Ideas on People and Performance, Team Building, Motivation and Innovation

Category: Corporate Team Building Games Page 1 of 10

Team Building, Leadership and Change

In my LinkedIn feed was a blog by Jacob Morgan about leadership in change. In it, he talks about the thinking of Simon Mainwaring, who thought that there are 3 transforming trends happening:

  1. Leaders are allowed to be more human,
  2. Cultures are more inclusive, and
  3. Leadership is much more collaborative.

His key point was that as leadership changes, the skills and mindsets of leaders will also change. Successful leaders are willing to adapt to best serve their organizations. This only makes sense.

My initial response to this was, “maybe.” I have been seeing similar thoughts for a very very long time, almost every time there is some paradigm shift like the move to “Excellence” and the move to “Quality” and so on and so forth. Maybe, “covid-driven remote working” is the next great new thing in the world of leadership to drive a focus on managing, or maybe not.

I think that a lot of managers view the world pretty simply:

…and this is NOT how to motivate them for good performance…

I remember reading pre-covid that the workers that were remote way back in those good old days had more contact with their managers than the people who were sitting in the same offices, watching their manager walk by not saying much, multiple times a day. The managers apparently seemed to feel the need to keep connected to these remote workers and never bothered to bother the ones sitting in the workplace.

And, I just read a great PwC survey of CEOs. In this broad-based analysis, one can see that Customer Satisfaction and Employee Engagement Metrics were the top two measures to which these execs were compensated and that they were the top two corporate strategies.

But then you read nothing much about the people strategies of these CEOs and nothing about how they are communicating the criticality of managing the front-line workers and their supervisors to improve their workplaces. And it seems to me that if people are that important to their view of performance, they would be at least talking about that herein or maybe in their regular communications with their management teams.

Now, you read the stories around The Great Resignation and see how so many people are CHOOSING to leave their companies. So much of that hangs around the issues of them and their supervision and management (training, compensation, engagement and similar). And if you read the survey, the word “people” was used two times and there was little recognition that improving the management of people on generating those desired results.

And then I read a great and really well-written article by Ethan Burris about how to manage ideas around your negative boss and up the organization (https://hbr.org/2022/01/how-to-sell-your-ideas-up-the-chain-of-command) — which makes great points but which angers me because only the most motivated workers will choose to do something that risky within their own organization.

How many workers are going to read the article to learn the strategies for working around their managers and how many managers will see this whole thing as needing change?

(This other article on employees speaking freely (also by Ethan Burris) is much better, and will be the subject of another blog post soon:  https://hbr.org/2016/01/can-your-employees-really-speak-freely)

WHY should workers even want to manage ideas around their manager? Why take the risk? Why not just go to another company which will probably generate a pay increase and the possibility that the manager really cares about their people? There is always hope, right?

I’m an old geezer, 73, and recently un-retired and re-engaged in themes of people and performance. I’ve been reading about these same “better management practices” for over 50 years and some of those business writings are now about 100 years old. And little has really changed. METRICS have changed since we now measure engagement and quality, but the general interactions of managers and employees? Not so much.

BOSS spelled backwards is self-explanatory and there are still WAY too many managers who think they are The Boss.
(And most would agree that they are!)

Going remote has HUGE potential benefits for people and performance. But how do we really implement improvements in organizations to make the workplace a real place for personal growth and family support?

So, I am thinking of taking a back-door approach to changing supervisor’s behaviors and forcing them to be more engaging. We just released the online, virtual version of our team building game. It is designed to run with as many as 6 teams of 4 people in a pod, just a perfect size if we can get organizations to push their managers to do some actual teambuilding with their people. One or two supervisors could run the game, which is focused on, “Mining as much gold as WE can.” 

If, we can teach these managers the positive facilitation skills needed to run the game as Expedition Leader, basic psychology says that their attitudes around the ideas of facilitation will change, that they will need to be in alignment with their actual behavior.

The game is about getting people to collaborate within their teams and getting them to collaborate between their teams in order to generate to most gold that they can. Competition makes it more difficult and measurably sub-optimizes game results.

Then, these Expedition Leaders generate a debriefing to get at the ideas the players have for performing better, and then discussing how some of those suggestions could be implemented within their workplace. Later communications done for teaching and around implementation would further the need for more engagement and more changes toward desired outcomes.

We will move this way as we develop more of the game support materials. We will wrap the exercise around generating motivation and teamwork and improving how people engage and collaborate around their remote workplaces.

If you want to see more about The Search for The Lost Dutchman’s Gold Mine, you can click on the icon below and see a short overview video or to to our website to read about the exercise in more detail.

The new, virtual version of the team building game for remote teambuilding

For the FUN of It!

Scott Simmerman, Ph.D., CPF, CPT – “The Square Wheels Guy”
Managing Partner, Performance Management Company – 864-292-8700
1520 S McElhaney Road, Greer SC  29651    USA
Scott@SquareWheels.com

Visit our website at www.performancemanagementcompany.com

See a 2-minute video of Lost Dutchman Virtual here:    https://www.youtube.com/watch?v=cE6gDtZymwk

“Use All Your Strength” – A Story on Learning and Improvement

A colleague shared a story in a blog which I saw years ago. With our recent release of the online version of our Lost Dutchman’s Gold Mine team building game, I thought to share it here to illustrate one of the game’s key learning points. Dutchman is about optimizing results and collaboration, two of the main performance improvement themes:

A father and young boy were walking along a pathway, when they came across a large tree trunk that had fallen across the way.

The father encouraged the boy to go move the tree, to which the son replied he wasn’t strong enough.“Yes! You are,” said the dad. “If you use all your strength, I know you can do it.”

So, the boy summoned all he had, and, against the mighty forces of nature, he tried. And tried. And tried again. Finally, hanging his head, he went back to admit to his father that he just couldn’t do it.

“Did you use all your strength?” The man asked. The boy nodded he had. “No, actually son, no you didn’t,” the father said.

And as the boy looked up, puzzled, the Dad bent down and said … “You didn’t use me.”

With a man and his son, the situation is obvious. But what about organizations? How does the same story apply?

Let me illustrate within the framework and then broaden out into how people and organizations can improve results.

The Search for The Lost Dutchman’s Gold Mine starts by generating the challenge for teams, “to mine as much gold as we can.” The goal is to maximize the Return on Investment and the role of the Expedition Leader is, “to help teams be successful.” Simple enough. The Expedition Leader provides a map, resources, information and expects a return on that investment. Teams need to make decisions as to their strategy and plan, manage their resources and time, and reach the mine to mine gold, returning by the end of 20 “days.”

With a great deal of energy and a short planning time, they learn the rules as to how the game operates (in both a board game or in our new online, remote delivery framework), select the most important and necessary resources, gather information from other teams or game leadership, and implement their plan. Survival is critical — they must return by the end of Day 20 — but the goal is to optimize the time they spend in The Mine to generate the most gold.

The issues that stand out about using possible strengths is that people often choose to go it alone, do not ask other teams for information or to share resources. As a result of better planning, some teams gain more information to guide their choices and more resources to speed their journey or to reallocate their resources. (I will not get into specifics because I don’t want to give away game secrets!)

If they collaborate and share, they mine more gold. Often, these solo teams might mine 5 or 6 days of gold if they plan well. But the collaborating teams generally mine 8 to 10 days of gold simply because they know more and make different choices.

But another game reality, often prepared in advance for the debriefing, is, “Why don’t teams ask The Expedition Leader for help?”

The explicit game ROLE of the Expedition Leader is to help teams be successful, and their overall GOAL is to optimize the results of ALL the teams, since they are investing time, information and resources to all involved and having only one or two teams being optimally successful simply does not make sense. It is the OVERALL results that are what is important but teams often do a, “My Team, MY Team, MY Team” kind of decision making, one that is often is less successful. Collaboration between teams is a critical design feature of the game, as is the absolute power given to the EL to do whatever makes sense to optimize results, from giving teams extra resources to sharing critical strategic advice or extra tools.

People want to feel successful, and sometimes they feel that they need to go it alone.

But the reality is that teams make better decisions than individuals and even teams can benefit from collaboration with other teams and other people who have different information and different perspectives and even different ideas.

The goal in the initial design of Lost Dutchman’s Gold Mine was to clearly show that collaboration between teams is beneficial, but the real world reality is that teams most often compete. Competition might be motivating, but it clearly decreases the ability for an organization to optimize results. Some people also really dislike competition and choose to opt-out early when things get competitive; they would much rather collaborate. And, it is a definite corporate reality that “Interdepartmental Collaboration” is an oxymoron in larger organizations.

So, the play of Lost Dutchman is designed to show players the benefits of doing better planning and resource management, collaborating and sharing information between teams, and actively asking the organization’s Expedition Leaders for advice. We want to make this one of the key desired outcomes for playing the game, to increase the collaboration between workers and their Expedition Leaders. We designed the game so that managers and supervisors can quickly learn how to deliver a powerful exercise, with many benefits around building a stronger and more collaborative team.

Like the boy in the story above, teams can ask for help from people who have more power and more resources. Most leaders in most organizations will help people succeed.

 

If you would like to see more about the Lost Dutchman’s Gold Mine, click on this link.

If you would like to see more about the new, online virtual version of the exercise, you can:

 

Consider scheduling a team building event with the online version for your training team. We can assist you through our network of consultants or help your training department to add the capability of delivering the program internally. There are a wide variety of benefits and we can tailor a program to meet your specific desired goals and objectives. And note that an event with players from your HR and Training Departments will generate a very positive payback to impacting your overall corporate development efforts — the insights into how they might collaborate more effectively is one of my most fun adventures!

 

Our role, as Expedition Leaders and game designers, is to help YOUR teams be more successful.

Make the choice and ask us for our help,

 

For the FUN of It!

Scott Simmerman, Ph.D., CPF, CPT – “The Square Wheels Guy”
Managing Partner, Performance Management Company – 864-292-8700
1520 S McElhaney Road, Greer SC  29651    USA
Scott@SquareWheels.com

SquareWheelsGuy (Skype)

 

2-Minute Video on the Lost Dutchman’s Gold Mine ONLINE VIRTUAL game design

We roll forward and are actively doing demos of the new virtual design.

Here is a short video that overviews things:

Contact us if you want to see more or get involved, early-on, with the final development.

 

For the FUN of It!

Scott Simmerman Ph.D. CPF, CPT is still managing partner of PMC and collaborating with the team at PMC LLC, but also sort of retired…

Scott is developer of the incredible Square Wheels® tools and images
and the board game version of The Search for The Lost Dutchman’s Gold Mine

Scott has presented his concepts in 47 countries and collaborates with consultants and trainers worldwide.

You can reach him at scott@squarewheels.com and you can see his profile at LinkedIn

 

 

The Virtual Version of The Search for The Lost Dutchman’s Gold Mine teambuilding game

This is not so much of a blog post as it is an overview of progress about the conversion of our board game version of Lost Dutchman into an online version. It has been hard work doing the conversion and we are now in our eighth month of dealing with details. My son Jeff has been overseeing this with an amazing amount of creativity and focus. It is something that I could never have accomplished. He has built a really solid interface for game play online, with many opportunities for strategic planning and inter-team collaboration, with the Facilitator screen giving a solid overview of actions and progress.

An irony is that the software development company in India played the board game version of LDGM long before we engaged them in the design and development process. On Thursday, 24 of their team will play again, this time with the online version as what I hope will be our final beta-test delivery. The initial goal was to have the LDVirtual game have much of the same look and feel of the board game, since we will continue to sell both versions.

  • (I would LOVE to run the debriefing of the upcoming game with them as an actual team building exercise, since they played the game before and we should see improvements in their internal collaborations and their play this time around. But my guess is that their debriefing did not generate much action and followup, since it seems to have been played more as a team bonding event than one for teambuilding. Nothing wrong with having fun but I really think we can always generate improvement it the debriefing is done well. But this delivery is run as a diagnostic of the design, rather than as a teambuilding event.)

What I think we can do even better with the virtual version is to anchor some specific followup and organizational development activities as part of the overall delivery. We can play with 24 people, in 6 teams of up to 4 people each. And instead of playing and forgetting, my goals for the delivery is to generate a very solid debriefing about collaboration, communications, alignment and change, and then to have structured followup with the group in the weeks after the play to anchor in some of the ideas raised in the discussions around themes of motivation, dis-un-engagement, alignment to existing goals and objectives and to promote implementation of ideas for improvement.

With the online design, we can accomplish that by making a “game discussion” part of the following week’s followup and to help the group implement ideas for improving communications and teamwork that fall out of the discussion around the play of the game.

Doable, I think.

For that development purpose, I would love to have an organization to partner with on developing this process. Ideally, it would be one of our old board game customers looking to refresh the learning and reach out to their remote workers more effectively. The design of the game would easily allow a supervisor to run all their people in a single session, because it can play with 3 or 4 teams of 2 to 3 people (we think!) and have the same, effective interactions.

The game design is 99% completed and the debriefing rolls out from what we’ve been doing since 1993 with the board game. Designing the weeks-after followup needs to anchor to some real-world improvement opportunities, I think, and also have the buy-in of the managers involved to insure it aligns with their goals and objectives.

We do NOT want the game to be only a game, and we DO want the play to be an excuse to do an interactive debriefing, accomplish the goal of generating ideas for organizational improvement, and to provide a mechanism for easy followup on ideas and needs. The manager will have to learn some facilitation skills and we would need to develop some simple processes for followup and implementation.

Interested in collaborating? Ideally, we could work with a team of HR / Training people to tightly link the play of the game to the debriefing on critical, current issues and opportunities. You would work directly with me on this development, I think. We would support the licensing of game facilitators as well as support their training and development around delivery of the game.

 

For the FUN of It!

Scott Simmerman Ph.D. CPF, CPT is still managing partner of PMC and collaborating with the team at PMC LLC, but also sort of retired…

Scott is developer of the incredible Square Wheels® tools and images
and the board game version of The Search for The Lost Dutchman’s Gold Mine

Scott has presented his concepts in 47 countries and collaborates with consultants and trainers worldwide.

You can reach him at scott@squarewheels.com and you can see his profile at LinkedIn

 

 

Teambuilding with Lost Dutchman’s Gold Mine, and the coming VIRTUAL version

by Scott Simmerman, PhD. CPT CPF

My company has been selling the Lost Dutchman’s Gold Mine game for almost thirty years now and users worldwide continue to tell us that Dutchman is the best program in the interactive team building business simulations. And it continues to surprise me that the exercise seems as fresh to me today as it did 20 years ago when the materials were fully developed, fine-tuned and polished.

It is also surprising that the organizational opportunities for improving inter-organizational collaboration are still evident everywhere and corporate team building seems to continue to be an area of high leverage for impacting productivity. Companies should have made more progress than they have! But with remote working now the norm, building teamwork and collaboration across a workplace requires even more and better tools, so we wanted to announce that the virtual version of Lost Dutchman’s Gold Mine is in final testing.

We have active consultants working with corporate team issues, worldwide, and the opportunities for trainers and internal consultants to use this exercise and approach seems like an untapped opportunity. After all, don’t these internal people see an advantage to using a bombproof exercise that generates the precise competitive behaviors that need to be better blended with collaboration and engagement opportunities as well as the need for inter-organizational alignment?

We have built solid relationships with two Asian firms on the delivery of the exercise. Work Happiness in Tokyo has been running our Japanese translation of the game (Zipangu) for over 20 years with amazing success. Another company is Asia has run programs for many dozens of corporate organizations and tens of thousands of players. The successful use of the exercise is global and it plays well with front-line workers as well as senior executives. Our virtual version will work the same way.

Conversations with an outdoor training organizations in Asia resulted in a collaborations and networking them to blend Dutchman into their other offerings. It seems like the collective idea of sharing and the learning about positioning team building simulations into the other kinds of corporate teamwork programs is a simple and straightforward one. I am glad that my network continues to be quite collaborative in sharing ideas for delivery and marketing.

And, with the release of the virtual version of the exercise, we will offer a very unique team building simulation to many many more workplaces.

You can find a pretty solid description of the Dutchman game in this slideshare overview, which shares key design features and benefits:

Slideshare on Lost Dutchman teambuilding game

You can also find a solid video about how I debrief the exercise and link the behaviors exhibited to the organizational issues here. This is not a marketing video but a candid discussion of what I see as organizational realities and potential ways to impact performance improvement opportunities:

debriefing ideas for organizational development

The new design looks to be able to focus on these same issues and we will know more as we begin deliveries and rollout. It will differ from our board game LDGM because it will be designed for more followup and better wrap around the implementation of the ideas that are generated by play.

An overview about how we use our Square Wheels illustrations as tools for debriefing the Lost Dutchman team building exercise is found by clicking the icon below:

Those tools are also moving toward solutions for virtual / remote work situations.

 

I hope you find this information and the links of use in evaluating our Lost Dutchman’s Gold Mine game into your corporate team development. We are more than happy to discuss specific issues and desired outcomes for your improvement efforts at any time,

 

For the FUN of It!

Dr. Scott Simmerman CPF, CPT is still managing partner of PMC, since 1984

Scott is developer of the Square Wheels® images and the board game version of Lost Dutchman and collaborating with Jeff Simmerman on the development of the virtual version of the simulation.

Scott has presented his concepts in 47 countries and collaborates with consultants and trainers worldwide.

You can reach him at scott@squarewheels.com and you can see his profile at LinkedIn

 

“Why are team-building activities conducted?” – An answer to a Quora Post

This question was asked in Quora, where I posted up a response. Your thoughts?

The Big Answer is “organizational improvement.” That can take the focus on improving collaboration to impact innovation or creativity or customer service or similar. It can take the focus of re-aligning (or aligning, even) people toward shared goals and objectives, missions and visions and that sort of thing. And different events can help people focus on optimizing performance results.

In many organizations, “interdepartmental collaboration” is an oxymoron, in that the objectives of different groups within an organization are often adversarial, since they tend to have opposing or at least different goals and objectives, measurements and rewards.

A well-designed team BUILDING initiative can accomplish a lot, and get people moving in the same direction. It is NOT the solution, though, since there are lots of cultural issues that might need to be addressed. In most organizations, there are good individual rewards for good performance, which do not generally drive collaboration, communications and teamwork.

Team BUILDING is also quite different than team BONDING. You can build bonds by going out drinking together or to a strip club (I jest, but one does see such events posted in Twitter with a hashtag of #teambuilding!) or by having fun events and get-togethers. You would be hard-pressed to find those things having any impact on measurable results, however.

A good team building exercise with a good supporting framework for post-event improvement can do a lot to impact motivation and results. Check out, “The Search for The Lost Dutchman’s Gold Mine” to see one example of how an event can be structured for organizational improvement.

My thought was to share a simple framework around the goals of accomplishing some real team building around shared missions, visions, goals and behavior. Increasing collaboration between departments is a very high impact behavior that can be accomplished.

A focus on improving teamwork and better aligning people in organizations to shared goals and missions has many positive impacts. After all, the goal should be, “To mine as much gold as WE can!”

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products like Square Wheels®.
Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful effective learning tools.

See the powerful new teambuilding game, Seven Seas Quest, Saviors of Cultura

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.

 

Teamwork: Things Can All Play Out with Everyone Being Comfortable!

You Don’t Have to Build, Shoot, Cook, Find Things, Find A Way Out, Be Physically Challenged or Be a Loser, Sing, or Even Be Especially Clever! You Don’t Even Have to Sit Still Unless You Want To!

The above points can all be true, however, given today’s climate for sensationalizing corporate adventures and team building scenarios, too many people are placed in situations that lead to personal discomfort and feelings of inadequacy, thereby creating scenarios that do not lead to organizational improvement or improve team effectiveness.

And why? What necessitates overdoing something that could so much more easily be handled with care and consideration for everyone’s comfort while also creating a fun and solid learning experience? Why not simply create a fun environment that supports teamwork and performance improvement? Why test individuals in a team building environment?

Learning happens best when people feel secure and the challenges presented are within their abilities. Of course, pushing people beyond what they think they can do may build confidence if they succeed, but this isn’t a necessary option for strengthening organizational culture or building a more collaborate workplace.

Thirty years ago, I was intrigued by a team building game for organizations that offered both fun and learning all done within a tabletop setting. This is the kind of stuff most of us grew up with—board games. Seeing this as a unique and purposeful learning tool, I enthusiastically became the first USA facilitator / seller for it.  However, with repeated developmental deliveries, I quickly realized that their game design fell short of reaching the full potential that I felt it could fulfill.

This is how The Search for The Lost Dutchman’s Gold Mine team building exercise came to be because after suggesting to the creators of the game that I was representing, that it needed more substance and a better design within in order to create that all important “ah ha!” that happens when a connection is made from one thing to another, they refused to make changes to their game. (more)

Recognizing the strength and inherent qualities of using a boardgame as an organizational learning tool, I began my journey with the designing and continuous continuous improvement of Dutchman. I wanted it to be the memorable game that I knew would work not only as a pleasurable experience but also one designed with the proper mechanics so that players would understand how their game behaviors and outcomes align with what happens in their workplace.

Now, all these decades later, Dutchman still remains a relevant and universally appreciated approach to getting people away from their workplace so that they can experience camaraderie, an engaging challenge, teamwork, group and leadership dynamics, competition and collaboration factors, strategic planning and elements of communication that happen though the play of a compelling game. (user survey) Its dynamic debriefing, however, is what truly makes Dutchman loved and trusted by our users because it gives participants insight into how their behaviors are crucial to organizational and personal change and improvement.

Our users love Dutchman. Many have run it for dozens of years
for a variety of developmental purposes.

Yes, lots of people enjoy the great outdoors and various types of challenges that offer a different twist from their day-to-day experiences, but the beauty of a game like Dutchman is that it doesn’t put people in a compromising position should they feel unsafe or unfit or too old to enjoy what is put in front of them. Everyone has played board games and while Dutchman would be described as much more than just a game, it is a more familiar setting than climbing ropes, shooting arrows, walking over hot coals or being locked in an escape room. And, it’s an easy bombproof tool to set up and deliver, as it includes all the instructions and ideas that will make it successful. You can even use your own personnel to facilitate the game!

A quick overview of Dutchman:

  • Everything needed is included in the game materials (you may wish to add your own props for décor to the room)
  • No need for participants to bring special clothing or equipment for the game
  • No physical challenges will be placed on anyone
  • Total time required for Dutchman introduction, play and debriefing is about 3.5 hours
  • No teams lose or die in this game; it’s about optimizing for the best outcome
  • The debriefing is flexible and can be designed to address specific issues or ideas
  • It’s inexpensive to run and can be either rented or purchased
  • Dutchman plays with any size group from 8 to 800+
  • It’s a valuable investment in organizational improvement

And, quite simply, it creates a feel-good-for-all learning experience for your organization without jeopardizing anyone’s comfort zone!

Here is the last bit: We FULLY support you in your purchase or rental of the exercise. You get unlimited free help through emails or calls to reach the point where you feel comfortable in running the exercise and focused with your key debriefing themes and targeted desired outcomes. Actually, we wish more of our users would talk with us, something that our very extensive included support materials seems to preclude.

Your goal is to, “Mine as much as WE can!
Our goal is to, “Make teams optimally successful.”

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products like Square Wheels®.
Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful effective learning tools.

See the powerful new teambuilding game, Seven Seas Quest, Saviors of Cultura

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.

Square Wheels® is a registered trademark of Performance Management Company

 

What is Performance Management Company? (We do corporate teambuilding!)

What is PMC – who are those people? (And note that they now operate as Performance Management Company LLC.)

Founded in 1984, WE ARE FOCUSED ON BRING SIMPLE BUT EFFECTIVE TOOLS TO IMPACT PEOPLE AND PERFORMANCE THROUGH ENGAGEMENT AND COLLABORATION SINCE 1993.

Performance Management Company was founded in 1984 by Scott J. Simmerman, Ph.D., who is its Managing Partner. Through the years, the company’s base has evolved from consulting to creating and selling products supporting management and organizational development to organizations and individuals worldwide. PMC was dedicated to collaborating with a network of trainers and consultants to help create new ideas and applications for products. Since 2019, Scott transferred its operations to Joan Simmerman, working as PMC LLC with son Jeff.

Combining his work experience in business consulting and retail management with a doctoral degree in psychology and university teaching from the University of North Carolina in Chapel Hill, Scott initially created Performance Management as an organizational consulting business. However, the focus of the business changed to designing and selling resources because of a single cartoon called simply, “Square Wheels One” and the subsequent development of a team building exercise that same year.

From that beginning, Scott created the interactive Square Wheels® illustration series in 1993, consisting of over 300 cartoons now packaged in many different toolkits and in different versions. These are available as complete turnkey training packages focusing on engagement and innovation. We also develop Square Wheels-based team building exercises.

Square Wheels team bonding image for team building and innovation

One of Scott’s premises is that if people enjoy a learning experience they will more readily retain key points.

Our flagship product remains the fun and fast-paced teambuilding exercise, “The Search for The Lost Dutchman’s Gold Mine.” It is soon to be released in a virtual form for team development with remote teams. PMC will continue to sell its board game version of the exercise, a worldwide success since 1993.

Dutchman was created to be a world-class organizational development tool, with clear links to strategy implementation, organizational alignment, inter-organizational collaboration and change management interventions. Serious learning points such as collaboration, communication and quality are entwined with participants having a good time. It has, hence, become one of the leading teambuilding experiential simulations in the world. Below is a short video from SimuRise, one of our colleagues:

Teambuilding with interactive experiential exercise, Lost Dutchman

The main websites www.SquareWheels.com and www.PerformanceManagementCompany.com are the training and development websites for Performance Management Company where Square Wheels toolkits and our teambuilding games are sold and various exercises and links to other products are shared.

Scott and Joan Simmerman operated PMC as a home-based business for over 35 years, which kept our costs low. With Scott trying to retire in Ecuador (and still working more than 2 years later!), the ownership of the business went to Joan and their son Jeff, operating as Performance Management Company LLC.

All products sold and presentations come with a satisfaction guarantee or monies are returned. PMC works enthusiastically with purchasers of its products to help support their success and satisfaction.

Users of PMC products include a global mix of Fortune 100 companies and multi-national organizations as well as small businesses, schools, universities and independent consultants. Clients include AlliedSignal, EDS, Hongkong Bank, Maybank, IBM, Michelin, Milliken, Lucent Technologies, BellSouth, First Union, Hughes, Duty Free Shoppes, Nokia, First Chicago, Chase Manhattan, Burlington Industries, MCI, University of Wisconsin, AT&T, Compaq, Torrington, Emerson Electric and hundreds of others. Please refer to our client list elsewhere on this website for a more detailed account.

Scott also is available to do speaking engagements and facilitations for keynotes, conferences, workshops and retreats. People remember his presentations because they are unique, interactive and engaging. This adds up to his consistently being a top-ranked and internationally recognized presenter. His topics include themes of Change, Team Building, Motivation, Productivity, Innovation and Communications, all within a general framework of leadership.

Since Scott began sharing Square Wheels and his other products, he’s delivered workshops, retreats and seminars in India, South Africa, Egypt, England, Malaysia, Indonesia, Singapore, Hong Kong, Macau, The Philippines, Saudi Arabia, The Netherlands, Denmark, Sweden, Belgium, Mexico, Canada, Mauritius, New Zealand, Dubai, Japan, South Korea and all around the U.S — 47 countries in all thus far.

 

Have FUN out there!

Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who tried to retire two years ago!

You can reach Scott at scott@squarewheels.com

Note that we are soon to release our VIRTUAL version of Lost Dutchman’s Gold Mine, one that plays with online teams and focuses on teamwork, communications and planning. Contact Jeff Simmerman for more details.

Click here to see basic information about the virtual version of the simulation, one designed for remote workers and remote teams.

Where can I buy The Search for The Lost Dutchman’s Gold Mine?

Performance Management Company is the designer and main distributor of the team building simulation, The Search for The Lost Dutchman’s Gold Mine. We started using the exercise in 1993 and decided to package and sell very usable designs of this game without the normally required certification or annual licenses or per-participant fees.

Users would buy the exercise at a one-time coast, receive the delivery and training information in powerpoint, pdf and other common formats and access as much free support as they desired. Over the 26 years of distribution, we have packaged the training and support information so that very few questions are directed our way.

(I miss many of those conversations and even the people who promise to call me after a purchase generally never call! I can name names, but I won’t…)

Performance Management Company was started in 1984 by Dr. Scott Simmerman and Joan Simmerman. PMC was initially a training and consulting firm focused on people and performance, with customer service quality being a driving theme. You can read a good deal of the biography and details at this link on LinkedIn. We became a home-based business back in 1998, the same year that we started our initial website, www.squarewheels.com.

PMC has been supported technically by our son-in-law, Chris Fisher, who operates the websites and fixes all sorts of technical issues that Scott and Joan generate when doing blogs, designing websites, doing security, and fixing emails and dealing with hosting problems.

More recently, Jeff Simmerman has joined the business.

Jeff’s responsibilities have been around the redesign of the old Seven Seas Quest team building exercise to design a brand new game, Quest, with a Dutchman-like interface and a focus on what we call Dis-Un-Engagement or Disruptive Involvement. That game is in final design stages and we do not even have a web page for it yet, but Jeff has completed the delivery materials and is working with the printer to make it available very soon.

You can find prices for our various team building simulations by clicking on the link:

The Search for The Lost Dutchman's Gold Mine team building game

including our four different versions of the Dutchman game.

You can find solid information on the RENTAL version of the exercise on our website, also.

 

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

See the powerful new teambuilding game, The Collaboration Journey Challenge

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.

 

Why is “Lost Dutchman” such a great team building exercise?

Active involvement generates ownership, and it is generally true that

Nobody ever washes a rental car.

So, if you are looking to generate commitment to change and to have better alignment to shared goals and a higher level of collaboration among work teams and departments, then it makes sense to use a business simulation to drive organizational improvement, right? And, we are not talking about some lightweight team bonding kind of activity that has little or no real connection to the workplace or that will have no measurable impact.

The Search for The Lost Dutchman’s Gold Mine was first released back in 1993 and since that time, it has proven itself to be one of the very best team building exercises in the world. Unlike so many other “team building activities” out there that are fun and interesting but that do not link well to organizational development and real change, the Dutchman game focuses on measured results and rewards the tabletops for planning and executing actions connected to optimizing impacts.

Tabletop teams can choose to gather information or collaborate with other teams and share resources and do the front-end work that leads to optimal outcomes. Or, they can choose to compete and work on their own. (Which of these would generate the best outcome in your organization?)

The design of the game is elegant and the behaviors that are generated are seen to reflect the actual operating cultures of the organization. The introduction, planning and play take less than two hours, leading to powerful and realistic debriefing discussions focused on actual issues and opportunities.

Game materials are sold at a one-time cost, with no required train-the-trainer or certification or annual licensing, making it a great package to incorporate into on-boarding kinds of events or for integration into leadership development or management training opportunities.

Plus, it is a really great exercise for events needing to get people talking about best practices or other kinds of approaches to optimize and implement organizational improvements.

Contact us if you would like more information. We have users of the simulation working on themes of strategy implementation, innovation and workplace creativity, selfless leadership and a wide variety of different kinds of developmental work.

Dutchman is but one of the amazing active experiential learning tools supported by me,

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

 

You can reach Scott at scott@squarewheels.com
 Learn more about Scott at his LinkedIn site.

 

Delivery Tips for Lost Dutchman Teambuilding Exercise

While delivering The Search for The Lost Dutchman’s Gold Mine game is straightforward, new users often have simple questions about how that game works or how it can be enhanced. Two customers were asking me similar questions yesterday so I thought that a blog post might allow a little more leeway for an explanation and also allow those interested in the exercise to learn a bit more before they make a purchase decision.

Lost Dutchman's Gold Mine makes the finals of the International Business Learning Games competition

There are different versions of the exercise that handle different group sizes, with the LD6 version handling up to 6 tabletops of players. If you are running a session with 20 players, you might choose to play with 4 teams of 5 or 5 teams of 4, for example. How do you decide?

  1. Having more players at a single tabletop will make the actual teamwork of the players a bit more challenging. Even though each player will have an assigned role, the more players, the more discussion and the more difficult the decision-making might be. Getting 5 people to agree is slightly more difficult than 4, in our experience.
  2. With more tabletops, you tend to generate more competition between the teams. Even though the goal is, “to mine as much gold as WE can,” teams will often compete rather than collaborate. So, if your desire is to focus on improving collaboration among the tabletops so that you can demonstrate that collaboration positively impacts results, you might play with more tables.
  3. If the focus is on personal communications and decision-making styles or similar in the debriefing, we might suggest the larger tables; you might play with 3 tables of 6 players if you only had 18. And we would suggest you never play with more than 6 players, since there simply is not enough work for that extra person and they often then become disruptive to the group overall. It does not generally seem to improve collaboration.

This same kind of design decision disappears in larger deliveries of 50 or more people, since there will be plenty of tabletops! And, with very large groups and the play in “pods” of 10 tables in each pod, you will often see competition happening between pods!

Weather plays a role in the game because it makes the resource consumption during play a variable. If a team chooses The Low Country Trail to go to the mine, they encounter wet weather which creates mud and increases consumption of Fuel. And the number of Arctic Blast that might occur, using up more Fuel and also Supplies, is also unknown. So, for a Battery, a team might choose to get one of the Weather Reports.

These Weather Reports are accurate, but only available on Days 5, 10 and 15 and are essentially useless since they are not available during the planning time before the game starts and play begins. While it is good information, it is not worth the cost. Each Weather Report COULD be shared between ALL of the tabletops if teams ever chose to do so — in my experience, they are very seldom shared. and teams often keep batteries and then do not use them during play. And they are ONLY available on those Days, not earlier.

The Videos are an essential part of the game design. Both are only available during planning time before the start of play and each contains resource cards and information that directly influences results. With 5 teams, we might play with 3 of The Mine videos available and 2 of Tortilla Flat. Thus, not all teams could directly acquire the resource cards and information about play.

Teams acquiring a Mine Video get resources that can replace Tent Cards, and thus relieve some of the limitations. Each team gets $750 worth or resources in their Grub Stakes, which is “limited but sufficient.” Adding Cave Cards allows a team to get more Supplies and Fuel and to even be able to share resources with other teams if they are fully collaborating. (Sometimes they will trade/sell another team a Fuel for a Gold if that team needs fuel to survive!)

Teams acquiring the Tortilla Flat Video get Turbochargers that allow them to move twice as fast for the rest of the game, and they get Turbos that could also be shared with other tabletops with the same effect. With two TF Videos in play, you would have one available for every team if they are shared.

Gold Cards have a couple of uses.

Most often, facilitators are choosing to use painted gold rocks along with gold mining pans for the tables to use to acquire gold when mining in The Lost Dutchman’s Mine. Teams like the heft of the rock and the gold mining pan adds a nice touch to the theme of gold mining at the tabletop along with the toy jeep and bendable figures and similar. But especially with a very large group, moving about with a large quantity of heavy rocks and the bulk of the mining pans is a delivery choice. The option is to give each team a Gold Card to symbolize the gold being mined.

The gold cards can also be a simple discussion aid. I will often distribute them as:

  1. A reminder of the main theme of mining as much gold as WE can, the cards being something they can take with them.
  2. A communications tool where they can choose to put their name on the back and then writing something that they could choose to do differently after the workshop, which can then be returned to them a week later.
  3. A communications tool where they can write another person’s name on the card with a signed commitment of what they could try to do differently to support that other person’s efforts post-workshop. I might tell Bobby that I will have two of my people join two of his to solve some interdepartmental glitch or similar…

We designed The Search for The Lost Dutchman’s Gold Mine to be a flexible experiential team building exercise to generate powerful debriefings focused on improving organizational results. It has a variety of clean metaphors about behavioral choices that players and teams make and generates measurable results showing the benefits of collaboration versus competition.

———————————-

Some thoughts on Scarcity

One of the new purchasers will run her first game with senior managers in a workshop about Scarcity and how that mentality can affect things like collaboration and the optimization of overall results. We see that same kind of “hold the cards tightly” thinking after downsizing efforts and similar organizational trauma where some self-preservation thinking might come into play that overrides a collaborative culture.

We often refer to this as, “My Team, My Team, My Team” thinking, which is not focused on interdepartmental collaboration or helping overall performance of the organization.

Scarcity Mentality can be seen when teams get Spare Tires and Batteries before they leave, just in case. Spare Tires are a form of security for a “just in case” mentality and anyone asking the Expedition Leader if they might get one would find them advised they are not needed.

Scarcity mentality in the play of the exercise can revolve around the acquisition of Tent Cards and how any surplus Supplies and Fuel are treated by the teams. If one team is in dire need of a Fuel Card, they might trade one Gold Card (worth $2500) for a couple of $10 Fuel Cards. It is not uncommon and occurs when the survival of the first team is in question at the end of the exercise.

Of course, since the role of the Expedition Leader is to help teams be successful, that same team could also simply ask for assistance and you could give them a $10 Fuel Card to insure their survival and the contribution of their gold to the overall results.

If the teams are fully collaborative, they could share some of their Cave Cards and two of their Turbochargers if they had a video. With a scarcity mentality, they would most likely hold on to all of those cards and NOT share them with the other tabletops. This dramatically and measurably sub-optimizes your overall results.

For the FUN of It!

Dr. Scott Simmerman

Dr. Scott Simmerman is a designer of team building games and organization improvement tools. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant.

 
You can reach Scott at scott@squarewheels.com

Strengthening Fellowship for a Healthy Workplace

Fellowship can be defined as that friendly feeling that happens among people who are joined for a common purpose. While many people may think of this in terms of their church, synagogue or temple, it should be considered a crucial element of workplace happiness and engaged employees.

Healthy workplaces happen when people are able to enjoy working together in an environment that builds camaraderie and supports the addressing of problems, finding new solutions, trying out new strategies and celebrating successes. Fellowship, therefore, fits right in as a cornerstone of workplace health and happiness.

You’ll find many suggestions for creating a healthy workplace but at PMC, we’ve enjoyed watching how our team building game, The Search for The Lost Dutchman’s Gold Mine, strengthens fellowship as people spend time together, share a fun and unique experience, work towards a common goal and enjoy being away from a typical day at the office. And, that includes the healthy aspect of getting away from the technology and screens encountered each day!

Energize teamwork with The Search for The Lost Dutchman's Gold Mine team building exercise

The Lost Dutchman’s Gold Mine exercise is an experiential interactive board game that delivers an additional valuable team-based insights and discussions through its hands-on play. Players learn about collaboration, communications, strategic planning, leadership and other enriching information in an unforgettable way and the game structure allows for powerful business-improvement oriented debriefing discussions. It works exceptionally well with very large groups.

People play in team tabletops of 5 or 6 and there is energy, laughter, discussion, decision-making, movements, understanding and learning taking place during the game play and from its powerful debriefing session.

What are you waiting for? 

You’ll find that Dutchman is surprisingly reasonable regarding cost and planning time. You can either Rent or Purchase the exercise depending upon what works best for your situation. Another plus is that you can facilitate the game in-house, yourself, for any size group, without the need to hire a master presenter.

People love a non-threatening change of pace and research shows that fellowship and playing games improves physical and mental health, lowers stress and blood pressure, produces endorphins and boosts our immune system. Set up a fun and beneficial learning environment and increase fellowship and motivation with The Search for The Lost Dutchman’s Gold Mine. It’s been used, worldwide, for over two decades and remains just as appreciated and relevant today as it was originally.

For the FUN of It!

Dr. Scott Simmerman

Dr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

See my newest teambuilding game, The Collaboration Journey Challenge

You can reach Scott at scott@squarewheels.com
P
oems and performance haiku at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.S


Best Value for Big Team Building Event Simulation

This is about RENTING the Lost Dutchman’s Gold Mine exercise for a single large event. It has to be the Best Value Ever for such a situation.

Collaboration and Teambuilding with LDGM


It is common for my network of users to run highly interactive experiential team building events with very large groups of 200 people or more. Presenters purchasing Dutchman have the goal of doing events over time and making money from supporting performance improvement initiatives and we have supported people in this business for 25 years.

Dutchman is one of the very best games on Earth focused on organizational culture change through collaboration and alignment to shared goals and visions. It is a game designed for debriefing, with measured results and outcomes focused on optimization of overall results. (We have user surveys that are highly supportive of this view.)

We designed it to scale up for large groups and events from the very beginning, for it to be very straightforward to deliver and debrief and to generate significant positive outcomes.

Originally developed in 1993, The Search for The Lost Dutchman’s Gold Mine team building exercise has been polished and fine-tuned to generate active involvement and alignment to key issues around leadership, teamwork and communications, with a major focus on collaboration between teams.

It has developed into a very unique program, delivered worldwide by consultants and trainers, some of whom have run more than 30,000 people through the exercise or who have used it for more than 20 years.

I will share some links to user-generated video testimonials at the end. What I wanted to accomplish here is to show you why the RENTAL of this exercise would make very good sense for your next large team building event. This is a full-blown business simulation with measured results and exceptionally clear debriefing frameworks unlike most things in the marketplace. This is something that YOU can deliver with our free support; the reality is that few people who get our delivery and support materials find it necessary to contact me for free support, which I would prefer they do so I can confirm some details. And it IS free! 

You will not be able to approach the low cost or the high likely impacts of such an event on the culture of your organization and the links to themes of alignment to shared values or to strategy implementations and communications.

This is fun, and easy to deliver. But it is an extraordinarily powerful team building event, one that can change the levels of collaboration within large organizations.

Why rent the game?

  • Very LOW per-participant costs as viewed against the marketplace
  • Very HIGH probability of reaching your desired outcomes of improving teamwork
  • Very HIGH likelihood of any negative outcomes or problems from a very controllable timeline for delivery and environmental issues.
  • There is no need to hire an outside facilitator and it is often better when one of your actual leaders plays the role of Expedition Leader.
  • There is no certification fee or licensing fee or per participant costs and ALL the necessary training materials are included with the rental, plus there is free direct support from ME, the developer of the exercise!
  • There are no long-term obligations or annual fees, but you DO have the option to purchase a version of the exercise for future use at a discounted fee.

The Benefits of Playing with a large group

  • Very few simulations support large groups of people and are easy to deliver
  • There are no “winners” and every team’s results count toward the goal of, “mining as much Gold as WE can.
  • Just as there are no winners, there are also no losers. Each and every team contributes to the overall results (as they do in the real world) and all the teams are engaged and have fun. These factors make the debriefing more engaging and all players are much more likely to be actively involved in tabletop and group discussions.
  • Some teams are more successful than others and you can talk about the underlying reasons for those successes as well as question them as to why they chose not to help some of the underperforming teams. It is a realistic but extraordinarily powerful dynamic for workplace improvement.
  • Debriefing is structured for tabletop discussions around issues and opportunities, and there can be sharing of key ideas if desired.
  • Ideas about improvements and implementation are a natural part of the discussion process and these ideas can easily be incorporated into strategic and communications plans.
  • Teams very often do not ask for any help or assistance of the Expedition Leadership team, which is a fundamental reality in most organizations. It is a really good connection to issues like Selfless Leadership and to overall organizational cultures. We generally want players to ask the leadership team when they can benefit by that help, right?

Here is a matrix offering prices — yes, we do publish actual prices! — and some thoughts on needed support based on number of tabletops of 6 people each.

Costs and staffing requirements to rent The Search for The Lost Dutchman's Gold Mine

If you are running a large program, we can also support that. Our preference would be that you have already played through a delivery. Often, for very large deliveries, we will run an exercise specifically for the senior leadership team as a planning and team building program. Those senior managers then form the basis of your delivery team for your larger session. You can give them special white hats and all those kinds of things that increase the likelihood of them following up and implementing the best ideas. You can read more about these ideas in this blog post. We would package and price those frameworks on a special basis, so ask us for details if that represents an opportunity.

The largest delivery for one group at one time in one room was 870 players!

The above chart is for illustrative purposes only, insofar as how to staff the delivery support. The price is inclusive of all necessary delivery materials – you get what you need to deliver the program one time, plus extensive training and support materials. Online and telephone support is free!

Optional accessories like hats and bandannas can be purchased separately.

You are not purchasing the game for continued use and all rights regarding the Intellectual Property remain with Performance Management Company. You are acquiring the materials for a single session (plus any training of support staff) and ALL materials must be returned to PMC immediately after delivery. Purchasing options are also available, since this exercise is outstanding to integrate to ongoing team development and leadership training.

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

See the powerful new teambuilding game, The Collaboration Journey Challenge

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.

 

The landing page for the rental of Lost Dutchman is here: https://www.performancemanagementcompany.com/online-store/RENTAL-OF-THE-SEARCH-FOR-THE-LOST-DUTCHMANS-GOLD-MINE-p73093716

View the overview and the details of our survey of LDGM users here:

Lost Dutchman’s Gold Mine Team Building Exercise – Survey Results

Read about how to actively involve senior managers and the benefits of doing that in this blog:  https://performancemanagementcompanyblog.com/2015/04/01/engaging-senior-managers-in-large-group-events/

 

 

 

Teamwork, Thinking, Learning and Active Involvement

Experiential exercises have significant impacts on individual and organizational learning and development. Experience, as well as research, says that participating and practicing is 15 times more impactful than sitting in a classroom. So, no wonder we are seeing more and more people use experiential exercised to generate reflection, teamwork and learning.

Being involved and engaged is, well, being involved and engaged.

The visual, auditory and kinesthetic anchors for memory are all hooked up and operating, making the connections needed for later processing, storage and retrieval of the experiences.

A temptation was to go off into a “neuroscience” kind of explanation, since that is all the rage these days. I have a doctorate in behavioral neurophysiology from Chapel Hill back in 1977 and have been consulting on people and performance since 1978, and

None of this neuroscience stuff is all that practical
when one needs to simply learn about behavior. 

Sure, it sounds really good, but is it really helpful to know how that amygdala you have is involved in your emotions or how the hippocampus is involved in distributing neuronal impulses or even how the Broca area of the dominant cortex or the Wernicke area of the posterior section of the superior temporal gyrus are involve in speech? (grin) . (This is all true, but so what!)

Motorola University in 1996 published an interesting chart that I reproduce here not knowing how to get permission for use but thinking that it can generate some useful thinking:

Learning Pyramid

Me, I would have flipped it upside down, so that Teaching Others was at the top but that is MY learning and memory preference showing up, I guess. And, there is a good deal of controversy over the numbers and the meanings, something I will choose not to get into for this post. Let me simply state the obvious:

Being involved and actively engaged in the learning process helps generate better retention and understanding.

Learning, linking and understanding are neurologically determined — the brain is what controls the process and it is good that it is semi-automatic (since if it required much thinking or typing, not a lot of us would ever get it!).

Our brain uses chemical and physical changes in proteins and membranes to build the electrical circuits that make all this “living large” stuff possible. It works pretty seamlessly, and when it doesn’t, we all realize the consequences (Alzheimer’s, dementia, aphasia, coma, and the like. Heck, even growing older has measurable negative impacts for most of us. I was going to cite a reference, but I forgot what it was…).

What our brain does is encode our experiences into memories. If there is some boring lecture going on, guess what is probably not going to be recalled? If you are energetically participating in some mental or physical challenge, doesn’t it make sense that more things will be remembered?

Knowing that something might be useful later adds an important touch — helping someone hang a backpacking hammock works quite well when you know that you will be hanging your hammock the next day. Learning to start a fire with fire sticks or a flint striker is remembered when you know you will head off on a survival venture that afternoon.

Memory is about storage and subsequent retrieval. It is about encoding and categorizing and accessing the meaningful information later. Knowing the context for that learning is generally helpful.

In some of my team building deliveries, the group might have been through a course or a series of lectures on something or other. Let’s say that the subject is Project Management and the participants are shown a methodology for gathering information prior to planning a program. When we play The Search for The Lost Dutchman’s Gold Mine, the funny thing is that the “learned” information or skills are often NOT transferred to the information gathering tabletop processes required to produce high levels of game performance.

So, in the debriefing, we review the choices made, generate discussions as to how the tools could be used, and then often project future scenarios or even do some problem solving whereby those tools are used. This kind of active debriefing process generates a motivation to learn and the kind of VAK needed to anchor the skills in place. We also encourage a diversity of ideas and reinforce differences in thinking styles, since these generate better options so often. The debriefings often focus on divergent thinking and questioning ideas. And this is MUCH different than simply lecturing them on what happened and what they should have learned. Their reflection makes it theirs and not yours.

Most people in most organizations are not observed to actually apply things they learned into workplace performance change and improvement. This learning transfer issue is a common problem with classroom training — people KNOW how to do things but choose to keep doing them as they did before.

Implementing change without changing feedback and measurement systems is also pretty hard to accomplish. Coaching can work, but coaches are often not available immediately after training has occurred.

What we suggest is an active kind of situation to involve and engage people, one that sets up a solid discussion of behavioral choices made along with thinking about possibilities. That activity might include projection, team-based agreement on desired future behaviors, some discussions about how improvements might be measured, personal commitment to doing things differently combined with some level of followup and coaching, and other things to help to anchor in the learning as well as generate new, sustainable behaviors in the future.

Generally, people remember their own behavior, and they tend to remember their mistakes and bad choices a bit more easily than all their good reactions and responses. In Lost Dutchman, we try to generate energy and emotion in our activities by adding pressures of time and scarcity of resources or some level of competition. Ideally the competitive situation has a balance of collaboration and cooperation built-in.

If organizations can better use these kinds of engaging activities, they can expect more learning to occur and more commitment to change to result.

Some ideas:

non-agreement bliss poem

Thumbs Up teamwork poem

My team, My way poem copy

 

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

See the powerful new teambuilding game, The Collaboration Journey Challenge

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.

 

 

 

Results Analysis of Typical Lost Dutchman Team Building Debriefing

Jeff heads off to Portugal to demonstrate The Search for The Lost Dutchman’s Gold Mine team building exercise at the International Business Learning Games Conference and he asked me to send him a typical “final results” summary. What I thought to do was to also share that as a blog post herein, for the benefit of our many users who might find a quick review to be of interest.

The game is about measured results and how collaboration, communications, and planning can work to optimize outcomes in the game and how those ideas can be implemented in the workplace. One or two teams can “beat” the game but it is also the overall results that are of interest to the Expedition Leader. It is great to have one team “win” but ALL the teams contribute to final outcomes. Collaboration is a key learning point from the deliveries.

So, below is a fairly typical analysis with a delivery for 5 tabletops (30 players). The critical factor, of course, is to link these game results to the behaviors that occurred and to debrief around considered alternative behaviors for their workplace after the workshop.

Results of teambuilding game Lost Dutchman

  • The final result was that the 5 teams collected $92,500 in Gold, averaging $18,500.
  • IF they chose to collaborate more and if they planned better, these teams could have collected $122,500 in gold and improved their average score to $24,500 with NO increased costs. 
  • Note that this 32% increase in gold mined is accomplished with NO additional resources. It results simply from better play by the teams, who are free to ask for help from game leadership but who generally choose not to do so. (“Nobody ever asks the Expedition Leader for advice!”)

The top team, Blue, spent 10 days in the Mine, mining $2500 in gold each day. The lowest team mined only 5 days because of their decisions and resource management. Ideally, ALL teams should have all returned on Day 20, but three teams returned earlier because of resource management and not asking for help.

The Lime and Yellow teams acquired Turbochargers at the start of the exercise by choosing to get “The Tortilla Flat Video,” presented to them as costing them to spend an extra day at Apache Junction before leaving but finding that the information in that video that, “teams find helpful.” One Turbo would allow them to move TWO blocks per day for the whole game; they received three of them and could have shared them with two other teams. (Only the Blue team got one of the extras, as noted by the dot on the far right side of the summary.)

The Yellow Team did what we call A Perfect Play, getting both of the videos and leaving fully informed on Day 3, returning on Day 20 and mining 9 gold, an optimal result for a single team. But they did not share information or resources, what we call “My Team, My Team, My Team” behavior…

But the Blue Team got the benefit of a shared Turbo without it costing them a day, so they were able to leave on Day 2 and return the last day. This gave them 10 gold.

But what of the Green and Pink teams? With all the information and resources available to Yellow and Blue, why were none shared with them? They could have mined more gold if they stayed in the mine more than their 5 days.

The results of teams NOT collaborating and competing to win is the sub-optimization of organizational results. Teams trying to WIN will often not help those teams trying to succeed; they will not freely share information or resources that other teams would find of benefit or that would help optimize the GROUP’s overall results.

  • The teams returned with $210 in inventory, enough for 7 more days of mining.
  • And only 3 teams used one of the 6 Turbochargers that were available.

This IS just a game. But it allows us to get into solid, substantial discussions about workplace issues of competition versus collaboration and to anchor to the idea that the goal is, “To Mine as much gold as WE can” in the workplace. Teams effectively choose to sub-optimize overall results because they fail to collaborate across tabletops and because they choose to not ask for help from leadership.

I know that this fast overview leaves a lot of questions unanswered and that it is not a complete description of how the results of Lost Dutchman can be debriefed and linked to real workplace culture ideas. More complete explanations of the scoring and debriefing can be found in other materials in the packages we sell and in other blog posts.

In an earlier blog, I included a much more detailed overview of how this works. You can download  “Linking Measured Game Results to Organizational Development Opportunities” by clicking on the link.

This blog post shares a good overview of how the results are captured and how they can be debriefed (https://performancemanagementcompanyblog.com/2014/01/24/optimizing-profit-through-collaboration/). 

Dutchman is fairly unique in the team building / team bonding world because it does have Measured Results, that capture the team’s choices and behaviors and that relate directly to improved workplace results and ideas for improvement. It is a fun and fast-paced exercise, but one that is not simply fun. It lends itself to powerful debriefings about organizational cultures and issues of expectations and feedback.

 

Contact me if I can help clarify any of the above or provide more information,

For the FUN of It!

Dr. Scott SimmermanDr. Scott Simmerman is a designer of team building games and organization improvement products. Managing Partner of Performance Management Company since 1984, he is an experienced presenter and consultant who designs simple, powerful learning tools.

See the powerful new teambuilding game, The Collaboration Journey Challenge

You can reach Scott at scott@squarewheels.com
 See his poems and performance haiku poems at www.poemsontheworkplace.com

Learn more about Scott at his LinkedIn site.


Find more information about Lost Dutchman at
https://www.performancemanagementcompany.com/the-search-for-the-lost-dutchman

Read more about Lost Dutchman’s team building game at:

Lessons from The Search for The Lost Dutchman’s Gold Mine, a game on teamwork and collaboration

 

 

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