By John Chen
Technology can make our lives easier and more productive – especially when teams are comprised of people working remotely. All of the technology in the world won’t make teams effective or the individuals on them as productive as possible.
In this new book, the author puts the need for team building together with the power of our mobile devices and social media to help groups grow into teams.
As promised, the book provides 50 games (though it seems like more with the variations suggested) that can be used to help teams build, learn, collaborate and more. Written from a trainer/facilitator’s perspective the book offers great tips not only for running the games but for making sure the value is derived by all team members – not just for the experience itself, but for what can be learned from it.
The games/activities/adventures are summarized in a very valuable matrix at the beginning of the book – helping you match your experiential needs (goals) with the types of devices needed to use each one.
There is likely an activity for everyone and every type of event within the book. The activities are sorted by chapter.
1. Icebreakers
2. Communication
3. Trust
4. Improving performance
5. Problem Solving
6. Creativity and Innovation
7. Collaboration
8. Team Building (there are really cool ideas here)
9. Closers
The book will be most useful as a reference or idea book for your events and teams – but I read most of the book in one setting to begin. I would recommend diving in and reading some section if just to get a sense of the depth and breadth of what is here and to get your mind stimulated as to what is possible.
The book does suggest a variety of websites that can be used for some of the exercises and online examples are provided as well. Even though this creates a risk that some sites might not be there forever, the book has so much value that this can be easily overlooked as a “flaw”. This is a great addition to any creative trainer, facilitator or creative leader’s library.
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