Creative Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity, Looseleaf Edition

Overview

Trainers have an insatiable need for games to use in the workplace. This collection gives them something not only new but unique: engaging activities based on research by a Harvard-trained psychologist whose groundbreaking work in creativity and problem-solving received worldwide praise. Presented in the same easy-to-use format as McGraw-Hill's best-selling Games Trainers Play series,this handbook will help trainers simulate innovation throughout the organization. They can use the 30 activities to develop ...
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Overview

Trainers have an insatiable need for games to use in the workplace. This collection gives them something not only new but unique: engaging activities based on research by a Harvard-trained psychologist whose groundbreaking work in creativity and problem-solving received worldwide praise. Presented in the same easy-to-use format as McGraw-Hill's best-selling Games Trainers Play series,this handbook will help trainers simulate innovation throughout the organization. They can use the 30 activities to develop in-depth workshops on creativity-or to spice up other types of training with creativity breaks. Epstein shows how to customize each exercise for different settings,and provides the nitty-gritty details trainers are looking for: lists of required and optional materials (always inexpensive and easily obtained),time recommendations,and reproducible handouts.
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Product Details

  • ISBN-13: 9780079122216
  • Publisher: Wiley, John & Sons, Incorporated
  • Publication date: 12/1/1995
  • Pages: 277
  • Product dimensions: 10.39 (w) x 11.59 (h) x 1.54 (d)

Table of Contents

Part I: Why These Particular Games? The New Science of Creativity.
Some Special Games.
A Real-World Laboratory.
Materials and Supplies.
Part II: Is Everyone Creative? Introduction.
Capturing a Daydream.
Selling a Zork.
The "Srtcdjgjklered" Exercise.
Group Challenge.
Workplace Application.
Part III: What's So Good About the Bed, the Bath, and the Bus? Introduction.
The Random Numbers Game.
Making Sows' Ears into Silk Purses.
The Anonymous Suggestion Game.
Group Challenge.
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