FREE webinar with Barbara Kerr, PhD, author of Creating an Emotionally Intelligent World
Click here to listen.
Interview with the Author
We recently interviewed product author Dr. Kerr, to get her thoughts and insights on the role of Emotional Intelligence in the workplace. Click here to read the interview.
Theory and Development
Creating an Emotionally Intelligent World provides skill development learning in five core components of Emotional Intelligence; Awareness of Self, Actions of the Self, Awareness of Others, Interaction with Others, Resilience.
Awareness of Self
The ability to identify emotions in yourself and to perceive the impact you have on others.
Actions of Self
The ability to manage and express a range of emotions appropriately, thus maintaining your equilibrium even under stress.
Awareness of Others
The ability to identify and understand what others are feeling as expressed through their words, actions, facial expressions, and body language.
Interactions with Others
The ability to utilize awareness of others’ emotions to build relationships, teams, and support networks.
Resilience
The ability to learn from mistakes, recover from setbacks, be optimistic, and maintain equilibrium despite life’s inevitable changes and challenges.
Uses for the Game
Creating an Emotionally Intelligent World offers multiple applications, including:
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Skill development for employees and front-line managers
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Primer emotional intelligence for students in colleges and universities
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An introduction to emotional intelligence within an organization
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A standalone team building activity
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A component of a team or leadership development initiative
How it Works
Creating an Emotionally Intelligent World is an interactive computer-based team game built on the PowerPoint platform. Fast-paced challenges relating to the five dimensions of emotional intelligence make for exciting game play as teams of up to six players per computer work together on a group project. The goal is to earn enough points to complete a 30-piece puzzle by correctly responding to seven different types of challenges. Unexpected Life Events (ULEs) randomly intervene, which either add or subtract puzzle pieces from the project. The game ends when a team completes the puzzle project, or runs out of time. At the end of the game, players learn their performance statistics, including an Overall Emotional Intelligence Awareness Rating, a Team Performance Score, and an assessment of how frequently the individuals players choose to act independently or collaboratively.
Challenges include:
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What Would You Do?: Multiple choice scenario-based challenge.
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Picture This!: Identify the emotion displayed in an image.
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Enhance Your Emotional Intelligence: Choose the appropriate activity that will enhance a particular dimension of Emotional Intelligence.
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Survey Says: Identify the top answer in response to a survey question.
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Decisions! Decisions!: Work as a team to reach a majority decision.
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What am I Feeling?: Participants act out emotions for the rest of the team to identify.
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From the Heart: Each team member speaks for a certain amount of time on a given topic.
License for Unlimited Enterprise Installations Creating an Emotionally Intelligent World can be installed on an unlimited number of computers within one organization and train an unrestricted number of participants. Run each installation with up to 6 people per computer.
The Creating an Emotionally Intelligent World game includes:
Introduction, Game, and Debrief files in PowerPoint format as well as downloads for the Personal Development and Facilitator Guides.
The Personal Development Guide is fully reproducible, and it can be distributed to an unlimited number of participants. It also includes an emotional intelligence self assessment, summary of the five EI dimensions, as well as personal growth and development activities.
The Facilitator Guide includes an overview of the game, administrative guidelines, descriptions of the game challenges, the emotional intelligence model, technical information, self-scoring emotional intelligence self assessment, action planning questions, references, and resources.
Related Products
Product Type
Game
Time Required
2 hours
Author
Barbara A. Kerr, PhD