06473nam 2200781 a 450 991014126340332120220429134307.01-118-24031-61-119-20326-01-280-58878-097866136186101-118-22737-9(CKB)2670000000175457(EBL)821858(OCoLC)772452984(SSID)ssj0000654146(PQKBManifestationID)12238017(PQKBTitleCode)TC0000654146(PQKBWorkID)10659784(PQKB)10977662(PQKBManifestationID)16036215(PQKB)24601421(DLC) 2012000944(Au-PeEL)EBL821858(CaPaEBR)ebr10558100(CaONFJC)MIL361861(CaSebORM)9781118180938(MiAaPQ)EBC821858(PPN)187843759(EXLCZ)99267000000017545720120109d2012 uy 0engur|n|---|||||txtccr50 digital team-building games[electronic resource] fast, fun meeting openers, group activities and adventures using social media, smart phones, GPS, tablets, and more /John Chen1st editionHoboken, N.J. Wiley20121 online resource (236 p.)Includes index.1-118-18093-3 50 Digital Team-Building Games: Fast, Fun Meeting Openers, Group Activities and Adventures Using Social Media, Smart Phones, GPS, Tablets, and More; Contents; 50 Digital Team-Building Games Quick Start; How to Use This Matrix; Preface: How to Use the Games in This Book; Purpose; Initiatives or Team-Building Games; Preparation; Test Your Technology; Prepare Your Teammates; Participant Map; Facilitator Tree; Plan B (C, D, and E); Event; Log in Early; Create Invitation and Inclusion; Improv and Engage; Facilitate Success; End on a High Note and Follow Up; Facilitator DebriefDigital Team-Building Games Checklist-PIPEAcknowledgments; How Twitter Made This Book Happen; Introduction to 50 Digital Team-Building Games; Why Should You Buy This Book?; Where the Games Come From; The Education of a Digital Team Builder; Chapter 1: Icebreakers; Me in 140 Characters or Less-Twitter Hypernetworking; Goals; Game Summary; Setup; Instructions to the Audience; Power Tips; Debrief; Variations; Case Study; Alpha Names-Learn Names While Learning Team Process; Goals; Game Summary; Setup; Instructions to the Audience; Power Tip; Debrief; Variations; Case StudyWhere in the World Whiteboarding-Draw Who You Are and Where You're FromGoals; Game Summary; Setup; Instructions to the Audience; Variations; Case Study; Photo Booth-iPad 2 or Photo-Based Networking; Goals; Game Summary; Setup; Instructions to the Audience; Variations; Case Study; Pinterest-Pin Pictures and Websites for a Common Topic; Goals; Game Summary; Setup; Instructions to the Audience; Sample Questions; Debrief; Case Study; Chapter 2: Communication/Games for Speakers; Texting Q&A-Asking Anonymous Questions Via Text; Goals; Game Summary; Setup; Instructions to the Audience; Power TipsDebriefCase Study; Raising Hands-Have You Ever . . . ?; Goals; Game Summary; Setup; Instructions to the Audience; Power Tips; Debrief; Variations; Case Study; Polling-Team Consensus by Technology; Goals; Game Summary; Setup; Instructions to the Audience; Power Tips; Case Study; TwitterStorm-Crowdsourcing Goodness; Goals; Game Summary; Setup; Instructions to the Audience; Sample Questions; Power Tips; Debrief; Case Study; Twitter Tools to Track Tweets:; A Good Overall How-To Guide for Twitter Chats; Current List of More than 500 Twitter Chats Happening WeeklyGo Ahead, Caller-Improving Teleconference Skills with a Game ShowGoals; Game Summary; Setup; Instructions to the Audience; Power Tips; Variations; Case Study; Model Citizen-Testing Communication Assumptions by Building a Model They Can't See; Goals; Game Summary; Setup; Instructions to the Audience; Power Tips; Debrief; Variations; Case Study; Backchannel-Instant Feedback by Group Text; Goals; Game Summary; Setup; Instructions to the Audience; Power Tips; Debrief; Case Study; Team Pecha Kucha (peh-chak-cha-)Team Presentation with 20 Slides for 20 Seconds Each; Goals; Game Summary; SetupInstructions to the Audience"Use technology to increase loyalty and productivity in your employees50 Digital Team Building Games offers fun, energizing meeting openers, team activities, and group adventures for business teams, using Twitter, GPS, Facebook, smartphones, and other technology. The games can be played in-person or virtually, and range from 5-minute ice-breakers to an epic four-hour GPS-based adventure. Designed to be lead by managers, facilitators, presenters, and speakers, the activities help teams and groups get comfortable with technology, get to know each other better, build trust, improve communication, and more. No need to be a "techie" to lead these games--they're simple and well-scripted.Author John Chen is the CEO of Geoteaming, a company that uses technology and adventure to teach teams how to collaborate. How to lead a simple, fast, fun team building activity with easy-to-follow instructions How to create successful "virtual" team building that requires NO travel and little to no additional expenses How to engage standoffish engineers, "hard to reach" technical teams, or Gen X/Y teammates with technology they enjoy using Successful technology-based team building can build buzz for your company, build critically important relationships and communication internally, and keep your team talking about it for weeks afterward!"--Provided by publisher.Teams in the workplaceSocial groupsTreball en equipthubGrups socialsthubLlibres electrònicsthubTeams in the workplace.Social groups.Treball en equipGrups socials658.4/022BUS041000bisacshChen John1967-938971MiAaPQMiAaPQMiAaPQBOOK991014126340332150 digital team-building games2116559UNINA03251nam 2200505 450 991079884190332120220512201513.01-119-78317-81-119-78315-1(CKB)4100000011476255(MiAaPQ)EBC6357626(PPN)272713627(EXLCZ)99410000001147625520210223d2020 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierEngaging learners through Zoom strategies for virtual teaching across disciplines /Jonathan BrennanHoboken, New Jersey :Jossey-Bass, a Wiley Imprint,[2020]©20201 online resource (xviii, 126 pages)Includes bibliographical references and index.Polls -- Chat -- Breakout rooms -- Main session room -- Minimizing Zoom fatigue -- Whiteboards for sharing -- Virtual backgrounds and profile photos -- Integrating apps."Many educators are frustrated with the perceived limitations of a video-conferencing platform like Zoom that was originally designed for corporate meetings. Yet Zoom offers tools that, with creativity and practice, can be used to more deeply engage students, reduce Zoom Fatigue, promote active learning, and achieve successful learning outcomes. Dr. Brennan has developed a collection of dozens of active, synchronous Zoom learning structures that can be used in any discipline, and at multiple levels of education. The resulting book, Engaging Learners through Zoom, will help educators leverage the latest research on active learning, engagement, learner motivation and cognitive neuroscience, to train them to be more effective as educators in distance learning, and to ensure that learners have the best possible opportunity to achieve their educational, career and life goals. This is especially important in ensuring equity in educational outcomes for students who are at greater risk of dropping out of high school, and who are the first in their families to attempt college. The goal for this book is to provide educators with a sizeable toolbox for improving distance learning experiences and results, primarily through synchronous learning. If educators use these tools with students, the author and his company, On Course, will achieve its goal of significantly increasing learner engagement and thus the opportunity for more students to achieve their educational goals"--Provided by publisher.Virtual reality in educationInternet in educationComputer conferencing in educationTeachingComputer network resourcesDistance educationVirtual reality in education.Internet in education.Computer conferencing in education.TeachingComputer network resources.Distance education.371.33468Brennan Jonathan1516691MiAaPQMiAaPQMiAaPQBOOK9910798841903321Engaging learners through Zoom3753322UNINA