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Course ModulesDuration
(mins)
   
A Creative Space 40
A Creative Space

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To encourage participants to think about the environment they live or work in.
• To encourage participants to consider the impact the physical environment might have on creativity.
• To consider ways in which space can be made ‘creative’.

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:
We recommend using Jamboard for this activity, though you could, if you prefer, ask participants to collaborate on creating a PowerPoint slide that represents their shared ideas.

If using this module as an icebreaker, run the first activity/debrief only.

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:
• Polls/Quizzes (optional).
• Breakout Rooms (required).



Counts as 1 download.

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Brainstorming (R) 25
Brainstorming (R)

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.

Aims:
• To explain and clarify the key rules of brainstorming.

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

Useful For:
Junior staff or those unfamiliar with brainstorming as an idea generation technique.

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

Notes:
You may come across participants who question the use of the word brainstorming, and suggest it is offensive to people who suffer epilepsy.

Our research indicates that the concern over the word brainstorming is something of an urban myth. Charities representing those who suffer from epilepsy say they have asked people suffering from epilepsy and concluded that the word brainstorming does not cause concern. Indeed, the word bears no relation to what actually happens to someone suffering epilepsy.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Creative Problem Solving Process (R) 45
Creative Problem Solving Process (R)

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To explore the process of creative problem solving.
• To explain the role of idea generation and other creative thinking techniques.

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 provides an introductory overview of a creative problem solving process. Trainers' Library contains many practical modules for developing the skills required for each stage, including modules that introduce techniques for generating, exploring and evaluating ideas.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Creative Training Design - Remote Delivery 35
Creative Training Design - Remote Delivery

Time:
The exercise in this module can be completed in about 25 minutes. In total, allowing for discussion, we recommend allowing about 35 minutes for this module.

Aims:
• To give participants an opportunity to design an innovative icebreaker or energiser exercise that can be delivered remotely.

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

Useful For:
Anyone involved in designing or delivering training, or who soon will be.

You'll Need:
• *See note under Set Up in the Trainer’s Notes.

Notes:
This module involves designing a short training exercise. In addition to the time shown above, you’ll need to allow about 10 minutes for each team to deliver their new activity, but these do not need to be run consecutively. You might prefer to ask them to run their sessions at different points in the training, so they act as energisers.

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:
• Polls/Quizzes (may be required*).
• Breakout Rooms (required).



Counts as 1 download.

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Creativity - Where Are We Now? (R) 75
Creativity - Where Are We Now? (R)

Time:
The exercise in this module can be completed in about 40 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.

Aims:
• To encourage participants to consider existing attitudes towards creativity.
• To encourage participants to consider the culture/environment in which they work, and its impact upon creative thinking.
• To encourage participants to consider the extent to which creative thinking skills exist within their organisation.

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:
The module provides participants with an opportunity to reflect on where they think the organisation(s) they work for are in terms of encouraging and embracing creativity and innovation.

If you have any concerns about the team’s ability or willingness to share their feelings openly and honestly, distribute the handout before the training session, with a clear deadline for returning it to you. Emphasise that the results will be collated and shared anonymously.

Before the training session, collate the results and calculate the average scores.

This approach will reduce the time needed to run this module by 10 minutes.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Fishbone Charts - Breaking Problems Down 60
Fishbone Charts - Breaking Problems Down

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 show how Fishbone Charts can be used to analyse problems and challenges.
• To show how Fishbone Charts can help identify those contributory factors we can influence.
• To illustrate how Fishbone Charts might help in the search for solutions.

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:
If working with participants from a single team/organisation, you could ask them to spend a little time before the training identifying a shared workplace problem they can work on together.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Forced Connections - An Idea Generation Tool (R) 45
Forced Connections - An Idea Generation Tool (R)

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To introduce ‘Forced Connections’ as a tool for generating unusual ideas by linking seemingly unrelated items.
• To provide participants with an opportunity to practise using the technique.

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 ask participants to bring a toy or random object to this session.
• The Activity Link and your PIN for the video.

Notes:
There are a number of modules that introduce different idea generation techniques. As well as this one, have a look at Reframe, Idea Box and Reversal.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (not required).



Counts as 1 download.

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Getting to the Root - Creative Investigation (R) 40
Getting to the Root - Creative Investigation (R)

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 introduce one way to investigate problems.
• To provide a structured approach for identifying the causes of a problem.

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

Useful For:
Anyone who wants to develop their creative problem solving skills.

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

Notes:
This module considers how problems are often expressed in terms of symptoms and the importance of understanding what is causing those symptoms before taking action.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Idea Box - An Idea Generation Technique (R) 40
Idea Box - An Idea Generation Technique (R)

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 introduce ‘Idea Box’ as an idea generation technique.
• To provide participants with an opportunity to practise using the technique.

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

Useful For:
Staff at all levels.

You'll Need:
• The PowerPoint slide, open and ready to share with participants.

Notes:
There are several modules that introduce different idea generation techniques. As well as this one, have a look at Forced Connections, Reframe and Reversal.

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:
• Polls/Quizzes (Not required).
• Breakout Rooms (Required).



Counts as 1 download.

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Learning Stories 45
Learning Stories

Time:
The exercise in this module can be completed in about 30 minutes. In total, allowing for discussion, we recommend allowing about 45 minutes for this module.

Aims:
• To demonstrate how stories can be used to illustrate learning points in interesting ways.
• To provide a framework for writing a story.
• To give participants an opportunity to practise creating a very short story.

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, especially trainers and those looking to develop the range of tools they can use to make presentations engaging and interesting.

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

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Making the Impossible Possible - Creative Idea Development (R) 50
Making the Impossible Possible - Creative Idea Development (R)

Time:
The exercise in this module can be completed in about 20 minutes. In total, allowing for discussion, we recommend allowing about 50 minutes for this module.

Aims:
• To encourage participants to try creating innovative solutions from seemingly wacky ideas.
• To illustrate how the craziest ideas can contain the germ of brilliance.

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 PowerPoint slide ready to share.

Notes:
We recommend using a real issue in this activity, if participants work for the same organisation, but it’s not essential.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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The Brainstorm Bench (R) 70
The Brainstorm Bench (R)

Time:
The exercise in this module can be completed in about 35 minutes. In total, allowing for discussion, we recommend allowing about 70 minutes for this module.

Aims:
• To generate ideas for improving customer service, a process, department, business…any aspect of a business or organisation.
• To encourage participants to think about a problem or challenge from different and sometimes unusual perspectives.

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

Useful For:
Anyone who wants to generate ideas for continuous improvement.

You'll Need:
• To select the questions that will be in play and create a blank Jamboard before running this activity. (There is a Trainer Handout to help you if you are unfamiliar with Jamboard.)

Notes:
Although the brainstorm/discussion activity and discussion can be completed in 40 minutes, we strongly recommend adding the action planning activity outlined at the end of the module, which adds a further 30 minutes, unless this is incorporated elsewhere in your training.

We’ve included some wacky questions in the set of Brainstorm Bench cards. These have blue text to make them easier to identify, so you can decide if you’d like to include them.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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The E-Card Factory - Balancing Business with Values 75
The E-Card Factory - Balancing Business with Values

Time:
The exercise in this module can be completed in about 35 minutes. In total, allowing for discussion, we recommend allowing about 75 minutes for this module.

Aims:
• To encourage participants to think about whether staff are engaged with the values of the organisation they work for.
• To reflect on how shared values and a Balanced Business Scorecard approach can build employee engagement.
• To demonstrate how values can drive innovation and performance.

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

Useful For:
All staff, but particularly those with managerial responsibility.

You'll Need:
• Staff will need access to PowerPoint or a similar application and have the basic skills required to use it.

Notes:
You can use the five values we’ve suggested for the exercise, or you can use your own organisation’s vision and values. However, we strongly recommend limiting the number of values used in this exercise to 6 or fewer. If the organisation you’re working with doesn’t have a concise set of values, you could use an exercise like ‘Feelings Cards’ to generate discussion and identify some core values for the future.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Wide Angle Lens - Enabling Creative Solutions (R) 60
Wide Angle Lens - Enabling Creative Solutions (R)

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 reflect on the idea that the way we phrase problems can impact our ability to find creative solutions to them.
• To demonstrate a way to change and broaden our perspective on problems to enable creative solution finding.

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

Useful For:
Anyone involved in problem solving and solution finding.

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

Notes:
This module introduces a powerful tool that can help the creative problem-solving process. It is best introduced before idea generation techniques like Reversal, Forced Connections etc.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).


IcebreakersDuration
(mins)
   
A Creative Space 40
A Creative Space

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 40 minutes for this module.

Aims:
• To encourage participants to think about the environment they live or work in.
• To encourage participants to consider the impact the physical environment might have on creativity.
• To consider ways in which space can be made ‘creative’.

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:
We recommend using Jamboard for this activity, though you could, if you prefer, ask participants to collaborate on creating a PowerPoint slide that represents their shared ideas.

If using this module as an icebreaker, run the first activity/debrief only.

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:
• Polls/Quizzes (optional).
• Breakout Rooms (required).



Counts as 1 download.

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Creative Drawing - Artistic Problem Solving (R) 25
Creative Drawing - Artistic Problem Solving (R)

Time:
The exercise in this module can be completed in about 5 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.

Aims:
• To explore how participants can take a more creative approach to problem solving.
• To demonstrate a creative way for participants to share their workplace challenges.

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

Useful For:
Anyone.

You'll Need:
• To ask participants bring a selection of drawing equipment.
• For each participant to have a blindfold or scarf (optional).

Notes:
This icebreaker is designed to be run at the start of a session to encourage your participants to take a more creative approach to problem solving.

You’ll need to contact participants a few days prior to the session to ask them to think about any work-based challenges they face and to record their top three to bring with them.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (not required).



Counts as 1 download.

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Creativity - Perceptions 35
Creativity - Perceptions

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 35 minutes for this module.

Aims:
• To reflect on how creative participants currently feel, and when they felt most creative.
• To discuss what might prevent people feeling creative.
• To reflect on what we need from ourselves and others in order to feel creative.

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

Useful For:
Staff at all levels.

Notes:
If you don’t have the ability to create a poll, you could run this module, asking participants to submit their answers to your two questions in chat.

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:
• Polls/Quizzes (recommended - see note).
• Breakout Rooms (not required).



Counts as 1 download.

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Creativity and Innovation - Definitions and Differences 25
Creativity and Innovation - Definitions and Differences

Time:
The exercise in this module can be completed in about 10 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.

Aims:
• To explore what creativity and innovation mean and how they differ.
• To consider the relationship between creativity and innovation and why both matters.

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.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Improving Team Performance - Creative Brainstorming (R) 40
Improving Team Performance - Creative Brainstorming (R)

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 develop participant’s brainstorming skills.
• To identify what changes participants would like to see within their team/department.
• To explore how participants can make those changes possible.

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

Useful For:
Existing teams.

You'll Need:
• To prepare a JamBoard before the session (see trainer notes).

Notes:
This module is designed for situations where your participants work together in the same team. It can be run as a stand-alone exercise on brainstorming, or as part of a session looking to develop the continuous improvement skills of a 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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Something in Common (R) 30
Something in Common (R)

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 30 minutes for this module.

Aims:
• To encourage participants to identify common experiences and shared values.

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 is a great ‘universal’ icebreaker but perhaps particularly relevant as an introduction to training linked to negotiation and sales, influence, equal opportunities and diversity and, perhaps surprisingly, creativity and innovation.

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).



Counts as 1 download.

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The Learning Journey (R) 40
The Learning Journey (R)

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 encourage participants to reflect on learning they’ve experienced, and how they are going to use it.

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:
• You will want to make sure participants have access to the tools and resources they need for this exercise, if you want them to complete it during the live training session.

Notes:
This could be a task that participants complete in their own time outside the learning event, in which case we recommend that you arrange a review session where the results are shared, and where you build on these with some action planning activities to conclude the training programme.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (optional).



Counts as 1 download.

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Who’s Creative? 25
Who’s Creative?

Time:
The exercise in this module can be completed in about 15 minutes. In total, allowing for discussion, we recommend allowing about 25 minutes for this module.

Aims:
• To explore and challenge the stereotypes that surround creativity.

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.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).



Counts as 1 download.

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Team Building GamesDuration
(mins)
   
Hold the Front Page! - Teamwork Under Pressure (R) 80
Hold the Front Page! - Teamwork Under Pressure (R)

Time:
The exercise in this module can be completed in about 50 minutes. In total, allowing for discussion, we recommend allowing about 80 minutes for this module.

Aims:
To test participants’ abilities to:
• Work together towards a shared goal under pressure.
• To project manage in a rapidly changing environment.
• Quickly assimilate and share information effectively.
• Prioritise and manage changing priorities.
• Produce high quality, accurate output.
• Write with the audience in mind.
• Manage time effectively.
• Ensure a high quality, accurate output.
And
• To allow participants to practise or demonstrate a range of skills including project management, time management, teamwork under pressure, quality control and accuracy, leadership, creativity and effective writing.

Skills and Behaviours Tested:
Team skills, planning and project management skills, writing skills, attention to detail, quality control, leadership, creativity 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:
Supervisors and managers or anyone involved in project work.

You'll Need:
• To create a blank Jamboard for each team, together with one for ‘training’ purposes. (Alternatively, the teams can use PowerPoint or Word to create their front pages, though this is not the recommended approach.)
• The Activity Links provided and your unique Pin, which you’ll find in ‘My Account’ section of the member homepage.
• To be able to visit teams periodically in their breakout rooms to provide further input.

Notes:
This exercise works best when you have at least 2 teams competing to produce the best e-newspaper. Each team should have a minimum of 3 and, ideally, a maximum of 6 participants.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (required).


Review ActivitiesDuration
(mins)
   
The Learning Journey (R) 40
The Learning Journey (R)

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 encourage participants to reflect on learning they’ve experienced, and how they are going to use it.

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:
• You will want to make sure participants have access to the tools and resources they need for this exercise, if you want them to complete it during the live training session.

Notes:
This could be a task that participants complete in their own time outside the learning event, in which case we recommend that you arrange a review session where the results are shared, and where you build on these with some action planning activities to conclude the training programme.

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:
• Polls/Quizzes (not required).
• Breakout Rooms (optional).



Counts as 1 download.

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Case Studies   
Bogo Motors vs Young Upstarts - A Business’s Response to New Competition Leads to Internal Division
Bogo Motors vs Young Upstarts - A Business’s Response to New Competition Leads to Internal Division

Using the Bogo Motors vs Young Upstarts Case Study
There are many ways in which you could use this case study and many topics for which it could provide a useful springboard for learning. We suggest some of them here. This is not a prescriptive list but obvious areas would be:
• Strategy.
• Change Management.
• Negotiation.
• Creative Thinking.

Notes:
This case study looks at a large, well established motor company that is finding it increasingly difficult to retain its position in the market place and remain profitable due to the recent successes of new competitors. The company desperately needs to cut costs and improve efficiency without alienating its already unsettled and divided workforce.

Activity Example:
The following questions could be discussed in small teams or pairs. They could also form the basis of a written assignment or simply as a tool to spark a whole group discussion.
• What options are available to Callum?
• What would you do in Callum's shoes?
• How can Callum make the necessary changes to secure Bogo's future?

Other Areas for Learning:
You could also use the case study to allow participants to practice many techniques or to learn about specific theories and approaches. For example:
• Strategic Thinking.
• Change Management.
• Creative Problem Solving.
• Negotiation Skills.



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Sweet Success - A Look at a Hugely Successful Family-run Business
Sweet Success - A Look at a Hugely Successful Family-run Business

Using the Sweet Success Case Study
There are many ways in which you could use this case study and many topics for which it could provide a useful springboard for learning. We suggest some of them here. This is not a prescriptive list but obvious areas would be:
• Leadership.
• Management.
• Engagement.
• Values.
• Management Techniques.
• Motivation.

Notes:
This case study looks at the Ryan family firm - one of the most iconic sweet brands in the country. This case study is unusual because it is a success story. In sparking debate about what constitutes success, the trainer could use this to explore many issues about what makes a business work and whether there really is “anything new under the sun”.

Activity Example:
This could be used by small teams, pairs or individuals. It could also form the basis of a written assignment or simply to spark a whole group discussion.

Other Areas for Learning:
You could also use the case study to allow participants to practice many techniques or to learn about specific theories and approaches. For example:
• Lean and/or Continuous Improvement.
• Recruitment and Selection.
• Innovation.
• Different Business Models.



Counts as 1 download.

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