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101 Activities for Teaching Creativity and Problem Solving

101 Activities for Teaching Creativity and Problem Solving


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About the Book

Employees who possess problem-solving skills are highly valued in today?s competitive business environment. The question is how can employees learn to deal in innovative ways with new data, methods, people, and technologies? In this groundbreaking book, Arthur VanGundy -- a pioneer in the field of idea generation and problem solving -- has compiled 101 group activities that combine to make a unique resource for trainers, facilitators, and human resource professionals. The book is filled with idea-generation activities that simultaneously teach the underlying problem-solving and creativity techniques involved. Each of the book?s 101 engaging and thought-provoking activities includes facilitator notes and advice on when and how to use the activity. Using 101 Activities for Teaching Creativity and Problem Solving will give you the information and tools you need to: Generate creative ideas to solve problems. Avoid patterned and negative thinking. Engage in activities that are guaranteed to spark ideas. Use proven techniques for brainstorming with groups. Order your copy today.

Table of Contents:
Acknowledgments xi Getting Started 1 Chapter 1: Creativity and Problem Solving 3 Why Use Creativity Techniques? 4 Generating Creative Ideas 4 Creativity Training in Organizations 4 A Typology of Idea Generation Activities 5 Chapter 2: Six Key Principles for Encouraging Creativity 11 1. Separate Idea Generation from Evaluation 12 2. Test Assumptions 15 3. Avoid Patterned Thinking 14 4. Create New Perspectives 16 5. Minimize Negative Thinking 17 6. Take Prudent Risks 18 Chapter 3: Linking Problems,Solutions, and Activities 21 Defining Problems 21 Problem Solving 23 Creativity and Serendipity 23 A Few of My Favorite Activities 24 A Guide for Selecting Activities 26 How to Evaluate and Select Ideas in a Group 29 Getting Ready: Different Uses Warm-Up Exercise 30 Activity Selection Guide 32 Individual and Group Activities 37 Chapter 4: Basic Idea Generation:“No Brainers” 39 1. Bend It, Shape It 40 2. Brain Borrow 44 3. Copy Cat 47 4. Dead Head Deadline 50 5. Get Crazy 52 6. Idea Diary 55 7. Mental Breakdown 57 8. Music Mania 61 9. Name Change 65 10. Stereotype 68 11. Switcheroo 71 12. Wake-Up Call 73 Chapter 5:Ticklers: Related and Unrelated Stimuli 77 13. Excerpt Excitation 79 14. Idea Shopping 84 15. A Likely Story 88 16. PICLed Brains 92 17. Picture Tickler 97 18. Rorschach Revisionist 101 19. Say What? 105 20. Text Tickler 111 21. Tickler Things 115 Chapter 6:Combinations 119 22. Bi-Wordal 120 23. Circle of Opportunity 123 24. Combo Chatter 127 25. Ideas in a Box 130 26. Ideatoons 133 27. Mad Scientist 137 28. Noun Action 140 29. Noun Hounds 143 30. Parts Is Parts 146 31. Parts Purge 150 32. Preppy Thoughts 153 33. SAMM I Am 156 34. 666 159 35. Word Diamond 162 Chapter 7: Free Association Activities:“Blue Skies” 167 36. Brain Mapping 169 37. Doodles 173 38. Essence of the Problem 177 39. Exaggerate That 181 40. Fairy Tale Time 184 41. Idea Links 189 42. Imaginary Mentor 193 43. Lotus Blossom 196 44. Say Cheese 199 45. Sense Making 201 46. Skybridging 204 47. Tabloid Tales 207 48. We Have Met the Problem and It Is We 211 49. What if . . . ? 214 Chapter 8: Grab Bag:Miscellaneous Activities 217 Backward Activities 50. Law Breaker 218 51. Problem Reversals 221 52. Turn Around 225 Just Alike Only Different Activities 53. Bionic Ideas 229 54. Chain Alike 234 55. I Like It Like That 238 56. What Is It? 241 Group Only Activities 245 Chapter 9: Brainstorming with Related Stimuli 247 57. Be #1 249 58. Blender 252 59. Drawing Room 255 60. Get Real!! 258 61. Idea Showers 261 62. Modular Brainstorming 264 63. Pass the Hat 268 64. Phillips 66 272 65. Play by Play 274 66. Rice Storm 278 67. Spin the Bottle 282 68. Story Boards 284 69. That’s the Ticket! 287 70. What’s the Problem? 290 Chapter 10: Brainstorming with Unrelated Stimuli 295 71. Battle of the Sexes 296 72. Best of. . . 299 73. Brain Splitter 302 74. Force-Fit Game 306 75. Grab Bag Forced Association 309 76. It’s Not My Job 311 77. Rolestorming 314 78. Roll Call 317 79. Sculptures 321 80. Super Heroes 325 Chapter 11: Brainwriting with Related Stimuli 329 81. As Easy As 6–3–5 330 82. Brain Purge 333 83. Group Not 335 84. Idea Mixer 338 85. Idea Pool 340 86. Museum Madness 342 87. Organizational Brainstorms 344 88. Out-of-the-Blue Lightning Bolt Cloudbuster 346 89. You’re a Card,Andy! 348 90. Your Slip Is Showing 351 Chapter 12: Brainwriting with Unrelated Stimuli 355 91. Altered States 356 92. Balloon, Balloon, Balloon 360 93. Bouncing Ball 364 94. Brainsketching 366 95. Doodlin’Around the Block 369 96. Greeting Cards 372 97. The Name Game 376 98. Pass the Buck 379 99. Post It, Pardner! 382 100. Puzzle Pieces 385 101. The Shirt Off Your Back 387 References 389 About the Author 391 Pfeiffer Publications Guide 393

About the Author :
Arthur VanGundy is professor of communication at the University of Oklahoma and founder of AllStarMinds.com, a global "e-storming" and brainstorming retreat firm. He is the author or coauthor of numerous books including 101 Great Games & Activities and Orchestrating Collaboration at Work (both from Pfeiffer) and has been interviewed for numerous publications including BusinessWeek, Fortune Small Business, the New York Times, Science Digest, Inc., Success, and US News and World Report, and has facilitated training sessions for such organizations as Hershey Foods, S.C. Johnson, Xerox, McNeil Consumer Products, Motorola, Wyeth-Ayerst Pharmaceuticals, and the Singapore government.


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Product Details
  • ISBN-13: 9780470368909
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: Pfeiffer & Co ,U.S.
  • Language: English
  • ISBN-10: 047036890X
  • Publisher Date: 11 Mar 2008
  • Binding: Digital (delivered electronically)
  • No of Pages: 416


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