Team-Building Activities for the Digital Age: Using Technology To Develop Effective Groups by Brent WolfeTeam-Building Activities for the Digital Age: Using Technology To Develop Effective Groups by Brent Wolfe

Team-Building Activities for the Digital Age: Using Technology To Develop Effective Groups

byBrent Wolfe, Colbey Penton Sparkman

Paperback | December 22, 2009

Pricing and Purchase Info


Earn 185 plum® points

Prices and offers may vary in store


Ships within 1-3 weeks

Ships free on orders over $25

Not available in stores


Teens and young adults have connected with technology in unprecedented ways. Take a look at your average high school or college campus and you’ll see what a huge part technology plays in their lives. Computers, wi-fi networks, smart phones, and MP3 players allow young people 24/7 access to technology. Team-Building Activities for the DigitalAge will show you how to use that technology to help them connect with each other, too.

Team-Building Activities for the Digital Age will help you promote interpersonal communication and encourage young people to positively express their individuality and build face-to-face relationships by using technology. The activities use the technology that young adults thrive on—including cell phones, social networking sites, MP3 players, blogs, and digital cameras—as an opportunity for education and enlightenment. Each of the activities serves as the basis for discussion about topics such as diversity and cultural sensitivity, teamwork and problem solving, self-reflection and self-exploration, stereotypes, communication and self-expression, and observation and discernment.

Team-Building Activities for the Digital Age begins with a user’s guide that will help you make the most of the book. The authors offer tips for planning, preparing, and leading the activities, plus ideas for creating a supportive environment that encourages respect and the safe sharing of information. They also share techniques for facilitating conversations that help participants understand the purpose of the activities and apply the information on both personal and group levels. This makes the activities not only entertaining but also significant on a deeper level.

The activities are organized by the technology used (photo, Internet, texting, and audio and video), and the book features an activity finder that includes the suggested purpose or goals for each activity so you can find the one that best meets the needs of your group. For each activity you’ll find instructions for leading the activity, a list of the technology and other materials needed, a goal for the activity, and several questions to help jump-start conversation so participants can explore the purpose of the activity and discuss what they’ve learned. You’ll also find suggestions for running the activities when the requisite technology isn’t readily available and for modifying the activities to make them more challenging.

With Team-Building Activities for the Digital Age, you’ll turn young people’s favorite technologies into tools that build communication skills and encourage engagement and personal connections. Upgrade your activity repertoire with Team-Building Activities for the Digital Age and make team building meaningful and—technically speaking—just plain fun!

Brent D. Wolfe, PhD, is assistant professor in the department of hospitality, tourism, and family and consumer sciences at Georgia Southern University in Statesboro. Working in higher education for the past decade, Wolfe has developed and taught courses on facilitating experiential and team-building ...
Title:Team-Building Activities for the Digital Age: Using Technology To Develop Effective GroupsFormat:PaperbackDimensions:208 pages, 9 × 6 × 0.68 inPublished:December 22, 2009Publisher:Human Kinetics, Inc.Language:English

The following ISBNs are associated with this title:

ISBN - 10:0736079920

ISBN - 13:9780736079921


Table of Contents

Chapter 1 Operating System

Five Things a Facilitator Should Know

The Importance of Team Building

Virus Protection

Generating Output


Chapter 2 Photo Activities

Chapter 3 Internet Activities

Chapter 4 Texting Activities

Chapter 5 Audio and Video Activities