Have one to sell? Sell yours here
Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series)
 
 
Tell the Publisher!
I'd like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) [Paperback]

Robert Epstein (Author)
4.0 out of 5 stars  See all reviews (5 customer reviews)


Available from these sellers.


Formats

Amazon Price New from Used from
Hardcover --  
Paperback --  

Book Description

McGraw-Hill Training Series December 1, 1995
Games to Jumpstart workplace creativity. Dr. Robert Epstein's Creativity Games for Trainers arms you with 30 innovative, entertaining games guaranteed to enhance creativity in any organizational setting. Use them to develop creativity workshops or to breathe life into any training sessions. Each ready-to-use activity comes complete with lists of required and optional materials, time recommendations, reproducible handouts, follow-up discussion questions, and other essential information. You'll also find simple instructions for customizing exercises to different settings. . .data collection forms to help measure and track success. . .special ``challenge exercises'' that help participants develop their own games. . .and unique ``application exercises'' to assist users in promoting creativity on their own.


Editorial Reviews

About the Author

Robert Epstein, Ph.D. (San Diego, CA) is Editor-in-Chief of Psychology Today, host of the magazine's nationally-syndicated radio show, and University Research Professor at United States International University. Dr. Epstein holds a Ph.D. from Harvard and his research has been reported in Time, The New York Times, and Discover. His popular articles have appeared in The Washington Post and Reader's Digest.

Product Details

  • Paperback: 277 pages
  • Publisher: McGraw-Hill; 1 edition (December 1, 1995)
  • Language: English
  • ISBN-10: 0070213631
  • ISBN-13: 978-0070213630
  • Product Dimensions: 10.9 x 8.3 x 0.8 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #930,997 in Books (See Top 100 in Books)

More About the Author

Discover books, learn about writers, read author blogs, and more.

 

Customer Reviews

5 Reviews
5 star:
 (3)
4 star:
 (1)
3 star:    (0)
2 star:    (0)
1 star:
 (1)
 
 
 
 
 
Average Customer Review
4.0 out of 5 stars (5 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most Helpful Customer Reviews

36 of 38 people found the following review helpful:
5.0 out of 5 stars A different approach, February 12, 2001
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
This book focuses on the stimuli (inputs/old ideas) and effective capaturing of responses (outputs/creative ideas) vs most other books about creativity focus on the thinking process, like mindmapping, six hats, thinking toys, etc. Thus, it directs to a total different path of how we build an environment to boost creativity. My analogy is no matter what thinking process you introduce, a group of housewives cannot invent a racket to reach the moon (don't get me wrong, I highly respect housewives for their contribution to families). It's the relevancy and variety of the inputs that matters.

I guess the author is a behaviourist who see thinking process as black box, i.e. non-observable and non-measurable. Thus, he only concentrates on the observable and measurable stimuli and responses.

I am a trainer for creativity for my company. I find this book very useful. The only complaint is that not all the games are up to my personal standard: able to demonstrate the theory AND able to energize the participants.

All in all, I highly recommand this book. You will see creativity in a different angle.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


13 of 14 people found the following review helpful:
5.0 out of 5 stars Excellent, February 5, 2004
By A Customer
Amazon Verified Purchase(What's this?)
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
I've used Epstein's book together with Michalko's "Thinkertoys," in my creative thinking seminars with great success. You can't fail with these two books.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


2 of 2 people found the following review helpful:
1.0 out of 5 stars uninspired, dry and clinical, July 15, 2007
This review is from: Creativity Games for Trainers: A Handbook of Group Activities for Jumpstarting Workplace Creativity (McGraw-Hill Training Series) (Paperback)
A book about creativity, that lacks spark and "creativity" - it's too dry and clinical to be an enjoyable read and the exercises are uninspired. This material is dispassionate and lacks the flame it promises to ignite in others. As much as I admire the author's 15 years of clinical research, this book fall short in it's execution.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No

Share your thoughts with other customers: Create your own review
 
 
 
Most Recent Customer Reviews



Only search this product's reviews



Inside This Book (learn more)
First Sentence:
Creativity Games is structured to make life easy-or at least to make creativity easy. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
multiple controlling stimuli, controlled failure systems, break while the team, capturing skills, multiple repertoires, capturing machine, please sketch, fax this form, hurt creativity, eliciting suggestions, enormous creative potential, specific organizational settings, particular organizational setting, diverse training, second volunteer, quality editor, promoting creativity, additional ten minutes, ten methods, special modifications, novel behavior, experiment with the way, everyone creative, alphabet blocks, multiple behaviors
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Design Challenge, Customizing the Procedure For Small Groups, Time Requirement Minimum, Workplace Challenge, Brief Description Participants, Basic Procedure Trainer, Debriefing Trainer, Generativity Theory, The Toys-as-Tools Game, The News-You-Can-Use Game, The Audience Game, The Random Doodles Game, Data Collection Form, Data Collection Trainers, Team Two, The Anonymous Suggestion Game, Better Capturing Machine, The Not-for-the-Fainthearted Game, The Shifting Game, The Srtcdjgjklered Game, The Ultimate Challenge Game, Other Options Participants, Team One, Basic Procedure Part One
New!
Books on Related Topics | Concordance | Text Stats
Browse Sample Pages:
Front Cover | Table of Contents | First Pages | Back Cover | Surprise Me!
Search Inside This Book:





Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   





Look for Similar Items by Category


Look for Similar Items by Subject