Training Techniques
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"Learning is creation, not consumption."

Openers

  • 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.
  • 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.
  • 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

  • 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.
  • Class Teach - 15 minutes. Break the class into groups and have them prepare part of a module and teach it.
  • Silence Buster - Have learners turn to the person next to them and discuss the question.
  • 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.
  • 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.
  • Pictograms - Draw pictures, have the class recreate the picture after.
  • 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.
  • Cartoon Captions - Class has to come up with captions for the cartoon.
  • 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.
  • Action Maze - If they answer correctly, go to 5. Otherwise, go to 12.
  • 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.
  • 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.
  • 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.
  • 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

  • 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.
  • 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.
  • Takeaway Points - 5 minutes. Ask each person what their takeaway point for the day was.
  • 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."
  • 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

  • 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.
  • 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.
  • Group mixing - Count off (2's, 3's) and create new groups.
  • Limericks - Create a limerick or poem.
  • Design Patterns Playing Cards - http://www.industriallogic.com/games/dppc.html
  • Koosh/Slinky/Stress Buster Toys - Tend to reduce fidgeting and have a calming effect.
  • 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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Last updated:  Wednesday Apr 09, 2008 @ 06:53 AM