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GAME-1

I want to clear some words wether you know or not. Try keep these words while doing any thing.
1.One is "Conscious" and second is "Conscience" . These two are core to Organization And any living
Entity.

2. "Generating Ideas"

Based on these two Try to impliment oneactivity according two the problem or situation.

I will Give one example

Objective: Making awareness about "Importance of Communication In Organization"

Communication From Top - Bottom Or Bottom- Top.

Activity: Arange seating as row. and say one typical word to first person in that row. the word should not
audible to others Except first person.

and pass this word to last meber.

If the lost person say correctly Conclusion is " communication with out distortion" . Nothing will hapen
to any body.

If the lost person say incorectly conclusion is "Distortion in communication".

By Playing this game every body come to know "value or importance of communication"

Like this U can Develop Games Based on the Situation.

U just create dummy situation according to the Management Scince and Management stratagies.

But dont forget about Conscious & Conscience . Keep these two words and impliment new game.

In the above example


Consious : Sending message to other person
Conscience: Wehter i send the message correctly or not.
Game 2
DOUBLE BRAINSTORMING

If you have a group of 30 participants, it is a good idea to divide them into teams to ensure
increased participation. Instead of organizing static teams, you can also keep rearranging them to
prevent premature groupthink.Let's assume that you are facilitating this group of 30 participants
to brainstorm ideas for increasing sales in your organization. Here is technique for profiting from
convergent and divergent thinking:

Give each participant an index card with a letter-number combination. Then ask the participants
to find the others with the same letter and form themselves into five teams of six members:

A1, A2, A3, A4, A5, A6

B1, B2, B3, B4, B5, B6

C1, C2, C3, C4, C5, C6

D1, D2, D3, D4, D5, D6

E1, E2, E3, E4, E5, E6

Assign a different role to each team (example: marketers, customers, designers, producers, and
engineers) and ask its members to brainstorm ideas in the perspective of that role.After a suitable
pause, stop the activity and ask the participants to find the others with the same number and form
themselves into six teams of five members:

A1, B1, C1, D1, E1

A2, B2, C2, D2, E2

A3, B3, C3, D3, E3

A4, B4, C4, D4, E4

A5, B5, C5, D5, E5

A6, B6, C6, D6, E6

Point out that each team is now a diverse team with its members representing five different roles.
Ask the teams to continue brainstorming, with its members maintaining their individual role
perspective. Encourage the participants to "cheat" by recycling ideas from the earlier session.
Ask each team to prepare a list of five recommendations. Combine these recommendations,
remove duplicates, and ask each participant to individually select the top five from the common
list. Use these selections to identify the top five recommendations.

Game - 3
Memory Test
Here's a quick response that helps participants discover basic psychological facts about there
memory.

We have to conduct this round with any number of people in about 10-15 minutes. we don't need
any special supplies other than paper and pencil.

Brief participants. Tell them that we are going to administer a memory test. we will read a
standardized list of words. Participants should listen carefully to these words without writing
them down. Later, you will test to see how many words each participant can recall.

Present words. Read the following list of words. Pause briefly between one word and the next.
Do not change the sequence. One of the words (night) is repeated three times.

dream
sleep
night
mattress
snooze
sheet
nod
tired
night
artichoke
insomnia
blanket
night
alarm
nap
snore
pillow

Administer the recall test. Pause for about 10 seconds. Ask each participant to take a piece of
paper and write as many of the words as he or she can remember.
GAME-4
What's the Score?

Here is the first law of improving human performance: People do what gets measured.

The scoring system in a game determines what is measured (and rewarded). By modifying the
scoring system, you can influence what is learned.

Most people take the rules of a game too seriously. I encourage you to treat them in a playful
manner and change them to suit your needs. Remember what James Carse said: “Ordinary
people play within the rules of a game. Creative people play with the rules of a game.”

Let me show you how simple it is to change the scoring system in a game. To illustrate this
procedure with concrete examples, let me take a simple game for five players. In this game, the
players choose a key phrase (example: simulation game). Each player writes down different
words by selecting and rearranging letters from the key phrase. (Sample words from the key
phrase, “simulation games”: sin, mule, steam, animal, gasoline, magnate, and limousine) At the
end of a time limit, the players compare their lists.

Given this bare-bones set of rules, let's see how many different scoring systems we can come up
with.

Quantity wins. Players score one point for each word (irrespective of the number of letters in
the word).
Length Matters. Only words that have at least four letters score a point. Or, players score as
many points for each word as the number of letters in it. (Example: in gets 2 points and
nostalgia gets 9 points.) Or, the number of points for a word progressively increases depending
on its length: 2-letter words get 3 points, 3-letter words get 6 points, 4-letter words get 10
points, 5-letter words get 16 points, and so on.
Longest Word. Find the longest word among the players' lists. The player with the most number
of words of this length is the winner. In case of a tie, count the number of words that have one
letter fewer. Continue this process until a single winner is identified.
Highest Bidder. After selecting the key phrase, players bid by specifying the most number of
letters that their longest word will contain. Bidding continues until only one player remains. She
wins if she can come up with a word of the specified length within 10 seconds. If she cannot, she
is eliminated and the bidding begins again among the remaining players.
Time Management. Players have a time limit of 10 minutes. Or players have a time limit of 2
minutes. Or 15 seconds.
Memory Test. Players cannot use paper and pencil. A nonplaying participant writes down the
words called out by different player, and keeps this list hidden. Players take turn calling out new
words. A player is eliminated if she repeats an earlier word, hesitates too long, or comes up with
a word that cannot be formed from the letters in the key phrase. The last surviving player wins
the game.
Beyond the Obvious. Players take turns calling out different words. A reporter writes down
these words on a flip chart. This activity is stopped after 2 minutes and the list is displayed for all
players to see. During the next 2 minutes, each player writes individual lists of words that are
not included in the common list.
Hall of Fame. Players review the top 10 highest scores earned by the previous teams. The five
players work jointly as a team and attempt to establish a new record.
Topical Expertise. Select a topical area (example: training). Only words related to this topic
score a point. In case of dispute, the majority of the other players decide whether a word should
be accepted or not.
Uniqueness Wins. Players write their individual lists and compare the words during the scoring
period. Each word gets 6 points minus the number of players who wrote the same word.
Example: If all five players wrote guns, each player scores 1 point. If only one player wrote gnus
(referring to the African antelope), she scores 5 points.
Uniqueness Loses. Each player writes five words that can be formed from the letters in the key
phrase. A player's score equals the number of people who wrote the same word. Example: If all
five players wrote guns, each player scores 5 points. If only one player wrote gnus, she scores 1
point.
Self Appraisal. After the key phrase is selected and a time limit is determined, each player writes
down a goal for the number of words. You score zero if you fail to reach your goal. If you reach
your goal exactly, you get 2 points for each word. If you exceed your goal, you get 2 points for
each word up to the number specified in your goal and 1 point for each additional word.
(Reduced points for exceeding the goal is a punishment for underestimating your ability.)
Creativity Wins. Each player forms an artificial word from the letters in the key phrase and
provides an appropriate definition (example: megamilton—a person who has a way with words).
After all players have displayed their word-definition combinations, each player votes for the
best one. No player may vote for her own creation. The creator of the artificial word receiving
the most votes wins the game.
More than Words. Players construct a sentence using words that can be formed from the letters
in the key phrase (examples: Ants sting men or Agouties eat gelatinous legumes). The creator of
the sentence that contains the most letters wins the game. Alternatively, after all players have
displayed their sentences, each player votes for the best one. No player may vote for her own
sentence. The creator of the sentence receiving the most votes wins the game.

Remember, different scoring systems reward different types of behaviors and encourage different
types of learning. You should carefully choose the scoring system to achieve your training
objective. For example, if you want the players to think creatively, you should avoid giving them
points for generating long lists of common words. Instead, you should use either of the last two
scoring systems in the list above.

Follow-Up Activities

1. How many words can you come up by rearranging the letters in the phrase simulation games?
2. How many more alternative scoring systems can you come up with?
3. How can you use more than one scoring system in playing this game?
Game-5
Audio Tic Tac Toe

Everybody knows how to play Tic Tac Toe. Recently, I designed a variation of this universal
paper-and-pencil game to play with one of my older friends.

My friend is worried that her declining ability to recognize faces, remember telephone numbers,
recall words, and to concentrate on the content of conversations are all precursors to Alzheimer's.
I think that this is just a minor symptom of age-related cognitive decline that can be halted and
reversed by exercising one's brain. An effective way to exercise the brain is to play games that
require the use of your memory.

You don't have to be old to play Audio Tic Tac Toe, but you need three people to play it. This is
how the game goes:

One player is the recorder and has a piece of paper with a 3 x 3 grid that has spreadsheet-like
labels for each box:

A1 B1 C1

A2 B2 C2

A3 B3 C3

The recorder marks every move made by the other two players (called contestants) in this grid
but keeps the grid hidden.

Contestants visualize the 3 x 3 grid with its numbered boxes. They take turns calling out the box
where they want to put their symbol in.

EXAMPLE:

She says, “My first X goes in box C1.”

I say, “My first O goes in box B2.”

She responds with, “My second X goes in box A3.”

I say, “My second O goes in box A1.”

She says, “Box C3.”

I say, “Aha! My third O goes in box C2.”


She says, “My fourth X goes in box B3. And I win!”

The recorder does not say anything until all the boxes are filled or a contestant claims victory.

A contestant wins if she she places her symbol in three boxes in a straight line (as in the usual
game of tic tac toe) and announces that she has won.

A contestant loses if

She tries to place her symbol in a box that is already occupied


She incorrectly claims victory
She gets three in a straight line and fails to announce that she has won

At the end of each game, the next player assumes the role of recorder. Game proceeds as before.

This is just the game to play during long drives. Make sure, however, that the driver is not the
recorder.
Game-6
Do You Remember?
Purpose

To explore how note-taking and teamwork increases our ability to remember more.

Time

30 minutes

Supplies

50 miscellaneous items such as a ball, fingernail file, hat, lipstick, mirror, key, toy, picture,
candle, pen, orange, etc.
Tray
Cloth to cover the tray
Countdown timer

Flow of the Activity

Prepare a tray of 25 items. Cover the tray with a cloth.

Tell participants that you are going to show them a tray of miscellaneous items and they should
remember as many items as they can without writing down anything.

Display the tray with 25 items for 60 seconds. Then talk to the group about some other topic for
a minute.

Have participants write down as many items as they can remember.

Reveal the items on the tray and determine how many correct items participants listed.

Do the activity again, displaying a new set of 25 items for 30 seconds. Allow participants to take
notes.

Ask each participant to count the number of items listed.

Organize participants into teams of four and ask them to combine their lists.

Reveal the new items on the tray and determine how many correct items individual participants
and teams listed after the 30-second viewing.
Debrief participants and emphasize the following points:

Participants were able to write more items in half the time (30 seconds) than when they had 60
seconds.
Teams were able to list more items than individuals.

Conclude the activity by asking participants how they would apply the principles of note-taking
and working in teams to other situations that requires memorizing and recalling such as:

Interviewing a candidate for a job


Listening to a lecture presentation
Analyzing the behavior of an expert performer
Proof-reading a report
Observing the behaviors of shoppers in a retail store

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