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3. The facilitator collects one Answer Sheet from each team. 4. The facilitator presents the correct response. • Team A selected “b,” the most appropriate response, and advances three spaces. • Team C selected “a,” the second most appropriate response, and advances one space. • Team B selected “c,” the least appropriate response, and stays put. 5. The facilitator discusses the reasons for the ranking of the choices. 6. This ends play for Round 1. Round 2 1. The facilitator presents the second case study. 2. Each team records its response on the Answer Sheet. 3. The facilitator collects one Answer Sheet from each team. 4. The facilitator presents the correct response. • Teams B and C had the most appropriate response. • Team A had the least appropriate response. 5. The facilitator advances the icons for Teams B and C three spaces and leaves Team A’s icon on the third space. 6. This ends play for Round 2. Finish Team A Finish Team B Finish Team C Finish Team A Finish Team B Finish Team C 172 Games That Boost Performance suga14379_ch12.qxd 8/12/04 1:00 PM Page 172 Rounds 3 to 5 1. Play continues in this fashion until the facilitator has presented five scenarios. 2. The first team to cross into “finish” wins. 3. If time runs out, the team that has advanced the farthest on the Game Chart is declared the winner. • CUSTOMIZING HARD CASE Size of Group • Divide smaller groups into two or three teams. • Divide larger groups into five teams. You will need to add two tracks to the Game Chart. Be sure to allow for more time to discuss and evaluate the listed items and be sure to review the results of the game with the entire group. Time of Play • Shorten or lengthen the time for a round of play depending on the difficulty of the question material or the understanding level of the group. • Expand or contract the number of rounds of play. • Conduct as a “whole course” game by continuing play in the succeeding modules. Method of Play • Create several sets of questions in different topics. Allow the teams to select the next topic. • Assign one or more case studies as a take-home exercise and then, in the next session, conduct the game using several of the case studies assigned. Scoring • At present, the Game Chart has twelve steps for advancing the icon. You can shorten or lengthen the amount of game play by simply shortening or length- ening the Game Chart. Hard Case 173 suga14379_ch12.qxd 8/12/04 1:00 PM Page 173 174 Games That Boost Performance • Create a multiple-choice question format and award three spaces for the most correct, one space for the second most correct, and no spaces for the least correct. • Create a case study offering four choices, making sure that at least two choices receive the same number of spaces—choice 1: advance three spaces, choice 2 and choice 3: advance one space, and choice 4: stay put. • Create a set of “RISK” questions where the icon moves UP a specified number of spaces for a correct response and DOWN for an incorrect response. suga14379_ch12.qxd 8/12/04 1:00 PM Page 174 Hard Case 175 Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com PLAYER INSTRUCTIONS FOR Hard Case • Form two or three teams. • Each team selects a track on the Game Chart. • The facilitator presents a case study. • Record your response on the Answer Sheet. • Scoring: If your response is . . . Most Appropriate, your icon is advanced three spaces. Second Most Appropriate, your icon is advanced one space. Least Appropriate, your icon stays put. • The first team to reach finish wins. suga14379_ch12.qxd 8/12/04 1:00 PM Page 175 176 Games That Boost Performance Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com GAME CHART FOR Hard Case Finish # 1 Finish # 2 Finish # 3 Start # 1 Start # 2 Start # 3 suga14379_ch12.qxd 8/12/04 1:00 PM Page 176 Hard Case 177 ANSWER SHEET FOR Hard Case Team Name Case Study # Choice #1 Choice #3 Choice #2 Choice #4 ANSWER SHEET FOR Hard Case Team Name Case Study # Choice #1 Choice #3 Choice #2 Choice #4 Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com suga14379_ch12.qxd 8/12/04 1:00 PM Page 177 SAMPLE CASE STUDY FOR Hard Case Email Privacy One of your employees reports that the computer in the work area next to her is receiving offensive material, including pornographic pictures, and wants you to monitor the offending employee’s messages. Which of the following is the most correct? a. You may always read your employees’ messages because the company provides the computers to the employees. b. You may read any messages only if the company provides the email system. c. You may never read an employee’s email. Choice b ϭ Most Appropriate, advance three spaces. (If messages are maintained on a system provided by the employer.)* Choice a ϭ Second Most Appropriate, advance one space. (If employee has a separate email, the rights of the employer are more limited.)* Choice c ϭ Least Appropriate, stay put. (This approach could create a liability for the company. Company may want to advise employees that it maintains the right to monitor the system, which should discourage misuse.)* 178 Games That Boost Performance Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced by permission of Pfeiffer, an Imprint of Wiley. www.pfeiffer.com *Federal Employee Communications Privacy Act. suga14379_ch12.qxd 8/12/04 1:00 PM Page 178 Having a Bad Hair Day • PURPOSE • To surface common annoyances in a team setting and negotiate protocols to avoid these annoyances. • To identify aspects of organizational culture that commonly get in the way of optimum team performance. • To creatively discuss how to diffuse stress in the workplace. • GAME OBJECTIVE To collect the most team points. • PLAYERS Nine or more. • TIME Fifteen to thirty minutes. • SUPPLIES • One sheet of flip chart paper and felt-tipped markers for each team. • Newsprint flip chart and felt-tipped markers to track the voting. Having a Bad Hair Day 179 suga14379_ch13.qxd 8/12/04 1:00 PM Page 179 • An overhead projector (if using transparencies). • One index card per player. • Paper and pencils. • Masking tape. • Timer (optional). • Noisemaker (optional). • GAME PLAY 1. Divide participants into three or more teams of three to seven players per team. 2. Distribute paper and pencils to each player. 3. Have each player record one or two annoying events he or she experienced in the past week. (Remind players not to identify specific people.) Provide some examples from the List of Annoying Events if you choose. 4. Call time after 1 minute. 5. Distribute one sheet of flip chart paper and felt-tipped markers to each team. 6. Have players join their teams and share their annoying events. 7. Have each team . . . (a) Select its most common or top-ranking annoyance and (b) Produce a list of creative responses to avoid, eliminate, or mitigate this annoyance. 8. Call time after 7 minutes. Then give each team another 3 minutes select the five most creative ways of dealing with the annoying event. Team Presentations 1. Have each team present its event and the five most creative ways for dealing with it and then post its chart paper on the wall. 2. Distribute one index card to each player. 180 Games That Boost Performance suga14379_ch13.qxd 8/12/04 1:00 PM Page 180 3. Have each player select his or her favorite creative response from any OTHER team’s list. Scoring 1. After 3 minutes, call time and collect the ballots. 2. Award 1 point for each selected response. 3. The team’s response that receives the most votes wins. • POST-GAME DEBRIEFING Having a Bad Hair Day is also an opportunity to introduce the “Question Behind the Question”—that is, when we ask “who, “when, or “why” questions, what we are really asking is permission to play the victim. When we ask “Who is responsi- ble?” we are getting into the blame game rather than focusing on “What can we do about this situation to fix it?” When we ask, “When is this going to be resolved?” we are avoiding the question, “How can I act to do something about it right now?” When we ask “Why me? Why us? Why is this horrible thing happening?” what we are really asking is “How long shall we continue to wallow in glorious self-pity?” There are really only two responsible questions: • “What can I do to help?” • “How can I make a difference right now?” For Facilitators with Advanced Group Skills. Have groups develop responses to one or more annoying experiences that are specific to this group. Use the discussion to “clear the air” of some underlying issues or logistical problems facing the group. Having a Bad Hair Day is one way to shine a light on the choices we make about assuming personal responsibility and accountability for doing what needs to be done and our thinking process about how to make a difference in a particular situ- ation. Here are some questions to stir up that conversation: • When you encounter an annoyance, how many of you typically decide to Ignore it? Call the problem to someone else’s attention? Write a complaint? Call to complain? Having a Bad Hair Day 181 suga14379_ch13.qxd 8/12/04 1:00 PM Page 181 [...]... Places Cars with Muffler Problems Elvis-Itis People with No Life Games That Boost Performance Copyright © 2005 by John Wiley & Sons, Inc Reproduced by permission of Pfeiffer, an Imprint of Wiley www.pfeiffer.com 1 86 Games That Boost Performance The Hello Effect • PURPOSE • To demonstrate that it’s not just what you say, but how you say it that counts • To promote dialog about the effect of managerial... 184 Games That Boost Performance PLAYER INSTRUCTIONS FOR Having a Bad Hair Day • Divide into three or more teams • Players record one or more annoying events • Teams select one event and produce five creative responses • Teams present the event and list of responses to the entire group • Players vote for their favorite response • The team with the response that receives the most votes wins Games That Boost. .. permission of Pfeiffer, an Imprint of Wiley www.pfeiffer.com 192 Games That Boost Performance RESPONSE SHEET FOR The Hello Effect Our Team # Presenting Team # _ Mood demonstrated: _ Three characteristics demonstrated: 1 _ 2 _ 3 _ Games That Boost Performance Copyright © 2005 by John Wiley & Sons, Inc Reproduced... the headline • Present the headline and story to the group • Vote on the most creative and the most ambitious stories Games That Boost Performance Copyright © 2005 by John Wiley & Sons, Inc Reproduced by permission of Pfeiffer, an Imprint of Wiley www.pfeiffer.com 200 Games That Boost Performance SAMPLES FOR Improbable Headlines Here are sample headlines you can reference or use to give your players... response Team B receives 2 points ϫ 4 ϭ 8 points 2 06 Games That Boost Performance 8 Team C has all 5 correct responses: • 10 amendments in the Bill of Rights • 26 letters in the alphabet • 12 signs of the zodiac • 2,000 pounds in a ton • 30 days hath September, April, June, and November 9 Team C receives 15 points 10 Scoring for Round 1: Team A ϭ 6 points; Team B ϭ 8 points; Team C ϭ 15 points Subsequent... that you have enough for each team • GAME PLAY 1 Divide the group into two or more teams of four to five players 2 Have each team meet at a separate table 3 Distribute the first set of five Puzzle Sheets 4 Demonstrate one or more puzzles: • 16 O in a P—measurement ( 16 ounces in a pound) • 6 F in a L—measurement (6 fathoms in a league) 5 Instruct each team they have 3 minutes to solve all five puzzles 6. .. you wonder about when you read an official announcement or communication? • Do you find yourself trying to read between the lines? • What is your story about how things really work around here? 1 96 Games That Boost Performance • What is the organization’s track record in maintaining open communications with employees? • When you aren’t sure what’s going on, to whom do you normally go for information or... observing teams to ask up to three questions of the presenting team—questions that can only be responded to by “yes” or “no.” • Have presenter introduce him- or herself to at least one member of each team Scoring • Award bonus points for any presenter who convincingly or uniquely demonstrates the mood 190 Games That Boost Performance PLAYER INSTRUCTIONS FOR The Hello Effect • Divide into three teams... You really admire this person • You are worried that this person is on edge or about to “blow up.” • You find this person amusing • You find this person annoying • You aren’t sure whether this person is a friend or a foe • You want this person to like you • You want this person to fear you • You want to convey sympathy and emotional support Games That Boost Performance Copyright © 2005 by John Wiley & Sons,... onto the Response Sheet 4 Collect the Response Sheets Scoring 1 For each observing team that identifies the correct mood the Observing team receives 15 points Presenting team receives 25 points 2 For each characteristic matched by the two observing teams, both observing teams receive 5 points 188 Games That Boost Performance 3 Facilitator records the scores on the flip chart 4 This completes play for . team to reach finish wins. suga14379_ch12.qxd 8/12/04 1:00 PM Page 175 1 76 Games That Boost Performance Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced. may want to advise employees that it maintains the right to monitor the system, which should discourage misuse.)* 178 Games That Boost Performance Games That Boost Performance. Copyright © 2005. Places • Cars with Muffler Problems • Elvis-Itis • People with No Life 1 86 Games That Boost Performance Games That Boost Performance. Copyright © 2005 by John Wiley & Sons, Inc. Reproduced

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