Games That Teach : Experiential Activities for Reinforcing Training
Language: English
Published by Center for Creative Leadership, 1998
- Softcover
- Used

Seller: Better World Books Ltd, Dunfermline, United KingdomBetter World Books Ltd
AbeBooks seller since October 13, 2008
Condition: Used - Good
US$ 6.22
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Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
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- Title
- Games That Teach : Experiential Activities for Reinforcing Training
- Author
- Sugar, Steve
- Publisher
- Center for Creative Leadership
- Publication year
- 1998
- Condition
- Good
- Binding
- Soft cover
- Language
- English
- ISBN 10
- 0787940186
- ISBN 13
- 9780787940188
- Item weight
- 1.003 pounds
- Dimensions
- N/A
They don't want to hear you lecture. They don't want to read an instruction guide. So how can you tell them what they need to know? You want bright smiles, not bored sighs. You want them to have fun, but you want them to learn as well. GAMES are your answer!
Games aren't just for kids. Games can help people learn business ideas: games can teach. Steve Sugar's adaptable designs put an end to tired, scripted business games. Sometimes you have a lot of games, but none of them ever seems to suit the occasion. Sometimes games suit the occasion, but are so rigid that the participants are bored before they've scarcely even begun. With Sugar's help, your games will always be both fitting and new. These aren't your average games. They're frame games, game shells to which you can add your own unique content.
With this simple book, you'll quickly create perfect games for every setting!
In this book you'll get:
- An abundance of uniq ue and playful games. These content-reinforcing designs will increase the smile quotient of even the most hard-to-please audience.
- A handy selection matrix. This tool helps you choose the games that suit your specific training needs.
- A simple seven-step game implementation model. This plan shows you how to customize these designs for your own use.
As a student, Sugar used games to remember his schoolwork; as a teacher, he used games to energize dull lessons; as a trainer, he uses games to excite learners and accelerate learning. And now he offers you this invaluable treasury of his fluid game designs. Bring a bounty of frame game fun to your next training session or presentation!
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Better World Books Ltd
Dunfermline, United Kingdom
AbeBooks seller since October 13, 2008
Shipping rates from United Kingdom to U.S.A.
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