Our People experiences focus on enhancing self-awareness and creating more diverse and inclusive cultures.
Teams are dropped into a simulated cross-functional business setting. They quickly experience the challenges of meeting internal and external customer needs meaning they must redesign processes, roles and communications to overcome silos and accelerate performance.
Normally between 12 to 24 participants in each session (but this is flexible), competing in smaller teams against each other. They are led at all times by a facilitator either from PBS or the client.
Most games are 2-8 hours. Some classroom courses last up to 4 days. We tend to avoid playing online for more than half a day in one go.
There is normally some brief pre-work for participants to complete and we suggest a short follow-up workshop to embed the learning.
Almost all of our games can be played face-to-face, virtually or a combination of both.
Increasingly, we are seeing demand for digital games to be played face-to-face in the classroom.
Run on a customised virtual whiteboard, participant teams compete against each other to build and manage a tile making business. In each time-pressured game cycle, teams must allocate roles within their teams, build and deliver their products – and keep the customer satisfied. Regular reflection and feedback is aided by simple, relevant frameworks to help participants to make sense of, and improve, the way they are working.
Normally between 12 to 24 participants in each session (but this is flexible), competing in smaller teams against each other. They are led at all times by a facilitator either from PBS or the client.
Most games are 2-8 hours. Some classroom courses last up to 4 days. We tend to avoid playing online for more than half a day in one go.
There is normally some brief pre-work for participants to complete and we suggest a short follow-up workshop to embed the learning.
Almost all of our games can be played face-to-face, virtually or a combination of both. Increasingly, we are seeing demand for digital games to be played face-to-face in the classroom.
Teams compete in a new and complex industry to achieve maximum profit and customer satisfaction while maintaining total employee engagement.
This pressured environment ensures that their natural leadership strengths and weaknesses are revealed.
Participants also gain skills and techniques for giving constructive feedback to take back to the workplace. Feedback is comprehensive and immediate, leading to increased self-awareness, and forming the basis for a detailed individual development plan.
Normally between 12 to 24 participants in each session (but this is flexible), competing in smaller teams against each other.
They are led at all times by a facilitator either from PBS or the client.
Most games are 2-8 hours. Some classroom courses last up to 4 days. We tend to avoid playing online for more than half a day in one go.
There is normally some brief pre-work for participants to complete and we suggest a short follow-up workshop to embed the learning.
Almost all of our games can be played face-to-face, virtually or a combination of both.
Increasingly, we are seeing demand for digital games to be played face-to-face in the classroom.
Participants play the role of a virtual team leader, competing against others to build the most engaged, capabile, diverse and high performing virtual team. Over a series of game rounds each simulating one year. they must make a series of decisions around traing and development, pay and recruitment to improve themselves, their team and attract and retain the top talent in the market.
Normally between 12 to 24 participants in each session (but this is flexible), competing in smaller teams against each other.
They are led at all times by a facilitator either from PBS or the client.
Most games are 2-8 hours. Some classroom courses last up to 4 days. We tend to avoid playing online for more than half a day in one go.
There is normally some brief pre-work for participants to complete and we suggest a short follow-up workshop to embed the learning.
Almost all of our games can be played face-to-face, virtually or a combination of both.
Increasingly, we are seeing demand for digital games to be played face-to-face in the classroom.
Ken Blanchard
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