Activate!
Contents
What’s in this resource
About this resource
How to use this resource
Information for the user
About the author
A word about copyright
Action Tools
Topic Tools
The card games:
Letter Box
26 cards, one for each letter of the alphabet; use to
A Establish an order of participation
B Just move or Explore behaviour patterns
C Create an overview of your training topic
D Invent acronyms and slogans.
Numerous Ways
20 cards numbered from 1 to 20; use to
A Divide people into two teams
B Lighten the mood or Explore creative thinking
C Provide a problem-solving activity
D Reinforce a set of procedures.
Categorise
10 cards, each representing a different category; use to
A Refresh group dynamics or Establish a new sequence
B Encourage interaction or Explore group cohesion
C Assess process improvement or Explore team working
D Stimulate lateral thinking or Explore team working.
Perfect Pairs
20 cards illustrating 10 pairs; use to
A Sort people into pairs or teams
B Encourage interaction or Explore competitive instinct
C Experience decision making in a group
D Explore the issue of who works with whom.
Triple Tops
18 illustrated cards in six sets; use to
A Sort people into groups of three or six
B Lighten the mood
C Consider the story as an aid to recall and learning
D Explore identity as an individual or as a team.
Groups and Teams
20 illustrated cards representing four different groups; use to
A Sort people into groups with or without a leader
B Lighten the mood or Explore the role of actions in the communication process
C Assess management styles
D Explore leadership styles.
Role Caster
50 cards representing four different ‘roles’; use to
A Allocate roles for your chosen activity
B Explore the link between management style and performance
C Consider role patterns and opportunities for expansion
D Examine roles within an established team.
Interacters
20 themed cards; use to
A Encourage interaction during a break
B Develop relationships in a team
C Get to know someone
D Experience interviewing skills.
Connections
20 themed cards; use to
A Encourage interaction at the start of an event
B Develop group cohesion
C Explore aspects of staff selection
D Encourage interaction during a lunch break.
Openers
20 cards, each with an open question; use to
A Create a platform for learning and discussion
B Discuss the assessment of training needs
C Understand the use of open questions
D Practise using open questions.
Closers
20 cards, each with an open question; use to
A Structure an evaluation and feedback session
B Create action plans or Identify further training needs
C Explore training assessment techniques
D Create action plans with a team.
Tell-a-Tale
40 cards, each with an incomplete phrase; use to
A Explore creativity within a team
B Discuss the pressure of time
C Assess the impact of dealing with partial information
D Explore competitive instinct.
Story-line
20 cards in four sets, each with a story element; use to
A Explore the implications of working together
B Assess the importance of seeing the whole picture
C Analyse the introduction of something new
D Demonstrate that the same elements can give different outcomes.
Number Crunchers
20 identical cards of numbers and mathematical symbols; use to
A Explore attitudes and their impact
B Assess the impact of time on a group task
C Explore the organisation of resources
D Compare working alone and with others.
True Intent
20 cards, each containing a different phrase; use to
A Explore the importance of intent in communication
B Assess aggressive and assertive behaviour
C Discuss communication patterns within a team
D Assess the impact of a critical manner.







