Funn 'n Games

Funn 'n Games
Author: Karl Rohnke
Publisher: SAGE Publications
Total Pages: 340
Release: 2004
Genre: Education
ISBN: 9780757508462

The material in Funn `n Games represents a compilation and embellishment of notes that Karl has collected over the years about games, initiative problems, trust activities, and adventure stunts that he creates, collects, finds, shares, tweaks, and occasionally purloins. The goal has always been to seek curricular adventure where function is an extension of fun. Funn `n Games delivers over 300 pages of ideas, notions, and seeds of serendipity that are about to, or have already become, classics in the field of adventure education. If you want theory, buy one of those ominous, dark spine books with few illustrations and even less hands-on activities. But if you want exciting and immediately useable ideas to implement into your adventure based program RIGHT NOW, and a few laughs along the way, Funn `n Games will soon become your favorite "go to" resource.

The Reel Sisters

The Reel Sisters
Author: Michelle Cummings
Publisher:
Total Pages: 428
Release: 2017-11-03
Genre: Female friendship
ISBN: 9780692970935

A naked girl gets swept downstream and is fished out by four women fly fishers. Tales of adventure, as well as stories of renewal, discovery, and tragedy follow the five women as they find each other (and themselves) through the sport of fly fishing. Through the tales of each character, The Reel Sisters fosters the notion that fly fishing has the potential to transcend age, gender, culture, and even socioeconomic barriers, and can occasionally be the glue that binds us. The Reel Sisters is a story about the power of women friendships, and how we learn a little bit about ourselves each time we step into the river. By the end of the book, you'll want to start planning your own Reel Sisters adventures.

Truth, Lies, and Advertising

Truth, Lies, and Advertising
Author: Jon Steel
Publisher: John Wiley & Sons
Total Pages: 330
Release: 1998-03-13
Genre: Business & Economics
ISBN:

Account planning is a discipline that combines aspects of four traditionally separate areas of advertising and marketing. This text aims to demonstrate how to use account planning to win clients and produce better, more effective advertising. It also shows the role account planning played in producing celebrated advertising campaigns.

The Big Book of Team-Motivating Games: Spirit-Building, Problem-Solving and Communication Games for Every Group

The Big Book of Team-Motivating Games: Spirit-Building, Problem-Solving and Communication Games for Every Group
Author: Mary Scannell
Publisher: McGraw Hill Professional
Total Pages: 225
Release: 2009-10-07
Genre: Business & Economics
ISBN: 0071636889

Teamwork can be fun! Games that improve team cooperation, communication, and spirit Did you know that games can: Raise sagging morale Liven up boring staff meetings Increase interaction among staff members Promote a culture of harmony and cooperation Create an atmosphere of fun for your team Keeping your team motivated and challenged, especially during tough economic times, can be difficult. But this collection of high-energy, play-anywhere games, from bestselling authors and trainers Ed and Mary Scannell, provides you with all the fun, inspiring material you need to build team spirit, communication, and trust among coworkers-day in and day out. Games Can Be Played In or Out of the OfficeRequiring few or no props, The Big Book of Team-Motivating Games is the latest installment in the successful Big Book series, which has been changing the way teams think for decades-providing hours of fun that fight boredom and burnout, boost performance, soothe tensions, and create a sense of community and trust.

Playing with a Full Deck

Playing with a Full Deck
Author: Michelle Cummings
Publisher: Kendall/Hunt Publishing Company
Total Pages: 0
Release: 2007
Genre: Card games
ISBN: 9780757540943

A simple deck of cards can cover so much ground with any group that you work with. Everything from mixers and get to know you activities, problem solving initiatives, powerful diversity activities and great debriefing activities can all be done with a deck of cards. Playing with a Full Deck: 52 Team Activities Using a Deck of Cards includes card games that engage players in classifying, ordering, reasoning, deducing, and devising strategies to solve a problem. These same skills help in science, math, and other studies. They help us concentrate, focus attention, hone motor skills, and become more sociable. Most of the card activities in Playing with a Full Deck: 52 Team Activities Using a Deck of Cards are geared towards groups of 10 or more, but there are some great ones you can do with small groups as well. Playing with a Full Deck: 52 Team Activities Using a Deck of Cards uses activities based on the theories and work around multiple intelligences and the 7 Kinds of Smart work done by Thomas Armstrong and Howard Gardner. At the bottom of each activity it will note the learning style that is relevant for each activity.

Tinker

Tinker
Author: High 5 Adventure Learning Center
Publisher:
Total Pages: 70
Release: 2017-12
Genre: Experiential learning
ISBN: 9780996079228