MTU Cork Library Catalogue

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The big book of team-building games : trust-building activities, team spirit exercises, and other fun things to do / John Newstrom and Edward Scannell.

By: Newstrom, John W.
Contributor(s): Scannell, Edward E.
Material type: materialTypeLabelBookSeries: Big book of business games series: Publisher: New York ; London : McGraw-Hill, 1998Description: xxx, 238 p. : ill. ; 24 cm.ISBN: 0070465134.Subject(s): Management gamesDDC classification: 302.34
Contents:
Icebreakers: Getting to know each other better -- Who are we? Creating team identity -- What can teamwork achieve? Demonstrated its value -- Who can we trust? Building mutual support -- How should we proceed? Setting team goals and norms -- How are we doing? Improving teamwork -- How can we stretch our minds? Problem-solving and creativity games -- Can we get along better? Learning to communicate and cooperate -- Can we work together? Energizing team meetings -- What lies ahead? Coping with change -- How can we have more fun? Taking time to play -- How can we build self-esteem? Affirming ourselves through games.

Enhanced descriptions from Syndetics:

Did you know that games can be a terrifically effective way to build team spirit, communication, and trust among people who work together day in and day out? Now you can spark morale in any work group by choosing from 70 stimulating games and activities specifically designed for the manager who's looking to raise sagging morale in a department, liven up boring staff meetings, enable team members to collaborate smoothly and effectively, and much more!

Icebreakers: Getting to know each other better -- Who are we? Creating team identity -- What can teamwork achieve? Demonstrated its value -- Who can we trust? Building mutual support -- How should we proceed? Setting team goals and norms -- How are we doing? Improving teamwork -- How can we stretch our minds? Problem-solving and creativity games -- Can we get along better? Learning to communicate and cooperate -- Can we work together? Energizing team meetings -- What lies ahead? Coping with change -- How can we have more fun? Taking time to play -- How can we build self-esteem? Affirming ourselves through games.

Table of contents provided by Syndetics

  • Acknowledgments (p. ix)
  • Introduction to Team-Building Games (p. xi)
  • How to Use This Book (p. xvii)
  • Chapter 1. Icebreakers: Getting to Know Each Other Better (p. 1)
  • Getting to Know You (p. 3)
  • Candid Camera: Learning to Put Faces with Names (p. 7)
  • (Sort of) Glad to Meet You (p. 9)
  • Will the Real Mr./Mrs. Jones Stand Up? (p. 11)
  • Self-Disclosure Introductions--1 (p. 13)
  • Self-Disclosure Introductions--2 (p. 15)
  • Self-Disclosure Introductions--3 (p. 17)
  • A Clear Image (p. 19)
  • Chapter 2. Who Are We? Creating Team Identity (p. 23)
  • So Much in Common (p. 25)
  • Team Discovery (p. 29)
  • Portable Skills (p. 31)
  • The Joy of Six (p. 33)
  • What's Our Name? Logo? Slogan? (p. 35)
  • Chapter 3. What Can Teamwork Achieve? Demonstrating Its Value (p. 37)
  • Anything I Can Do, We Can Do Better (p. 39)
  • The Jigsaw Puzzle (p. 45)
  • Jeopardy (p. 49)
  • The Top Ten Time-Wasters (p. 51)
  • The Top Ten Company-Paid Holidays (p. 55)
  • The Hat Parade (p. 59)
  • Know Your Customer (p. 63)
  • Jigsaw Team-Building (p. 67)
  • The Parlor Game (p. 69)
  • Chapter 4. Who Can We Trust? Building Mutual Support (p. 71)
  • I Like Me Because (p. 73)
  • I'm OK, I Really Am! (p. 75)
  • A Coat of Arms (p. 77)
  • Trust Me (p. 81)
  • Chapter 5. How Should We Proceed? Setting Team Goals and Norms (p. 83)
  • Most? Best? Greatest? (p. 85)
  • Team Building (p. 87)
  • Bests and Worsts (p. 89)
  • What's the Problem? (p. 91)
  • What Do I (We) Want in Life? (p. 93)
  • Peak Performance (p. 99)
  • Goal Setting/Action Planning (p. 101)
  • Chapter 6. How Are We Doing? Improving Teamwork (p. 103)
  • The I's Have It! (p. 105)
  • How Sharp Are You? (p. 107)
  • Joe Doodlebug (p. 113)
  • More on Oxymorons (p. 117)
  • Toxic Waste Dump (p. 121)
  • Is It a "Go" or "No Go" (p. 125)
  • Zap! You're a Group (p. 127)
  • Chapter 7. How Can We Stretch Our Minds? Problem-Solving and Creativity Games (p. 129)
  • Creative People I Have Known (p. 131)
  • Creativity Not Spoken Here (p. 133)
  • Idea-Spurring Questions (p. 135)
  • Pipe Dreams (p. 139)
  • Please Pass the Problems (p. 141)
  • The Problem-Solving Wheel (p. 143)
  • Managerial Literacy: The Acronym Test (p. 145)
  • Playing with Matches (p. 151)
  • Chapter 8. Can We Get Along Better? Learning to Communicate and Cooperate (p. 155)
  • Giving and Getting (p. 157)
  • The Great Glossary Search (p. 159)
  • Team Charades (p. 161)
  • Department X-Y-Z (p. 163)
  • I Wish, I Wish (p. 165)
  • Know Your Dictionary (p. 167)
  • Scavenger Hunt (p. 173)
  • Chapter 9. Can We Work Together? Energizing Team Meetings (p. 175)
  • Poker-faced Participation (p. 177)
  • How Did This Meeting Go? (p. 179)
  • The Human Spider Web (p. 181)
  • Plentiful Proverbs Preach Poetically (p. 183)
  • Chapter 10. What Lies Ahead? Coping with Change (p. 187)
  • The Great Pretender: Looking at Old Issues from a New Perspective (p. 189)
  • Managing Change (p. 191)
  • The 10 Percent Share (p. 193)
  • What If (p. 195)
  • Chapter 11. How Can We Have More Fun? Taking Time to Play (p. 197)
  • If Liars Can Figure, Can Figures Lie? (p. 199)
  • Scrambled Cities (p. 203)
  • Brainteaser I I.Q. Test (p. 209)
  • Brainteaser II I.Q. Test (p. 215)
  • Brainteaser III I.Q. Test (p. 221)
  • Content Review Trivia Quiz (p. 227)
  • Chapter 12. How Can We Build Self-esteem? Affirming Ourselves through Games (p. 229)
  • Positive Self-Concept (p. 231)
  • Providing Positive Feedback (p. 233)
  • Sugar Gram (p. 235)
  • Collecting Positive Strokes (p. 237)

Author notes provided by Syndetics

Dr. John W. Newstrom and Edward E. Scannell are respected authors, professional speakers, and seminar leaders. They are the coauthors of McGraw-Hill's best-selling Games Trainers Play series, which has sold more than 250,000 copies.

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