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Extra info for The Trainer's Warehouse Book of Games: Fun and Energizing Ways to Enhance Learning
Example text
Capture the expectations/hopes on the flip chart. 6. Post the expectations/hopes flip-chart page on the wall. 7. Point out to participants which of their expectations you will or will not cover during the session. 8. Tell participants that they will be responsible for making sure their expectations are met by actively participating in the session. Trainer’s Warehouse Book of Games: Fun and Energizing Ways to Enhance Learning. Copyright © 2008 by John Wiley & Sons, Inc. Reprinted by permission of Pfeiffer, an Imprint of Wiley.
You are sure to find a perfect icebreaker among the eight presented in this chapter. indd 37 2/2/08 6:06:30 PM Shake It Icebreaker Objectives • To enable participants to become better acquainted with two or three other people in the room. • To reduce initial shyness and create a sense of fun. Audience Any group; especially useful for participants who don’t yet know each other well but who must work together. Time 15 to 25 minutes. Materials and Equipment • One Collection of Shakers for each participant.
Indd 10 Trainer’s Warehouse Book of Games 2/2/08 4:25:39 PM Chapter 2 Setting the Stage for Playful Learning T rainers committed to incorporating experiential learning activities into their session plans can do a lot to create a total room environment, or ambience, that is conducive to laughter, play, and enhanced learning. What we call “playful learning” goes by lots of names, all of which sound a bit serious and scary—but they are not. You may have heard a few of these terms: • • • • Accelerated learning Right-brain, left-brain learning Kinesthetic learning Whole body learning All of them refer to the trainer’s need to facilitate learning for all kinds of people—those who learn by hearing, by doing, by seeing, by experiences, and by feeling.