Thiagi's—Interactive Lectures—Power up Your Training With Interactive Games and Exercises

Book description

The juxtaposition of the words "lecture" and "interactive" might at first appear an unlikely pairing, but Thiagi has managed to pull off an intellectual slight of hand in Interactive Lectures so that the unusual word association makes perfect sense. While admitting that lectures are "probably the most ridiculed training technique," the author provides a solid argument for taking a second look at the method. He offers readers seven well-tested interactive lecture methods capable of turning almost any stand-up lecture into true two-way communication by incorporating highly stimulating game elements and exercises. The book offers specific guidance on how and when to use the games and exercises provided in the book along with step-by-step instructions for their application and blending in the classroom. In addition, icons throughout the book refer the reader to a full set of handouts that are included in the appendix section of the book. Readers are encouraged to photocopy or modify these useful tools to meet the specific needs of most audiences and lecture topics.

Table of contents

  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. Table of Contents
  5. Preface
  6. Chapter 1. What's Wrong and What's Right About Lectures?
    1. Advantages and Disadvantages of the Lecture Method
    2. Interactive Lectures
    3. Categories of Interactive Lectures
    4. Wide use of the Seven Categories
    5. Which Interactive Lecture Format should you Use?
    6. How to use this Book
    7. Number of Participants and Time Requirements
    8. Feel Free to Experiment
  7. Chapter 2. Active Review and Summary
    1. Best Summaries
    2. Essence
    3. Superlatives
    4. Thirty-Five
    5. Twos and Threes
    6. Words and Pictures
    7. Concluding Thoughts
  8. Chapter 3. Interspersed Tasks
    1. Idea Map
    2. Intelligent Interruptions
    3. Interactive Story
    4. Job Aids
    5. Role Play
    6. Concluding Thoughts
  9. Chapter 4. Integrated Quizzes
    1. Bingo
    2. Crossword
    3. EG Hunt
    4. Team Quiz
    5. Concluding Thoughts
  10. Chapter 5. Assessment-Based Learning
    1. Confusion
    2. FAQs and Fakes
    3. Questionnaire Analysis
    4. Shouting Match
    5. Concluding Thoughts
  11. Chapter 6. Participant Control
    1. Brainstorm
    2. Fishbowl
    3. Item List
    4. Press Conference
    5. Selected Questions
    6. Concluding Thoughts
  12. Chapter 7. Teamwork
    1. Multilevel Coaching
    2. Team Teaching
    3. Concluding Thoughts
  13. Chapter 8. Debriefing
    1. Debriefing
    2. Concluding Thoughts
  14. Epilogue
    1. A Thought Experiment
    2. Logic and Facts
    3. Three Key Points
    4. Beyond Logic
  15. Appendix
    1. Handout 2-1. Template for Closed Questions
    2. Handout 2-2. Template for Open Questions
    3. Handout 2-3. Poster Contest Instructions I
    4. Handout 2-4. Poster Contest Instructions II
    5. Handout 3-1. How to use Idea Mapping
    6. Handout 3-2. Intelligent Interruptions
    7. Handout 3-3. Aida's Handout
    8. Handout 3-4. An Example of a Glossary that Could be Used During Role Play
    9. Handout 5-1. Scoring Sheet for Shouting Match
    10. Handout 6-1. Vartan's List of Reengineering Rules
    11. Handout 6-2. Leadership Questions Submitted to Jin
  16. Additional Resources
  17. About the Author

Product information

  • Title: Thiagi's—Interactive Lectures—Power up Your Training With Interactive Games and Exercises
  • Author(s): Sivasailam “Thiagi” Thiagarajan
  • Release date: July 2005
  • Publisher(s): Association for Talent Development
  • ISBN: 156286405X