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Problem Solving Remote Delivery

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There are many different processes, methods or techniques that can be used when problem solving and participants will see how important a thorough investigation, idea generation and evaluation, decision making and successful implementation are when finding a creative solution.

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Gossip! - An Exercise in Communication (R)

Time:
In total we estimate this exercise will take 60 minutes.

Aims:
• To encourage participants to communicate effectively in order to gather all the information available.
• To encourage participants to think about how they communicate.
• To encourage participants to work co-operatively to solve a shared problem.

About

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.

Aims:
• To encourage participants to communicate effectively in order to gather all the information available.
• To encourage participants to think about how they communicate.
• To encourage participants to work co-operatively to solve a shared problem.

Group Size:
This module can be used with larger groups of between 6-10 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• To ensure every participant has a different ‘Gossip’ Brief. You might like to distribute these by email in advance of the session.

Notes:
This communication exercise is based on a logic puzzle. It’s a challenging exercise, made more so when using video conferencing. However, it illustrates, very powerfully, the need to control online discussions, to allow everyone a voice, to speak one at a time, and to listen carefully to what others are saying.

You will need a minimum of 3 participants, whilst 6 is the optimum number for the exercise. We do not recommend attempting this exercise with groups larger than 8, but if you must, we have included additional Gossip Briefs that enable the exercise to be used in groups of up to 10.

Please note that where there are more than 6 participants, some of the ‘gossip’ will be duplicated.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

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Trainer Notes (Word)

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Implementing Solutions (R)

Time:
In total we estimate this exercise will take 50 minutes.

Aims:
• To examine the steps towards successful implementation of change.

About

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.

Aims:
• To examine the steps towards successful implementation of change.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• Nothing other than the materials provided.

Notes:
This module is about the implementation of seemingly minor changes - a new process or procedure, a solution to a problem, etc. It provides an overview of what needs to be considered before implementing any minor change.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms.

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Trainer Notes (Word)

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Island of Opportunity - A Test of Negotiation Skills (R)

Time:
In total we estimate this exercise will take 90 minutes.

Aims:
• To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening.
• To show the importance of separating people and personalities from the problems.
• To show the value of a shared problem/creative solution finding approach to negotiation.
• To provide an opportunity to practise negotiation, teamwork and problem solving skills.

About

Time:
This game can be played in about 60 minutes. In total, allowing for discussion and evaluation, we recommend allowing 90 minutes.

Aims:
• To demonstrate the importance of building a clear understanding of needs and feelings in negotiation, through effective questioning and listening.
• To show the importance of separating people and personalities from the problems.
• To show the value of a shared problem/creative solution finding approach to negotiation.
• To provide an opportunity to practise negotiation, teamwork and problem solving skills.

Skills and Behaviours Tested:
Negotiation skills, communication, leadership, teamwork and collaboration, and problem solving.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels who are involved in negotiating, but managers in particular.

You'll Need:
• Nothing other than the materials provided, but you might want to consider pre-assigning participants to their tribe and providing tribe members with their team brief and the island map in advance of the training session.

Notes:
It’s best to run this exercise module without too much explanation. This exercise has many different potential solutions – the learning comes from the experience of trying to find one that all parties can agree to.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

Label

Jill Fruggle’s Virtual Treasure Hunt

Time:
In total we estimate this exercise will take 60 minutes.

Aims:
• Show participants the importance of effective communication when working together, especially when working together remotely.
• Test participants’ attention to detail, individually and collectively.
• Test time management skills and a team’s ability to perform under pressure.

About

Time:
The exercise in this module can be completed in about 40 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.

Aims:
• Show participants the importance of effective communication when working together, especially when working together remotely.
• Test participants’ attention to detail, individually and collectively.
• Test time management skills and a team’s ability to perform under pressure.

Skills and Behaviours Tested:
Communication skills, attention to detail, problem solving, teamwork, collaboration, time management and leadership skills.

Group Size:
Ideally, you’ll have 2 teams with a minimum of 2 participants in each, with each team assigned to a different breakout room. However, the game can be run with smaller groups, with all participants working together in 1 team competing against the clock.

Useful For:
Staff at all levels.

You'll Need:
• The Activity Link in Trainers’ Library and your Activity Link PIN from the My Account section of the member homepage.
• A prize for the winning team.

Notes:
In the exercise, teams are given a series of riddles, puzzles and questions to solve, to help them discover where Jill Fruggle hid her mother’s prize brooch.

The riddles and puzzles have been deliberately designed to draw upon different skills. They include riddles and cryptic clues, mathematical questions, word questions, and general knowledge questions. Some require close attention to detail.

This exercise can also be used to examine the role of leaders within teams. If you wish to use the exercise in this way, you might want to pre-assign the role of leader to someone from each team.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required if more than one team).

Downloads


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Trainer Notes (Word)

Counts as 1 download.

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Police Chase (R)

Time:
In total we estimate this exercise will take 105 minutes.

Aims:
• To tests individuals’ commitment to teamwork, as well as their ability to communicate effectively and work co-operatively together.
• To explore how participants react when trust within their team is undermined and to observe how well individuals work together when under pressure.
• To examine the impact changes in personnel can have on a team, as well as an opportunity to consider the size at which teams achieve optimum performance, in terms of their decision making abilities.

About

Time:
The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 105 minutes for this module.

Aims:
• To tests individuals’ commitment to teamwork, as well as their ability to communicate effectively and work co-operatively together.
• To explore how participants react when trust within their team is undermined and to observe how well individuals work together when under pressure.
• To examine the impact changes in personnel can have on a team, as well as an opportunity to consider the size at which teams achieve optimum performance, in terms of their decision making abilities.

Skills and Behaviours Tested:
Communication skills, problem solving, decision making, teamwork and team dynamics, leadership, conflict, trust, adapting to change and time management.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• To customise the free spinner provided on Trainers’ Library.
• A timer/stopwatch to keep track of time. (There is a countdown timer available in Trainers’ Library.)

Notes:
This exercise has been designed to look at teamwork in a general sense and to provide an opportunity to think about what happens to teamwork when trust is impaired or missing.

The first 10 minutes, before the exercise begins, should be used to give the teams a chance to clarify their understanding of the rules, and begin thinking about their strategy.

In this module we’ve used a fictional currency that consists of Unums and Centums. This means the exercise can be used in any country, and with international groups, without further adaptation. (100 Unum = 1 Centum.)

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

Label

Sheep Trail - An Exercise in Communication and Continuous Improvement

Time:
In total we estimate this exercise will take 40 minutes.

Aims:
• To test participants’ planning and communication skills.
• To demonstrate the importance of listening and using summary and clarification to check understanding.
• To consider what makes communication effective and the dangers of getting it wrong.
• To energise a group of participants.

About

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To test participants’ planning and communication skills.
• To demonstrate the importance of listening and using summary and clarification to check understanding.
• To consider what makes communication effective and the dangers of getting it wrong.
• To energise a group of participants.

Group Size:
This module can be used with groups of up to 12 participants. It’s not suitable for 1-1 training.

Useful For:
Staff at all levels.

You'll Need:
• The Team Brief and appropriate Activity Links together with your unique PIN ready to send to the Team Leaders (Shepherds).

Notes:
The timings shown above are based on giving the team(s) one attempt to complete a route around the course.

However, you might like to give teams the opportunity to review their performance and have another go, either immediately, or later in the training, particularly if you want to link this activity to continuous improvement.

For each additional attempt, allow a further 30 minutes.

We’ve provided three different Route Maps for this activity, each of which is progressively more difficult. If you plan on giving participants just one attempt to complete the task, we recommend using Route 1/Activity Link 1 (the simplest) or Route 2 on Activity Link 2.

If teams will have more than one opportunity to attempt the challenge, use a progressively difficult map in each subsequent round.

You might like to have small prizes for the winning/successful teams.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required for larger groups).
• The system you use must also give participants the ability to annotate a file shared on screen with a ‘Stamp’, similar to that provided in Zoom.

Special Note of Thanks:
We would like to thank our customers, Bharti Dekate and the team at We Are Ideas Consulting in Mumbai, India for the enormous help and generosity in designing this remote delivery version of Glasstap Sheep Trials.

Label

Trouble at the Inn - Managing Poor Performance (R)

Time:
In total we estimate this exercise will take 90 minutes.

Aims:
• To encourage participants to consider different approaches to improving poor performance, and the relative merits of those different approaches.
• To encourage participants to think about appropriate timescales over which they might expect to improve performance and standards.
• To consider the implications of not taking action to improve poor performance.

About

Time:
The exercise in this module can be completed in about 60 minutes. In total, allowing for discussion, we recommend allowing about 90-120 minutes for this module (see notes).

Aims:
• To encourage participants to consider different approaches to improving poor performance, and the relative merits of those different approaches.
• To encourage participants to think about appropriate timescales over which they might expect to improve performance and standards.
• To consider the implications of not taking action to improve poor performance.

Group Size:
This module can be used with groups of up to 12 participants. It’s also suitable for 1-1 training.

Useful For:
Managers, or those who soon will be.

You'll Need:
To decide how to run this module. You can:
• Set the assignment as a pre-training task to be completed by each team or individual. (We’ve provided suggested wording to use in an email to brief team members/individuals on their task.)
• Run the whole session in real time with a break between the activity and debrief.

Notes:
There are two different versions of the team brief for this exercise.

For junior managers we recommend using version 1, which contains a list of actions that the managers could consider when dealing with the issues of poor performance.

For more experienced managers, we recommend using version 2, which does not provide any clues about the type of action they could take and encourages them to come up with their own solutions.

This module is ideally suited for inclusion in training around managing change.

Remote/Virtual Delivery:
Remote Delivery requires a system that as an absolute minimum provides the following functionality:
• Face-to-face discussion.
• Share screen.
• Chat.
• Share files.

In addition, we strongly recommend using a system that provides for:
• Breakout Rooms (required).

Downloads


+ more for Pro
Trainer Notes (Word)

Counts as 1 download.

Login or Register to Download.

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