Page 63 - The Creative Training Idea Book Inspired Tips and Techniques for Engaging and Effective Learning
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lucas chap 02  11/20/02  11:37 AM  Page 52
                    52   The Creative Training Idea Book
                                                                    self-affirmations
                                                                   Positive
                                                      Read books
                                           Participant attitude  Trainer motivation  Countering  Creativity courses
                                                  Creative hobby
                                                           negativity
                                                       Daily journal                 #1 preparation
                                Organizational culture
                                             Creativity               Identifying           #2 incubation
                                             inhibitors               creativity
                                Crossword/wordsearch  Optical illusions  creativity  creativity process
                                                                                    Four steps
                                                                                      of the
                                                          Lighting
                                                            the
                              Jigsaw puzzles  Metaphors  Analogies  lamp  Mind mapping  #4 verification  #3 illumination


                                 Creativity                                   Games  Brainstorming
                                  enablers
                                                   Awakening               Encouraging  Nominal group technique
                                                     your                  participant
                                                   creativity
                                        Models
                                                                           involvement  Simulation  Role play  Visualization
                              Stories
                                Juggling
                                          Drawing/painting
                                   Magic tricks
                                     Card/board games
                                                                      Practical application
                                                                              questioning
                                                                               Open-ended
                                                                          strategies
                                                                       Real-world examples
                                                                           Action-learning
                        FIGURE 2-3. Sample mindmap of Chapter 2
                                See Books in Resources for Trainers in the appendices section for resources on the topic).
                                A mindmap is created by placing the central theme or topic in the middle of a page or
                                on a flip chart sheet, enclosing it in a circle or other shape, then branching or other key
                                trigger words in all directions away from the central word. This free-flowing picture of
                                ideas can help create additional thoughts and better mirrors the way the brain processes
                                information. Many people (visual learners) also add graphic images along with various
                                topic headings or concepts to reinforce the points.

                    Games

                                Games are structured experiential activities that include learner interaction, some degree
                                of competitiveness, a set of rules or guidelines, designated time frames, and a specific
                                outcome (e.g., winners and losers). If the right game is selected, such events are effec-
                                tive for encouraging participants to think and challenge. If your goal is to encourage
                                teamwork within a larger unit, then other activities that do not result in only one or two
                                winners may be more suitable.
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