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| Free Teambuilding Games |
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| Free Team Building Games |
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Click the links below to view specific tips
or just scroll down the page to view each
tip.
Characteristics of a Good Team
Are there Situations where Teamwork can be
Counterproductive?
Free Team Building Games / Icebreakers
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Characteristics of a Good Team
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- High level of interdependence among members
- Leader has good people skills and is committed
to team approach
- Each member is willing to contribute
- A relaxed climate for communication
- Members develop a mutual trust
- The group and individuals are prepared to
take risks
- Group is clear about goals and establishes
targets
- Member roles are defined
- Members know how to examine errors without
personal attacks
- The group has capacity to create new ideas
- Each member knows he can influence the agenda
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Any teambuilding program or activity should
be focused on strengthening one or more of
these characteristics. This is a good checklist to determine whether
or not a program will have value and lasting
effects for your group.
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Are There Situations in which Teamwork can
be Detrimental?
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YES! If the group is not primarily interdependent, then teamwork can
be detrimental to the effectiveness of the group. For instance,
teambuilding programs for salespeople will
usually be counterproductive. Salespeople
are typically independent and self-motivating.
Therefore, teambuilding activities will be
seen by the group as a waste of time. More
effective training for group who is not interdependent
would be communication training, leadership
training, or other forms of personal development.
If the group is interdependent, but doesn't
realize that the actions of the individual
affect the group, then teambuilding activities
will also meet with resistance. This may
occur in an organization where departments
are autonomous. Department heads may begin
to see themselves in competition with other
department heads for resources including
budgets, capital, and personnel. Before implementing
teambuilding activities with this type of
group, spend some time helping the group
realize how interdependent they really are.
Our Executive Coaching and Performance Standards Workshop are great ways to do this.
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Free Games / Icebreakers
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Tennis Balls: Divide the participants up into small groups
of about eight to ten people and have them
arrange themselves in a circle. Give a tennis
ball to one person and explain the rules
of the game:
- Each group is in competition with the other
groups in the room. The group who can complete
the most "circuits" in a given
time will be the winner.
- A completed circuit occurs when every person
in the group has touched the tennis ball.
- Only one person in the group can touch the
tennis ball at one time (therefore
the ball
must be tossed rather than
passed.)
- If the ball ever touches the floor, then
production must stop for one-minute.
Have the teams complete a few circuits to
get comfortable and begin creating patterns
that make them more efficient. The facilitator
may want to stop the groups and get feedback
as to how they are becoming more efficient
and help them understand that this is a natural
progression in business as well. Have the
groups continue to complete circuits, but
as time progresses, the facilitator will
add additional rules to make the process
more difficult.
- A Co-Worker calls in Sick--Remove one of the group participants and
tell the group that the participant called
in sick. After they complete a few circuits,
remind them that just because someone calls
in sick, doesn't mean that that person's
work doesn't need to be completed. (They
will probably have just continued to complete
the circuit just as they had before the person
left.) Remind them that each of their last
few circuits have had one fewer touches than
before, so they do not count. Someone will
have to pick up the slack for the absent
person. After a new pattern is established,
have the person come back.
- Double Production--Throw a second ball into the mix and tell
the group that our client wants
us to double
production. Only one ball can
be held by
any one person at a time. You
can add a third
or even fourth ball later.
- Diversity--New federal legislation states that we
need to include more minorities
and women
in our production line, so
every other person
who touches the ball must be
either a woman
or a minority.
Use your imagination to come
up with other
rules and be sure to have a prize
for the
winning team. At the end of the
game, ask
the group how did the game relate
to things
they face in the business world.
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Paper Plates: Set up numbered paper plates in the following
pattern on the floor.
| 1 |
49 |
33 |
29 |
13 |
2 |
50 |
34 |
30 |
14 |
| 41 |
17 |
49 |
21 |
45 |
42 |
18 |
50 |
22 |
46 |
| 9 |
25 |
37 |
53 |
5 |
10 |
26 |
38 |
54 |
6 |
| 3 |
51 |
35 |
31 |
15 |
4 |
52 |
36 |
32 |
16 |
| 43 |
19 |
51 |
23 |
47 |
44 |
20 |
52 |
24 |
48 |
| 11 |
27 |
39 |
55 |
7 |
12 |
28 |
40 |
56 |
8 |
The rules of this exercise are:
- The exercise is completed when all plates
are touched in numerical order.
- If any plate is touched out of order, then
the participants must begin again at one.
- Only one plate can be touched at a time.
- Coaching from the team is encouraged.
- The exercise will be timed.
The facilitator's main job is
to encourage
participants to think outside
of the box
and look for patterns, but don't
give the
solution away. Ask questions
such as "Is
there any way to cut your time
in half?"
"Is there any way to be
more efficient?"
Challenge the group by giving
them a time
to beat. Make every new time
limit quite
a bit shorter than the last.
The group will
usually live up to the challenge.
Eventually
get them to a point where they
can complete
the entire exercise in less than
60-seconds.
Solutions:
1. Pattern: After a few times through the
exercise, this pattern will begin to develop.
| 1 |
49 |
33 |
29 |
13 |
| 41 |
17 |
49 |
21 |
45 |
| 9 |
25 |
37 |
53 |
5 |
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| 2 |
50 |
34 |
30 |
14 |
| 42 |
18 |
50 |
22 |
46 |
| 10 |
26 |
38 |
54 |
6 |
|
| 3 |
51 |
35 |
31 |
15 |
| 43 |
19 |
51 |
23 |
47 |
| 11 |
27 |
39 |
55 |
7 |
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| 4 |
52 |
36 |
32 |
16 |
| 44 |
20 |
52 |
24 |
48 |
| 12 |
28 |
40 |
56 |
8 |
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2. Rearrange Plates: Creative
teams may decide
to rearrange the plate into an
easier order. As the facilitator, you must tell them to
restart the exercise every time they touch
a plate out of order. Teams really thinking
outside the box will ignore this distraction
and continue putting plates in an easier
order.
3. Other solutions your team
may invent.
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