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Attitude and Mindset Training Activities


Attitudes Attract


Time required:

15 minutes.

What it does:

An opportunity to explore what it feels like when we take a pessimistic approach and how it impacts the likelihood of success.


flag This training exercise can be run on it’s own, but it works best when it is followed up with Describing Your Glass - Optimism vs Pessimism, as it focuses on the positive steps your team can take.



You will need:

Flipchart paper and a pen.

In a nutshell:

Can your team summon enthusiasm for a fund raising challenge when their manager seems so convinced that it will not work?

Describing Your Glass - Optimism vs Pessimism


Time required:

30 minutes.

What it does:

Explores the difference between optimistic and pessimistic behaviour. It also identifies the kind of actions we can take if we want to be more optimistic. 

The exercise can be run on it’s own, but it works best when it is run after the Attitudes Attract activity.

You will need:

A copy of the handout and Optimism Top Tips for each team member, plus flipchart paper and pen for you.

In a nutshell:

A chance for your team to think about optimistic and pessimistic behaviours and the impact optimism and pessimism have.

Different Perspectives - The House


Time required:

10 minutes.

What it does:

A quick exercise designed to demonstrate that just because someone has a different viewpoint/perspective, it doesn’t mean that they are not right too.

You will need:

The house pictures provided.

In a nutshell:

Team members describe the house in the picture.

Employee Engagement 1 - What is Engagement?


Time required:

25 minutes.

What it does:

Introduces the concept of Employee Engagement to people who have not encountered it before.

You will need:

PowerPoint slides have been provided to assist with your delivery; alternatively you can use pre-prepared flipcharts.

In a nutshell:

Differentiates between ‘Satisfaction’, ‘Motivation’ and ‘Employee Engagement’ and helps staff understand why engagement matters.

Employee Engagement 2 - Building Blocks


Time required:

20 minutes.

What it does:

Explores the behaviours that contribute to Employee Engagement.

You will need:

Each team will need one set of Building Engagement Cards. You'll need a flipchart paper and pens. A PowerPoint slide is provided with the engagement definition to assist with the delivery of the session, but is not essential.

In a nutshell:

Can your team make the connection between great workplace experiences and engaging behaviours?

Employee Engagement 3 – Job Dilemma 1


Time required:

25 minutes.

What it does:

Explores what employees can do to improve their own levels of engagement.




You will need:

This activity has a PowerPoint slide to assist with delivering the session. You will also need a copy of The Job Dilemma handout for each of your participants. It may also be worth distributing the Building Engagement Cards to the teams as an aide memoir.

In a nutshell:

Charlie has been offered a great role in a prestigious museum, but is it the right thing to do to accept the job?

Employee Engagement 4 – Job Dilemma 2


Time required:

15 minutes.

What it does:

Explores what your employees can do to improve their own levels of engagement.


flagThis exercise is designed to be a follow up to Employee Engagement 3 – Job Dilemma 1.


You will need:

This activity has a PowerPoint slide to assist with delivering the session. In addition, flipchart paper pens and sticky dots will be needed – each participant will need 5 red and 3 green dots. (If you don’t have dots, coloured marker pens will suffice.) Each team will also need a copy of the Building Engagement Cards.


flag
Mr Sketch Scented Markers can be purchased from Trainers' Market.


In a nutshell:

What actions are required by you and your team to maximise their engagement?

Jump


Time required:

15 minutes.

What it does:

Illustrates how motivation and self-belief can lead us to stretch our performance.

You will need:

A piece of flipchart paper, blu-tac and marker pens.


flag
Mr Sketch Scented Markers can be purchased from Trainers' Market.


In a nutshell:

Every participant completes a simple task to the best of their ability before then being encouraged to improve upon their first attempt.

SARAH's Change Curve


Time required:

25 minutes.

What it does:

Explains the emotional journey that people go through during a period of change and helps your team to understand and recognise the stages they experience when there is change at work. Useful if you will be introducing changes within the team.

You will need:

PowerPoint of SARAH’s Change Curve, flipchart paper and pens. It is also strongly recommended that you read our SARAH's Change study guide to understand more about SARAH and how to make change management more effective.

In a nutshell:

Explore SARAH’s emotional journey when undergoing change.

The Motivation Game


Time required:

25 minutes.

What it does:

Explores what motivates different people and more specifically what the biggest drivers for your team members are.

You will need:

One set of the Motivation Game Cards per seven participants, plus a table to display the spare cards. You may find the What Motivates My Team? handout in the Resources tab useful.

In a nutshell:

A card swapping game designed to uncover what motivates your team members.

The Price of Negative Thinking


Time required:

10 minutes.

What it does:

Gives your team members an opportunity to realise the frequency of their negative thoughts and the impact this has on them, and indeed, those around them.


flagThis exercise can be explained in a group situation or on a 1:1 basis. It is best debriefed on a 1:1 basis though.


You will need:

A set of Negative Thought Tokens per participant and two envelopes, one marked 'Start of the Day' and the other 'Counting the Thoughts'.


flag
Negative Thought Tokens are provided in the Resources tab (print and cut out one sheet of tokens per participant). Alternatively, you could use Pirate Treasure Coins, which can be purchased from Trainers' Market.


In a nutshell:

Each participant has 20 tokens and every time they have a negative though they must place one token in an envelope to highlight the frequency of the thoughts.

Witches of Glum


Time required:

30 minutes.

What it does:

Demonstrates how easy it is to make assumptions and how often this impacts on our perception of reality.

You will need:

Nothing other than the materials provided.

In a nutshell:

Participants identify the dangers of making assumptions.
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