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Still More Details on Thiagi's Workshop on Designing and
Facilitating Interactive Learning
Workshop Objectives
You will --
- Select the most appropriate interactive strategies from
among 37 alternatives for improving performance through
instructional and non-instructional interventions.
- Design, develop, evaluate, and improve interactive materials
and methods using rapid, co-design, concurrent
approaches.
- Identify the 16 critical dimensions of facilitation (such as
pace, structure, duration, and level of competition) and
adjust them to suit the task, the participants, and the
cultural context.
- Use 15 strategies and tactics for handling disruptive
participants and converting them into supportive allies.
- Use the power of debriefing to enhance team learning and
teamwork.
Content Outline
During the workshop, Thiagi practices what he preaches. He will
be responsive to your needs and the needs of other participants.
The specific content of each workshop will differ from the
content of other workshops. Most workshops, however, are
structured around the following outline:
Interactive Experiential Learning: What, Why, and When
- Identify critical features of interactive experiential
approaches. Classify these activities into Instructional and
non-instructional interventions.
- Identify different types of facilitation and their critical
features.
- Justify the use of facilitation for collaborative planning,
decisionmaking and learning.
- Decide when -- and when not -- to use interactive
techniques. Decide when to camouflage these strategies.
- Identify characteristics of effective facilitators and
facilitation strategies.
How To Cultivate a Flexible Facilitation Style
- Use eight strategies to overcome facilitation phobia.
- Select appropriate levels among the 16 dimensions of
facilitation including complexity, domain, duration,
equipment, focus, interaction, concern, control, privacy,
relevance, structure, tone, trust, winning, design, and
pace.
- Make real-time modifications to the 16 dimensions of
facilitation to better suit participant reactions.
- Use 15 strategies for preventing and reducing disruptive
participant behaviors.
- Effectively facilitate cross-cultural and multicultural
teams and international participants.
How To Design Interactive Experiential Activities
- Justify the use of experiential approaches to learning.
- Describe 37 different interactive, experiential learning
strategies (including board games, cash games, creativity
techniques, framegames, interactive lectures, magic tricks,
metaphorical simulation games, PC simulations, read-me games,
structured sharing, jolts, e-mail games, computer game shells,
instructional puzzles, improv games, paper-and-pencil games,
classification card games, and matrix games) and identify
critical attributes among them.
- Select the most appropriate experiential-learning strategies
to suit the training objective and participant
characteristics.
- Rapidly develop, evaluate, and improve experiential
activities using a variety of appropriate strategies.
- Co-design interactive activities with clients and
participants, using concurrent design techniques.
- Evaluate and improve interactive experiential materials and
methods.
How To Use the Power of Debriefing for Team Learning
- Use the seven-stage debriefing model for reflecting on an
intense experience and sharing insights derived from it.
- Use alternative technique for conducting debriefing
sessions.
- Use analysis-and-list technique for generating suitable
discussion questions for the debriefing discussion.
Interactive Experiential Approaches to Training: 42 Formats
During the past 42 years, Thiagi has been collecting, creating,
designing, facilitating, evaluating, and improving different
types of interactive, experiential formats for improving human
performance. We may not have time in the workshop to explore all
of these formats in detail. But we will sample many of them and
master the best among them:
- Action Learning involves a combination of
action and reflection by a team solving complex, strategic
problems in a real-world organizational setting. Team members
apply existing skills and knowledge and create new skills,
knowledge, and insights through continuously reflecting on and
questioning the problem definition, the collaborative
behavior, and the ensuing results.
- Board Games borrow structures and supplies
from popular recreational games to create highly motivating
training events. Board games typically use game cards and dice
to encourage individuals and teams to demonstrate their
mastery of concepts, principles, skills, and problem-solving
strategies.
- Card Games involve pieces of information
(such as facts, concepts, technical terms, definitions,
principles, examples, quotations, and questions) printed on
cards. These games borrow procedures from traditional games
with playing cards and require players to classify and
sequence pieces of information from the instructional
content.
- Case Studies involve a written account of a
real or fictional situation surrounding a problem.
Participants work individually and in teams to analyze,
discuss, and recommend appropriate solutions and to critique
each others' work. In some cases, the facilitator may recount
the actual decisions implemented in the real-world situation
on which the case was based.
- Cash Games are a special type of simulation
game that involves actual cash transactions. However, they are
not gambling games. Nor do they focus on accounting procedures
or financial management. Instead, they explore interpersonal
skills (such as negotiation) and concepts (such as
cooperation). Why cash? Because it effectively simulates the
real world and brings out natural behaviors and emotions in
participants.
- Closers are activities conducted near the
end of a session. They are used for achieving such purposes as
reviewing main points, tying up loose ends, planning
application activities, providing feedback, celebrating
successful conclusion, and exchanging information for future
contacts.
- Computer Game Shells are a special type of
framegame that is presented on a computer screen. The shells
permit the loading of new content (usually questions) by the
facilitator. The computer acts as a time keeper and score
keeper. These games can also be presented to large groups by
projecting the display on large screens.
- Corporate Adventure Learning involves
physical activities and challenges (such as sailing, rafting,
rappelling, rock climbing, exploring wilderness areas, and
walking on rope bridges) in specially-designed indoor or
outdoor environments. Participants construct knowledge, skill,
and value from their direct experiences through debriefing
discussions.
- Creativity Techniques provide a structure
that enables participants to solve a problem or to utilize an
opportunity in a creative fashion. These techniques are useful
not only for learning new skills and knowledge but also for
directly improving the performance of a team.
- E-mail Games are conducted through the
internet. They may involve the play of electronic versions of
interactive training games or specially-designed activities
that permit asynchronous communication in which people receive
and send messages at different times. Typical e-mail games
exploit the ability of internet to ignore geographic distances
and involve participants pooling their ideas and polling to
select best ones.
- Facilitated Activities help teams analyze
problems, formulate goals, generate alternative solutions, and
make decisions. Usually, a trained facilitator conducts these
structured activities to help teams maximize their diverse
talents and to arrive at collaborative solutions that are
superior to individual solutions.
- Framegames provide templates for instant
creation of training games. The generic frameworks are
deliberately designed to permit easy replacement of old
content with new. You can use framegames to rapidly develop
training activities that suit your needs.
- Guided Learning Activities provide a
special type of on-the-job training. New employees (or new
members of a team) observe workplace processes using carefully
designed checklists. Later, they perform job-related
activities under the guidance of an experienced employee or
team member and receive immediate feedback.
- Icebreakers are activities conducted near
the beginning of a session. They are used for achieving such
purposes as previewing main points, orienting participants,
introducing participants to one another, forming teams,
establishing ground rules, setting goals, reducing initial
anxieties, and stimulating self-disclosure.
- Improv Games are activities adapted from
improvisational theater. The actors do not use a script but
create the dialogue and action as they perform. When used as
an interactive training technique, improv games facilitate the
mastery of skills related to such areas as creativity,
collaboration, communication, and change.
- Instructional Puzzles challenge the
participant's ingenuity and incorporate training content that
is to be previewed, reviewed, tested, re-taught, or enriched.
Puzzles can be solved by individuals or by teams.
- Interactive Lectures involve participants
in the learning process while providing complete control to
the instructor. These activities enable a quick and easy
conversion of a typical lecture into an interactive
experience. Different types of interactive lectures
incorporate built-in quizzes, interspersed tasks, teamwork
interludes, and participant control of the presentation.
- Interactive Story Telling involves
fictional narratives in a variety of forms. Participants may
listen to a story and make appropriate decisions at critical
junctures. They may also create and share stories that
illustrate key concepts, steps, or principles from the
instructional content.
- Jolts lull participants into behaving in a
comfortable way and deliver a powerful wake-up call. They
force participants to re-examine their assumptions and revise
their standard procedures. Jolts typically last for a few
minutes but provide enough insights for a lengthy
debriefing.
- Magic Tricks incorporate a relevant magic
trick as a part of a training session. Magic tricks provide
metaphors or analogies for some important element of the
training content. The tricks are also used as processes to be
analyzed, reconstructed, learned, performed, or coached for
training participants in appropriate procedures.
- Matrix Games require participants to occupy
boxes in a grid by demonstrating a specific skill or
knowledge. The matrixes provide a structure for matching or
classifying individual items or organizing and comparing a set
of items. The first participant to occupy a given number of
boxes in a straight line (horizontally, vertically, or
diagonally) wins the game.
- Metaphorical Simulation Games (MSGs)
reflect real-world processes in an abstract, simplified
fashion. MSGs are particularly useful to teach principles
related to planning, generating ideas, testing alternatives,
making decisions, utilizing resources, and working under time
pressure.
- Paper-and-Pencil Games require players to
make their moves by writing or drawing something on paper. A
typical game may involve players working on a small piece of
paper or a large sheet of. Paper-and-pencil games may
incorporate elements of roleplay, simulation, creativity
technique, or quiz contest.
- PC Simulations use playing cards to reflect
real-world objects and processes. The rules of PC simulations
typically encourage participants to discover principles of
interpersonal interaction and inductive thinking.
- Read.me Games combine the effective
organization of well-written materials with the motivational
impact of playful activities. Participants read a handout and
play a game that uses team support to encourage recall and
transfer of what they read.
- Reflective Teamwork involves participants
creating a product related to some aspect of teamwork. Teams
then evaluate their characteristics and performance by using
the product they created.
- Role Plays involve participants assuming
and acting out characters, personalities, and attitudes other
than their own. These activities may be tightly or loosely
structured and may involve a participant assuming multiple
roles or reversed roles.
- Simulation Games help participants
experience an event close to the real experience-without
experiencing the real event itself. Originally used in war
games for training officers and soldiers, this strategy is
currently used in business games for teaching complex
concepts. Most simulations are based on models of reality.
Computers are frequently used to translate complex models in
such areas as space travel and urban planning into graphic
representations.
- Structured Sharing represents a special
type of framegame that facilitates mutual learning and
teaching among the participants. Typical structured sharing
activities create a context for a dialogue among participants
based on their experiences, knowledge, and opinions.
- Telephone Games use telephones and
answering machines. They may involve the play of interactive
training games over long distances. Typical telephone games
may involve elements of role-play and virtual teamwork.
- Television Games borrow the structure of
popular TV game shows to present the instructional content and
to encourage participants to practice skills. They involve
selected contestants and the "studio audience" who participate
and learn vicariously. TV Games can be broadcast for distance
learning , made available on videotapes, or presented live by
using computer game shells and graphics.
- Thought Experiments are internal role plays
that involve guided visualization. Individual participants may
mentally rehearse new patterns of behavior, ask Eleanor
Roosevelt for advice, or hold a dialogue with their alter ego.
These activities result in the learning of new knowledge and
insights.
- Training Devices involve physical
activities performed on electrical and mechanical pieces of
equipment. Participants solve a problem or meet a challenge
with the device and relate the process to their workplace
activities.
- Video Vitamins enhance the instructional
value of training videos. In a typical video vitamin,
participants watch a videotape and then play one or more games
that help review and apply the new concepts and skills.
- Wall Games, based on a format developed by
Steve Sugar, typically involve posters mounted on a wall (or
on an easel) that require participants to write or draw. A
typical wall game may present a vertical version of a board
game, a matrix game, or an instructional puzzle. Participants
may play these games individually or in teams.
- Web-Based Games are interactive activities
presented on the world wide web. A variety of games and
simulations can be played on the web either by individuals or
by teams. Some web-based games permit several people to
interact with one another at the same time in chat rooms.
Others require "asynchronous" interaction in which the
exchange of information among participants are delayed by
minutes, hours, or days.
- WebQuests are based on a format developed
by Bernie Dodge and Tom March at the San Diego State
University. They feature a special type of inquiry learning in
which participants collect information from the Web. WebQuests
focus on using the information rather than merely retrieving
it. A typical WebQuest requires participants to analyze,
synthesize, and evaluate the information from the Web.
Workshop Materials
You will receive the following materials at the workshop:
- Interactive Experiential Training. This
collection explains and gives examples of board games, cash
games, creativity techniques, framegames, interactive
lectures, magic tricks, metaphorical simulation games, PC
simulations, read-me games, and structured sharing activities.
The ready-to-use activities are guaranteed to improve your
training session. In addition, detailed instructions for
designing your own activities will enlarge your tool kit.
(Priced at $50, free to workshop participants.)
- Facilitator's Toolkit. A collection of job aids
and articles for new and experienced facilitators. Includes
checklists on reducing your facilitation phobia, handling
disruptive participants, debriefing, and facilitation secrets.
(Priced at $25, free to workshop participants.)
- Thiagi GameLetter. This power-packed newsletter
is designed to help trainers, facilitators, managers, and
consultants to use interactive, experiential strategies to
improve human performance. This newsletter provides a wide
variety of training games and other creative methods to
deliver results quickly and effectively.
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by Thiagi, Inc. All rights reserved
URL: http://www.thiagi.com/spring3.html
Revised: September 29, 2000