Experiential Activities
We have sourced and procured innovative, world's best practice activities to support our training methodology.
In many cases, we are unique in Australia in the use of these tools and techniques.
Here are a few of our most popular activities.
LEADERSHIP AND TEAM ACTIVITIES
- Electric Maze
- NetWork
- Toobeez
- MTA Products
- Mars Surface Rover
Electric Maze
The Electric Maze is a Teaming device that quickly gives individuals the chance to experience themselves coming together around a challenge, operating as a high-performance team and ultimately succeeding. It highlights the components of truly effective teamwork; of what it means to be a 'team player' rather than a 'team member.'
To date, over 3000 teams compromising over 33,000 participants ranging from Boards of Directors of many Fortune 500 Companies, professional athletic teams, management teams and frontline staff have participated and gained valuable insights in exploring their ability to perform at very high levels of capability.The Maze has several applications for Teaming and expands to meet the continuing development of a team. It can be used in applications as diverse as project management, vision achievement, change, paradigm shift continuous improvement, customer service and team building.
NetWork
Participant’s thinking and behaviour styles are immediately demonstrated through the use of the NetWork, making it an excellent assessment and discovery tool. It allows for accelerated, iterative learning and ample opportunity for developing and practising leadership and team skills. While it has many applications, it is ideal for demonstrating the difference between traditional and empowered operations.
Toobeez
Toobeez helps to identify people’s talents and abilities and can lead to better communication, cooperation, creative decision making, influencing, project management and teamwork…just to name a few.Toobeez activities can be tailored to meet a range of team building/group development outcomes. All activities are constructive, fun, engaging and enable effective learning transfer.
MTA Products
MTA ProductsMTA products can help teams and individuals to enhance their planning, listening, sensitivity, relationship, leadership, customer service orientation and fellowship skills.All activities are designed to target specific training needs and allows for the raising of issues that relate to pa
Mars Surface Rover
The Mars Surface Rover allows participants to distinguish between a team and a group. Interdependence is explored as individual responsibilities and commitment have a direct impact on the outcome of the activity. The importance of continual team communication is uncovered.Teams are competing to win a lucrative NASA contract. Their mission is to build a prototype Mars Surface Rover. The teams must meet strict NASA criteria to win the contract. Teams that ignore these criteria do so at their own peril! The activity requires balancing creativity, productivity and financial metrics and inter-team competitiveness.
Specific Outcome Activities
- The Blast Game
- Know Me
- Star Power
- Turnaround
The Blast Game
Any organisation interested in improving its production or Continuous Improvement methodology can benefit from The Blast Game™ experience. Whether you're a manufacturer or a service provider - in fact, no matter what industry you're in - the game will get your team on-board and committed to fundamental, dramatic change, quickly and easily. It's a great way to kick off a new total quality program, to focus on a particular trouble-spot, to orient new employees to your culture and goals, or to teach critical team-building skills. Use it whenever there's a need to streamline and improve your processes - and watch the results.
Its addictive, high energy format gets people involved while typical organisational metrics measure and plot group progress. The Blast Game™ is also an ideal Assessment Centre device for measuring a wide variety of member competencies.
Its addictive, high energy format gets people involved while typical organisational metrics measure and plot group progress. The Blast Game™ is also an ideal Assessment Centre device for measuring a wide variety of member competencies.
Know Me
Know Me is an international award-winning board game originally designed to bring about positive discussions between politically disparate groups in South Africa as they crafted a new nation. Know Me builds trust and a deeper understanding of differences and positive relationships very quickly.
Based on the Johari Window concept and using ‘asking’ and ‘telling’ skills at easy, moderate and more intense levels, participants learn to give and receive feedback, in a very stimulating environment.
Know Me has been used in over 30 countries by many different organisations. It is especially useful for integrating teams, managing change, building communities, enhancing personal mastery and improving team communications. It takes participants through a process where they meet as equals and break down barriers in an enjoyable, non-threatening environment.
Based on the Johari Window concept and using ‘asking’ and ‘telling’ skills at easy, moderate and more intense levels, participants learn to give and receive feedback, in a very stimulating environment.
Know Me has been used in over 30 countries by many different organisations. It is especially useful for integrating teams, managing change, building communities, enhancing personal mastery and improving team communications. It takes participants through a process where they meet as equals and break down barriers in an enjoyable, non-threatening environment.
Star Power
Created in 1969 by Garry Shirts in the USA, this activity has been used by over five million people worldwide.
It provokes participants to rethink their approach and assumptions about the use and abuse of power. In many ways, it is similar to the more recently reported ‘Brown Eyes, Blue Eyes’ experiments seen on global television. This activity is extremely dynamic and can be taken by groups of up to 100 at any one time. It creates an almost instant micro-culture in the training room from which everybody learns; in some cases, life-changing lessons.
It provokes participants to rethink their approach and assumptions about the use and abuse of power. In many ways, it is similar to the more recently reported ‘Brown Eyes, Blue Eyes’ experiments seen on global television. This activity is extremely dynamic and can be taken by groups of up to 100 at any one time. It creates an almost instant micro-culture in the training room from which everybody learns; in some cases, life-changing lessons.
Turnaround
This intensive four-part experience is excellent for Management Teams, or any sophisticated groups with solid business experience.
Firstly, as individuals, and then as a team, participants work to reverse the climate and fiscal situation of a failing manufacturing plant. The survival of the company depends on the team’s ability to make decisions in six key areas.
Turnaround strengthens managers ability to work effectively, problem solve, and encourages negotiating between team members. Sophisticated feedback is part of the simulation; it shows just how effective each individual has been relative to the team’s results. It is highly instructive for managers and groups who are interested in introducing systemic change or restructuring their organisations.
Firstly, as individuals, and then as a team, participants work to reverse the climate and fiscal situation of a failing manufacturing plant. The survival of the company depends on the team’s ability to make decisions in six key areas.
Turnaround strengthens managers ability to work effectively, problem solve, and encourages negotiating between team members. Sophisticated feedback is part of the simulation; it shows just how effective each individual has been relative to the team’s results. It is highly instructive for managers and groups who are interested in introducing systemic change or restructuring their organisations.