (1-hour, 2-hour, 3-hour, 4-hour, and 5-hour)
Guide to Selecting Activities
Pre-workshop preparation guidelines
Quick Reference Guide to the Activities
Purpose statements for each activity
Step-by-step facilitator guidelines
Reproducible participant handouts for discussion during sessions
Listing of 1-hour nonthreatening activities, activities requiring some disclosure,
and those requiring a comfortable, trusting group
Activities include:
Workshop Objectives
Icebreaker 1: Draw a Picture of Your Style
Icebreaker 2: Style Strengths Needed in My Position
Reviewing Scores and Styles
Listening/Understanding/and Explaining/Answering
How People with Different Styles React to Situations
How Managers with Different Styles React to Situations
Strengths and Weaknesses of Different Styles
How the Different Styles Cause Misunderstandings and Conflicts
(Long Version)
How the Different Styles Cause Misunderstandings and Conflicts
(Short Version)
Adapting to the Needs of Different Styles
Using the Strengths of People with Different Styles
Debriefing the Workshop
Comparing Strengths and Weaknesses in Daily Interactions
Using the Strengths of the Other Dimensions
Building a Team by Examining its Strengths and Weaknesses
Seeing Ourselves as Others See Us
Behave Yourself
Picture This
The Many Dimensions of My Job
The Many Sides of My Personality
Mutual Admiration Society
Famous People’s Styles Trivia
A Generic Discussion
A Family Portrait
A Family Affair
Creating the Perfect Team or Department #1
Creating the Perfect Team or Department #2
I Love a Good Mystery
I Wish I Could Be More…
If the Shoe Fits…
Voicing Some Reservations
I Wish I Weren’t So…
Item# PDDC-HRDQ0264AB
You may purchase Exploring Personal Styles Activity Collection for $145.00.
Collection of 40 Tools - Purchase $145.00 (Item#PDDC-HRDQ1222AB)
So you've been asked to facilitate a training session, but you don't know where to start? Reach for The Facilitator's Toolkit! This collection of over 40 tools, discussions, and case studies is the perfect resource for inexperienced facilitators or employees who are being asked to put together or facilitate a training session.
Straightforward and practical, The Facilitator's Toolkit is divided into 3 sections:
Part I: Facilitation
Part I answers the question "What is a Facilitator?" and identifies what facilitators are not. It also discusses the different styles available to facilitators as well as the basic skills necessary for effective facilitation - listening and questioning.
Part II: The Toolkit
The Toolkit contains over 40 techniques and approaches ("Tools") facilitators can use to put together a successful learning experience from start to finish. Part II includes Organizing Tools, Tools for Diagnosis and Discussion, Deciding Tools, Tools for Planning, and Tools to Deal with Problems and Sabotage. With experience, facilitators will be able to choose and adapt the Tools they need to meet their training objectives.
Part III: The Toolkit in Action
See how to put the toolkit into action to prepare for and design workshops in Part III. This section also includes three cases studies as examples of how the toolkit was used successfully.
Item# PDDC-HRDQ1222AB
You may purchase The Facilitator's Toolkit for $145.00.
Activity Collection - Purchase $145.00 (Item#PDDC-HRDQ1715AB)
The statistics are staggering. Recent reports estimate job stress will cost United States industry $300 billion annually, as assessed by absenteeism; diminished productivity; employee turnover; and direct medical, legal, and insurance fees. So why are employees so stressed? How can stress be managed — or even translated into something productive?
First Aid for Stress provides a starting point to help you better understand stress and identify solutions for individuals, teams, and the organization. The activities offer a variety of ways to recognize and measure stress, change perceptions and behaviors, and lend support in the workplace.
Uses for First Aid for Stress
This activity collection offers a well-rounded approach to stress management that can benefit individuals, teams, and organizations in any industry:
Part I is an extensive discussion about stress, including:
· An introduction of well-known models for understanding stress
· Key causes of stress within organizations and how to identify them
· Possible stress management solutions
· An approach to managing stress in the workplace that is based on an understanding
of stress, the workplace, and the people within it.
Part II consists of 34 activities that:
Measure the ongoing stress of individuals and groups
Provide coping strategies
Explore ways to prevent and avoid the situations that generate stress
Product Contents
In-depth background information on stress management
Purpose statement for each activity
Step-by-step facilitator guidelines
Summary of activities
List of figures and tables
Evaluation of Popular Stress Management Strategies
Reproducible participant materials
CD-ROM containing reproducible handouts
Activities include:
Observing Stressful Behavior
The TFB Model of Stress
Stress Arousal
Job Stress/Satisfaction
Stress Check
Demands and Coping Profile
Stress Management Interviewing
Coping Through Colors
Coping Through Collage
Emotional Reprocessing
Progressive Relaxation
Visual Focusing
Meditating to Manage Stress
Balanced Breathing
The Art of Reframing
The Sweet Smell of Success
Linguistic Imperatives
The Power of Self-Talk
The Mind-Body Stretch
Stress Rehearsal
Comeback Copy
Higher and Lower Self
Relationships and Responsibility
Cafeteria Coping
Team Coping
Overcoming Fear and Anxiety
Overcoming Anger
Coping Networks
Guiding Decisions
Releasing Resentment
Defending Yourself
Making Requests
Refusing Requests
“SMART” Stress Plans
Item# PDDC-HRDQ1715AB
You may purchase First Aid for Stress - Binder and CD-ROM for $145.00.
Game - Purchase $485.00 (Item#PDDC-HRDQ944E1KT)
Objective: To develop five skills needed for effective supervision
Audience: New or intermediate level supervisors
Time Required: 2 hours
Each Game Trains: 5 to 21 participants at one time
Send supervisors on a memorable exploration of supervisory skills with Flight from Savo, HRDQ’s exciting new hands-on adventure game. Supervisors learn first-hand the fundamental supervisory skills:
Guiding the Work
Organizing the Work
Developing Your Staff
Managing Performance
Managing Relations.
How the game works:
The scenario begins with a group of scientists, on an expedition to study volcanoes, barely escaping injury when their vintage World War II aircraft crashes on the remote island of Savo. The only way off the island is to construct a Stearman PT-13D plane from a cache of old parts they discover on the island.
The group member who is elected to be the supervisor guides the construction project using the five supervisory skills. A series of “Setbacks” and “Lucky Breaks” both complicates and facilitates the group’s work, and challenges the supervisor. The simulation ends when the reconstructed plane is deemed airworthy.
Flight from Savo Learning Outcomes:
Learn five fundamental supervisory skills
Practice the five skills in a “live” project
Receive direct feedback on skill strengths and weaknesses
Flight from Savo is geared toward supervisors with minimum to moderate experience, but it can also be used as a refresher for more seasoned supervisors. We recommend using it in conjunction with our best-selling learning instrument, the Supervisory Skills Questionnaire. Based on the same model, the Supervisory Skills Questionnaire pinpoints skill strengths and weaknesses. Flight from Savo then offers supervisors a fun and interactive way to practice, experience, and discuss the key skills.
The complete game includes everything you need to run three simultaneous groups of 5–7 participants each. Extra Game Packs for larger training groups and participant guide refills can be purchased separately as needed.
The comprehensive Facilitator Guide includes step-by-step facilitator guidelines, a copy of the Participant Guide, theoretical background, alternative training designs, frequently asked questions, a mood-setting soundtrack audio CD, a CD-ROM containing reproducible participant and overhead transparency masters, and more.
To Purchase the Complete Flight From Savo Game Kit - $485.00 - (Item#PDDC-HRDQ0944E1KT)
To Purchase the a Extra Flight From Savo Game Kit - $145.00 - (Item#PDDC-HRDQ0944E1GP) Includes: 7 participant guides, 1 set of game parts, 1 deck of "Lucky Break" cards, 1 deck of "Set Back" cards, 1 instruction card, and rubberized table mat.
To Purchase Flight From Savo Participant Guide Refill 5-Pack - $29.00 - (Item#PDDC-HRDQ0944E1S05)
You may purchase Complete Flight From Savo Game Kit for $485.00.
You may purchase the Extra Flight From Savo Game Kit for $145.00.
You may purchase Flight From Savo Game Refill Five Pack for $29.00.
Get Fit for Coaching: A Skill Practice Game
Objective: To build skills for effective coaching
Audience: Managers, supervisors, team leaders, and anyone who wants to become a more effective "coach"
Time Required: 2½ hours
Each Game Trains: 4-16 participants
Effective coaches help individuals feel good about their work and gain a heightened sense of commitment and ownership in their work. They also enable individuals to master new skills and responsibilities in a way that meets an organization’s needs for innovation, speed, and quality. The skills required of an effective coach appear simple, but are much more difficult to practice consistently and thoughtfully in a work environment.
Get Fit for Coaching: A Skill Practice Game is a fast-paced and fun game that gives participants the opportunity to practice the five skills that are vital to effective coaching: Building Rapport, Observing and Analyzing, Questioning and Listening, Providing Feedback, and Facilitating Learning.
How Get Fit for Coaching: A Skill Practice Game 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.
Get Fit for Coaching: A Skill Practice 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
Get Fit for Coaching: A Skill Practice Game can be used as a standalone game to build, refresh, or reinforce coaching skills, or as part of a leadership training program. It is also a powerful addition to the Get Fit for Coaching assessment, enabling participants to fine-tune areas of strength and improve skill areas as needed through practice.
The Complete Game contains materials for a maximum of sixteen participants or four teams of four people each. The Participant Guide includes a summary of the Coaching Process Model, an overview of the five key coaching skills, an introspective coaching exercise, and action planning. The Facilitator Guide includes an overview of the five key coaching skills, training outline, preparation checklist, detailed facilitator instructions, design options, sample training configurations, and a CD-ROM—all packaged in a convenient 3-ring binder.
Get Fit for Coaching Complete Game Kit / $435.00 / Code #PDDC-HRDQ5001E1KT
Includes: Facilitator Guide / 16 Participant Guides / 4 laminated game cards / 4 sets of card decks with individual storage cases / CD-ROM / 120 game chips / zippered tote bag
GFFC Skill Extra Game Pack for One Team / $87.00 / Code #PDDC-HRDQ5001EGP1
Includes: 4 Participant Guides / 1 laminated game card / 1 card deck in storage case / 30 game chips
GFFC Skill Game Participant Guide 5-Pack / $87.00 / Code #PDDC-HRDQ5001E1S05
You may purchase Get Fit for Coaching Complete Game Kit for $435.00.
You may purchase GFFC Skill Extra Game Pack for One Team for $87.00.
You may purchase Get Fit for Coaching Complete Participant Five Pack for $87.00.
Game - Purchase $849.00 (Item#PDDC-NLHRDQ)
Objective: To understand how individual socialization affects interactions with different groups
Audience: All levels of organizational members
Time Required: 1 – 2 hours
Each Game Trains: Up to 24 participants at one time
Finally — an interactive diversity game that is easy to facilitate but drives home its point. Introducing Global Beads, an innovative, experiential learning tool explores the ways in which factors such as race, gender, age, and religion play a role in socialization, and impact our interactions with others. What makes Global Beads so powerful is that participants learn from their own lives and experiences, not a hypothetical case study or abstract lecture. There simply is no other product like it available today.
How the game is played:
Using colored beads to represent different races, genders, and religious groups, participants respond to a series of 33 questions in order to create visuals of their background and the choices they have made in their lives. A thorough debriefing discussion then helps participants to make a conscious effort to create larger zones of familiarity, comfort, and trust.
Global Beads Learning Outcomes:
Create a visual representation of socialization
Understand how individual socialization affects interactions
Learn how make deliberate attempts at building relationships with different groups
Increased familiarity, comfort, and trust between people of different backgrounds
The Participant Guide provides participants with a personal journal to record their thoughts, comments, questions, and insights during and after the exercise. Highlights from the Facilitator Guide include step-by-step guidelines; questions to participants; debrief discussion; adaptations; teaching aids; and race, ethnicity, gender, age, and religion overviews.
To Purchase the Global Beads Game Kit - $849.00 - (Item#PDDC-NLHRDQ) Includes: 7 bags of multi-colored beads / Facilitator Guide / 24 Participant Guides / 100 participant boxes / 28 station cups / 2 sample composition containers / 2 containers for city & county composition / sturdy tote box
To Purchase the Extra Game Pack - $460.00 - (Item#PDDC-NLHRDQ) Includes: 7 bags of multi-colored beads / 24 participant boxes / 24 Participant Guides
You may purchase Global Beads Game Kit for $849.00.
You may purchase Global Beads Extra Game Pack for $460.00.
Game - Purchase $44.95 (Item#PDDC-TTCGW)
Overview
Guess Who? A Problem Solving Activity uses cards as a discussion activity. There are two sets of 9 clue cards that provide enough information to solve each problem. When the information is shared, the problem can be solved. Most groups find a solution in less than 10 minutes.
Benefits
The benefits of using the Problem Solving Activity include:
Make discussions more productive
Enhance problem solving skills
Increase clarity of communications
Discover productive team behaviors
Improve listening and questioning skills
Add participation and involvement
Increase awareness of the contributions of others
Increase awareness interaction styles of yourself and others
Applications
This activity can enhance classes like:
Problem Solving
Facilitation
Interpersonal skills
Team Work
Communication
Empowerment
A facilitator's guide is included with Guess Who? A Problem Solving Activity.
You may purchase Guess Who? for $44.95.
Game - Purchase $88.00 (Item#PDDC-HRDQ0272E1KT)
Objective: To improve team meeting skills and behaviors
Intended for: Anyone who is involved in team meetings
Time required: Each game lasts the duration of the meeting
Each game trains: 4 - 20 participants
Product format: Game
Most of the business around the world today is accomplished in meetings. In fact, research shows the average manager spends nearly one quarter of his or her workweek in meetings. Yet few receive formal training in how to participate in meetings.
You don't have to set aside special time for team meeting training. Just reach for InterAct: Card Games for Effective Team Meeting Behavior, a collection of four interactive games you can use during actual meetings! Now you can turn ineffective behaviors into positive habits without taking valuable time away from busy individuals.
InterAct Learning Outcomes:
Improve individual and team interaction skills
Reduce or eliminate behaviors that hinder group interaction
Objective, orderly discussions that lead to logical conclusions
Collaborate to build greater commitment to group decisions
Develop a climate of openness and trust
InterAct consists of 64 game cards designed to teach and reinforce effective Task and Maintenance Behaviors. Task behaviors help participants initiate and develop ideas, seek and offer information, build understanding, clarify assumptions, and summarize ideas. Maintenance behaviors are directly related to building and maintaining favorable relationships in a group.
InterAct can be used:
As a training activity for a new team
To help a group that is struggling as a result of unproductive group behaviors
As a periodic refresher to remind group members of the importance of positive behaviors
To enhance interaction and discussion skills in an inexperienced group.
The Facilitator Guide includes game overview, theory background, ideas for introduction, instructions for four games, and suggestions for debriefing.
What to Order
For 4-20 participants, order one Complete Game Kit (#PDDC-HRDQ0272E1KT) which includes: a Facilitator Guide, 2 reusable decks of 32 game cards each, and a sturdy game case. For additional players, order extra Card Decks (#PDDC-HRDQ0272E1GP1).
Purchase $88.00
InterAct Extra Set of Cards/$47.00 (#PDDC-HRDQ0272E1GP1)
You may purchase InterAct: Card Games for Effective Team Meeting Behavior for $80.00.
You may purchase InterAct: Card Games Extra Set of Cards for $47.00.
Game - Purchase $415.00 (Item#PDDC-HRDQ0240E3KT2)
Objective - To provide basic team-skills training
Intended For - New or intermediate work teams
Time Required - 1-1/2 hours
Each Game Trains - 3 teams of 4 - 6 people at one time
Kit available in Spanish
A long-time favorite of HRDQ customers - Jungle Escape is a fun and highly effective game that's perfect for introducing and reinforcing basic team skills.
Through an introductory scenario, teams learn that their helicopter has crash-landed in a remote jungle. To survive, each group must build an escape helicopter with spare parts, 3 diagrams, and limited access to a completed model.
Teams will:
Discover their current level of group development.
Learn the group-process skills vital to effective teamwork, including communication, decision-making, problem solving, and conflict resolution.
Experience first-hand the impact of planning on group results.
Understand the effect of individual behavior on group productivity.
Jungle Escape Inter-team Version is also available!
This version is designed to teach multiple teams, from different areas of departments, how to work with each other more effectively. If you haven't yet used this exercise in your team-building training sessions, give it a try! The Facilitator Guide includes discussion questions, normative data, and instructions for administering the inter-team version.
Use Jungle Escape to:
Kick off a team-building workshop or seminar.
Introduce or reinforce basic team-building skills.
Surface group issues or concerns that block team progress.
Each Jungle Escape participant should have their own Participant Guide!
Jungle Escape Inter-Team Version is also available. This version is designed to teach multiple teams, from different areas of departments, how to work with each other more effectively. If you haven't yet used this exercise in your team-building training sessions, give it a try! The Facilitator Guide includes discussion questions, normative data, and instructions for administering the inter-team version.
Testimonial
"Jungle Escape has been a hit with everyone that has participated in our programs – administrative assistants, warehouse personnel, sales representatives, and field managers! The 'copter' is not only an excellent team building game and training resource - it is also very easy to facilitate!"
Bill Watson, Manager, Contract Sales Training, Shaw Industries, Inc.
The Jungle Escape 4th Edition Complete Kit (Team and Inter-team Versions) includes:
1 Facilitator Guide (see details below) - NEW!
24 Participant Guides (see details below) - NEW!
3 bags of helicopter parts
1 facilitator model
Spare parts for lost pieces - NEW!
Sturdy tote bag
Facilitator Guide includes:
Convenient 3-ring binder format - NEW!
Normative data
Basic team/inter-team dynamics principles
Step-by-step, full-color helicopter assembly instructions - NEW!
Description of the 3 types of teams
Description of the 3 types of interdependent teams
3 Scenario Cards - NEW!
1 mood-setting audio CD
Reproducible observer guidelines - NEW!
1 four-panel screen
Alternative training design for inter-team use
Training outline template - NEW!
Discussion questions
Action planning - NEW!
CD-ROM containing Microsoft® PowerPoint® presentation and reproducible masters - NEW!
Sample copy of Participant Guides (Team and Inter-team Version) - NEW!
Participant Guide (Team and Inter-team Versions) includes:
Scenario description
Description of the 3 types of teams
Basic team dynamics principles
Discussion and reflection questions
Personal action planning - NEW!
What to Order
Order a Complete Game for up to 3 teams of 4-6 players each. For more than 15 players, you will need to order: a Set of 5 Participant Guides (#PDDC-HRDQ0240E2S05) or Set of 5 Inter-Team Guides (#PDDC-HRDQ0240E2S05A), an extra helicopter (#PDDC-HRDQ0240E2GP2) and more.
Jungle Escape QuickStart Training $595.
Description
First time facilitating this HRDQ product? We’ll get you up to speed quickly. QuickStart Training will prepare you to facilitate this product so you can step into your first training session with confidence. Personalized, one-on-one telephone coaching is provided in one-hour sessions at your convenience. You’ll get a review of the program, ideas for tailoring the program to your specific needs, typical participant questions, and more, plus each QuickStart purchase includes a free Facilitator’s Guide! Place your order now and we'll contact you to arrange your first coaching session.
Jungle Escape Game Kit/$415.00 (#PDDC-HRDQ240E4KT)
Jungle Escape Inter-Team Kit/$415 (#PDDC-HRDQ0240E3KT2)
Jungle Escape Participant Guide 5-Pack/$31.25 (#PDDC-HRDQ0240E2S05)
Jungle Escape Inter-Team Participant Guide 5-Pack/$31.25 (#PDDC-HRDQ0240E2S05A)
Jungle Escape 4th Edition Extra Game Pack/$89.00 (PDDC-HRDQ0240E4GP)
Includes: 8 Participant Guides, 1 bag of helicopter parts, and 1 laminated game card.
Jungle Escape 4th Edition Inter-team Extra Game Pack/$89.00 (PDDC-HRDQ0240E4GP2)
Includes: 8 Participant Guides (Inter-team Version), 1 bag of helicopter parts, and 1 laminated game card.
You may purchase Jungle Escape QuickStart Training $595.00.
You may purchase Jungle Escape: Complete Game Kit for $415.00.
You may purchase Jungle Escape: Inter-Team Game Kit for $415.00.
You may purchase Jungle Escape: Participant Guide Five Pack for $31.25.
You may purchase Jungle Escape: Inter-Team Participant Guide Five Pack for $31.25.
You may purchase Jungle Escape: Extra Addition Game Pack for $89.00.
You may purchase Jungle Escape: Inter-Team Extra Addition Game Pack for $89.00.
You may purchase an extra helicopter for Jungle Escape for $37.50.
Game - Purchase $255.00 (Item#PDDC-HRDQ0160E1KT)
Objective - To identify and explore personality types
Intended For - All organizational members
Time Required - 45 to 60 minutes
Each Game Trains - 16 participants
Product Format - Game
The next time you do personal-style training, try this exhilarating alternative to standard inventories and questionnaires. Just My Type is a fun, revealing card game based on Jung’s theory of personality types, and makes a perfect introduction to any communication, diversity, leadership, or personality-style workshop!
This dynamic new card game is based upon concepts developed by Carl Jung. His theory suggests that there are eight personality types that we all use at different times. These eight preferences are organized into four pairs of contrasting dimensions. Each dimension represents a particular way we respond to the world around us. For example, where we focus our attention or how we make decisions is determined by our preferences. Our preferences in each of the four pairs combines into what is called a Personality Type.
The primary objective of Just My Type is to provide the trainer with a fast and fun method for helping participants learn how their behavior preferences can impact their relationships with others. Playing the game provides an opportunity to discuss those preferences and their implications and point the way toward working together more effectively and productively.
Through a series of steps, participants choose cards containing adjectives that are most descriptive of them. Each card reflects a different Jungian preference. There are no right or wrong preferences. The outcome of the game will not be as accurate as a scored profile from a psychometric instrument such as Personal Style Inventory, but the fun quotient is very high!
Participants will:
Discover their personal style - and how others perceive them.
Learn the strengths and weaknesses of each personality type.
Develop an appreciation for coworkers with different personality styles.
Goals of the Game
Provide participants with a chance to get to know and understand themselves and others
Illustrate the differences in behavior preferences within a group or team, giving people an understanding that there are no right or wrong behavior preferences
Build acceptance and understanding of those with different behavior preferences
Help groups have fun discovering their behavior strengths and blind spots
Uses for Just My Type
As an ice breaker or introduction to any workshop
To provide a quick and effective introduction to personality type theory
As a highly educational and experiential activity within a workshop
To develop team cohesiveness through awareness and acceptance of individual preferences
What to Order
Order a Complete Game (#PDDC-HRDQ0160E1KT) for up to 16 participants. The Complete Game includes: 4 reusable decks of 48 cards each, 16 20-page Participant Workbooks, 16 tent cards, and Facilitator Guide). For each additional 8 players, order a Game Pack for 8 participants (#PDDC-HRDQ0160E1PG). The Game Pack for 8 participants includes: 8 Workbooks and 8 tent cards.
Purchase $255.00
Game Pack for 8 additional participants (#PDDC-HRDQ0160E1PG) $52.00
You may purchase Just My Type: The Personality Game for $255.00.
You may purchase Just My Type: The Game Pack for $52.00.
Game - Purchase $325.00 (Item#PDDC-HRDQ0290KT)
Orchestrate Great Teamwork
Play out vital team skills such as leadership, creative problem-solving, planning, and communication, with our newest game, Maestro: The Team Performance Game. Hands-on and engaging, this interactive game leads to a rich and meaningful dialogue
that prepares teams to perform more effectively in the workplace.
Teams are challenged when they rehearse to audition for the honor of playing at
Carnegie Hall. First, they must decide who will lead the team as maestro. Then they
practice together as an ensemble. But the problem is that they don’t know the name
of the song they must perform - and they must play it using only hand bells. Worse yet,
teams don’t gain access to the instruments until it’s time to audition! The activity
draws to a close when teams perform and a winner is chosen by a select panel of judges.
Teams experience the real-life team dynamics in the process of forming team roles and responsibilities, planning, and execution. Infuse fun into your next training session. Maestro is the perfect kick-off for your team building initiative, team energizer, or standalone learning event.
Learning Outcomes:
Give teams the opportunity to experience problem-solving
Prepare teams and leaders to develop key team skills
Understand leadership under pressure
Learn what makes teams successful
You may purchase Maestro for $325.00.(enough materials to accommodate 4-8 players)
Game - Purchase $485.00 (Item#PDDC-HRDQ0260E1KT)
Objective - To experience the benefits of a facilitative leadership style
Intended For - Managers and leaders of work groups or teams
Each Game Trains - 3 teams of 5 people
Time Required - 1-1/2 to 2 hours
Product Format - Game
Facilitative leadership has become an important force in moving to team-based organizations. But before traditional leaders can make this change, they need to know what facilitative leadership is-and how it differs from what they have been practicing in the past. The original, award-winning Mars Surface Rover is a great training game for teaching facilitative leadership skills.
Facilitative Leaders:
Concentrate on teaching rather than directing others.
Focus on helping others learn and develop.
Provide guidance when a group is struggling or needs direction.
Lead by asking questions rather than giving orders.
Manage interactions between groups to provide their group with the best work environment.
How the Mars Surface Rover Leadership Version is played:
Three teams are assigned the task of building a prototype vehicle for ferrying astronauts across the surface of Mars. Using private instructions, team leaders lead their teams either passively, traditionally, or facilitatively. At the end of the game, teams race their finished vehicles. The fastest, most efficiently built rover most often belongs to the team with the facilitative leader!
Mars Surface Rover Leader Version Extras
The easy, affordable way to train larger groups - our Extra Parts Boxes include: rover parts, batteries, stopwatch, calculator, and your choice of facilitative, passive, or traditional leader roles!
It's always a good idea to have extra fun buttons and price sheets on hand - order some today!
For the ultimate in team and leader training upgrade your MSR Leadership Version to a Deluxe Kit for a special low price!
Participants will:
Learn how a facilitative leadership style generates a team atmosphere of trust, respect, open communication, and productivity.
Discover the drawbacks of traditional (autocratic) or passive (uninvolved) styles of leadership.
Understand the important balance between too much and too little authority.
Use the Mars Surface Rover Leadership Version to:
Help new leaders incorporate facilitative leadership into their developing style.
Retrain traditional leaders.
Assist managers who oversee several teams or coordinate teams.
The Facilitator Guide includes step-by-step training instructions, answers to frequently asked questions, transparency masters, and an optional training design that allows all 3 teams to be led by facilitative leaders.
Complete Leadership Game includes:
3 boxes of reusable parts (batteries included)
Facilitator Guide
15 Participant Guides
3 stopwatches
4 calculators
1 tablet of 30 price sheets
1 set of 3 reusable leader roles
Convenient tote
Extra Game Pack (for one team of 5 participants):
1 box of reusable parts (batteries included)
5 Participant Guides
Stopwatch
Calculator
1 set of each leader role
Leadership Edition Facilitator Guide features (included in the Complete Team and Deluxe Games):
Administrative guidelines
Theoretical background
Facilitative Leadership Model
Leader Roles Summary
Description of facilitative leader skills
Suggested Facilitative Behaviors
Optional training designs
Normative information
Answers to frequently asked questions
Debriefing questions
Reproducible participant handouts and transparency masters
Complete Deluxe Game includes:
3 boxes of reusable parts (batteries included)
2 Facilitator Guides (one for each version)
15 leadership edition Participant Guides
21 team edition Participant Guides
3 stopwatches
4 calculators
2 tablets of price sheets
3 screens
18 reusable task sheets
Set of 3 reusable leader roles
Convenient tote
Deluxe Leadership Upgrade Kit* includes:
Team version Facilitator Guide
21 team version Participant Guides
3 screens
18 reusable task sheets
1 tablet of price sheets
* For owners of the Mars Leadership Edition - this upgrade adds everything you need to run the team game!
What to Order
Order one Mars Leadership Kit (#PDDC-HRDQ0260E1KT) for up to 15 players or 3 teams of 5 players each. The Mars Leadership Kit includes: 3 boxes of reusable parts (batteries included), 3 stopwatches, 15 Participant Guides, 4 calculators, 1 tablet of 30 price sheets, 1 set of 4 reusable leader roles, 15 fun buttons, Facilitator Guide, and convenient tote box. For more than 15 players at once, you should order: Set of 5 Participant Guides for Mars Leadership Version (#PDDC-HRDQ0260E1S05), Extra Parts Box (#PDDC-HRDQ0260E1GP), Extra Fun Button 10-Pack (#PDDC-HRDQ0260E1B10), and an Extra Tablet of Price Sheets (#PDDC-HRDQ0260E1P06).
Mars Surface Rover is a great training game for teaching facilitative leadership skills. The Team Version is just as effective and fun! You can order the Team Kit, Leadership Kit, or get both in our value-packed Deluxe Kit. If you are already a Mars Surface Rover Leadership Version owner, upgrade to the Deluxe Kit today!
Mars Surface Rover Leadership Kit (#PDDC-HRDQ0260E1KT) $485.00
Set of 5 Participant Guides for Mars Leadership Version (#PDDC-HRDQ0260E1S05) $29.00
Mars Surface Rover Extra Game Pack For LEADERSHIP Edition/$215.00 (#PDDC-HRDQ0260E1GP)
Includes: 1 box of reusable parts (batteries included)/5 participant guides/stopwatch/calculator/one of each leader role
Mars Surface Rover Extra Tablet of 30 Price Sheets/$9.00 (#PDDC-HRDQ0260E1P06)
Mars Surface Rover Deluxe Kit (#PDDC-HRDQ#0260E1KT3) $650.00
Everything you need to run both team & leadership editions! Deluxe Kit Includes: 3 boxes of reusable parts (batteries included)/3 stopwatches 4 calculators/15 leader participant guides/21 team participant guides/2 tablets of price sheets/3 screens/18 reusable task sheets/3 reusable leader roles/2 facilitator guides (one for each version)/convenient tote
Mars Deluxe Team Upgrade Kit (#PDDC-HRDQ0260E1GP5) $215
For owners of the Leadership Version this upgrade adds everything you need to run the team
game! Upgrade Includes: 20 team participant guides, facilitator guide, 3 screens, 20 reusable task sheets, 20 fun buttons, tablet of price sheets, expanded tote
You may purchase Mars Surface Rover Leadership Kit for $485.00.
You may purchase Mars Surface Rover Leadership Participant Guide Five Pack for $29.00.
You may purchase Mars Surface Rover Leadership Extra Parts Box for $160.00.
You may purchase Mars Surface Rover Extra Tablet of 30 Price Sheets for $9.00.
You may purchase Mars Surface Rover Delux Kit for $650.00.
You may purchase Mars Surface Rover Team Upgrade Kit for $215.00.
Game - Purchase $485.00 (Item#PDDC-HRDQ0260E1KT2)
Objective - To learn the difference between groups and teams
Intended For - New or intermediate work teams
Time Required - 1½-2 hours
Each Game Trains - 3 teams of 6-7 people
Product Format - Game
Help new teams understand what really separates groups from teams with the team-building version of the award-winning Mars Surface Rover Leadership Version! It's a great way to introduce participants to the basic concepts of teamwork, which include interdependence, common goals, continuing interaction, valuing diversity, and creating a supportive work environment.
How the Mars Surface Rover-Team Version is played:
In Part I, participants are assigned individual tasks for building a prototype vehicle for ferrying astronauts across the surface of Mars. These tasks are kept private from other participants and are completed behind a 4-panel screen. In Part II, the participants are asked to complete the vehicle as a team, discussing ideas and sharing their individual expertise. At the end of the game, participants evaluate and discuss three key elements of teamwork: interdependence, communication/information flow, and common goals.
Mars Surface Rover Team Version Extras
The easy, affordable way to train larger groups - our Extra Parts Boxes include: rover parts, batteries, stopwatch, and calculator!
It's always a good idea to have extra fun buttons and price sheets on hand - order some today!
For the ultimate in team and leader training upgrade your MSR Team Version to a Deluxe Kit for a special low price!
Participants will:
Gain a clear understanding of the distinction between a team and a group.
Understand how their responsibilities are interdependent with those of their teammates.
Realize the importance of continual communication within the team.
Use the Mars Surface Rover-Team Version to:
Develop new teams.
Rejuvenate established teams that have fallen back into group work.
Help teams in conflict understand the benefits of teamwork vs. group work.
A comprehensive Facilitator Guide includes step-by-step training instructions, answers to frequently asked questions, additional participant materials (reproducible), and participant handout masters.
Complete Team Game includes:
3 boxes of reusable parts (batteries included)
3 stopwatches
21 Participant Guides
4 calculators
1 tablet of 30 price sheets
1 set of 18 reusable task sheets
3 screens
Facilitator Guide
Convenient tote
Extra Game Pack (for one team of 4-7 participants):
1 box of reusable parts (batteries included)
7 Participant Guides
Stopwatch
Calculator
Screen
1 set of 6 task sheets
Team Edition Facilitator Guide features (included in the Complete Team and Deluxe Games):
Administrative guidelines
Theoretical background
Teams vs. groups comparison chart
Answers to frequently asked questions
Debriefing questions
Reproducible participant handouts and transparency masters
Complete Deluxe Game includes:
3 boxes of reusable parts (batteries included)
2 Facilitator Guides (one for each version)
15 leadership edition Participant Guides
21 team edition Participant Guides
3 stopwatches
4 calculators
2 tablets of price sheets
3 screens
18 reusable task sheets
Set of 3 reusable leader roles
Convenient tote
Deluxe Leadership Upgrade* Kit includes:
Leadership version Facilitator Guide
15 leadership version Participant Guides
Set of 3 reusable leader roles
1 tablet of price sheets
What to Order:
For up to 20 participants, order one Complete Team Game (#PDDC-HRDQ0260E1KT2) including: 3 boxes of reusable parts (batteries included), 3 stopwatches, 20 Participant Guides, 4 calculators, 1 tablet of 30 price sheets, 3 screens, 1 set of 18 reusable task sheets, 20 fun buttons, Facilitator Guide, and convenient tote box. For each additional set of 5 players, order: Set of 5 Mars Team Version Participant Guides (#PDDC-HRDQ0260E1S05B), an Extra Parts Box (#PDDC-HRDQ0260E1GP4), an Extra Fun Button 10-Pack (#PDDC-HRDQ0260E1B10), and an Extra Tablet of Price Sheets (#PDDC-HRDQ0260E1P06).
The award-winning Mars Surface Rover is a great training game. For teaching facilitative leadership skills, our original Leadership Version is just as effective and fun as the team version! You can order the Leadership Kit, Team Kit, or get both in our value-packed Deluxe Kit. If you are already a Mars Surface Rover Team Version owner, upgrade to the Deluxe Kit today!
Purchase Mars Surface Rover Team Kit (Item#PDDC-HRDQ0260E1KT2) $485.00
Team Version Participant Guides 5-Pack (#PDDC-HRDQ0260E1S05B) $29.00
Extra Parts Box for MRS Team Version (#PDDC-HRDQ0260E1GP4) $130.00
Extra Fun Button 10-Pack (#PDDC-HRDQ0260E1B10) $15.00
Extra Tablet of Price Sheets (#PDDC-HRDQ0260E1P06) $9.00
Mars Surface Rover Deluxe Kit (#PDDC-HRDQ#0260E1KT3) $650.00
Everything you need to run both team & leadership games! Deluxe Kit Includes:
3 boxes of reusable parts, 3 stopwatches, 3 batteries, 4 calculators, 15 leader participant guides, 20 team participant guides, 2 tablets of price sheets, 3 screens, 18 reusable task sheets, 3 reusable leader roles, 35 fun buttons, 2 facilitator guides (one for each version), convenient tote box
Mars Deluxe Team Upgrade Kit (#PDDC-HRDQ0260E1GP6) $215.00
For owners of the Mars Team Version - this upgrade adds everything you need to run the
leadership game! Upgrade Includes: 15 leadership participant guides, facilitator guide, 13
reusable leader roles, 15 fun buttons, tablet of price sheets, expanded tote
You may purchase Mars Surface Rover Team Kit for $485.00.
You may purchase Mars Surface Rover Team Participant Guide Five Pack for $29.00.
You may purchase Mars Surface Rover Team Extra Parts Box for $155.00.
You may purchase Mars Surface Rover Extra Tablet of 30 Price Sheets for $9.00.
You may purchase Mars Surface Rover Delux Kit for $650.00.
You may purchase Mars Surface Rover Leadership Upgrade Kit for $215.00.
Discussion Activity - Purchase $44.95 (Item#PDDC-TTCMM)
The Murder Mystery is a 30 minute discussion activity that enhances a variety of training programs.
Use the Murder Mystery to:
- Make discussions more productive
- Enhance problem solving skills
- Increase clarity of communications
- Discover productive team behaviors
- Improve listening and questioning skills
- Add participation and involvement
- Increase awareness of the contributions of others
Everyone has something to contribute to a discussion. By sharing information using the 27 clue cards you can solve the Murder Mystery: identify the victim, the murder weapon, the time and place of the murder, the murderer and the motive.
This activity can enhance classes like:
- Discussion Skills
- Facilitation Skills/Group Dynamics
- Train-the-Trainer
- Problem Solving
- Team Work
- Communication Skills
- Interpersonal Skills
- Leadership/Supervision
- Empowerment
Purchase $44.95
You may purchase Murder Mystery Card Discussion Game for $44.95.
Discussion Activity - Purchase $44.95 (Item#PDDC-TTCMMII)
Following on the heels of our popular Murder Mystery, Murder Mystery II is a new 30 minute discussion activity that enhances a variety of training programs.
Use the new Murder Mystery II to:
Make discussions more productive
Enhance problem solving skills
Increase clarity of communications
Discover productive team behaviors
Improve listening and questioning skills
Add participation and involvement
Increase awareness of the contributions of others
Everyone has something to contribute to a discussion. By sharing information using the 27 clue cards you can solve the new Murder Mystery II: identify the victim, the murder weapon, the time and place of the murder, the murderer and the motive.
This activity can enhance classes like:
Discussion Skills
Facilitation Skills/Group Dynamics
Train-the-Trainer
Problem Solving
Team Work
Communication Skills
Interpersonal Skills
Leadership/Supervision
Empowerment
A facilitator's guide is included with the new Murder Mystery II Card Deck.
Purchase $44.95
You may purchase Murder Mystery Card Discussion Game for $44.95.
Board Game - Purchase $199.00 (Item#PDDC-TTCOGame)
Bonus: Free 30 day preview! If after trying the game for 30 days,
you decide not to keep it, return it in re-saleable condition for a full refund. |
The Orientation Game

Add Excitement to Your Orientation Program
If
your orientation program lacks interest and participant involvement, you
may be sending new employees the wrong message about your organization.
Start new employees off right with a more active, engaging and
stimulating orientation session by using The Orientation Game to impart
, reinforce and evaluate knowledge about your organization.
Easily Implemented,
Facilitated
The
Orientation Game is an easily facilitated board game that can be played by up to
5 participants or teams. You can incorporate The Orientation Game at any
stage of your orientation session to provide a review, follow-up or
reinforcement of the content that has been covered. And, the game format
creates interest, involvement and healthy competition while it imparts
information.
The
Orientation Game provides simple instructions and step-by-step guidance in
setting up and conducting the Game. It requires minimal supervision and can be
structured to be conducted entirely by the participants. Building on The
Orientation's Game's 150 standard Question Cards you can create additional
questions about your organization, using the blank cards provided, to create a
custom feel to your Game.
Use The Orientation Game to:
 |
Evaluate participants' post-orientation knowledge
|
 |
Reinforce participants' orientation information
|
 |
Correct participants, misinformation
|
Why The Orientation Game Is Right For You:
Easily implemented, facilitated (no expensive facilitator or expert
required) |
Easy to use (simple instructions and step-by-step guidance) |
Cost effective (costs less than a film series or video) |
Tests knowledge and understanding of facts about your organization |
Repeated use lowers the per-person training cost |
Highly interactive |
Non-threatening |
Minimal supervision |
|
Flexible (can be used by any group or industry) |
Enjoyable |
Entertaining |
Unpredictable |
Fun |
Improves retention |
Competitive |
Promotes discussion |
Comprehensive |
Contents:
| Game
board and box |
Game
pieces |
| Game
question cards |
Program
announcements |
| Game
rules and regulations |
Facilitator
instructions |
|
Blank game cards to print out your own questions |
Purchase $199.00
You may purchase The Orientation Game for $199.00.
Training Games and Activities - Purchase $145.00 (Item#PDDC-HRDQ1221E1AB)
A picture tells a thousand words, right? This cliché is true even in the training room. Challenge your participants to expand their minds through drawing, writing, and group speaking with Pen and Paper Games for Training, a collection of 40 activities that exercise both the logical left and creative right sides of the brain.
Appropriate for both group learning and one-to-one coaching, Pen and Paper Games for Training has many different applications including communication, presentation, listening, and problem-solving skill development. The exercises range from quick, adrenalin-raising energizers to complex activities.
Use Pen and Paper Games for Training to:
Relax participants at the start of a learning experience.
Develop visual, auditory, linguistic, and interpersonal skills.
Involve diverse personalities.
Encourage thinking "outside the box."
Create an explosion of ideas.
Easy to set up, use, and facilitate, these games rarely require more than just pen and paper, flipcharts and markers. Whether you use the collection in its entirety or choose selected activities, you'll engage your participants by putting the fun back into training!
Pen and Paper Games for Training is provided in a convenient 3-ring binder format!
This exciting collection features reproducible participant materials!
You may purchase Pen and Paper Games for Training for $145.00.
Activities Binder - Purchase $145.00 (Item#PDDC-HRDQ0266AB)
Your team is floundering, morale is low - you're not sure what the problem is, but you know you need to do something fast. How do you pull together a team-building workshop that is guaranteed to work?
You need Pump Them Up! - a collection of 35 reproducible team-building workshops conveniently packaged in a 3-ring binder. In as little as two hours you can provide teams with on-target, hands-on training that will re-energize, re-focus, and re-commit team members.
Begin with one of the four reproducible assessments - great for pinpointing your teams' developmental needs. Then select from a collection of 35 fresh, innovative workshop activities that get participants thinking and doing. The binder also includes 7 additional inventories to enhance the workshop activities. All the materials are fully reproducible!
Workshop topics include:
Goals and Procedures
Communication
Trust and Conflict Resolution
Problem Solving and Decision Making
Leadership
Growth and Development
Group Dynamics
Detailed information for each workshop includes objective, background information, materials list, reproducible participant hand-outs, preparation guidelines, and step-by-step procedures for conducting the workshop.
Pump Them Up! Includes:
35 reproducible workshop activities
4 reproducible assessments for diagnosing team strengths and weaknesses
7 additional reproducible assessments for enhancing workshop activities
Pump Them Up! provides 70 hours of team training!
Item# PDDC-HRDQ0266AB
You may purchase Pump Them Up! Binder for $145.00.
Business Simulation - Purchase $83.00 (Item#PDDC-HRDQ2101E1SK)
Objective - To teach employees how to focus on customers' needs
Intended For - All organizational members
Time Required - 1 hour
Product Format - Business Simulation
The customer's place in today's business has never been more secure. They have a virtual seat at every boardroom table and management team retreat. Our "Put Customers First" business simulation is designed to help customer service representatives manage the customer experience. It is about the personal responsibility of customer service representatives and the actions they should take each time they interact with a customer.
Overview
People in organizations from retail to government agencies are all talking about, and trying to consider the customer. Why? According to Whiteley (1991), customer service is often the key competitive difference between the successful organization and the unsuccessful one. In an era of fierce competition, where products and services look increasingly alike, and are copied at a dizzying speed, customer service becomes the distinguishing factor.
The organizations that succeed today are those that have developed the capacity to truly know what customers want. In this demanding environment, the role of the customer service representative takes on increasing significance. It is those employees who interact day after day with customers who are the organization in the customers' eyes. They form the vital link to the customer, becoming a means by which the organization can build lasting customer relationships.
Development
As the prominence of customer service in organizations has increased, so has the need for customer service training. Our own customers were telling us that they had a need for more customer service training tools. But the time and depth of the training varied greatly. Sometimes customer service training occurred over two days, sometimes at a one-day seminar, and sometimes in an hour stolen from the middle of the day. What trainers needed was the flexibility of a learning tool that could be administered under a variety of circumstances.
We developed Put Customers First with these needs in mind. This simulation is quick, and easy to use and understand. We made the conscious decision to target actions that could be taken by any customer service person, regardless of their level in the organization. The tool deals specifically with one-on-one customer service interaction. This type of interaction is the crux of a customer service representative's job.
PDDC-HRDQ's BizSim Business Simulation Series
Put Customers First is flexible and generic enough to be used in a variety of training situations. All of PDDC-HRDQ's Business Simulations are presented in a similar format. Once you become familiar with this simulation, you will need only minimal time to become comfortable with other simulations in the series.
Put Customers First Business Simulation Starter Kit (Item#PDDC-HRDQ2101E1SK) $83.00
Includes: 5 Participant Booklets, and Facilitator Guide
Put Customers First Participant Guide 5-Pack (Item#PDDC-HRDQ2101E1S05) $40.00
Put Customers First Facilitator Guide (Item#PDDC-HRDQ2101E1PR) $43.00
You may purchase Put Customers First Business Simulation Starter Kit for $83.00.
You may purchase Put Customers First Business Simulation Preview Pack for $40.00.
You may purchase Put Customers First Participant Guide 5-Pack for $40.00.
You may purchase Put Customers First Facilitator Guide for $43.00.
Quiz Factory 2TM
Quiz Factory 2 is a unique combination of power and ease of use. Powerful? With Quiz Factory 2, trainers and educators can create a test or survey on any topic, deliver it to students via the Internet, an intranet or LAN, by e-mail or on disk, then track results and measure learning. Easy to use? The day you take it out of the box is the day you start putting it to work.
Works With Any Content
Quiz Factory 2's template design lets trainers and educators input an unlimited number of questions on any topic. Ten question formats provide ultimate flexibility: multiple choice, sequencing, matching, category, labeling, true/false and yes/no, branching, pop-ups, short answer, and picture questions. Mix and match test and survey questions. One program creates an unlimited number of tests and surveys.
Three Rounds Offer The Ultimate Learning Experience
A comprehensive evaluation tool, Quiz Factory 2's unique design lets trainers and educators administer a test up to three times, adjusting test parameters for each round.
Imports Graphics As Picture Questions Or "Extra Info"
Quiz Factory 2's "extra info" feature lets trainers and educators attach additional information to questions - pictures, sound, video, or text - to reinforce concepts to promote additional learning. Test creators control if students access this content during the test, the review, or both.
Accommodate Any Size Organization
Quiz Factory 2's Results Reader has the capacity to collect and analyze results from an unlimited number of respondents to a test or survey. In addition, it can join results from independent tests or surveys to present an integrated view of performance.
Create Multiple Tests With One Program
Numerous test, scoring, and post-test options let you design the perfect test for your audience:
Randomize questions
Right/wrong feedback
Scoring
Review questions
Record results
And more!
System Requirements:
(for both Quiz Creator and Quiz Player)
Pentium or Macintosh PowerPC
Windows 95/98/NT/2000/XP/ME or Macintosh
32 MB RAM; 40 MB hard drive
Color monitor and video card set to 16 bit color, 600x800 resolution
Sound Blaster compatible sound card if you want to hear sounds
Now available for Windows 95/98/NT and Macintosh systems!
Investment *
$695 "Mini License" (1 Creator, 1 Player)
$1,295 to install the Player on up to 10 computers, 1 Creator.
$3,995 to install the Player on up to 200 computers, 2 Creators. **
$6,995 to install the Player on an unlimited basis, 3 Creators. **
$595 for additional Quiz Creators
$395 for additional Quiz Players (sets of ten)
$1,295 for Network capability
*GSA pricing available via Contract #GS 02F 0122N. Educational pricing for K-12 schools, other government & non-profit pricing also available. Call 1-253-759-6639 for details.
Click Here to send in a credit card order - or call us at 1-253-759-6639
Game - Purchase $350.00 (Item#PDDC-HRDQ0276E1KT)
Objective: To emphasize the importance and value of collaboration and communication
Intended for: Individuals at any organizational level
Time required: 1 ½ - 2 hours
Each game trains: 20 - 25 people in teams of 3 - 5 at one time
Product format: Game
Collaboration makes a world of difference!
The Rainforest Game, the latest addition to HRDQ's extensive line of hands-on learning games, is designed to provide individuals and teams with the opportunity to experience collaboration across both internal and external boundaries. Working both within groups and across groups, participants build awareness of the:
Importance of cooperation
Challenges inherent in inter-team communications
Significance of creating and sustaining effective partnerships.
The Scenario
Your organization has joined a worldwide consortium of environmentally sensitive organizations meeting to discuss its latest cause - the future of the rainforests. In addition, your organization is sponsoring one of the rainforest's many endangered species. As part of this initiative, you have been asked to design a picture that can be used for marketing and fundraising materials. But you can't do it alone. This task requires you to work with other member organizations to complete the picture. Can you work across both internal and external boundaries to make a difference?
How The Rainforest Game works:
Small teams representing the member organizations of the consortium are challenged to complete a 5-foot long puzzle. Each organization, sponsoring a specific endangered species, has pieces of the overall picture as well as their sponsored animal. But because no one team has all the pieces, they must be able to work collaboratively in order to successfully complete the task at hand.
Following the activity, participants consider their experience in the context of real-life, organizational experience and discuss the four critical skills needed to effectively work across boundaries:
Reaching Out
Sharing Information
Exploring Alternatives
Making It Happen
Participants will:
Learn how to work effectively across functions, geography, and distance.
Breakdown communication barriers.
Creatively solve complex problems.
Examine assumptions about how people and functions work together.
The Complete Game includes:
1 Facilitator Guide
25 Participant Guides
48-piece puzzle
5 drawstring bags for puzzle pieces
Identification key
5 laminated instruction sheets
40 participant stickers
Canvas tote bag
The Extra Game Pack includes:
25 Participant Guides
48-piece puzzle
5 drawstring bags for puzzle pieces
Identification key
5 laminated instruction sheets
40 participant stickers
Facilitator Guide features (included in the complete game):
Administrative guidelines
Activity overview
Materials list
Background information
Advance preparation guidelines
Facilitator tips
Training design options
Information on the plight of the rainforests
Technical development information
Participant Guide features:
Working Across Boundaries model
Description of the 5 critical practices for each of the 4 skill areas
Reflection questions
Action planning
Perfect as a stand-alone learning experience or as part of a larger training initiative, The Rainforest Game is highly adaptable and flexible. The thorough Facilitator Guide offers detailed instructions, facilitator tips, design options, a wide range of discussion questions and additional activities, action planning, and more. The discussions may be focused in several areas including leadership, communication, problem solving, innovation and teamwork.
What to Order
For up to 25 participants/players, order one Complete Game Kit (#PDDC-HRDQ0276E1KT) which includes: canvas totebag, 48-piece puzzle, 5 drawstring bags for puzzle pieces, 5 laminated instruction sheets, 25 Participant Guides, 40 Participant stickers, and Facilitator Guide. For each group of 5 additional players, order one of the following: Extra Game Pack, which includes everything to run a simultaneous game for 25 participants (#PDDC-HRDQ0276E1GP), Extra Set of 5 Participant Guides (#PDDC-HRDQ0276E1S05), and Extra Sticker 40-Pack (#PDDC-HRDQ0276E1M1).
Purchase $350.00
Complete Game Kit (#PDDC-HRDQ0276E1KT) $350.00
The Rainforest Game Extra Game Pack (#PDDC-HRDQ0276E1GP) $270.00
Extra Set of 5 Participant Guides (#PDDC-HRDQ0276E1S05) $28.00
You may purchase Rainforest Game for $350.00.
You may purchase Rainforest Game Extra Game Pack for $270.00 .
You may purchase Rainforest Game Participant Guide - Five Pack for $28.00.
Games and Activities - Purchase $145.00 (Item#PDDC-HRDQ0815E1AB)
Sales training isn't just for sales reps anymore - customer service and other support staff can also benefit from developing selling skills! Available at last is Sales Training Activities, a mix of over 80 ice breakers, role plays, games, and exercises that are the perfect addition to any type of sales training.
Relevant to all types of industry and personnel, Sales Training Activities focuses on generic sales knowledge and skills - skills that are completely transferable across all organizations and situations. In fact, most of the activities use an "open content" approach, meaning that participants use their own examples and experiences as the main subject.
Sales Training Activities includes exercises for individuals, pairs, small groups, and larger discussions. By combining different formats to teach the same points, you can greatly increase the learning effectiveness and retention.
The handy 3-ring binder includes everything you need to run a training session, including learning objectives, step-by-step administrative guidelines, reproducible participant handouts, tips, and ideas.
Sales Training Activities is provided in a convenient 3-ring binder format!
This exciting collection features reproducible participant materials!
You may purchase Sales Training Activities For Sales Managers & Trainers for $145.00.
Activities - Purchase $145.00 (Item#PDDC-HRDQ1017AB)
Group consensus is a concept that is often preached – but rarely practiced. SkillBuilders: 40 Consensus Decision Making Activities is an invaluable resource that will help your teams turn this concept into reality.
Organized according to the Group Consensus Model, this collection provides you with the ability to select the activities that are just right for your groups’ specific training needs. The flexible format allows you to:
Assess your groups’ decision making abilities.
Target specific developmental needs.
Create custom training around actual work experiences.
Skillbuilders: 40 Consensus Decision Making Activities is a includes:
Reproducible participant handouts
Detailed preparation, administration, and debriefing information
Discussion questions and suggestions for varying the activities
Easy-to-follow facilitator guidelines
Handy reference table for pinpointing the best activities for your training needs
This activity collection should be part of every trainer’s library. With Skillbuilders: 40 Consensus Decision Making Activities, your groups will become more productive, make higher quality decisions, and reach the greatest potential of their decision-making abilities.
Item# PDDC-HRDQ1017AB
You may purchase SkillBuilders: 40 Consensus Decision Making Activities for $145.00.
Activities - Purchase $145.00 (Item#PDDC-HRDQ0165AB)
Communication is the foundation of all human interaction — and the basis of all training programs. From team building and leadership to customer service and supervisory training, communication is a fundamental skill that should be integrated into all types of training.
Whether communication is being addressed directly or indirectly in your training program, lay the groundwork for skill development with SkillBuilders: 50 Communication Skills Activities. This collection of activities addresses all 3 learning domains (cognitive, affective, and behavioral) and involves participants directly in the learning process through its interactive approach.
Uses for SkillBuilders: 50 Communication Skills Activities
The exercises are basic enough to include in any training program that incorporates communication skills, including those for customer service, sales training, and supervisory skills. A handy applications matrix matches the activities with 8 important communication topics.
Many activities have more than one application:
Communication Awareness
Delivering Your Message
Nonverbal Communication
Communication Conflicts
Active Listening
Giving and Receiving Feedback
Written Communication
Presentation Skills
Product Contents
Facilitator guidelines
Applications Matrix to pinpoint the best activities for training needs
Reproducible participant materials
Activities include:
Communication Awareness:
Get to Know Your Apple
Packaging is Important
Picture This
Walk the Talk
Role Models
Rotating Trio Exchange
Delivering Your Message:
Assessing Your Speech Habits
It’s How you Say It
Avoiding Killer Phrases
What Do You Mean?
Paper-Tearing Exercise
Jumbled Messages
Drawing Conclusions
Nonverbal Communication:
At Arm’s Length
Reading People
Mixed Messages
Body Language
Active Observation
Communication Conflicts:
Dealing with Conflicts
Distinguishing Behaviors
Preventing Conflict
Dealing with Difficult People
Applying Assertive Behavior
Expressing Different Viewpoints
Active Listening:
How Well Do You Listen?
What Do You Know about Active Listening?
Rotating Trio Role Play
Listening for Key Points
Listening Types Card Match
Poor Listener on Trial
The Art of Asking Questions
Giving and Receiving Feedback:
The Power of Feedback
Applying the Feedback Model
Describing Behavior
Using “I” Statements
Feedback Criteria
Receiving Negative Feedback
Written Communication:
Creating Sentence Variety
Eliminating Hackneyed Expressions
Writing Effective Memos
Writing Directions
Writing Customer-Focused Letters
Writing a Request Proposal
Presentation Skills:
Assessing Your Presentation Style
Overcoming Stage Fright
Assessing Your Audience
Getting Your Audience’s Attention
Dealing with Semantics
Dealing with Difficult Audience Members
Thinking on Your Feet
Item# PDDC-HRDQ0165AB
You may purchase SkillBuilders: 50 Communication Skills Activities for $145.00.
Activities - Purchase $145.00 (Item#PDDC-HRDQ0703AB)
Spice up your next customer service training program with SkillBuilders: 50 Customer Service Activities, a creative, engaging, and innovative collection of skill development activities from Lorraine Ukens.
The activities in this collection stimulate discussion and learning by actively involving all participants. Quick and to the point, these activities deliver powerful messages to your participants — helping them to understand customer expectations and develop the skills necessary to providing quality service.
Uses for SkillBuilders: 50 Customer Service Skills Activities
A valuable addition to your training library, the exercises are basic enough to include in any training program that incorporates customer service skills. The handy applications matrix matches the activities with 9 important customer service skill areas.
Many activities have more than one application:
Change
Communication
Data Usage
Excellence
Negotiation
Perception
Problem Solving
Teamwork
Product Contents
Applications Reference Guide to pinpoint the best activities for training needs
Facilitator guidelines
Detailed preparation and debriefing information
Ideas for varying the activities
Discussion questions
Reproducible participant materials
Activities include:
A Close Resemblance
Acute Accuracy
Attending to Details
Body Talk
Box Score
Bumper Crop
Character Composition
Collective Connection
Country Time
Custom Made
Customer Account
Dig It
Double-Spaced
Eye Alone
Four to One
Guesstimation
Hidden Meaning
Hot Topics
In One Word
It All Adds Up
Make It Your Business
Matter of Choice
Mirror Image
Mystery Box
No Laughing Matter
Parallel Performance
Portraits
Post Office Box
Primary Colors
Questionable Events
Rate the R-A-T-E-R
Reporting for Duty
Rift Raft
Screen Test
Service Link
Service Search
Split Ends
Star Quality
Stormy Weather
Take a Letter
Talking Back
Thoroughly Complete
Toon-Up
Top to Bottom
Top Trade
Treasure Trove
Up in the Air
Very Wordy
Visible Outcomes
Wishful Thinking
Item# PDDC-HRDQ0703AB
You may purchase SkillBuilders: 50 Customer Service Activities for $145.00.
Game - Purchase $86.00 (Item#PDDC-HRDQSP)
Add excitement and impact to your style training with StylePlay - 12 Group Card Games. These quick, energizing games reinforce learning and build awareness in a fun, nonthreatening manner.
Learning Outcomes:
Understand the four personality styles
Learn how the four styles interact
Practice interacting with those of similar and different personality styles
Understand the strengths and weaknesses of each style
Theory
StylePlay - 12 Group Card Games and the other titles in the HRDQ Style Series are based on the well-known research and personality theories of psychologists Carl Jung, William Moulton Marston, and others. Most research has identified two basic dimensions of style, which we refer to as assertiveness and expressiveness. Assertiveness is the effort a person makes to influence or control the thoughts or actions of others. Expressiveness is the effort that a person makes to control his or her emotions and feelings when relating to others.
How it Works
Each StylePlay card displays an adjective describing a characteristic that people usually demonstrate in daily interactions. Participants can take part in 12 different card games – or the facilitator can create a new game with the StylePlay cards. Each of the games allows participants to identify preferred styles – either their own, those of other participants, or those of famous people.
StylePlay - 12 Group Card Games can be used alone, in combination with any Style Series title, and with other training products. The Facilitator Guide features a brief overview of the Style Theory that is the basis of the games and the other Style Series instruments. In addition, Debriefing Questions and Key Learning Points are provided to help facilitators draw significance and participants to gain deeper insights.
Uses for StylePlay
Provide stand-alone activities such as ice breakers and energizers
Incorporate into a learning experience on teamwork, leadership, or communication
Include as an introduction or follow-up to What's My Style? and all the other Style Series titles
What to Order
For 8-12 participants, order one Complete Game, which includes a Facilitator Guide. For additional players, order an Extra Card Deck.
Complete Game includes:
2 reusable decks of 48 cards each
Sturdy game case
Facilitator Guide (featuring an overview of Style Theory, instructions for conducting 12 group games, administrative guidelines, Debriefing Questions, and Key Learning Points)
Description:
StylePlay Card Game/$86.00/Code #PDDC-HRDQ0152E2KT
Complete game includes: Facilitator Guide, 2 reusable decks of 48 cards each, sturdy game case
StylePlay Extra Card Deck/$21.00/Code #PDDC-HRDQ0152E2GP1
Single deck of 48 cards, shrink-wrapped
You may purchase StylePlay Card Game for $86.00.
You may purchase StylePlay Card Game: Extra Card Deck for $21.00.
Game - Purchase $485.00 (Item#PDDC-HRDQTAL)
The Scenario:
Congratulations! The Seven Seas Company has selected your company to collaborate with them in an attempt to win a lucrative contract for designing and building a tall ship. But your company must first demonstrate that it can successfully perform the “Seven C’s” upon which The Seven Seas Company is founded. Can your team rise to the challenge to win the deal?
Introducing Tall Ships – Building Effective Teams:
Tall Ships, the exciting new experiential game has teams racing against the clock –and other teams – to assemble the tallest ship mast. This fast-paced simulation provides teams with the opportunity to learn about and practice the seven skills critical to team success:
Clarity
Capability
Collaboration
Commitment
Communication
Continuous Improvement
Creativity
How the game works:
Three game rounds reveal the team dynamics that impact team effectiveness. In Round 1, teams are asked to assemble the tallest ship mast possible in the least amount of time. Lessons learned from this round are discussed and applied to the Seven C’s model. Round 2 challenges teams to rethink their strategy and build yet a taller mast in the same amount of time, but at the lowest cost. Following a team performance assessment and debrief, teams make one last attempt at the task, assembling the mast according to new specifications and requirements. Finally, an action-planning phase provides teams and team members with an opportunity to improve their performance.
Tall Ships Learning Outcomes:
Learn seven factors that are important to effective teamwork
Explore strategies that contribute to improved team effectiveness
Identify and apply actions real-life team situations
Perfect for both newly formed and intact teams, Tall Ships can be used as a stand-alone learning event, integrated into a larger training initiative, or adapted to address such topics as leadership, change management, quality awareness, process improvement, and safety awareness.
The Tall Ships Complete Game includes:
1 Facilitator Guide
3 bags of reusable game parts
3 sets of laminated Game Cards
21 Participant Guides
1 tablet of observer and materials cost worksheets
1 stopwatch
1 tape measure
1 sturdy tote bag
The Tall Ships Extra Game Pack includes:
7 Participant Guides
1 set of reusable parts with tape measure
1 set of 3 game cards
1 mesh bag
Facilitator Guide features (included in the complete game):
Administrative guidelines
Theoretical background
Experiential learning/training methodology
Description of the Seven C's of Effective Team Performance
Step-by-step workshop design
Facilitator Tips
Blank training outline
Training design options
Sample copy of the Participant Guide
CD-ROM containing Microsoft® PowerPoint® presentation and reproducible masters, including a Certificate of Achievement, Training Evaluation, Observer Feedback Form, Materials Cost Worksheet, name tent template, flag template, and overhead transparency masters.
Participant Guide features:
The “Seven Cs” model and dimensions
Team assessment
Questions to Consider
Planning worksheet
Action planning
The Participant Guide includes the “Seven C’s” model and dimensions, team assessment, planning worksheet, action planning, and questions to consider. Included in the Facilitator Guide is an introduction, theoretical background, workshop training outline and facilitator instructions, alternative training designs, customization suggestions, blank training outline, copy of the Participant Guide, and a CD-ROM containing reproducible participant materials and a Microsoft® PowerPoint® presentation.
Description:
Tall Ships Game Complete Kit/$485.00/Code #PDDC-HRDQ0278E1KT
Includes 3 bags of reusable game parts/20 Participant Guides/3 sets of laminated Game Cards/1 tablet of observer and materials cost worksheets/stopwatch/tape measure /Facilitator Guide/tote bag
Tall Ships Extra Game Pack/$139.50/Code #PDDC-HRDQ0278E2GP1
Includes 1 set of reusable parts with tape measure, 5 participant guides, set of 3 game cards, mesh bag
Tall Ships Extra Participant Guide 5-Pack/$40.00/Code #PDDC-HRDQ0278E1S05
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Tall Ships Extra Tablet of Worksheets $17.00/#PDDC-HRDQ0278E1GP2
Single tablet includes 50 sheets each of observer and materials cost worksheets
You may purchase Tall Ships Game Complete Kit for $485.00.
You may purchase Tall Ships Game Extra Game Pack for $139.50.
You may purchase Tall Ships Game Participant Guide Five Packs for $40.00.
You may purchase Tall Ships Game Extra Tablet of Worksheets for $17.00.
Activities Binder - Purchase $145.00 (Item#PDDC-HRDQ0207AB)
TeamBook is a collection of ideas and exercises for use by trainers or program designers who are engaged in the effort of helping work groups to develop into teams. Keeping the conditions, goals, and guidelines of TeamBook in mind will assist users to develop from work groups into more effective teams.
The materials are intended as a catalyst for the orderly improvement of group functioning toward the attainment of effective human relations and consistently high levels of task functioning. TeamBook consists of 27 activities to improve group functions and achieve effective human relations. The introduction provides the fundamental principles of team building, team building goals and participant guidelines.
The Book Contains 5 Sections:
Section 1: Starters (Ice Breakers) Contains 3 exercises such as "Team Starter" for teams whose members each manage the work of others who are external to the team.
Section 2: Energizers (Energize Your Group) Consists of 4 exercises such as "Nerftime", a high-involvement activity using Nerf® balls to demonstrate the unnecessary restrictions we often put on ourselves.
Section 3: Interpersonal Feedback (Interpersonal Perceptions) Consists of 4 exercises such as "Cards Lineup" which shows how to give and receive precise appreciation's of one another in a dramatic and forceful manner.
Section 4: Diagnostics (Group Effectiveness) Consists of 12 exercises such as "Test #2" recognizing common memory through a quick, problem solving exercise.
Section 5: Planning (Concrete Action Plans) Consists of 4 exercises such as "Strategic Action Planning", a step-by-step plan to over come barriers to realizing team and organizational goals.
Item# PDDC-HRDQ0207AB
You may purchase TeamBook: 27 Excercises for Enhancing Work Groups Binder for $145.00.
Activities Binder - Purchase $145.00 (Item#PDDC-HRDQ0275AB)
You are a member of a space crew who has crash-landed on the planet of Acrab. After being taken captive by aliens, the only way you can escape is to rebuild your transformational girospeckter. But can your team solve the alien’s puzzles quickly enough to repair your spaceship and get away?
Challenge your participants’ imaginations with TeamBuilders: 10 Adventures in Working Together, a new collection of learning events that encourage the exploration of team skills through the use of fantasy scenarios. The TeamBuilders adventures, based on Experiential Learning Methodology, guide participants through five phases of learning:
1. Experiencing: Formulating ideas and gathering information during the learning experience.
2. Sharing: Articulating the learning experience to other participants.
3. Interpreting: Understanding the skills and behaviors experienced.
4. Generalizing: Developing testable hypotheses from the learning experience.
5. Applying: Bridging the present and future by understanding how generalizations can be used in the workplace
TeamBuilders enhances the development of five fundamental team skills:
Decision Making
Problem Solving
Teamwork
Communication
Leadership
TeamBuilders also addresses critical secondary skills such as trust, managing diversity, assertiveness, influence, conflict management, negotiating, and more. Activities may be used independently or paired together as part of team training.
Organized in a 3-ring binder, each TeamBuilders simulation contains background information and facilitator instructions, as well as reproducible participant materials including role-specific briefing information , observer instructions, discussion questions, and a team skill handout. TeamBuilders also includes a CD-ROM containing printable files of the reproducible participant materials.
Item# PDDC-HRDQ0275AB
You may purchase TeamBuilders: 10 Adventures in Working Together Binder for $145.00.
Activities Binder - Purchase $145.00 (Item#PDDC-HRDQ0270AB)
Searching for a fresh collection of team development activities? Look no further! Introducing Team Development Activities for Trainers, a collection of 59 exercises that address the skills most critical to team development, including communication, planning, problem solving, and more.
The activities provide the vehicles for team members to enjoy a common experience; explore, discuss, and resolve issues that have arisen; and then apply what they have learned to their work. Additional features provide trainers with resources to make team development easier and more effective, including a program design framework, checklists for use with activities, and an index of games organized by skill (objective).
Uses for Team Development Activities
The activities in this collection have been used in many different industries and by those in various job functions, including the military, financial services, higher education, secondary schools, nurses, teachers, IT specialists, pharmaceutical managers and others. Team Development Activities for Trainers addresses a full range of skill areas including:
Assertiveness
Communication
Creativity
Decision making
Delegation
Feedback
Influencing
Listening
Planning
Problem Solving
Time Management
Team Leadership
Product Contents
Step-by-step facilitator guidelines
Learning objectives
Design Framework for Team Development Programs
Checklists for Use in Facilitating Team Development
Index of Activities by Objectives
Reproducible participant materials
Activities include:
· Alternative Routes
· The Amazing Electric Team Leader
· Are We a Team?
· The Bayeux Tapestry
· Build Us a Crane
· Candle Snuffing
· Choose Your Own Sport
· Classic Cars Auction
· Cock of the Walk
· Communications Audit
· CompuSpeak
· Cooks’ Dilemma
· Creative Weighing Machines
· Customer Clusters
· Delegation Is Good for You
· Describe Your Work Team
· Disappearing Golf Balls
· Draw Us a Map
· The Four Seasons
· Go-Carting
· Himalayan Saunter
· How Do You Manage Your Meetings?
· How Healthy is the Patient?
· Leadership Styles and Values
· Like the Hat?
· Managing Boundaries
· Motive Power at Work
· Music Maestro
· News Clues
· Noah’s Ark
· On Average…
· Open Access
· Pegging away
· Penny Pitcher
· Please Join Our Team
· Polybricks
· Queen’s Time
· Sell Us a Sport
· Sell Your Team
· So What Are You Going to Do About It?
· Star Performer
· Straight from the Horse’s Mouth
· SuperAnt
· Symbols of Your Work Team
· Team Climate Survey
· Team Development Checkers
· Team Development Goals
· Team Effectiveness Review
· Team Leadership Styles
· They’re Dancing to Our Tune
· Tic-Tac-Toe
· Tykes Verses Romans
· Viking Chess
· Want a Job?
· What Do You Advise?
· Where Are You Now?
· Who Are Our Competitors?
Item# PDDC-HRDQ0270AB
You may purchase Team Development Activities for Trainers Binder for $145.00.
Activities Binders - Purchase $145.00 Each (Item#PDDC-HRDQ0818ABA & PDDC-HRDQ0818ABB)
Everyone has been on the receiving end of poor telephone skills, yet none of us recognize the same faults in ourselves. The Telephone Skills Training Manual, consisting of two separate volumes for inbound and outbound calls, is designed to introduce, reinforce, and strengthen fundamental telephone skills for handling customer service and sales calls. The activities encourage participants to reflect on their experiences, share successes, learn from past mistakes, and practice new skills and techniques.
Telephone Skills Training Manual Learning Outcomes:
Develop and strengthen telephone skills
Improve self-awareness
Observe behavior
Give and receive effective feedback
Create a supportive work environment
Volume One – 38 Activities for Mastering Inbound Calls includes: How to Develop Your Telephone Personality, Building Rapport with the Customer, The Importance of Listening, The Criteria of a Successful Inbound Call, Handling a Complaint on the Telephone, and more.
Volume Two – 22 Activities for Mastering Outbound Calls includes: How to Turn Customers on to Your Proposition, Quoting the Price and Asking for an Order, Handling Rejection in a Positive Way, The Cold Call, Telephone Account Management, and more.
The Telephone Skills Training Manuals are perfect for anyone who wants to improve their inbound, outbound, and basic telephone skills, including receptionists, telephone sales staff, customer service representatives, credit control staff, and other specialists. Organized in 3-ring binders, each volume includes a planning checklist, a training needs questionnaire, a closing checklist, tips for trainers, reproducible participant handouts and worksheets, facilitator instructions, overhead transparency masters, and action plans.
Item# PDDC-HRDQ0818ABA
You may purchase The Telephone Skills Training Manual Volume One: 38 Activities for Mastering Inbound Calls Binder for $145.00.
Item# PDDC-HRDQ0818ABB
You may purchase The Telephone Skills Training Manual Volume Two: 22 Activities for Mastering Outbound Calls Binder for $145.00.
Game - Purchase 849.00 (Item#PDDC-NLHRDQ)
Objective: To build stronger, more productive relationships
Audience: Newly formed and intact work groups
Time Required: Ranges from 15 minutes – 2 hours per module
Each Game Trains: Up to 4 groups of 4 – 6 participants at one time
We Connect begins where other diversity training typically leaves off. This interactive game allows individuals to build connections — and eventually relationships — with others who may differ in style, background, culture, or other areas of diversity. By surfacing common ground, individuals begin to break down barriers, defy stereotypes, and build trust.
How the game is played:
Based on the We Connect Model® for diversity, We Connect consists of three separate but related modules. Using colored links in different ways to visually depict similarities and differences, the game addresses six key areas of diversity: mental, physical, spiritual, relational, occupational, and societal.
Module #1 - (15 – 60 minutes) - To discover similarities by building a chain using colored links to visually depict connections
Module #2 - (1 ½ – 2 hours) - To recognize similarities and differences; to practice a four-phase process for managing disconnects
Module #3 - (1 ½ – 2 hours) - To build more effective work groups by strengthening communication, leadership, and interpersonal relationships
We Connect is flexible and easy to facilitate! While each module is designed to build upon the learning of the previous one, the activities can be run independently or in combination with one another.
To Purchase the Game $849.00 - Includes 4 playing boards / multi-colored rings / 3 reusable decks of cards / 24 Participant Guides / Facilitator Guide / tote box
To Purchase the Extra Game Pack (Idem# PDDC-NLHRDQ) $460.00 - Includes: 4 playing boards / 6 bags of multi-colored rings / 24 Participant Guides
You may purchase We Connect Game for $849.00.
You may purchase We Connect Extra Game Pack for $460.00.
IDEAS AND TRAINING
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Tacoma, WA 98407
1-253-759-6639
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