Tuesday, March 11, 2014

Developing Rapport - Team Work Drills

This entire class is designed to teach the participants two things: First, it takes baby steps in progression to develop trust and rapport; Second, it takes Trust to develop rapport at all.  It takes 45 min to 90 minutes depending more upon your needs than upon the curriculum. Each drill has some material requirements but they are minor and can be worked around easily if you either forgot to get the material or don't have time to get it.

It's important to realize when we start that the drills start VERY easy and must be done without making them more difficult.  It's not the drill that matters, but what it develops in you students or team members.

Drill #1 - Taking Your Money
Materials Required: You need 10 to 30 coins of any denomination for each team. (they don't even have to be coins, but the tie to money makes the game a little more germane)  

Teams: Teams need to have at least 3 members per team but you can have as many team members as you want. We select team size based on age, skill and leadership ability of the group.  For example, if I have 3 high end leaders, I will have 3 groups, or; if I have 6 team members who are new to the team or weak, I might make 6 groups. (3 team members or more allows for discussion and strategy development.)

They game is at the very apex of simplicity. Divide the team into 2 sub teams.  For example, if you have 4 people in the team, each sub team would have 2 members in it.  If you have 3 members, then you will have a sub team of 2 and one of 1 member. (As they complete the game, it has 3 cycles, then they switch sub team members.)

Take the 30 coin and dump them on the table or floor in the middle of the team members. Have them play version 1, then version 2, and if you have time, version 3.

Play each version for 5 minutes - so the who drill takes 15 minutes, so to speak.  You can talk for 3 minutes and run the drill for 4 minutes per version, or any other combination depending on your time.  

How to Play

Version 1 - Flip a coin to see which sub team gets to start first.  When you say go, they continue to play version 1 over and over until you say stop.  After each game, change sub team members within the team.  

Rules: each side picks up 1 or 2 coins at a time. When they are done, the other side proceeds.  So if Green Team is first, they take 1 or 2 coins, then it is Red Teams turn, and they take 1 or 2 coins.  They can talk as much as they want to each other, but within the sub team, they must take turns also, picking up a coin.  The team that picks the last coin up wins.

Version 2 - Same as Version 1, but you can pick up 1, 2 or 3 coins at a time. 

Version 3 - Same as Version 1, but you flip a coin to determine how many coins to pick up.  Heads is 1 coin, Tails is 2 Coins.

Debrief: Bring them all together, and ask them what they found out about how to win the game.  There is no "best answer, but there are 2 or three ways to insure you win. It is similar to Tic Tac Toe in difficulty, but there is always a winner.  

The Purpose of the debrief is not to find out how to win a simple game, but to start to build rapport.  You will not communicate that part until you have finished all three drills.
Drill #2 Paper Wad Target Practice

Materials Required:
Target: A Table that you can put tape on and make a target, or a piece of poster board with a hand drawn target.

Straws: We used a box of coffee stirrer straws, but you can use any straws - you need 1 per team members.

Paper Wads: The number of paper wads you make determines how long the game lasts.  The longer the game, the more they learn.  Also keep in mind, if these are already leaders, they are also already competitive, so more will be be better.  We took a piece of paper and ripped it in half, and in half again, and in half again, and one more time, then wadded up each piece into a paper wad.  The should be some where from a pea to a dime in size.  If your straws are large, they should be larger.

How to Play:

The teams you started with take turns with each other, team 1, 2 then 3 and finally 4. They can subdivide their teams into as many groups as they want.  1 Sub group plays at a time, and they take turns until each sub team has played. For example, team 1 sub team 1 plays out their turn, then its Team 2 sub team 1's turn.

You drop a paper wad outside the target on the table, and the then playing team blows the paper wad to the center of the target.  Wherever it stops, that is the number of points they get, so if they make it to the middle, then they get 50 points. Then it's the next teams turn.  Their turn continues until they stop, and say they are done, or they blow the paper wad off the target or the TOUCH  another paper wad that is one the table.  If the touch another teams paper wad, or they blow it off the table, you put the paper wad back into the pool to be played.  If they stop on the target, it stays on the target. (Just to be clear, because someone will ask, what if we move someone else's paper wad?  You lost your turn.)

Another thing they might ask is "can we suck" the paper wad up.  That's up to you.  I generally allow them to be creative, and I like that solution, so if they do that I allow them to score with it, as long as it lands on the target and does not hit another teams paper wad. 

The game continues until you have run out of paper wads.

Debrief:  Ask them again what they learned to win the game. If you do not hear "Team Work" or trust, then you need to ask them if trust played a role in the game?  If not, why not?


#3 Crawl, Walk Run - That's How we Learn

Materials Required:  Something to use as a blind fold.  If you have 4 teams, you need 1 to 4; if you have 6 teams, 1 to 6 blind folds depending on your ability to supervise and prevent injury.  The older the group, the less you need supervision.

How to Play: You need 2 team members, one blind folded, one not.  The blind folded team member is lead by his partner.  You can run the drill with physical contact, which I suggest, or buy voice control only.  If they are not allowed to use touch, you must trust the team members yourself, because the chance for injury is much greater.  If they are allowed to touch, which I suggest strongly, then it does not matter how.  Pick one: Hands to hands, hand to shoulders - this way you prevent any accidental inappropriate contact.

Everyone on every team does A, then everyone does B, then everyone does C.  You run each turn for 60 to 90 seconds depending on how much time you have.  When you say stop, the team members switch places.  Once both have done it, you replace them with another pair from their team.

A.  CRAWL - this is the developmental equivalent of crawling, where they build trust with their partner.  THEY MUST WALK FROM THE TIME YOU START THEM UNTIL THE TIME YOU STOP THEM.  If you are indoors, tell them where you want to to lead their partners. I you are out of doors, walk them around the boundaries so there is NO CHANCE of misunderstanding leading to accidental injury.

B. WALK - this is the developmental equivalent of walking.  THE MUST WALK FAST over the same course they did a few minutes earlier.

C. RUN - Caution - supervision is highly recommended. THIS TIME THEIR PARTNER LEADS THEM ON A RUN ON THE SAME COURSE.  It is important to NOT PUSH them to run fast.  The speed is between the runner and his guide. Tell them that before they start.

Debrief:  Ask them if they trusted their partner?  Ask them where the trust came from.  Make sure they get around to Baby Step, or crawl before you walk, walk before you run.

Then ask them where else they used that program for developing trust with their team members.  You are trying to lead them to recognize the lesson plan itself was designed on this very plan.  Easy, harder, hardest.

Wrap up by telling them that trust among themselves is developed this way, and so is it with their students, co-workers, and even family members where trust has been violated.

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