Memory Test
Here's a quick jolt that helps participants discover basic psychological facts about our memory.
Here's a quick jolt that helps participants discover basic psychological facts about our memory.
The use of lectures for training adults has several advantages and several disadvantages. So does the use of training games. What if we combine these two approaches in a complementary fashion? That is the idea behind interactive lectures.
Interactive lectures involve participants in the learning process while providing complete control to the instructor. These activities enable a quick and easy conversion of a passive presentation into an interactive experience. Different types of interactive lectures incorporate built-in quizzes, interspersed tasks, teamwork interludes, and participant control of the presentation.
One effective approach to adding interactivity to lectures involves requiring participants to review what they heard and summarize the key points. This approach reinforces learning and improves recall.
Missing Sentence provides an intriguing twist to an interactive lecture that is based on the review-and-summary strategy.
One, Two, And More is a flexible structured sharing activity for exploring different topics using different sets of questions. A unique feature of this activity is answering each question in three different modes: individual, pairs, and in teams.
This is a structured discussion activity for exploring a topic by answering questions in three different set-ups: individually, in pairs and in teams.
Open Book is a quiz game that helps participants become familiar with the structure and organization of a reference manual. During the first phase of the game, individual participants review the manual and prepare 10 questions. During the second phase, participants form into teams and select their five best questions. During the third phase, you conduct a quiz program using these questions and some others that you have prepared earlier.
Different teams receive envelopes labeled with different types of disruptive participants. Participants brainstorm guidelines for handling disruptive behaviours, record the guidelines on a card, and place the card inside the envelope.
Teams rotate the envelopes and generate guideline cards for handling other types of disruptive participants. During the evaluation round, team members review the guideline cards generated by other teams and identify the top five suggestions.