Page 275 - The Creative Training Idea Book Inspired Tips and Techniques for Engaging and Effective Learning
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lucas chap 07 11/20/02 12:29 PM Page 264
264 The Creative Training Idea Book
participant advances two squares before stepping onto the third incorrect square, but
then inadvertently steps on one incorrect square in attempting to exit the grid, she would
lose $1 because of an error. Subsequent learners moving through the grid do not earn
money for stepping on the correct squares identified by previous participants. Only
those new squares that they discover as they move forward are rewarded.
Should one person run out of money, others on the team can choose to give some
of theirs. I relate this to the workplace where time and effort are money and where work-
ing together to pitch in and help each other often leads to successes for the entire team.
I relate all this to the workplace by telling them that we have to be creative and sometimes
borrow resources from one project (person) in order to be successful in other areas.
Even though they work as a team, the person with the most cash left at the end gets
a prize. By stressing personal gain, seemingly at the expense of the team, I stress that
organizations often set up individual rewards for a team environment, thus frustrating
and confounding employees.
To control movement, I typically sound a whistle or other fun noisemaker to signal
incorrect square choices. I also take one dollar for each incorrect square that a partici-
pant steps into with both feet in attempting to move into or back out of the grid. If a
mistake is made and the noisemaker sounds, the participant in the grid must reverse
direction and move back out of the grid in the same way that was used to come in (step-
ping in the same boxes) before the next team member starts.
The rules for playing follow.
1. Participants have 45 minutes to get their team successfully across the grid.
2. Participants can have up to 10 minutes to plan their strategy before beginning, if
they desire. This is in addition to the 45 minutes to cross. If they choose to plan
for only 2 minutes, they can add the remainder of the planning time to crossing
time.
3. The primary objective of the activity is to get all members of the team through
the grid (simulating a workplace project).
4. A secondary objective is for team members to have as much cash as possible at
the end of the session.
Note: To preclude a number of members from having the same amount of money,
I typically will use play money as a reward throughout the entire session so that
they can earn for such things as being back from breaks and lunch on time,
offering bright ideas, and answering questions. Otherwise, you may end up re-
warding a large number of trainees at the end of’ the day. Depending on your
budget and the type of prize you plan to award, this might not be a bad thing.
5. As learners progress, they are rewarded or penalized individually or as a team,
as they would be in the workplace for successfully completing or failing to
complete a project on time.
6. Each person gets 10 one-dollar bills in play money to start.
7. One additional dollar can be gained or lost for each correct or incorrect square
stepped into.