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Here’s a list of everything we’ve added to Trainers’ Library® recently. We’re constantly at work developing and testing new innovative training materials and activities for the library. If you've a particular topic you'd like more materials on, or have an idea for a new exercise, let us know by clicking here.


 

Filing Frenzy - High Speed Accuracy

Aims:
• To provide participants the opportunity to practice their attention to detail and accuracy skills when under ever increasing pressure.

Time:
In total we estimate this exercise will take 20 minutes.
About

Time:
This exercise will take about 15 minutes to complete. In total, allowing for discussion, we recommend allowing 20 minutes for completion.

Aims:
• To provide participants the opportunity to practice their attention to detail and accuracy skills when under ever increasing pressure.

Group Size:
Suitable for use with groups of almost any size.

You'll Need:
• One set of 180 Filing Frenzy shape cards and instruction cards 1 and 4 for each team (see set up notes).
• A stopwatch or timer.
• A whistle or bell (optional).
• A prize for the winning team (optional).

Downloads



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Trainer Notes (Word)

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Changing Behaviours - Responding to Change

Aims:
• To explore how different participants feel about and respond to change at work.
• To help participants understand why they may react differently to change outside of the workplace.

Time:
In total we estimate this exercise will take 30 minutes.
About

Time:
This exercise will take about 10 minutes to complete. In total, allowing for discussion, we recommend allowing 30 minutes for completion.

Aims:
• To explore how different participants feel about and respond to change at work.
• To help participants understand why they may react differently to change outside of the workplace.

Group Size:
Suitable for use with groups of up to 20 participants.

You'll Need:
• One set of Changing Behaviours Cards for each participant (provided).

Downloads



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Trainer Notes (Word)

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Doctor in the House - Building Engagement in Sales

Aims:
• To help sales professionals recognise and understand the barriers they must overcome.
• To help participants plan a sales approach that is empathetic and engaging.
• To help participants plan a strategy that addresses customers concerns and quickly lets the customer know what’s in it for them.

Time:
In total we estimate this exercise will take 75 minutes.
About

Time:
The exercise in this module can be completed in about 55 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.

Aims:
• To help sales professionals recognise and understand the barriers they must overcome.
• To help participants plan a sales approach that is empathetic and engaging.
• To help participants plan a strategy that addresses customers concerns and quickly lets the customer know what’s in it for them.

Group Size:
This module can be used with groups of up to 14 participants.

Useful For:
Anyone involved in sales, particularly telephone-based sales.

You'll Need:
• A flipchart and pens for each team.

Notes:
We’d like to thank Giles Smith of PGL Travel for his help developing this exercise, which was born on a Trainers’ Library Masterclass.

Downloads
Available to Light
Trainers Notes
Team Briefs
Handout

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Handout (Word)


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Trainers Notes (Word)

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Passengers - A Change Journey

Aims:
• To help participants consider the extent to which they engage in change.
• To help those involved in change consider how they could make the change journey easier for themselves, and others.
• To help those involved in a change plan.

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

Time:
The exercise in this module can be completed in about 45 minutes. In total, allowing for discussion, we recommend allowing about 60 minutes for this module.

Aims:
• To help participants consider the extent to which they engage in change.
• To help those involved in change consider how they could make the change journey easier for themselves, and others.
• To help those involved in a change plan.

Group Size:
This module can be used with groups of up to 16 participants.

Useful For:
Anyone involved in change, either as a leader, or a follower.

You'll Need:
• A toy steering wheel for the ‘driver’ would be a fun prop, but is not essential.
• A clipboard (or A4 piece of thick card) for each participant would be useful.
• Flipchart paper and pens.

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GamePlay - The Business Simulation Game

Aims:
• To test participants’ creative thinking and innovation skills.
• To test participants’ business acumen and marketing skills.
• To develop team and leadership skills.
• To test participants’ abilities to work creatively under pressure.
• To think about and practise skills covered in the training programme.

Time:
In total we estimate this exercise will take 180 minutes.
About

Time:
This game can be played in about 120 minutes. In total, allowing for discussion and evaluation, we recommend allowing 180 minutes.

Aims:
• To test participants’ creative thinking and innovation skills.
• To test participants’ business acumen and marketing skills.
• To develop team and leadership skills.
• To test participants’ abilities to work creatively under pressure.
• To think about and practise skills covered in the training programme.

Skills and Behaviours Tested:
Creativity and innovation, leadership, teamwork, time management, marketing and business acumen.

Group Size:
You’ll need a minimum of 3 teams for this exercise with a minimum of 3 participants in each team. This is the minimum and the ideal is 4 or 5 teams, with 4-5 participants in each team.

Useful For:
Staff at all levels, including those in senior roles.

You'll Need:
• 1 set of 16 game components for every 4 teams.
• A Team Pack for each team (including the team brief).
• A set of ‘Lot’ cards for every set of 16 components.
• Plenty of space - ideally each team will have a separate room in which to work.

Some components can be purchased from Trainers' Market. Complete Game Packs will be coming soon.

Notes:
In this exercise, teams create a new game, which can be linked to the key skills you’re looking to develop. It is ideally suited to residential courses, where participants can continue to refine their product during the evening, ready to make their ‘sales pitch’ the following morning. Or, you can allow them the usual two hours, then provide an opportunity for players to play all the games in the evening before voting for their favourite the next morning.

Having a co-facilitator for this exercise will really help, as it will give you more opportunity to observe interactions within the teams that you can use in feedback later.

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