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PERSONALITY DEVELOPMENT
GAMES
PERSONALITY DEVELOPMENT GAMES
Personality development games are a means to practise the subject-matter of a
personality development training in an intensive and realistic manner. Actually it
is a kind of role-playing game. The participants form the team of a institution
and they take all associated decisions. They may for instance decide on the

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mission and goal of their team..
The Personality development Game was built to allow managers that hands-on

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opportunity to practice strategies in a fun, friendly, competitive, and enjoyable
atmosphere. The Personality development Game sharpens skills around coaching

a.

for a specific performance gap, a values misalignment, and employee

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development. The "friendly competition" allows for individual and team winners.

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An environment where everybody has the guts to experiment with his/her new

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skills. Yes, we even encourage to test the limits and take some calculated risks.
Knowing your own limitations and those of your environment makes it possible

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to take your decisions in a more responsible manner. This will eventually result in
a more creative working method, pro-active behaviour, improved cooperation

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and a stronger team spirit.

The game focusses on practising these skills in a playful manner. By doing,
experimenting and experiencing, such skills are acquired in a more lasting
manner than with a classical training. Adaptations to this concept and
programming to your own situation are of course possible.
THE PERSONALITY DEVELOPMENT GAME helps participants:


Learn how to develop a diverse group of students.



Realize the effect of setting expectations and on-going coaching



Practice interactions with a student while taking their behavioral style into
account



Learn how to manage a values misalignment in the team



Improve communication skills.



Discover the difference between directed and guided feedback and when

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to use each

Evaluate job candidates on the right selection criteria



Create action plans for a high-performer and a low-performer

Skills acquired by PDP Games:

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1.Communication skills

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2.Behavioral skills

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5.Interactive skills

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3.Interpersonal skills
4.Memory skills
6.Team building skills

7.Conflict management skills

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8.Problem solving skills

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9.Decision making skills
10.Analytical skills
11.Participative skills
12.Presentation skills
13.Innovating skills

a.

co


SUDDENLY.....'

GAME 10: WORD LINK
PURPOSE: To emphasize the importance of listening, easy to follow directions.
TIME REQUIRED: 20 minutes
THE EXERCISE IN ACTION:

This is a word association game. Ask the group to sit in a circle. The first person

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starts with any word they wish i.e. red. The next person repeats the first word and
adds another word which links to the first i.e. tomato. The next person repeats the

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w

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.k

in

in

di

a.

only allow five seconds for each word link.

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previous word and add another word link i.e. soup, and so on. To keep this moving,
also more complex team building exercises that are composed of multiple exercises such as ropes
courses, corporate drumming and exercises that last over several days. The purpose of team building
exercises is to assist teams in becoming cohesive units of individuals that can effectively work together
to complete tasks.

CREATIVITY SKILLS
GAME 2: “SEA IF WE CAN FIND THE ERRORS”
PURPOSE: To provide an exercise that challenges participants to think creatively.

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TIME REQUIRED: 10 minutes

THE EXERCISE IN ACTION: Allow people to work individually to find the errors in following
“You

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statement.

may not belief that there are six errers in this short paragraph.

a.

Studi the paragraph carefully. You can reed it as many times as

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necessary. Don’t give up too easily. See if you can find all of them”

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Most participants will find five but few will ever find the sixth.The sixth is simply that there are only
five errors(so its an error to say there are six).The exercise points out how we often tink inflexibly and

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fail to consider all the options when problem solving.

GAME 3: PLAYING THE NUMBERS

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PURPOSE: To engage participants in a creative exercise after a break or lunch.
TIME REQUIRED: 10 minutes

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THE EXERCISE IN ACTION: Here’s a quick exercise you can use after lunch or break.Place these
numbers on a chart or white board.

8, 11, 15, 5, 14, 1, 7, 6, 10, 13, 3, 12, 2
Tell the participants, ”You are seeing all the numbers from 1 to 15 with the exception of 4 and
9.Your task is to decide why the numbers are arranged in this sequence, then put the missing
numbers in their proper places”
Take the test yourself right now. After you have made your decision,turn this page upside down
for the correct answer.

ANSWER: The numbers are listed alphabetically.
GAME 4: ”30 SECONDS”
PURPOSE: To quickly energize and challenge participants.
TIME REQUIRED: 30 seconds for each individual.

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THE EXERCISE IN ACTION: Here the trainer chooses a topic and challenges participants to list as
many titles as they can from this category. For example, things used in cooking, type of fruits,

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vegetables etc.. Highest total achieved by the person will be consider as the winner.

a.

GAME 4: INTERVIEWS

TIME REQUIRED: 10 to 15 minutes

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PURPOSE: To demonstrate the dynamics of listening and memory skills.

THE EXERCISE IN ACTION: Here one person is interviewed for five minutes on a specific topic by a

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team of three people, while another team of three listens to the questions and answers. At the end of the

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time, the “listening” team must recap what the interviewee has said in three sentences. The team asking
the questions scores the other team on the accuracy of its recap. Teams are then rotated so that the

total wins.

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listeners become the interviews, and new interviewees and topics are chosen. The team with the highest

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GAME 5: THE NAME GAME

PURPOSE: To get small groups thinking together and creatively solving tough problems.

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TIME REQUIRED: 20 minutes
MATERIALS REQUIRED: A flip chart with the alphabet displayed vertically in advance by the trainer.
THE EXERCISE IN ACTION:
Display a prepared flipchart page with the alphabet written vertically by a trainer. Ask the participants to
share a random sample sentence from a news paper or other piece of written material and spells out the
sentence vertically next to the alphabet, creating random pairs of letters, stopping the process when 26th
letter of the sentence matches the letter “z”. The groups are then asked to come up wit names of famous
people that match the random initials.
EXAMPLE: ( “NOW IS THE TIME FOR ALL GOOD MEN TO COME TO THE AID OF THEIR
COUNTRY”)
A

N

B

O

C

W

D

I

E

AN=ALFRED NOBEL

S

F
…

…

Z

T

m

…

co

. ..

a.

GAME 7: TEAM ROLE PLAYS

TIME REQUIRED: 10 to 20 minutes
THE EXERCISE IN ACTION:

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PURPOSE: To introduce a sense of team work into role plays

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Divide the participants into two groups of five participants each. Group A members are all given the first

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half of a role play to read, and Group B members are given the other half of the same role play. One
manager from each sits at a desk or table and begins the role play, with the other four managers from

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each group lined up behind that person.

At any point, the participant from either team in the role plays can reach behind and touch any of the
other participants who are standing behind them. At that point, the touched team member steps forward

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and continues the role play. The exercise is effective because all participants need to stay attentive so

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that they are prepared to jump in.

GAME 8: ICE BREAKERS
Icebreakers can play an important role in helping young people integrate and

connect with one another in a group environment. Icebreakers can also enhance
your teaching by helping to stimulate cooperation and participation. They can
provide positive momentum for small group study and discussion by:
Helping a new group get to know one another.
Helping new members to integrate into a group.
Helping young people feel comfortable together.
Encouraging cooperation.
Encouraging listening to others.
Encouraging working together.
Encouraging young people to break out of their cliques.
Developing social skills.

Creating a good atmosphere for learning and participation.

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GAME : GROUP BUILDERS
PURPOSE: To introduce a sense of team work

a.

TIME REQUIRED: 10 to 20 minutes
THE EXERCISE IN ACTION:REAKERS?

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Building a rapport with leaders.

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The leader begins by saying the name of any country, city, river, ocean or

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mountain that can be found in an atlas. The young person next to him must then say
another name that begins with the last letter of the word just given. Each person has

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a definite time limit (e.g. three seconds) and no names can be

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repeated. For example - First person: London, Second Person: Niagara Falls,
ThirdPerson: Switzerland

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GAME 9: TALL STORIES

PURPOSE: To introduce a sense of team work and concentrating on communication skills.

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TIME REQUIRED: 20 minutes
THE EXERCISE IN ACTION:

The leader starts a story with a sentence that ends in SUDDENLY. The next person
then has to add to the story with his own sentence that ends in SUDDENLY.
Continue the story until everyone has contributed. The story becomes crazier as
each young person adds their sentence. Tape it and play it back. For example; '
Yesterday I went to the zoo and was passing the elephant enclosure when
SUDDENLY.....'

GAME 10: WORD LINK
PURPOSE: To emphasize the importance of listening, easy to follow directions.
TIME REQUIRED: 20 minutes
THE EXERCISE IN ACTION:

This is a word association game. Ask the group to sit in a circle. The first person

m

starts with any word they wish i.e. red. The next person repeats the first word and
adds another word which links to the first i.e. tomato. The next person repeats the

w

w

w
.k

in

in

di

a.

only allow five seconds for each word link.

co

previous word and add another word link i.e. soup, and so on. To keep this moving,

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Personality development-games-kinindia.com

  • 2. PERSONALITY DEVELOPMENT GAMES Personality development games are a means to practise the subject-matter of a personality development training in an intensive and realistic manner. Actually it is a kind of role-playing game. The participants form the team of a institution and they take all associated decisions. They may for instance decide on the m mission and goal of their team.. The Personality development Game was built to allow managers that hands-on co opportunity to practice strategies in a fun, friendly, competitive, and enjoyable atmosphere. The Personality development Game sharpens skills around coaching a. for a specific performance gap, a values misalignment, and employee di development. The "friendly competition" allows for individual and team winners. in An environment where everybody has the guts to experiment with his/her new in skills. Yes, we even encourage to test the limits and take some calculated risks. Knowing your own limitations and those of your environment makes it possible w .k to take your decisions in a more responsible manner. This will eventually result in a more creative working method, pro-active behaviour, improved cooperation w w and a stronger team spirit. The game focusses on practising these skills in a playful manner. By doing, experimenting and experiencing, such skills are acquired in a more lasting manner than with a classical training. Adaptations to this concept and programming to your own situation are of course possible. THE PERSONALITY DEVELOPMENT GAME helps participants:
  • 3.  Learn how to develop a diverse group of students.  Realize the effect of setting expectations and on-going coaching  Practice interactions with a student while taking their behavioral style into account  Learn how to manage a values misalignment in the team  Improve communication skills.  Discover the difference between directed and guided feedback and when m to use each Evaluate job candidates on the right selection criteria  Create action plans for a high-performer and a low-performer Skills acquired by PDP Games: di 1.Communication skills in 2.Behavioral skills w .k 5.Interactive skills in 3.Interpersonal skills 4.Memory skills 6.Team building skills 7.Conflict management skills w 8.Problem solving skills w 9.Decision making skills 10.Analytical skills 11.Participative skills 12.Presentation skills 13.Innovating skills a. co 
  • 4. SUDDENLY.....' GAME 10: WORD LINK PURPOSE: To emphasize the importance of listening, easy to follow directions. TIME REQUIRED: 20 minutes THE EXERCISE IN ACTION: This is a word association game. Ask the group to sit in a circle. The first person m starts with any word they wish i.e. red. The next person repeats the first word and adds another word which links to the first i.e. tomato. The next person repeats the w w w .k in in di a. only allow five seconds for each word link. co previous word and add another word link i.e. soup, and so on. To keep this moving,
  • 5. also more complex team building exercises that are composed of multiple exercises such as ropes courses, corporate drumming and exercises that last over several days. The purpose of team building exercises is to assist teams in becoming cohesive units of individuals that can effectively work together to complete tasks. CREATIVITY SKILLS GAME 2: “SEA IF WE CAN FIND THE ERRORS” PURPOSE: To provide an exercise that challenges participants to think creatively. m TIME REQUIRED: 10 minutes THE EXERCISE IN ACTION: Allow people to work individually to find the errors in following “You co statement. may not belief that there are six errers in this short paragraph. a. Studi the paragraph carefully. You can reed it as many times as in di necessary. Don’t give up too easily. See if you can find all of them” in Most participants will find five but few will ever find the sixth.The sixth is simply that there are only five errors(so its an error to say there are six).The exercise points out how we often tink inflexibly and w .k fail to consider all the options when problem solving. GAME 3: PLAYING THE NUMBERS w PURPOSE: To engage participants in a creative exercise after a break or lunch. TIME REQUIRED: 10 minutes w THE EXERCISE IN ACTION: Here’s a quick exercise you can use after lunch or break.Place these numbers on a chart or white board. 8, 11, 15, 5, 14, 1, 7, 6, 10, 13, 3, 12, 2 Tell the participants, ”You are seeing all the numbers from 1 to 15 with the exception of 4 and 9.Your task is to decide why the numbers are arranged in this sequence, then put the missing numbers in their proper places”
  • 6. Take the test yourself right now. After you have made your decision,turn this page upside down for the correct answer. ANSWER: The numbers are listed alphabetically. GAME 4: ”30 SECONDS” PURPOSE: To quickly energize and challenge participants. TIME REQUIRED: 30 seconds for each individual. m THE EXERCISE IN ACTION: Here the trainer chooses a topic and challenges participants to list as many titles as they can from this category. For example, things used in cooking, type of fruits, co vegetables etc.. Highest total achieved by the person will be consider as the winner. a. GAME 4: INTERVIEWS TIME REQUIRED: 10 to 15 minutes di PURPOSE: To demonstrate the dynamics of listening and memory skills. THE EXERCISE IN ACTION: Here one person is interviewed for five minutes on a specific topic by a in team of three people, while another team of three listens to the questions and answers. At the end of the in time, the “listening” team must recap what the interviewee has said in three sentences. The team asking the questions scores the other team on the accuracy of its recap. Teams are then rotated so that the total wins. w .k listeners become the interviews, and new interviewees and topics are chosen. The team with the highest w GAME 5: THE NAME GAME PURPOSE: To get small groups thinking together and creatively solving tough problems. w TIME REQUIRED: 20 minutes MATERIALS REQUIRED: A flip chart with the alphabet displayed vertically in advance by the trainer. THE EXERCISE IN ACTION: Display a prepared flipchart page with the alphabet written vertically by a trainer. Ask the participants to share a random sample sentence from a news paper or other piece of written material and spells out the sentence vertically next to the alphabet, creating random pairs of letters, stopping the process when 26th letter of the sentence matches the letter “z”. The groups are then asked to come up wit names of famous people that match the random initials.
  • 7. EXAMPLE: ( “NOW IS THE TIME FOR ALL GOOD MEN TO COME TO THE AID OF THEIR COUNTRY”) A N B O C W D I E AN=ALFRED NOBEL S F … … Z T m … co . .. a. GAME 7: TEAM ROLE PLAYS TIME REQUIRED: 10 to 20 minutes THE EXERCISE IN ACTION: di PURPOSE: To introduce a sense of team work into role plays in Divide the participants into two groups of five participants each. Group A members are all given the first in half of a role play to read, and Group B members are given the other half of the same role play. One manager from each sits at a desk or table and begins the role play, with the other four managers from w .k each group lined up behind that person. At any point, the participant from either team in the role plays can reach behind and touch any of the other participants who are standing behind them. At that point, the touched team member steps forward w and continues the role play. The exercise is effective because all participants need to stay attentive so w that they are prepared to jump in. GAME 8: ICE BREAKERS Icebreakers can play an important role in helping young people integrate and connect with one another in a group environment. Icebreakers can also enhance your teaching by helping to stimulate cooperation and participation. They can provide positive momentum for small group study and discussion by: Helping a new group get to know one another.
  • 8. Helping new members to integrate into a group. Helping young people feel comfortable together. Encouraging cooperation. Encouraging listening to others. Encouraging working together. Encouraging young people to break out of their cliques. Developing social skills. Creating a good atmosphere for learning and participation. co GAME : GROUP BUILDERS PURPOSE: To introduce a sense of team work a. TIME REQUIRED: 10 to 20 minutes THE EXERCISE IN ACTION:REAKERS? m Building a rapport with leaders. di The leader begins by saying the name of any country, city, river, ocean or in mountain that can be found in an atlas. The young person next to him must then say another name that begins with the last letter of the word just given. Each person has in a definite time limit (e.g. three seconds) and no names can be w .k repeated. For example - First person: London, Second Person: Niagara Falls, ThirdPerson: Switzerland w GAME 9: TALL STORIES PURPOSE: To introduce a sense of team work and concentrating on communication skills. w TIME REQUIRED: 20 minutes THE EXERCISE IN ACTION: The leader starts a story with a sentence that ends in SUDDENLY. The next person then has to add to the story with his own sentence that ends in SUDDENLY. Continue the story until everyone has contributed. The story becomes crazier as each young person adds their sentence. Tape it and play it back. For example; ' Yesterday I went to the zoo and was passing the elephant enclosure when
  • 9. SUDDENLY.....' GAME 10: WORD LINK PURPOSE: To emphasize the importance of listening, easy to follow directions. TIME REQUIRED: 20 minutes THE EXERCISE IN ACTION: This is a word association game. Ask the group to sit in a circle. The first person m starts with any word they wish i.e. red. The next person repeats the first word and adds another word which links to the first i.e. tomato. The next person repeats the w w w .k in in di a. only allow five seconds for each word link. co previous word and add another word link i.e. soup, and so on. To keep this moving,