Trainers have an insatiable need for games to use in the workplace. This collection gives them something not only new but unique: engaging activities based on research by a Harvard-trained psychologist whose groundbreaking work in creativity and problem-solving received worldwide praise. Presented in the same easy-to-use format as McGraw-Hill's best-selling "Games Trainers Play" series, this handbook will help trainers simulate innovation throughout the organization. They can use the 30 activities to develop in-depth workshops on creativity - or to spice up other types of training with creativity breaks. Epstein shows how to customize each exercise for different settings, and provides the nitty-gritty details trainers are looking for: lists of required and optional materials (always inexpensive and easily obtained), time recommendations, and reproducible handouts.
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