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Sample Program Design

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Sample Program Design


CMI coaches growth-oriented companies that are creating profitable, potent, nurturing, and quality-oriented work cultures. To that end, we are recommending an intervention to meet your needs.

Introduction
This intervention is designed to support your group in becoming a high performance team.

Objectives
For participants to get to know each other better. For the group to get better at communication. For the group to get insights on how to improve their performance and customer focus. For participants to have fun and learn in a different way.

Design A)

Introductions And Purpose Of The Event (5 minutes)


More information about the day, safety and challenge by choice We will be doing some activities that will address how you interact with clients, plan for activities, and collaborate with coworkers. You will also be practicing your problem solving skills.

B)

Ice Breaker: Tent Pole (15 minutes)

Task: Have the group balance a tent pole on their fingers. Once the tent pole is balanced it needs to be lowered to the ground without any fingers losing contact with the tent pole. No other body parts can touch the tent pole, only 1 finger. Encourage the participants not to poke their eyes out with the tent pole; this will cause a crimp in the day. Inform participants that they will be working as teams and they will have to communicate, support each other, and hold each other accountable for breaches in compliance

C)

Ice Breaker: Insanity (10 minutes) Task: The team will be divided up into sub-groups. Will the sub-groups choose to compete or problem solve together? Competition leads to more insanity. Communication and problem solving insure everyone will win.

Rules:

Divide the participants into 4 sub-groups. Have each group go to one of the outside hoops. Place all the items in the center hoop. The team that gets all the items in their hoop wins the activity. Then, without giving the participants any time to strategize, yell, Go! Allow the resulting frenzy to go on about 1-2 minutes, and then stop the activity. Give the group 2 minutes to strategize, and then start round 2. At the end of the 2 minutes, start the next round. If more rounds are necessary for the participants to make the shift from competition to cooperation, continue the sequence of 1-2 minutes of activity and 2 minutes strategizing. Inform participants that they will absolutely have to collaborate in order to be successful. Explore with them what competition leads to in their business. The object is to get all the items you see in the center hoop into your teams hoop. Each person may carry only one item at a time. You may not throw any items. Once the center hoop is empty, you may take items from any other hoops You may not guard any of the hoops. If you are on the bottom of a pile of people, you are doing it wrong.

Group Juggle (25 minutes) Task: This activity begins with a simple game of catch. Soon, more balls are introduced so that your team has to juggle multiple balls. As you get better anticipating how to improve your process, you are asked to move even faster. This will successfully occur only if you change the way you work together. Rules: The ball must be sent to each person on the team on time The ball cannot be thrown to the person directly next to you The ball may only be held for a count of 3 seconds Each person can only throw the ball one time and catch the ball one time Objectives: Understanding the importance of communication and support through teamwork Learning the importance of asking for help Seeing how easily it is to get stuck doing things the same way we always do Learning to tap our innovation under pressure to achieve world class results

D)

Flipchart (10 minutes)


The group is to flipchart what they have learned or have been reminded of in this event. Learning should focus on core team values and things to improve back at the ranch.

E)

Corner To Corner (30 minutes)


This activity involves the entire group. The groups will be required to work within a hypothetical "raging river" full of hypothetical turtles. Success for all groups will require all of the groups to work together and communicate. If the groups don't leave a trail for others, everyone will be unsuccessful. The challenge is to get each group from one corner to the corner diagonal from them. People may only touch the turtles - no touching the floor. All turtles are useable, and are activated by human contact. Once activated, there must always be human contact or the turtle sinks (taken it out of the playing field). If groups don't leave resources behind for others, the team will be unsuccessful.

Flipchart (10 minutes)


The group is to flipchart what they have learned or have been reminded of in this event. Learning should focus on core team values and things to improve back at the ranch.

F)

Stump Island (30 minutes)


The great corporate god gives each team the resources they need to make the crossing. If at any point participants lose contact with their resources, gods assistants will take them away. When they get to Tarp Island they have to turn it over to continue. Each team must get their entire group safely to the other side. When all of the teams are ready to exit the river, they must use a secret password, which is stated in unison. Doing so allows them to get off the river. When one person says the secret password, the gods give them one thumb up. When they say it in unison the gods will give them two thumbs up and the team exits

Flipchart (10 minutes)


The group is to flipchart what they have learned or have been reminded of in this event. Learning should focus on core team values and things to improve back at the ranch.

G) Break (15 minutes) H) Plank Activity (45 minutes)


All of the groups will be required to assemble a very large puzzle in a world-class time. Collaboration and communication are critical. Best practices and process improvement needs to happen to insure a world-class time. Design a method of assembly to form the wooden strips into the configuration shown below, using consensus.

The assembly must take less than one minute to complete. World-class time would be under 20 seconds. You have 45 minutes to develop and practice the new method.

Flipchart (15 minutes)


The group is to flipchart what they have learned or have been reminded of in this event. Learning should focus on core team values and things to improve back at the ranch.

I)

Debrief (15 minutes)


Discussion of how all the activities come together and development of commitments for team improvement

J)

All Group Debrief And Emotional Farewell (5 minutes)


Introductions Tent Pole Insanity Group Juggle Corner to Corner Stump Island Break Plank Activity Debrief Farewell Total: 5 minutes 15 minutes 10 minutes 35 minutes 40 minutes 40 minutes 15 minutes 60 minutes 15 minutes 5 minutes 240 Minutes (4 hour event)

K) Schedule

Modality
The modalities that we will use in this intervention will be: Experiential education Dialogue Presentation of data about business and teams in the current times

Benefits
We find the benefits of teaching like this are the following: Experiential learning creates a practice field in which people can practice the concepts regarding teamwork and service, which they have been taught. Participants can clearly see how task driven they are and how non-customer oriented they are. This learning allows people to fail forward with not consequences. It provides a stimulated work place in which people can learn, develop, fail and learn again. The vast majority of participants like this type of learning. This type of work is a very powerful experience that will firmly focus participants on being related around performance.

Extraordinary Satisfaction Guarantee


If the outcome of our work does not result in your being extraordinarily satisfied, then we will refund your money, or we will work with you free of charge until you are overwhelmed by the results we have achieved.

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