Every picture tells a story, a cliché as true in the training room as it is in the news. Pictures, graphics, drawing and writing are key elements in the way that we communicate with each other, process information and learn.
Original cartoons, clip art, competitions and conundrums are some of the means used to offer an enjoyable and productive experience for trainer and trainee in Pen and Paper Games for Training. Lucy Seifert’s eclectic treasury of games and activities illustrates how pen and paper and flipchart paper are all valuable tools for learning. Looking at learning in often unexpected ways, and appealing to all five senses, the games challenge both the logical left- and inspirational right-side of the brain.
Use the games and variations with trainees to:
• Relax and involve them, diffusing concerns and anxieties;
• Develop their visual, auditory, linguistic, interpersonal and intrapersonal intelligences;
• Engage diverse personalities - hostile, quiet, shy, serious, anxious, talkative and keen;
• Help them see beyond the mindsets they have at work;
• Bring challenge, co-operation and teamwork into the group dynamic;
• Simplify complex ideas, theories and skills;
• Engage people - and their thought processes - using all of their senses;
• Create an explosion of ideas, impart skills, solve problems and give feedback;
• Assess their knowledge and development;
• Sustain their attention, even in the most repetitive of training tasks such as introductions, expectations and debriefing; and
• Have fun without flippancy.
The author has tested these games in a wide range of group training and one-to-one coaching, including assertiveness, customer care, public speaking and working across cultures. Some cover core elements such as in-depth problem solving; others are fast adrenaline-raisers. At a cursory glance some appear light, but this lightness provides the very tool to dig deeper, to explore and confront complex emotions and issues.
Easy to set up, use and explain, undemanding on resources and technology, these games are instantly accessible, rarely needing more than pen and paper, flipchart and markers, handouts and sometimes a treat or prize. Use them in their entirety, adapt a part or a technique to your training topic or environment. These games engage both trainer and trainee by putting the fun into learning.
Contents: Part I Putting the Fun Into Learning: Mission; Introduction. Part II Pen and Paper Games: A to Z; Admiration; Attract and Distract; Best Friend; Bull's-eye; Clockwise; D is for Damage; Dog and Monkey; Dove or Dino?; Edible Props; Ends and Means; Escorted Tour; Every Picture Tells a Story, or Two; Face to Face; Fair for All; Feedback Follies; Fun or Fear?; Greetings Cards; Guess What?; Hello and Bingo; High Hopes, Worst Fears; Horses for Courses; Island in the Sun; Lucky Dip; Me-Day; Moments of Truth; Neighbours; Pearls of Wisdom; Pit Your Wits; Pressure Gauge; Private Detective; Resolutions; Swap Shop; Tag; Take It and Leave It; Tell 'Em, Tell 'Em, Tell 'Em; Ten of Everything; What a Day!; What Do You Think of It So Far?; Who's Who? Courses and resources.
About the Author: Lucy Seifert is principal of Lucy Seifert Associates, a consultancy offering training to public, private and voluntary sectors in a range of communication and interpersonal skills, including assertiveness, anger and conflict management and dealing with awkward customers. She also delivers open courses at the Bishopsgate Institute in the City of London in public speaking, training skills and Games Trainers Play. She is a member of the British Association for Counselling and Mediation UK.
Reviews: 'The activities are presented in a clear and comprehensive manner and the collection is well recommended for a range of training events with a range of learners.' W Leslie Rae, TrainingZONE website, April 2001
'this book is a core resource. A nest of ideas, resources, structured activities, bits and pieces you can adapt and combine with your own repertoire - all of which you can use to reinforce awareness and responsibility. This is unusual for a training resource. Use it carefully, you might cause some learning … the title doesn't do it justice - it discounts the possibilities lurking within.' Jon Kendall, Castleton Partners, TrainingZONE website, May 2001
'This activities handbook shows that there is still a place for the traditional pen-and-paper approach in the learning process.' People Management, May 2001
'The exercises are straightforward, with clear instructions and the inclusion of useful "worked examples" … a handy, ready-to-use collection of tried and tested activities that could be employed to lead to bigger things.' Training, June 2001
'This hardback book provides a galaxy of ideas for the trainer or course facilitator to inject some fun into a course of study … this book represents a very valuable addition to any trainer's bookshelf.' Croner @ CCH Effective Management Skills Briefing, Issue 11 (2001)
'This is a good book! I read it – I used (some of) it. It's practical, varied and helps. The press release claims that the games "relax and involve…bring challenge, co-operation and teamwork…assess their knowledge and development…"and more. I agree. So thank you Lucy Seifert you have managed to re-inspire my teaching and training." Chris Ashman, Norton Radstock College, Bath, for Interact
'Its layout is helpful, its content is accessible and easy to navigate, and its language is clear and straightforward…this book is not only useful for trainers, but also for the academic who needs participatory resources for developing learning groups. It is a "must" for all who believe that stimulating learning through participation is valuable.' British Journal of Educational Technology
Extracts from this title are available to view:
Full contents list
Sample - Ten of everything