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Team Titan (2D)

At the end of this program, the participants will be able to:

  • Enhance coordination, collaboration, and integration among its members.
  • Improve the team process to realize team’s objective that is aligned to the corporate goal; and
  • Recognize and be able to adhere to the standard of an excellent team.

PROGRAM OUTLINE

Time Activity Deliverables
1430 – 1500 Registration
1500 – 1700 Introduction, Icebreaker, Profiling, and team formation.

EITHER ‘zoom in and zoom out’ OR ‘chow, chow wedding’ OR ‘Banner painting’

Sharing expectations, personal discoveries and recognizing current practice as a point of departure.

Promoting the company’s core vales

1700 – 1800 Team identity and integration

“because of you….”

To recognize all teams complement each other to make the organization; and every team is as important
1800 End of Day 1
1900 – 2200 UEM Edgenta Annual Dinner
Time Activity Deliverables
0830 – 0915 Team trust and coordination

EITHER: ‘dummy fall’, ‘trust circle’ and ‘trust fall’; ‘2 knots exercises’ OR ‘LRT construction’

EITHER Trusting fellow members and solving problem requiring a growth mindset OR learning to differentiate between output and outcome plus taking ownership.
0915 – 1100 Team performance:

“Escape from the carnivorous aliens”

To experience solving team’s problem through creativity and resilience with commitment, accountability and focus on result.
1100 – 1130 Break on the Field
1130 – 1230 Team integration:

“Tarantula relay”

Putting all the learning principles to test from planning to execution.
1230 – 1300 Summing up and conclusions To tie any loose ends
1300 Check out, Lunch & Depart

OUR METHODOLOGY

The program will be interactive using the discovery / experiential learning methodology based on challenge by choice that is self – realizing and convincing. The approach is one of total systems that includes the individual with the knowledge, skill, and attitude; small, big and total team with their respective norms and standard. Participants will experience a series of indoor simulation activities. There will be a reflection slot after each activity for the participants to share their experiences. Reflection is generalized into behavior that needs changes to be more effective. This will be tested in subsequent activities and subsequently transferred to actual practice at work.

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