Scannell, Edward E., & Newstrom, John
W. (1983). More Games Trainers Play: Experiential Learning
Exercises. New York: McGraw-Hill.
Below are some techniques from the book.
1) What’s Your Name: divide into groups of 6-8 people.
Each group stands in a circle and tosses a ball (e.g., Koosh,
Nerf, Wiffle) from one person to another. Each person must
say the first name of the person to whom they’re tossing
the ball .
2) Giving Away Secrets:
a) write the numerical part of your address (e.g., 975)
b) double it (e.g., 975 x 2 = 1950)
c) add 5 (5 + 1950= 1955)
d) multiply by 50 (1955 x 50 = 97,750)
e) add your age (e.g., 38 + 97,750 = 97,788)
f) add 365 (365 + 97,788 = 98,153)
g) share the total with someone nearby. They subtract 615
from the total. The result is your address and age! (e.g.,
98,153 – 615 = 97538)
3) Numerous sources cite Murphy’s Law and its corollaries.
Make a list and read it after something goes wrong in the
classroom (e.g., transparency projector or video won’t
work properly).
4) Jigsaw Puzzle: obtain several children’s jigsaw
puzzles (large size, few pieces). Give each person a piece
from a puzzle and have them form groups by finding others
with pieces from their puzzle and assembling the puzzles.
5) Reflection Time: to bring back an overlooked learning
style, describe the use of silent reflection and then pause
periodically to let students quietly reflect on what they’ve
learned.
6) Disvoweled Terminology: take important vocabulary terms
and remove all vowels and punctuation from them (e.g., OBJECTIVES
becomes BJCTVS). At the end of a lesson, have them compete
to complete all terms.
7) Even Instructors Err Sometimes: before student presentations,
give a brief presentation where you do everything wrong—e.g.,
be unorganized, speak in a monotone, read everything without
eye contact, don’t bring enough handouts, etc. Then
have the class list all the mistakes.