Agile Ball Point Game

60-90 min.

Purpose: Provide a highly engaging and interactive way for students to experience the Innovation Cycle, and the benefits of experimentation and iteration.

Assumptions

10-15 min.

Purpose: Give students an appreciation for how routinely they make unconscious assumptions about what they observe and believe to be true.

Bad Product Ideas

20-30 min.

Purpose: Help students realize that all ideas have potential when we look for it—even the seemingly terrible ones.

Cahoots

15-30 min.

Purpose:Have students personally experience how naturally they fall into the Innovation Cycle—when they don’t stop themselves.

Creating a Personal Narrative

20 min.

Purpose: Have students develop a sense of themselves that reflects and is reflected by the feedback in their Innovation Mindset Snapshot

Determining Where to Join the Innovation Cycle

10-20 min.

Purpose: Help students understand that the Innovation Cycle is a continuous process that continually iterates, how to determine where to “join” that cycle and what tools are appropriate.

Growth Mindset – Theory of Intelligence

10-20 min.

Purpose: Illustrate what mindset is, how it impacts us and how we can change it. Also, distinguish between Growth Mindset and Innovator Mindset

Hair Over Ears

5 min.

Purpose: Give students an appreciation for how selectively they observe things around them, and guidance on how to correct for it.

Invisible Gorilla

10-15 min.

Purpose: Help students appreciate how challenging it can be to make accurate and complete observations, how easy it can be to miss the seemingly obvious, and how make good observations is a disciplined and imaginative process.

Nine Dots Variation

10 min.

Purpose: Help students realize how susceptible they are to making hidden assumptions, how difficult it is to detect them, and how much that can interfere with finding solutions.

Personality, Skillset, Mindset

5-10 min.

Purpose: Help students understand what mindset means in this context and how it compares to knowledge/skills and personality.

NOTE: This exercise is included in Mindset Trek eLearning Trail Two.

Recognizing the Status Quo and Innovation Cycles

10-15 min.

Purpose: Help students spot each of these patterns and their emotional markers, in themselves and others, in a range of situations

Spinning Dancer

10-20 min.

Purpose: Give students an appreciation for how mindset works, how subtle yet powerful it can be, and how it can create conflict.

Status Quo Cycle vs. Innovation Cycle in Business

5 min.

Purpose: Help students readily identify the Status Quo and Innovation Cycles in a business context.

Status Quo Cycle vs. Innovation Cycle Professions

5 min.

Purpose: Help students readily identify the Status Quo and Innovation Cycles in a variety of settings.

Taking Action

10-20 min.

Purpose: Help students understand how to take action to pursue their ideas in ways that promote innovation rather than the status quo.

The Martian

10-15 min.

Purpose: Provide students with practice distinguishing between problems that require a Status Quo Cycle (Detect & Correct) response, and an Innovation Cycle (Explore and Discover) response. And, help students become proficient at recognizing these patterns.

Tools of an Innovator

5-30 min.

Purpose: Give students experience applying the Innovation Cycle to real world innovation challenges and an understanding of how a variety of innovation tools map onto the Innovation Cycle.

Types of Feedback

10 min.

Purpose: Give students an appreciation for how broadly and deeply the Status Quo and Innovation cycles are imbedded in how we all function and in how businesses operate.

Whodunnit

10-15 min.

Purpose: Have students experience the limits of their perceptions and how easily & frequently they miss things.