Communication Icebreaker – Interpersonal skill development (Simventure) (QAA 6,7)

Communication Icebreaker – Interpersonal skill development (Simventure) (QAA 6,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy

6Interpersonal Skills 7Communication and Strategy

Objective:

The learner will be able

  • to address the challenge by gathering a wide range of solutions
  • to evidence the power of group work as more ideas are created through team work
  • to encourage individuals to work together (icebreaker) before undertaking a significant team challenge (Simventure business start-up simulation)
  • to energise and interest a mixed group

Introduction:

This quick ice-breaker can be used with any size of group (if you have sufficient resources for each group/individual) and acts an immediate energiser.

Activity:

All participants are given a scrabble letter (or similar) at the very start of a session (You can either run this as an individual challenge, or with larger groups, create teams/groups).

Set the challenge to make the longest word possible within a set time frame (3 mins).

An enhancement of this can be to bind the task in some way – so to make the word to do with the topic/subject or related on the up-coming challenge.

This very busy activity results in people getting to know each other very quickly, having fun and finding immediate common ground.

Impact:

This active and engaging task brings the students together, energising them before they are issued with their main group challenge (to run SIMVENTURE – business start-up simulation). It is highly effective as an ice-breaker task as the task is sufficiently engaging, but 'low-risk' as not related to the large challenge of the day (competitively running a business simulation).

Learner outcome:

The need for good interpersonal skills, working within specific time constraints, means that the students engage in the task and each other from the first moments of the class.

Reflection the task at the end of the 'game' can allow for key points to be bought out regarding team work, expectations of team members or colleagues and provide a foundation for creating ground rules for working together.

Resources:

Scrabble letters – or similar

Timer (watch/phone)

References:

http://simventure.co.uk/the-product/overview

Author:

Simventure www.simventure.co.uk

About the Author
This guide was produced by Marcus Hill, SDDU University of Leeds and Peter Harrington.