Difference between revisions of "Energizer"

Difference between revisions of "Energizer"

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=='''General Guidelines'''==
 
=='''General Guidelines'''==
 
#'''Prepare the material needed.'''  
 
#'''Prepare the material needed.'''  
#'''Reserve time lengh of the activity in your terGive the time lengh .'''  
+
#'''Plan  the lengh of activity and reserve time in your training session.'''  
 
#'''Outline the expected results of the activity.'''  
 
#'''Outline the expected results of the activity.'''  
#'''Give the instructions clearly.''' It is advisable to explain the activity to the first 2 people you wil start the game, so that you don't risk the game to get stuck at start.
+
#'''Give the instructions clearly.''' It is advisable to explain the activity to the first 2 people you will start the game, so that you don't risk the game to get stuck at start.
  
In the opening pages of Pike and Solem book : 50 Creative Training Openers and Energizers, the authors provide a matrx so you can identify at a glance whether an activity is most useful as an networker, team builder, task tension reducer, or focuser.
+
In the opening pages of Pike and Solem book : 50 Creative Training Openers and Energizers, the authors provide a matrix so you can identify at a glance whether an activity is most useful as an networker, team builder, task tension reducer, or focuser.
 
<ref> 50 Creative Training Openers and Energisers, Bob Pike and Lynn Solem, 2000 </ref>  
 
<ref> 50 Creative Training Openers and Energisers, Bob Pike and Lynn Solem, 2000 </ref>  
 
=='''Examples'''==
 
=='''Examples'''==

Revision as of 15:05, 7 October 2008

Term2.png ENERGIZER
A short activity that develops readiness for the next learning event. They are commonly used after a break to stimulate or refocus the group; they can involve some form of physical activity to "wake up the group". When used they impart energy, vitality and spirit to the learners, enhancing readiness for learning. [1]
Toolkit.png Using an Energizer game

General Guidelines

  1. Prepare the material needed.
  2. Plan the lengh of activity and reserve time in your training session.
  3. Outline the expected results of the activity.
  4. Give the instructions clearly. It is advisable to explain the activity to the first 2 people you will start the game, so that you don't risk the game to get stuck at start.

In the opening pages of Pike and Solem book : 50 Creative Training Openers and Energizers, the authors provide a matrix so you can identify at a glance whether an activity is most useful as an networker, team builder, task tension reducer, or focuser. [2]

Examples

On the following links you will get examples of energizers, warmups, and icebreakers http://www.wilderdom.com/games/Icebreakers.html http://www.kstoolkit.org/Ball+around+the+world http://www.corporatedrumming.co.uk/energisers/talking-drums-energisers-02.htm http://www.rezaayati.com/IMG/pdf/games.pdf

[3]

References

  1. www.audioenglish.net ( 28 July 2008) , www.encyclo.co.uk ( 28 July 2008), www.kellogg.northwestern.edu (4 September 2008), E-Learning Solutions on a Shoestring, Jane Bozarth, 2005
  2. 50 Creative Training Openers and Energisers, Bob Pike and Lynn Solem, 2000
  3. www.wilderdom.com (6 october 2008) , .www.kstoolkit.org (6 Octobrer 2008), www.corporatedrumming.co.uk (6 October 2008), www.rezaayati.com