Creativity games for trainers: a handbook of group activities for jumpstarting workplace creativity
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York, NY
Training McGraw-Hill
1996
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 275-277) |
Beschreibung: | XIX, 277 S. Ill. 30 cm. |
ISBN: | 0070213631 0079122213 |
Internformat
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245 | 1 | 0 | |a Creativity games for trainers |b a handbook of group activities for jumpstarting workplace creativity |c Robert Epstein |
264 | 1 | |a New York, NY |b Training McGraw-Hill |c 1996 | |
300 | |a XIX, 277 S. |b Ill. |c 30 cm. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references (p. 275-277) | ||
650 | 4 | |a Employees |x Training of |x Problems, exercises, etc | |
650 | 4 | |a Creative ability |x Problems, exercises, etc | |
650 | 4 | |a Creative thinking |x Problems, exercises, etc | |
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Datensatz im Suchindex
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adam_text | BRIEF
CONTENTS
Introduction
Chapter
1
GETTING STARTED
Chapter
2
GENERATIVITY : WHY THESE
PARTICULAR GAMES?
Chapters CREATIVITY GAMES: IS EVERYONE
CREATIVE?
Chapter
4
CAPTURING GAMES: WHY THE BED,
THE BATH, AND THE BUS?
Chapter
5
CHALLENGING GAMES: CAN FAILURE
LEAD TO SUCCESS?
Chapter
6
BROADENING GAMES: CAN LEARNING
MAKE US MORE CREATIVE?
Chapter
7
SURROUNDING GAMES: WHAT SHOULD
I PUT ON MY DESK?
Chapter
8
TEAM CREATIVITY: IS IT BETTER
TO BE ALONE?
Chapter
9
KEYS TO CREATING INNOVATIVE PRODUCTS,
SERVICES, AND PROCESSES
Appendix
Glossary
Suggested Readings
About the Author
XVII
1
11
39
77
117
149
177
209
235
261
273
275
279
VII
ANNOTATED CONTENTS
Introduction
Chapter
1
1.1
1.2
Chapter
2
2.1
2.2
2.3
2.4
GETTING STARTED
How to Use This Text
An overview of the book, with some general guidelines
for conducting and customizing the games, working
within various time constraints, and collecting data.
Materials and Supplies
Guidelines for obtaining supplies and materials you will
need for some of the games.
GENERATIVITY : WHY THESE
PARTICULAR GAMES?
The New Science of Creativity
An introduction to Generativity Theory and
research—the empirical work that inspired the games in
this volume. Generativity has helped to identify the
role that multiple repertoires of behavior play in the
emergence of novel behavior.
Four Strategies for Enhancing Creativity
An overview of four distinct strategies for enhancing
and directing the creative process: Capturing,
Challenging, Broadening, and Surrounding.
Dispelling the Myths
Myths about creativity
—
that it s rare, that it exists in
the right brain, that only geniuses have it, and so
on
—
do not hold up under scrutiny.
Games That Teach
The games in this volume serve several functions: to
lower inhibitions, to get people to behave creatively,
and to teach people how creativity works.
13
25
31
37
ix
Annotated Contents
Chapters CREATIVITY GAMES: IS
EVERYONE CREATIVE?
3.1
Creativity: Orientation
41
Generativity Theory suggests that everyone is creative.
The exercises in this section make the point
dramatically.
3.2
Exercise: Capturing a Daydream
43
Participants are asked to let their minds wander and
then to report to the group on their experiences.
3.3
Exercise: Selling a Zork
49
Participants are asked to sell a very strange object to
the group.
3.4
Exercise: The Srtcdjgjklered Game
57
Participants are asked to tell stories using nonsense
words.
3.5
Exercise: Design Challenge
67
Participants design their own exercise to further
demonstrate that everyone is creative.
3.6
Exercise: Workplace Challenge
71
Participants propose changes in their work
environments
—
to the physical space or to existing
policies and procedures
—
that take advantage of what
they have learned in the previous exercises in this
section.
3.7
Creativity: General Debriefing
75
Guidelines for leading a discussion about the exercises
in this section, as well as for wrapping up this portion
of the training.
Annotated Contents
xi
Chapter
4:
CAPTURING GAMES: WHY THE BED,
THE BATH, AND THE BUS?
4.1
Capturing: Orientation
79
New ideas are fleeting, and the people we usually call
creative work hard to capture these ideas before the
ideas disappear. To enhance creativity, it s essential
that we provide appropriate training and resources to
make it easy and natural for people to capture new
ideas.
4.2
Exercise: The Random Doodles Game
81
Participants draw doodles and then try to remember
what they ve drawn.
4.3
Exercise: Building a Better Capturing Machine
91
Participants build capturing devices using a variety of
odd materials.
4.4
Exercise: The Anonymous Suggestion Game
97
Participants pass along their ideas either with or without
the protection of anonymity.
4.5
Exercise: Design Challenge
107
Participants design their own exercise to demonstrate
the power of capturing as a tool for promoting
creativity.
4.6
Exercise: Workplace Challenge
111
Participants design methods for implementing new
capturing methods in their own organization.
4.7
Capturing: General Debriefing
115
Capturing is a broad domain of techniques that are
essential for promoting creativity. People need to be
able to identify the best time and place for the creative
xii
Annotated Contents
process to function, and they need to master ways to
preserve new ideas as they occur.
Chapters CHALLENGING GAMES: CAN FAILURE
LEAD TO SUCCESS?
5.1
Challenging: Orientation
119
Failure spurs creativity by getting many behaviors to
compete. Controlled Failure Systems promote
creativity without causing undue distress.
5.2
Exercise: The Not-for-the-Fainthearted Game
121
Volunteers are taught some behavior by the group and
then allowed to fail.
5.3
Exercise: The ABCs of Creativity
127
In a game with alphabet blocks, participants learn
something about the dangers of success.
5.4
Exercise: The Ultimate Challenge Game
133
A simple exercise that shows the power of open-ended
challenges in spurring creativity.
5.5
Exercise: Design Challenge
139
Participants design their own exercise to demonstrate
the important role that failure plays in creativity.
5.6
Exercise: Workplace Challenge
143
Participants apply what they ve learned about failure to
their work environment.
5.7
Challenging: General Debriefing
147
Although many people fear or avoid failure, it s a
powerful spur to the creative process.
Annotated Contents
xiii
Chapter
6
BROADENING GAMES: CAN LEARNING
MAKE US MORE CREATIVE?
6.1
Broadening: Orientation
151
Behaviors need to be learned before they can interact to
produce new ideas. Thus, by being selective about the
training we seek or provide, we can enhance and direct
the creative process toward useful ends.
6.2
Exercise: The News-You-Can-Use Game
153
Volunteers are asked to use a newspaper to solve a
simple problem.
6.3
Exercise: The-Broader-the-Better Game
161
Participants propose new products or services based on
their extensive knowledge of either a single topic or
several topics.
6.4
Exercise: Design Challenge
167
Participants design their own exercise to demonstrate
the importance of diverse stimuli in creativity.
6.5
Exercise: Workplace Challenge
171
Participants extend what they ve learned about
broadening to their own workplace environment.
6.6
Broadening: General Debriefing
175
Training plays an important role in the creative process,
and it is probably the most powerful tool for directing
the creativity toward a specific end.
Chapter? SURROUNDING GAMES: WHAT SHOULD I
PUT ON MY DESK?
7.1
Surrounding: Orientation
179
xiv
Annotated Contents
By enriching the social and physical environments in
which people work, we can spur creativity by producing
multiple repertoires of behavior.
7.2
Exercise: The Toys-as-Tools Game
181
Participants are to design new toys, either with or
without the benefit of being able to see some toys.
7.3
Exercise: The Audience Game
191
Participants are given a creative, open-ended naming
task, either with or without the benefit of being able to
face the audience.
7.4
Exercise: Design Challenge
199
Participants design their own exercise to try to
demonstrate the importance of surrounding in the
creative process.
7.5
Exercise: Workplace Challenge
203
Participants extend what they ve learned about
surrounding to their own workplace.
7.6
Surrounding: General Debriefing
207
Same old office. Same old curtains. Same old
companions. Same old desk. Same old ideas.
Chapter
8
TEAM CREATIVITY: IS IT BETTER
TO BE ALONE?
8.1
Teams: Orientation
211
Teams both help and hurt creativity. By focusing on
the specific effects that teams have on generative
processes, one can use teams to advantage.
8.2
Exercise: The Shifting Game
213
Annotated Contents
xv
Participants shift in and out of a team, and the
advantages and disadvantages of creating in a team are
explored.
8.3
Exercise: The Team as Quality Editor
219
A team and various individuals select the best ideas
from a list of new ideas, and the value of the selections
is rated by the audience.
8.4
Exercise: Design Challenge
225
Participants design their own exercise to shed light on
the effect that teams have on creativity.
8.5
Exercise: Workplace Challenge
229
Participants apply what they ve learned about teams to
their own workplace.
8.6
Teams: General Debriefing
233
The creative process is an individual one. Teams need
to be used in a special way to maximize creativity.
Chapter
9
KEYS TO CREATING INNOVATIVE PRODUCTS,
SERVICES, AND PROCESSES
9.1
Managing Creativity: Orientation
237
Because the creative process is orderly, creativity and
innovation in an organization can be engineered to suit
the organization s needs.
9.2
Exercise: The Keys to Creativity
239
Volunteers try to retrieve some keys that are just out of
reach.
9.3
Exercise: Building Bridges to Creativity
245
Two teams, given slightly different instructions, try to
construct bridges using foam blocks.
xvi
Annotated Contents
9.4
Exercise: The Ultimate Design Challenge
251
Participants go for the gold: They must change their
organization so that, within ten days, they are getting at
least ten times as many useful new ideas as they get
now.
9.5
Managing Creativity: Final Debriefing
257
Creativity is essential for the health and survival of any
organization. With the appropriate systems in place,
creativity can become part of the fabric of the
organization.
9.6
Final Exercise: The Waiting Game
259
Participants are held hostage by the trainer until they
are able to capture a new idea from their own thoughts.
Appendix: Additional Forms
261
A.
1
Data Collection Form: Workplace Challenge
A.2 Follow-Up Form: Workplace Challenge
A.3 Data Collection Form: Design Challenge
A.4 Workshop Feedback Form
A.
5
Book Feedback Form
Glossary
273
Suggested Readings
275
About the Author
279
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institution | BVB |
isbn | 0070213631 0079122213 |
language | English |
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publisher | Training McGraw-Hill |
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spelling | Epstein, Robert 1953- Verfasser (DE-588)140069925 aut Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity Robert Epstein New York, NY Training McGraw-Hill 1996 XIX, 277 S. Ill. 30 cm. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references (p. 275-277) Employees Training of Problems, exercises, etc Creative ability Problems, exercises, etc Creative thinking Problems, exercises, etc Teamwork (DE-588)4126974-3 gnd rswk-swf Mitarbeiter (DE-588)4120744-0 gnd rswk-swf Kreativitätstraining (DE-588)4165555-2 gnd rswk-swf (DE-588)4006432-3 Bibliografie gnd-content Mitarbeiter (DE-588)4120744-0 s Teamwork (DE-588)4126974-3 s Kreativitätstraining (DE-588)4165555-2 s DE-604 Digitalisierung UB Bamberg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025276817&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Epstein, Robert 1953- Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity Employees Training of Problems, exercises, etc Creative ability Problems, exercises, etc Creative thinking Problems, exercises, etc Teamwork (DE-588)4126974-3 gnd Mitarbeiter (DE-588)4120744-0 gnd Kreativitätstraining (DE-588)4165555-2 gnd |
subject_GND | (DE-588)4126974-3 (DE-588)4120744-0 (DE-588)4165555-2 (DE-588)4006432-3 |
title | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity |
title_auth | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity |
title_exact_search | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity |
title_full | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity Robert Epstein |
title_fullStr | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity Robert Epstein |
title_full_unstemmed | Creativity games for trainers a handbook of group activities for jumpstarting workplace creativity Robert Epstein |
title_short | Creativity games for trainers |
title_sort | creativity games for trainers a handbook of group activities for jumpstarting workplace creativity |
title_sub | a handbook of group activities for jumpstarting workplace creativity |
topic | Employees Training of Problems, exercises, etc Creative ability Problems, exercises, etc Creative thinking Problems, exercises, etc Teamwork (DE-588)4126974-3 gnd Mitarbeiter (DE-588)4120744-0 gnd Kreativitätstraining (DE-588)4165555-2 gnd |
topic_facet | Employees Training of Problems, exercises, etc Creative ability Problems, exercises, etc Creative thinking Problems, exercises, etc Teamwork Mitarbeiter Kreativitätstraining Bibliografie |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025276817&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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