Title
Scannell,
Edward E., & Newstrom, John W. (1983).
More Games Trainers Play:
Experiential Learning Exercises.
New York: McGraw-Hill.
Below
are some techniques from the book.
1)
What’s Your Name:
divide into groups of 6-8 people.
Each group stands in a circle and tosses a ball
(e.g., Koosh, Nerf, Wiffle) from one person to
another. Each
person must say the first name of the person to whom
they’re tossing the ball .
2)
Giving Away Secrets:
a)
write the numerical part of your address (e.g.,
975)
b)
double it (e.g., 975 x 2 = 1950)
c)
add 5 (5 + 1950= 1955)
d)
multiply by 50 (1955 x 50 = 97,750)
e)
add your age (e.g., 38 + 97,750 = 97,788)
f)
add 365 (365 + 97,788 = 98,153)
g)
share the total with someone nearby.
They subtract 615 from the total.
The result is your address and age! (e.g.,
98,153 – 615 = 97538)
3)
Numerous sources cite Murphy’s Law and
its corollaries.
Make a list and read it after something goes
wrong in the classroom (e.g., transparency projector
or video won’t work properly).
4)
Jigsaw Puzzle:
obtain several children’s jigsaw puzzles
(large size, few pieces). Give each person a piece from a puzzle and have them form
groups by finding others with pieces from their puzzle
and assembling the puzzles.
5)
Reflection Time:
to bring back an overlooked learning style,
describe the use of silent reflection and then pause
periodically to let students quietly reflect on what
they’ve learned.
6)
Disvoweled Terminology:
take important vocabulary terms and remove all
vowels and punctuation from them (e.g., OBJECTIVES
becomes BJCTVS).
At the end of a lesson, have them compete to
complete all terms.
7)
Even Instructors Err Sometimes:
before student presentations, give a brief
presentation where you do everything wrong—e.g.,
be unorganized, speak in a monotone, read everything
without eye contact, don’t bring enough handouts,
etc. Then
have the class list all the mistakes.
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