I was excited to receive "50 Digital Team-building Games", as here is a book that combines some of my business-world passions - learning technologies, social media and leadership and management development.
This is probably the first book that considers not only the application of learning technologies to a learning requirement, but considers first and foremost the aims and objectives of a targeted soft skill area. Yes, this book is aimed at team leaders and members, but I was able to read it from the standpoint of a trainer and see how the various exercises could be dovetailed into a soft skills training programme.
I thought this would be a book I could dip in and out of (an easy-to-use table at the start helps to pinpoint which exercises will be of interest), but actually, having started to do that, I realised that I would get the most benefit from it by returning to the start and reading it cover-to-cover. I've reviewed other books before about how one might use technology to support a learning need, but this book is different. You can't skip through it. The exercises need to be digested in detail, so that the subtleties of the learning outcomes can be realised. As the trainer, you will also need to be fully conversant with how each exercise is run, as many of your learners may be using the relevant technology for the first time. Actually, getting people more familiar with Web 2.0 technologies is often a secondary objective for many of the exercises.
So what is covered?
After a good introduction on how to use the book and its contents, the first chapter looks at icebreakers, including using Twitter, chat windows, online whiteboards and - flavour of the month, Pinterest.
In the second chapter, the focus is on communication skills, including how to get an audience to interact with you as the facilitator. So reference is made to techniques such as getting people to Tweet or text questions throughout a session; filming answers and posting to a site. For those using web-conferencing tools, mention was made of using raise hand tool (and chat window) and two new ones for me - online tangrams and PowerPoint karaoke.
The topic of building trust is covered in chapter three. Ideas here including using Google Docs to create a trust grid (potentially quite a challenging exercise), a very useful link to an online version of the Johari Window and how to use webcams to practice the techniques of matching and mirroring.
Shared Google Docs and chat windows were featured too in the next chapter about improving performance.
Creativity and innovation is the focus of chapter six. Here mention was made of online mind mapping; using iPads to film breakout presentations with each group tasked to make a short film on certain topic; and using an app called Goose Chase for a cell-phone based scavenger hunt.
The important team-working skill of collaboration is addressed in chapter seven. This includes how different teams can work better together. Online games such as "Office Move" and "Mergers and Reorganisation" are described here, along with a version of "Broken Squares". You're also introduced to two useful tools Timely.is (a tool that only publishes Tweets when it believes they will have the most impact) and Coveritlive.com (a live-blogging platform).
The author's organisation runs team-building games that use GPS technology, so this forms the basis of the two exercises in the next chapter entitled "EPIC Team Building".
The final chapter looks at Closers. Included in the different ways to end a team event are using Twitter to acknowledge team members actions and to gain a commitment to change.
The appendix to book offers instructions on how to get connected with some of the more popular technology tools referenced in the previous chapters.
This is the first book of its kind where I actually felt that the use of technology would assist in achieving the training goals in a meaningful way. Yes, you'll need to consider the culture (and technical expertise) of your audience in some cases, but overall, I found a lot of valuable content here.

