Darryl L. Sink and Associates, Inc. (DSA) helps organizations design and develop learning and performance solutions that get results. DSA works cooperatively with organizations to:
Check out DSA presenters and Consultants at dsink.com.
If you haven’t visited the tips archives lately, check it out – http://dsink.com/dsa-tips-newsletters
Darryl’s tips are now conveniently organized not only by published date, but by these topics:
We have lots of great ideas just waiting for you to use!
Call me at 831-649-8384 or email me at jane@dsink.com.
Bring our expert presenters on-site with a workshop from DSA. Click here for details. Call or E-mail Jane Sink to help you decide which workshops are right for your group.
Ever have a task or topic that you feel people could learn on their own it they would just study some existing materials and maybe collaborate with others?
I ran in to this situation when we created a workshop on how to use DSA’s CourseWriter 2.5™ software.
The software is user-friendly and has very well written user documentation. The challenge is to get them to use the software and realize the user documentation will answer their questions and walk them through any specific task they need to perform. The context for the workshop is one half day.
Module one is very short (15 minutes) and simply describes what CourseWriter™ is and what it is not.
Module two gets the participants into a game I called “Stumper”, a Game Frame based on Thiagi’s Open Book Game Frame. The module is called Maneuvering Through CourseWriter™. With the software installed, and the user guide in-hand, the participants have 10 minutes to study the manual and/or play around with the software and then - the Stumping begins. See below for the complete directions:
Individually take 10 minutes to study the manual and play with the interface.
Take 15 minutes to study the manual and play with the interface. Come up with five questions to stump the other groups.
Team A asks a question of an individual in Team B. If the individual chooses to answer it himself or herself and it is correct, then Team B gets two points. If the individual decides to consult with others in the team and then answers correctly, Team B gets one point. If the answer is incorrect or not given at all, Team A gets two points for stumping Team B.
Then, Team B asks a question of Team C and follows the same procedure as above, Team C asks Team D, and finally, Team D asks Team A.
This approach has several benefits to participants:
If you are introducing something new that participants can learn mostly individually or collaboratively, give Stumper a try. Have fun with this one!