The team with the tallest tower that meets all criteria outlined above is the winner. The marshmallow must be the highest point on the structure.The tower must support the weight of a single marshmallow.Assess the towers based on the following criteria: Once time is up, teams must stop building. The resulting discussion and negotiation is a hotbed of interpersonal dynamics, so let them get on with it unless things get particularly heated. This is where the fun begins: participants set about building their towers, and quickly realise that their ideas about the best design probably vary quite a bit. Set a timer for 18 minutes, then direct participants to their tables. This typically leads to a richer team dynamic, and as a result a more insightful review. When allocating teams, it’s usually a good idea to have individuals with a range of interpersonal styles in each team. Avoid saying things like: ‘don’t forget to involve everyone’ or ‘we’re going to do a task where planning is important’ This allows natural behaviour to come through which makes the reflection stage more powerful Be careful not to subconsciously manipulate team behaviour.making a tower), instead of thinking about how they worked as a team. ![]() Setting teams in competition with each other can motivate, but it can make participants focus too much on the task (i.e.
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