![]() 50 Ways to Teach Your Learner
ISBN: 978-0-7879-4504-6
Paperback
288 pages
January 1999, Pfeiffer
US $45.00
This price is valid for United States. Change location to view local pricing and availability. This is a Print-on-Demand title. It will be printed specifically to fill your order. Please allow an additional 1-2 days delivery time for paperbacks, and 3-5 days for hardcovers. The book is not returnable.
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"Get off your seat and get active! Use these low-risk, low-cost activities to energize, excite, and build your team." --Sivasailam "Thiagi" Thiagarajan, editor, Thiagi GameLetter; president, Workshops by Thiagi
"Battling for the attention of the adult learner is a war that [Rose] knows how to win. Between the covers of this book there are more than fifty things to be learned and experienced. Read, share, and celebrate." --Ray Green, CEO, Paradigm Learning
"I was simply blown away by the usefulness of this book in providing a pathway to building effective teams. 50 Ways To Teach Your Learner is an absolute must-buy for anyone dealing with the issues of teams." --Harvey Robbins, coauthor, Why Teams Don't Work
"Another home run for Ed Rose. This book is a fresh presentation of genuinely useful team development activities." --Tim Rumsey, president, Dynamic Learning; author, Not Just Games: Using Experiential Learning to Drive Business Results
"Battling for the attention of the adult learner is a war that [Rose] knows how to win. Between the covers of this book there are more than fifty things to be learned and experienced. Read, share, and celebrate." --Ray Green, CEO, Paradigm Learning
"I was simply blown away by the usefulness of this book in providing a pathway to building effective teams. 50 Ways To Teach Your Learner is an absolute must-buy for anyone dealing with the issues of teams." --Harvey Robbins, coauthor, Why Teams Don't Work
"Another home run for Ed Rose. This book is a fresh presentation of genuinely useful team development activities." --Tim Rumsey, president, Dynamic Learning; author, Not Just Games: Using Experiential Learning to Drive Business Results

