Fun & Games for Workplace Learning
Book 1
Book 2
Book 3
Book 1
Book 2
Book 3
Book 1
Book 2
Book 3
Book 1
Book 2
Book 3
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Fun & Games for Workplace Learning

Fun & Games for Workplace Learning


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About the Book

McGraw-Hill has an extensive training book list. In particular, McGraw-Hill Education is positioning itself as a market leader in this genre with authors such as Kroehnert, Greenwich and Leigh & Kinder. Our local training authors are either educators or consultants who can assist with marketing in Australia and it is this concentrated local promotion that has helped position us as an authority in this area. Following on from their successful first book with McGraw-Hill (Learning Through Fun And Games has sold 3 230 copies since publication in May 1999), authors Leigh & Kinder have written a new collection of original training games. Fun & Games for Workplace Learning is a compilation of 40 original Australian designs relevant to current workplace learning needs both here and internationally. The book is easy to understand and provides information on how to use the exercises as well as guiding the reader through selecting, running and debriefing activities to achieve particular learning outcomes. It is appropriate for beginners looking for clear guidance on workplace learning, as well as more experienced facilitators looking to expand their library of resources. This book is being published in a smaller trim size smaller than many of our other training books, and will feature a useful CD-ROM containing diagrams, charts, templates and other ancillary material which can easily be used for overheads, handouts and data projection.

Table of Contents:
Part One. Learning about Simulations and Games : Welcome to Kalfira! Part Two. Games for Workplace Learning: 1. Where do I sit?; 2. Everyday in every way we're becoming a better team; 3. The team needs you; 4. Where's my suit?; 5. The human email; 6. Bushfire values; 7. A values game; 8. The body mirror; 9. The me tree; 10. Thumbs up, thumbs down; 11. Reasonable force; 12. The big picture; 13. (You can) change the world; 14. Listen to us; 15. The listening stakes; 16. The work grid; 17. Build-a-bridge; 18. Half of ten is ...?; 19. Group resumé; 20. Let's work together; 21. Stream of revision; 22. Lucky dip revision; 23. Outrageous statements; 24. Lux Luther: raiders of the lost consequences; 25. Through a glass, darkly; 26. Yesterday, today, tomorrow; 27. Creating a farrago; 28. Top team; 29. The question of ethics; 30. Model manager; 31. Larry Liftright; 32. Almost inifite equations; 33. Hepatitis C game; 34. Hidden message; 35. Burgeon Bridge; 36. Puzzling culture; 37. Win win; 38. Customer connections; 39. Bell Communications; 40. Introducing evaluation.

About the Author :
Elyssebeth Leigh is a Lecturer in training at UTS in the Faculty of Education. Elyssebeth is also a member of the international Committee of International Simulations and Games Associations. Jeff Kinder is an independent training consultant.


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Product Details
  • ISBN-13: 9780074710517
  • Publisher: McGraw-Hill Education - Europe
  • Publisher Imprint: McGraw-Hill Publishing Co.
  • Height: 94 mm
  • Returnable: N
  • Weight: 1 gr
  • ISBN-10: 0074710516
  • Publisher Date: 16 Nov 2001
  • Binding: Paperback
  • Language: English
  • Spine Width: 6 mm
  • Width: 70 mm


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