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The Journey Home
"You and your team have twenty light-years to save Earth from the attack of alien raiders and the spread of a deadly disease. As part of a Star-Ship and squadron, you will have to avoid the swarming and powerful raiders and the growing solar storms, all the while searching for the bio-beacon technology. Choosing your equipment, you set your course for Earth. You may stop on any of the planets, bases or stars along the way to collect information, or should you set a course directly for the blue planet?"
The Journey Home is an interactive, team-based simulation that provides participants with an intensive, powerful, fun and relevant business learning experience. It is Star-Date 3000AD, and a squadron of Star-Ships is engaged in a race against time. Each Star-Ship is a team, made up of four to six players. Each team member has a unique and valuable role to play, bringing his or her own information and experience to the mission. The designated roles are Captain, Navigator, Environmental Officer, Science Officer, Communications Officer, and Counselor. The ultimate mission is to save Earth from enemy raiders and to find the technology to stop the spread of a deadly virus.
Participants are first enrolled in Star Fleet Academy Training and then the simulation begins with a pressure filled and deadly countdown. The teams have twenty light-years to find the bio-beacon technology, make it past the raiders, storm clouds and other dangers, take advantage of unforeseen opportunities, make it back to, and finally save, Earth.
While the game is never introduced as a competition between the Star-Ships, the entire room (we have run it successfully for 10 to 1000 people in one room!) erupts into a chaotic and frenetic race to be the first to reach Earth. This leads to predictable troubles as information doesn't get shared, resources are wasted, customer needs are ignored, opportunities are missed, time is lost, trust is tested and energies are misplaced. Only at the midpoint of the experience do some Star-Ships realize that the real enemy is the ten Raiders trying to stop them, and that they had better work together, focus on the mission, and make sure they somehow save Earth together. The simulation concludes with a startling ending, in which the real enemy is defined and the overall mission is understood clearly and accomplished.
The experience leads into a very challenging and profound debriefing in which the participants are only too able and eager to share their Star-Ship experiences, and to make the transfer of those lessons to real life. The debriefings are focused, animated, and lively discussions that point toward the next-day applications of the lessons learned.
Learning Outcomes
By the end of the Journey Home experience, participants are emotionally engaged and intellectually immersed. They are able to understand how to leverage the following powerful ideas within their current teams and projects:
- The true power of teamwork
- Alignment to mission
- The Importance of Communication (within your team, and outside)
- Empowerment
- Customer Focus
- Creative Innovation
More Information
For more information on this simulation, click here to access our request for information form. Fill out the form and click submit. Its that simple.
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