Motivators
What kinds of things might motivate people to
strive for the best? If there were one answer to this question, the
task could be relatively simple. In this section you will find a
number of activities which may act as a stimulus for motivating your participants.
POSITIVE REINFORCEMENT CARDS
Whenever a learner arrives to class on time from breaks, lunch,
etc. give them one playing card. You can also hand out cards to people
who volunteer for activities, are helpful, answers a difficult question,
etc. At the end of the day, play one hand of poker. Give
a small prize to the best hand (you can also pick the two top or three
hands if you want to give away more prizes. Note that the more cards
a person has, the better the chance of winning.
SOURCE:
Big Dogs Bowl of Biscuits. Date created: January 27/00
Internet. Last updated: March 12/00 Date viewed: August
5/00
Available URL: http://www.nwlink.com/~donclark/leader/icebreak.html
DESIRE
In many success books the word desire is the key word for attainment
of goals. In fact, it has been said that a person can achieve what
his or her mind can conceive. Break participants into subgroups of
three. Instruct participants to list their desires:
-
on a personal level;
-
professional level; and/or
-
as a group.
SOURCE:
Thirty Dynamic Warmups for Groups
Internet. Accessed August 5/00
Available URL: http://www.smartbiz.com/sbs/arts/act7.htm
SWAP SHOP
Objective:
-
To cultivate a number of ideas and to encourage group participation.
Procedure:
Everyone is told IN ADVANCE to bring at least one idea, exercise,
activity, etc., to the next training session. These should be focused
around some central theme (e.g. how to handle problem trainees).
As each person describes his or her idea to the group, a panel of experts
(three selected class members) instantly rate the idea on prepared flash
cards (1 10, with 10 being high). The facilitator tabulates each
total and announces the winners at the end of the time period.
Discussion Questions:
-
How many people gained at least one useful new idea today?
-
Did this process spark any additional ideas in your mind?
-
Can you think of some other areas in which this method can be applied?
-
What are some other variations on this technique?
Materials Required:
Three sets of flash cards (5 X 8 index cards), each set with a number
from 1 to 10.
Approximate time required:
20 to 25 minutes
SOURCE:
Newstrom, John W. and Scannell, Edward E. (1980) Games
Trainers Play
New York: McGraw Hill Book Company pp.23
IDEA EXCHANGE
Objective:
-
To encourage participation and sharing of ideas.
Procedure:
Each participant is given play money bills (or 3 X 5 cards)
which are either mailed out in advance or distributed the day before the
first session. They are told to write a single idea on each bill,
for a total of five of the best ideas (preferably organized around a single
issue or problem, such as How to handle a problem trainee). Names
are signed, and they are told that the ideas will be competitively
judged and shared.
At the first session, the bills/cards are collected and shuffled in
a box. Each attendee draws five bills/cards (not their own) and selects
the one believed to be the best, signs their name below that of the
ideas originator, and forwards it to the trainer. All of these double
nominees are then read aloud and audience reaction may be assessed by a
show of hands on a five-or-ten point scale (judged anonymously).
After all the ideas have been assessed, the top three (or five) qualify
for prizes, which are awarded to both the originator and the nominator.
The rest of the group also wins by virtue of being exposed to a large number
of successful ideas.
Alternative Procedure:
All items could be mailed out or passed in, and tabulation (on
flipchart or by handout) prepared and displayed (or distributed) for easier
evaluation and better retention.
Discussion Questions:
-
What useful CONTENT has been gained? (dependent on the problem/issue posed)
-
What useful PROCESS transpired? (widespread participation, a spirit
of cooperation and cohesion, etc.)
-
How would the same technique be used on the job? (ask employees
for safety ideas, work simplification suggestions, job enrichment approaches,
etc.)
Material Required:
Cards, tickets, or play money
Approximate Time Required:
Up to one hour, depending on group size and the elaborateness of discussion
and evaluation procedures.
SOURCE:
Newstrom, John W. and Scannell, Edward E. (1980) Games
Trainers Play
New York: McGraw Hill Book Company pp.35
MOTIVATION EXERCISE
Objective:
-
To illustrate that motivation is internal, but that external incentives
can initiate action in humans.
Procedure:
Since motivation is an often maligned subject, stress that
the dictionary definition of motivation is something from within, NOT
WITHOUT, that prompts or incites an action.
To illustrate, ask the group to please raise your right hands.
Pause a moment, thank the group, and ask them, Now why did you do that?
The response will be, Because you said please, etc.
After 3 4 additional responses, say, OK, now would you please all
stand and pick up your chairs?
In all likelihood, this will get no action. Continue, If
I told you there were some dollar bills (loonies in Canada) scattered around
the room under the chairs, would that motivate you to stand and pick up
your chairs. (Ordinarily, two or three participants will rise, and
soon most everyone will follow suit. As dollar bills are found, point
out, Theres one over here; heres one in front, etc.)
Discussion Questions:
-
Why did it take more effort to motivate you the second time?
-
Did money motivate you? (Stress that money often does not act as
a motivator.)
-
Whats the only real way to motivate? (Acknowledge any relevant answer,
but emphasize the ONLY way to get a person to do something is to make a
person WANT to do it. There is no other way!)
Materials Required:
Several one dollar bills (or loonies in Canada) hidden (taped) under
participants chairs.
Approximate Time Required:
10 minutes
SOURCE:
Newstrom, John W. and Scannell, Edward E. (1980) Games Trainers
Play
New York: McGraw Hill Book Company pp.115
POSITIVE REINFORCEMENT
FOR TRAINEES
Objective:
-
To demonstrate that positive reinforcement increases the probability that
a given behaviour will appear again.
Procedure:
Reinforcement theory predicts that if a given behaviour is
followed by a positive consequence, that behaviour will increase in its
subsequent frequency. The person in control must make sure the consequences
are contingent upon performance, and that the consequences are positive
for the recipient.
Joel Weldon has perfected the process in his motivational presentations,
and other trainers can borrow directly from his technique. Joel has
produced stick-on labels for small cans which say, Success comes in cans,
not in cannots. When hearing the catchy little phrase and viewing
the take-home reward that can be theirs for displaying the appropriate
behaviour, the participants enjoy the exercise and respond accordingly.
Whenever a person contributes an insightful comment or breaks up the room
with a humourous remark, Joel reinforces that person with a can, and
the remainder of the group tries that much harder to obtain their cans.
In general, the key is to:
Identify something that will be generally desired (e.g., free drink
tickets for the cocktail party).
Let the group know that these rewards are available (either through
prior announcement or after the first appropriate behaviour).
Give rewards out liberally, but conditionally.
Discussion Questions:
-
At the end of the session, a brief presentation can be made on positive
reinforcement by focusing the discussion around the following questions:
-
Why did people participate so actively?
-
What would have happened if the trainer had withheld a reward one time?
-
What if the trainer had choosen the wrong reinforcement for the group?
-
What other applications of positive reinforcement can the group see?
Materials Required:
Advance selection of reinforcers (e.g., cans, slogans printed on Frisbees,
baseball caps, t-shirts, bumper stickers, drink tickets, dollar bills).
Approximate Time Required:
Less than five minutes to introduce; minimal time interspersed within
the session.
SOURCE:
Newstrom, John W. and Scannell, Edward E. (1980) Games
Trainers Play
New York: McGraw Hill Book Company pp.117
HONORING TEAM
ACCOMPLISHMENTS: A RETROSPECTIVE
Learning Goals:
-
To identify the major accomplishments of the team and to acknowledge individual
members who contributed to the accomplishments.
Preparation:
1. Create a flip chart display with the heading, Team Accomplishments.
2. Provide a sheet of flip chart paper for each participant.
3. Provide a set of four colored magic markers for each participant.
Learning Activity:
1. Ask team members to identify the major accomplishments of
the team since its inception, recording each accomplishment on a flip chart.
Work with the team to identify as many accomplishments as there are members
of the team; that is, if there are nine team members, have the team identify
nine compelling accomplishments. Record the accomplishments on the flip
chart display. Allow approximately 20 minutes for this discussion.
2. Let each team member select one of the accomplishments from
the list. Instruct them to visualize an image or impression that symbolizes
that accomplishment. Have them draw those images or impressions on flip
chart paper. Request that they only use images, avoiding words. Allow approximately
15 minutes for the drawing of images.
3. When everyone is finished ask team members to describe their images.
Allow approximately 20 minutes for these presentations.
4. Ask team members to identify the most prized elements of teamwork
that are exemplified in their images. Ask the team to acknowledge
current members of the team who contributed to the accomplishments.
Allow approximately 20 minutes for discussion and acknowledgments.
What to Expect:
This activity is designed to celebrate the major accomplishments of
the team through images, tapping into a deeper level of knowing. Expect
some resistance from "non-artists." Keep the momentum up. The creation
and presentation of images of accomplishments stimulates high levels of
enthusiasm for the work of the team.
Approximate Time:
60-90 minutes.
SOURCE:
McGraw-Hill Trainers Toolchest. Date online not available
Internet. Accessed date: July 17, 2000
Available URL: http://www.pbg.mcgraw-hill.com/training/toolchest/games.html
CELEBRATING:
PAST AND PRESENT STORIES OF TEAM SUCCESS
Learning Goals:
-
To tell stories of team effectiveness.
-
To design actions that translate the sense of possibility that these
stories engender into the day-to-day routine of the team.
Preparation:
1. Provide notepaper for all participants.
2. Create two flip chart displays with the headings, Threads and Action
Ideas.
Learning Activity:
1. Ask individual team members to describe, on the notepaper
provided, a time in the life of the team when the team felt potent, alive,
full of spirit, fresh, vital, and full of possibility. Request that they
tell the story of this time, using the journalistic Who, What, Where, When,
Why, and How framework. Allow 15 minutes for reflection and writing.
2. When all team members have finished, ask that they tell their stories.
Take the time to hear from all team members. As the stories are told, listen
for patterns. Work to achieve consensus about the underlying thread or
threads that run through the stories. Record these threads or themes on
the first flip chart display.
3. Ask the team to consider what in the life of the team right now could
or does generate this quality of spirit. Facilitate an inquiry among team
members. Ask what action steps the team could create to reinforce and extend
this sense of spirit, possibility, and greatness. Record their action ideas
on the second flip chart display.
4. Request that participants reflect on their experience of storytelling
and their action ideas, identifying implications for their work together.
What to Expect:
This activity generates considerable energy and a celebratory team mood.
The key to successful facilitation of this activity is helping the team
to move from the stories of spirited team performance in the past to discovering
the source of that spirit in their current work together. The benefit of
this experience is established through action steps to continue support
for spirited team performance.
Approximate Time:
60-90 minutes.
SOURCE:
McGraw-Hill Trainers Toolchest. Date online not available
Internet. Accessed date: July 17, 2000
Available URL: http://www.pbg.mcgraw-hill.com/training/toolchest/games.html
PAYOLA
Purpose:
-
Introducing a topic; Team building; Energizing a long, dry presentation
Group Size:
6-20
Level of Physical Activity:
Medium
Estimated Time:
1-5 minutes
Props:
Play money ($100,000 per participant in different denominations); prizes
with sale prices that match earning power; two envelopes per participant
Participants enjoy recognizing one anothers contributionswithout any
cost to themselves. Use this activity to stimulate interest and keep the
group energized.
Many parents wonder about the best way to get their kids to do work
and to consider it a normal process (notice that I didnt say enjoyable)
to assume responsibility. What Im talking about is payment for services.
Some call it allowance; others call it bribery. I, of course, preferred
the inconsistent routeswitching philosophies each time one appeared not
to work. My parents were very consistent; work was not an option, but their
paying me was. So I could do the work well and get my allowance, or
I could do it less than well and not get an allowance. The emphasis was
on quality. Aha!
Instructions:
1. Before participants arrive, put $100,000 each in various
denominations in half of the envelopes and write "To Give" on them; then
write "Recognition" on the remaining empty envelopes.
2. As participants arrive, give each one a full "To Give" envelope and
an empty "Recognition" envelope.
3. Instruct them to use all of the money to reward one another for contributing
insights, perspectives, or ideas at any time. Explain that the different
denominations are to help them place value on the contributions.
4. Tell them that at the end of the session, they will get to spend
their recognition dollars.
5. At the end of the session, allow participants to buy prizes using
the dollars theyve accumulated.
Variations:
1. Have a pile of money on the table and ask participants to take from
the pile to reward others.
2. Use chips rather than dollars.
Tips:
1. You give out money, too, particularly in the beginning to get the
ball rolling.
2. Dont be surprised if participants pool money at the end to buy joint
prizes.
3. Encourage participants to include everyone in recognition. The purpose
is not to exclude anyone; the purpose of the activity is to include everyone.
SOURCE:
McGraw-Hill Trainers Toolchest. Date online not available
Internet. Accessed date: July 17, 2000
Available URL: http://www.pbg.mcgraw-hill.com/training/toolchest/games.html
STRENGTH BOMBARDMENT
Participants pick a partner, designating one person "A" and one
person "B". Facilitator instructs person A to say as many positive or nice
things about person B for the next 60 seconds. At the end, persons B respond
in unison "Thank you. You know me very well." Then Bs bombard all the As
with their strengths for 60 seconds. As respond in unison "Thank you. You
got that right." Importance of positive feedback (meaningful and concrete)
can easily be processed out of this exercise.
SOURCE:
Teachers.Net. Date online: 1996
Updated on: August 8/00. Internet. Accessed on August 9/00
Available URL: http://teachers.net/mentors/higher_education/topic123/5.21.99.13.18.55.html
WARM FUZZIES FEEL SOOOO GOOD!
Objective:
-
To stimulate individuals to recognize, and satisfy, others needs for positive
feedback.
Materials:
None
Procedure:
Indicate to the group the importance of providing positive
strokes to ourselves and others in order to help people feel good and increase
the probability of their repetition of an appropriate behaviour.
Support your contention with selected quotes from Dr. Kenneth Blanchard,
who suggests that we Catch people doing something right, or Lord Chesterfield,
who advised us to Make a person like him/herself a little better and I
promise s/he will like you very well indeed.
Ask each person to pair up with another individual.
Direct them to think of something positive that they could say to and
about the other person. (i.e., a one-minute praising)
Then have them do it.
Discussion Questions:
-
How often do you deliver one-minute praisings (warm fuzzies) during the
day?
-
How often do you hear others doing it?
-
How often do you receive one-minute praisings?
-
What do you think employee expectations are for positive feedback?
-
Why dont many of us give as much positive feedback as we think we should?
Tips:
You may wish to read one of the classically popular books dealing with
the application of reinforcement principles, such as Blanchard and Johnsons
The One-Minute Manager, or Aubray Daniels Bringing Out the Best in
People. The former source highlights several principles you could
share with the group:
-
Immediacy
-
Specificity
-
Solicitation of repeat behaviours
-
Physical support
-
Reaffirmation of overall performance
By contrast, you may wish to familiarize yourself with some of the major
criticisms of positive reinforcement. See for example, Alfie Kohns
book, Punished by Rewards.
If you have more time:
A few props can make this demonstration substantially more powerful
in its impact. Simply obtain a small supply of cotton balls and one-inch
squares of sandpaper. Give one of each to every member. Begin
the exercise by asking them to rub some part of the body (e.g., their nose,
cheek, or a knuckle) with the sandpaper and then report how it felt.
Now direct them to rub a similar surface with the cotton ball and solicit
their comments. Essentially, the point you are tying to make is that,
inevitably, the warm fuzzy of the cotton ball (or praise) feels much
better.
SOURCE:
Newstrom, John and Scannell, Edward (1996) The Big Book of Business
Games.
New York: McGraw-Hill pp.34
SUCCESS IS
Objective:
-
To demonstrate how values may change with the passage of time and acquisition
of experience.
Materials:
None
Procedure:
When discussing leadership, excellence, or success in any organizational
setting, suggest that success in any venture is a highly individualistic
commodity. Ask participants to think about the word success for
a moment or two. Then follow with these questions:
Think back to when you were in grade school. How did you think
of success? How did you identify people you felt were successful?
When you got out of school (high school or college), did these perceptions
change? How?
Today right now, as we sit here how would you identify or define
success?
Discussion Questions:
-
How many of us as kids saw success primarily in the form of TV or film
celebrities, or in terms of lots of money?
-
Did these images change much as you prepared to enter the world of
work? How? Why?
-
As we finished high school or college, how many honestly saw success
strictly as making tons of money?
-
What about now? Why do most of us perceive success in such different
ways?
When asking the first question (about grade school), answers typically
come back as identifying celebrities, rock stars, rich and famous
people, and the like.
For the second question, expect answers in terms of monetary
or material thing, such as making $___.000, owning a BMW and
so on.
For the last question, the answers will likely be more in terms of personal
or professional items rather than monetary rewards.
SOURCE:
Newstrom, John and Scannell, Edward (1996) The Big Book of Business
Games.
New York: McGraw-Hill pp.47
MOST? BEST? GREATEST?
Objectives:
-
To encourage disclosure of personal information among group members.
-
To develop a norm of sharing.
-
To break down facades.
-
To increase awareness of each others experiences.
Materials:
None
Procedure:
Select one provocative question for each meeting. You
may choose either to announce it in advance (to give members time to think),
or to introduce it on a spontaneous basis. To save time, ask each
person to respond in 25 words or less.
Then call on each person to give his or her self-report. Examples
of good questions include:
-
What is your greatest achievement?
-
What was the happiest day of your life?
-
What is your most prized possession?
-
What is the most fun you have ever had?
-
What is your dream vacation like?
-
What is the best book you have ever read?
-
Who is your most admired person?
-
If you could have a T-shirt printed with a message, what would it say?
The whole purpose is to encourage light-hearted self-disclosure (on a superficial
level) that lends itself to future follow-up and probing casual conversation.
Discussion Questions:
-
Is it acceptable to disclose personal thoughts, dreams, values, or achievements
during work?
-
What are the positive consequences of doing so?
-
What possible concerns do you have about doing so as a result of this exercise?
-
What norms are we creating by this exercise? Why didnt they exist
before?
Tips:
Keep it moving quickly.
You may wish to volunteer to be the first person to respond, to set
the tone for the exercise.
To protect individuals from any embarrassment, you may wish to create
a rule that they can pass on a question once a month if they dont
wish to answer.
If you have more time:
Make the group responsible for generating future questions by passing
the assignment for picking the next question around within the group.
You might even wish to record a living history of member responses by
saving a key word or two from each person, and distributing a follow-up
handout listing member names and themes.
SOURCE:
Newstrom, John and Scannell, Edward (1996) The Big Book of Business
Games.
New York: McGraw-Hill pp.128
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