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"Learning is creation, not consumption."
Openers
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Shared Introductions - 10 minutes. Pairs (or a trio if
there are an odd number of learners) exchange their name, company,
where they're from (public classes), their technical background,
and expectations. If there is time, find something they have in
common, and something unique. They introduce each other.
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False Sentence - 10 minutes. Divide into groups of 3-4.
Everyone has to write three sentences about themselves (e.g. I once
had purple hair). Two are true, and one is false. The others have
to guess the false sentence.
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Expectations - 5 minutes. Create a list of 10 to 20
objectives, have learners choose their top 3. Use a flip chart and
list the number of each objective, and have learners draw a circle
next to their top 3 objectives (first = red, second = yellow, third
= green).
Delivery/Application
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Quiz - 15 minutes. Break into two groups, and each group
comes up with 5 questions based on the material. Then they quiz
each other. The group being quizzed can't refer to the
material.
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Class Teach - 15 minutes. Break the class into groups
and have them prepare part of a module and teach it.
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Silence Buster - Have learners turn to the person next
to them and discuss the question.
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javadoc - Ask learners what a particular parameter is
used for, and use the javadoc to answer the question. Have learners
keep the javadoc and specifications open in a window early in the
course.
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Glossary - One index card contains a technical
definition of a term. Everyone writes their own definition of the
term, and the cards are put in a pile. The class has to guess which
is the technical definition. One point for guessing right, minus
one point for guessing wrong, and one point for each person who
thinks your card is the definition.
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Pictograms - Draw pictures, have the class recreate the
picture after.
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Pictionary - Break up into groups, each one has to come
up with a picture/brainteaser illustrating a concept. The other
group has to guess the concept. Note: I've run into resistance
with this technique, as it requires students to be a bit more creative
than usual. I accidentally stumbled on a solution to this problem.
First, save this technique for longer training sessions (e.g. 3-5
days), and have students try this later in the week. This gives
them time to soak up more information and gives them more
material to work with. Earlier in the week, use the Quiz technique.
That way, if you run into resistance with the Pictograms, you
can tell the class we'll fall back and do another quiz. The one
time I tried this, I saw the most horrified looks on students'
faces (no, no, not the Quiz again!!), and people actually grabbed
markers, ran up to the board, and started drawing furiously.
Here was the end result:
J2EE Brain Teasers. The
other reason this is useful is that it gives you puzzles to
use on future classes.
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Cartoon Captions - Class has to come up with captions
for the cartoon.
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Crossword Puzzles - Ideal for reviewing
terminology.
crauswords.com is the best crossword puzzle maker I've found.
Note: While a distinct minority of each class tend to
be puzzlers, be aware that some tend to be rather rabid puzzlers.
Avoid distributing your puzzles before covering important
material, or they may not be listening while you lecture.
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Action Maze - If they answer correctly, go to 5.
Otherwise, go to 12.
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Secret Word - Tell learners to take notes and jot down
words they find interesting. After the lecture, have them guess the
word that is written on a cardboard plaque taped up front.
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Forbidden Words - Break into pairs, one person in each
group gets cue cards. Try to get the other person to figure out the
word, without using the word itself.
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Bing-Tac-Toe - 10 minutes. Give learners a list of 9
terms. Have them draw a Tic-Tac-Toe grid and write 1 thru 9
randomly in the grid. Then the instructor shows/says definitions,
one at a time. Learners match the terms and definitions and call
out "Bingo!" when they cross off three in a row. They must also
correctly recite the definition for each winning term.
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Action Plan - 5 minutes. Learners are given time to
think about what was learned, assess its applicability, and write
down how to make it work in their setting.
Closings
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Bump - 10 minutes. Break into 2-3 groups, each group
brainstorms as many words as they can think of. Groups compare, and
bump off repeated words. Group with the most words left wins.
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Initials - 10 minutes. Break into two groups, come up
with two words of similar length, e.g. polymorphism. Write the word
vertically, top to bottom and have the group brainstorm terms
they've learned that begin with each letter in the chosen word.
Each group exchanges their results with a short discussion of each
word.
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Takeaway Points - 5 minutes. Ask each person what their
takeaway point for the day was.
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Graduation - 5 minutes. Each person takes an index card
or Post-it note and writes down two ideas or actions they will take
"back home". Participants receive graduation certificates that are
not their own. They must circulate the room with the
certificates and their cards. When they find the person whose
certificate they have, they say: "I can give you this certificate
if you will give me your two ideas."
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Follow up Support - 5 minutes. On a piece of paper,
participants write down:
- Name
- Daytime telephone number
- Something he/she wants to accomplish
- Something that would provide encouragement/support
Participants also write the date and set time 2 weeks in the future
as a reminder. Participants crumple their papers and toss them in
the air. Pick up the nearest paper and toss it, then toss another.
After three tosses, participants pick up the nearest paper (making
sure it's not their own). On that date and time, participants call
the people whose papers they have an offer whatever
support/encouragement was requested.
Tools
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Hall of Fame - Page on my website that lists students
who have won overall points during a training session. Categories:
Java, J2EE, EJB, limericks/poems and game designers.
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Double brainstorming - Everyone gets a playing card.
Break the group up by suite and have them work on an assignment.
Next time, break the group up by number and have them work on
another assignment.
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Group mixing - Count off (2's, 3's) and create new
groups.
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Limericks - Create a limerick or poem.
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Design Patterns Playing Cards -
http://www.industriallogic.com/games/dppc.html
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Koosh/Slinky/Stress Buster Toys - Tend to reduce
fidgeting and have a calming effect.
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Parking Lot - Separate flip chart or corner of a board
to list issues to cover later or research further.
"Be a guide on the side, not the sage on the stage."

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