Book description
One of the most reliable tools to begin building an effective learning environment is through the use of classroom games. This book provides practical, step-by-step advice on how to select just the right game for an event, choose the format, facilitate the event, and evaluate your effectiveness. The authors provide 11 classroom-tested games that are easily adapted to liven up any learning event. The CD-ROM contains templates and worksheets you can start using immediately.
Note: CD-ROM is not available.
Table of contents
- Cover Page
- Title Page
- Copyright Page
- Contents
- Preface
- Acknowledgments
-
Chapter 1: Introduction to Training Games
-
Ten Reasons Why Games Are “Hot” (High-Outcome Techniques)
- Reason #1: Games Are Fun with a Purpose
- Reason #2: Games Give Learners Valuable Feedback
- Reason #3: Games Give Trainers Feedback
- Reason #4: Games Are Experiential
- Reason #5: Games Motivate Learners
- Reason #6: Games Improve Team Work
- Reason #7: Games Lower the Threat Level in the Learning Environment
- Reason #8: Games Reveal Real-World Relevance
- Reason #9: Games Accelerate Learning
- Reason #10: Games Give You Choices for Your Classroom
- Fear of Failure
- The Basics: What Is a Training Game?
- Decision Steps for Selecting a Game
- A Checklist to Summarize What We've Covered
-
Ten Reasons Why Games Are “Hot” (High-Outcome Techniques)
- Chapter 2: The Beginning: Selecting Your Training Game
- Chapter 3: Preparations: The Game Plan
- Chapter 4: Training Game Formats
- Chapter 5: Preparing and Playing Your Game
- Chapter 6: Role of the Game Facilitator
- Chapter 7: Debriefing the Games
- Chapter 8: Games for Classroom Play
- Appendix: Using the Compact Disc
- Resources
- About the Authors
- Back Cover
Product information
- Title: Training Games
- Author(s):
- Release date: June 2006
- Publisher(s): Association for Talent Development
- ISBN: 9781562864514
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