Thiagi's Interactive Techniques for Instructor-Led Training (ITILT)

This 2-day virtual workshop practices what it preaches. It helps you design 13 different types of effective training games, simulations, and activities. Based on over 35 years of field research, these design formats enable you to create training faster, cheaper, and better. You will receive a hefty manual of training games before the workshop and afterwards, have access to our website with additional games, activities, and facilitation tips.

Virtually delivered using Zoom, Thiagi and Matt will use appropriate activities to provide you with the resources, tools, practice, and feedback to increase your overall use of instructor-led, interactive training techniques.


WHO WILL BENEFIT FROM THIS WORKSHOP?

  • Trainers
  • Facilitators
  • Instructional Designers
  • Performance Consultants

WHEN

  • 2 DAYS: September 17 and September 18, 2018

LOCATION

Your home. Your office. Your computer. Or, you iPad or Phone. This entire 2-day program will be delivered synchronously, live. You will need video capability on your device, good wifi, and a comfy chair.

COST

  • Regular Price = $549
  • Buy Today and Pay Only $500
  • (Includes both days, all additional resources and guides)

Two Easy Ways to Register

Call 812-332-1478.

Click here and register via our online store.


Day 1. (MORNING) Three Types of Interactive Techniques

SPECIFIC SKILLS AND KNOWLEDGE

  • OBJECTIVE: Design openers that jump start your training session and establish a climate of caring and sharing. 

TOPICS: Seventeen functions of effective openers. Previewing goals and format of the workshop. Getting acquainted. Pretesting. Building teams. Encouraging collaboration. Limitations of traditional icebreakers. Making the opener relevant and interactive.

  • OBJECTIVE: Design structured sharing activities that let your participants learn with — and learn from — each other.

TOPICS: Mutual learning. Changing role of the participants. Participant-generated content and questions. Thirty templates for structured sharing activities. Designing your own activities.

  • OBJECTIVE: Design interactive lectures that combine structure and control with playfulness and spontaneity.

TOPICS: Advantages and limitations of lectures. Adding interactivity to lectures. Active review. Interspersed tasks. Integrated quizzes. Assessment-based learning. Participant control. Teamwork. Debriefing. Forty templates for interactive lectures. Designing your own interactive lectures.

Day 1. (AFTERNOON) Textras, Jolts, and Closers

SPECIFIC SKILLS AND KNOWLEDGE

  • OBJECTIVE: Design textra games that convert dull handouts into dynamic tools.

TOPICS: Combining reading assignments with interactive learning. Different types of reading resources. Thirty types of textra games. Designing your own textra games.

  • OBJECTIVE: Create magical events to capture the participants' attention and engage them in new ways of learning.

TOPICS: Using magic to illustrate principles. Magic for openers and closers. Magic as a metaphor. Topics that lend themselves to the use of magic. 

  • OBJECTIVE: Design closers that review the new skills and action plans for their immediate application.

TOPICS: Importance of closers. Key functions of a closer. Summarizing key content. Reviewing the content. Tying up loose ends. Action planning. Providing feedback. Establishing a network. Celebrating successful completion. Making closers interactive.

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Day 2. (MORNING) Card, Board, and Improv Games

SPECIFIC SKILLS AND KNOWLEDGE

  • OBJECTIVE: Design card games that increase the players’ fluency with principles and procedures and their ability to apply them to workplace situations.

TOPICS: Universal appeal of card games. Twenty five card games for training purposes. Three versatile templates. Classification cards. Twelve games for playing with classification cards. Practical advice cards. Twenty games for playing with practical advice cards. Fluency cards. Games for playing with fluency cards. Photo Jolts cards.

  • OBJECTIVE: Design board games that revive bored participants and help them acquire job-related principles and procedures.

TOPICS: Universal appeal of board games. Use of board games in training. Modern trends in board game design: designer games, cooperative games, learning board game play through videos, and electronic versions. Two useful board game templates. Tougher. Yin Yang.

  • OBJECTIVE: Design improv games that apply spontaneous processes to explore key concepts.

TOPICS: Critical features of improv games. Sample improv games. Resistance to improv games. Three templates for improv games. Designing your own improv games. Additional information and activities.

Day 2: (AFTERNOON)  Interactive Storytelling, Roleplaying, Jolts

SPECIFIC SKILLS AND KNOWLEDGE

  • OBJECTIVE: Design interactive storytelling to reduce the disadvantages of traditional storytelling approaches and to increase the positive impact of co-creating and sharing stories.

TOPICS: The power of storytelling as a training tool. Limitations of traditional storytelling. Interactive storytelling. Creating and sharing stories. Modifying stories. Changing the beginning or ending. Changing the characters and settings. Expanding and shrinking a story. Designing your own interactive storytelling activities.

  • OBJECTIVE: Design roleplaying activities that help the participants practice appropriate behaviors in response to challenging scenarios.

TOPICS: Advantages of roleplays. Limitations of traditional roleplay. Alternative approaches to roleplaying. Four flexible templates: Rapid roleplay. Rotating roleplay. Triple roleplay. Serial roleplay. Designing your own roleplay activities.

  • OBJECTIVE: Design jolts that last for less than 3 minutes and provide a lifetime of insights.

TOPICS: Critical characteristics of jolts. Advantages and limitations of simulation games. Brief simulation games as jolts. Key features of jolts. Different types of jolts. Importance of debriefing. Emphasizing the learning point.


This Workshop Is Designed and Delivered by Thiagi and Matt.

Thiagi (aka Dr. Sivasailam Thiagarajan) has been designing and delivering training for the past 40 years since the early days of programmed instruction. He has also written over 50 books on the subject. Matt (President of The Thiagi Group) was trained by Thiagi over 20 years ago and has been designing and working with him ever since. International authorities on performance improvement, they have produced award-winning training materials for various corporations and nonprofit organizations around the world. Specializing in interactive techniques for training, they have designed hundreds of training activities, keynoted at several training conferences, and conducted training workshops around the world.