Team Building
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Theory
Team building is based on the idea
of experiential learning which, despite many recent definitions,
can probably be best summed up as:
"Tell me, and I will forget. Show me,
and I may remember. Involve me, and I will understand." Confucius
450 BC
The Experiential Learning Research of corporate psychologists Dr
John Luckner and Reldan Nadler identify 10 benefits to experiential
learning when applied to team building:
1) Equality
Team Building provides a common and yet novel experience where all
participants are equal in the knowledge about the tasks and projects
that will confront them. A unique set of projects and situations
requires people to draw upon genuine team process skills as opposed
to just functional ones.
2) Developing relationships quickly
Participants are interacting in close proximity whilst working on
new and unfamiliar challenges. The communication, collaboration
and effort that are required to meet these challenges develops relationships
quickly. People may get to know each other better in a single day
within this environment than over an entire year of normal working
conditions.
3) Disequilibrium
The unfamiliarity of the challenges and problems puts people in
a state of disequilibrium or disorder. They cannot easily stand
behind their normal status, roles and defenses. Prior experience
is not as relevant in this environment. This can allow emphasis
to be placed upon both task and process related themes as the group
has to organize itself around the challenge.
4) Projective technique
In organizing their instability or disequilibrium, the group projects
their problem-solving skills, project management ability, and leadership
style onto the experience. The experience provides a unique opportunity
to catch participants doing what they typically do, despite knowing
otherwise. The learning arising from this is profound and revealing.
The window or mirror into their process provides unlimited information
or data to shape their team based learning.
5) Decreased time cycle
The space between the project or challenge and the outcomes are
compressed, so the consequences of organizational decisions can
be easily examined and improved. Typically in an organization, there
is more of a time lag and more variables to consider, so any review
or learning risks being diluted or delayed.
6) Chaos and Crisis in a Safe Environment
Teams are able to experience chaos, disorder, crisis and changing
requirements for success in a safe environment where the consequences
for failure are limited. The team can develop strategies and best
practices for managing these issues both in this environment and
back at work.
7) Common language / company mythology
The experience provides a common language, experience and story,
which can be related to the work environment. The experience can
provide a short cut in communicating a shared vision very quickly.
The experience is stored in a way that is able to permit participants
to see themselves and their colleagues in a new light. The experience
(and stories attached thereto) can serve as a catalyst for continuing
the theme in the organisation.
8) Encourage Risk Taking
The experience allows participants to take new risks, try on new
roles and make mistakes with no danger or cost. Risks are perceived
rather than actual. Each person taking a risk pushes others to take
on something outside of their comfort zone. There are always individuals
who shine in this environment - whose leadership ability hasn't
been noticed at work.
9) Diversity of Strengths
The team challenges and activities are designed to include a variety
of elements that will challenge a range of team role skills. In
other words input from all team members will be required to produce
outcomes from projects specifically designed not to suit just one
team role style or behaviour. One person cannot possibly succeed
alone and so the interdependence of the team is highlighted along
with the importance of diversity within the team.
10) Fun
This environment provides a highly enjoyable way to learn about
and develop team and management process skills. Fun is a powerful
aspect of effective learning with participants becoming more open
to the experience and creative whilst participating in it.
The idea that people will learn more effectively through direct
involvement in the subject matter is a fundamental part of team
building. Through the use of a variety of exercises, role-play games
and facilitation techniques people are challenged to think about
certain issues (for example how they communicate with other people)
and how this influences the team's performance. Good and bad practices
are identified and through debriefing and follow-up meetings these
good practices are encouraged to be applied to the workplace.
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