MANAGEMENT TRAINING BY WAY OF A LIVING " CLUE " GAME !
A police officer comes in and speaks to the trainees. He is followed by a policeman in a uniform.
Something awfull happened : a murder was committed
!
Rules and Principles
The trainees are following a seminar on management or simply a work meeting.
A
police officer suggests they carry out
an investigation to find out the motives
to the crime and unmask the culprit.
Timing
Day 1
5:30pm to 7:30pm
Opening of the Management Seminar and first contact with the trainees
7:30pm to 9:00pm
Diner
9:00pm to midnight
Role playing
Trainees carry out the investigation.
Day 2
9:00am to Noon
and
2:00pm to 6:00pm
Organization of the management Seminar Feedbacks on the game
Transfer to the trainees' actual work life
Enrichment and bringing-ins in terms of method, management, technique and behavior
Number of participants taking part to the game
From 5 to 50, all dispatched in teams.
The Setting
A nice manor, a castle, a charming hotel, a cruise...
The Plot :
We can find all the ingredients to a very contemporary plot and most of all can capitalize on the situation to extract pedagogic information.
The Characters
Muderer(s), suspect(s), policemen… are all professional actors.
The number of characters will vary according to the kind of service you want.
They
undergo the teams' examinations and reveal
their implication in the plot according
to a rigorous pre-established scenario.
The leader of the game
He is embodied by the police officer.He controles the timing of the different stages in the game.
Assisted by a policeman in a uniform, he leads the teams through the successive steps of their investigation and to its conclusion.
Procedure for the game (for the investigation)
The police officer and the policeman come in and announce to the trainees something happened, they dispatch the participants in teams.
Each team :
1)
Gets all the information on the murder.
2)
Leads the examinations of the witnesses and gathers more information.
3)
Compares the information it collected from the different witnesses.
4)
Carries out the search of the victim's room where clues are to be found.
5)
Gets a little time for reflexion on this information.
6)
Cross-examinates the witnesses.
7)
Draws
conclusion and writes down the
name and motives of the culprit.
8)
Hands in its conclusions to the police officer.
Epilogue :
The coordinator introduces the comedians.
Answers
are announced.
The coordinator explains the plot and gives extra clues to help them in their investigation.
At the time of phases 2 to 5, complementary indices are given to the teams to help them in the progression of the investigation.
The coordinator
He
is a Synethique consultant. During the whole
game, he stands out, observes and analyses the
different behaviors.
Pedagogic benefits and reasoning process
During
the debriefing, the Synethique consultant acts
as a miror to the group and shows them back their
behaviors in terms of :
Questioning
Answering
Pooling information together
Data processing
Communicating with others
Dealing with problems
Analysing situations
Proposing solutions
Interracting with others
Criteria for autority and leadership shown within the team
After
the debriefing, the Synethique consultant diagnoses
the functioning of each team during the game
in terms of "strengths" and "areas to reinforce".
At this point, we operate a
transfer of the teams' functionings during the
experience to their functioning in their actual
professional reality. The Synethique consultant
tries to pedagogicly suggest and explain management
methods, behaviors and actions to improve. He
proposes changes in the areas the group identified
as "areas to reinforce".
The major pedagogic principle in the training gives priority to metaphors and indirect feedbacks.