Mob Experiment

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Words: 5095

Pages: 21

Category: People

Date Submitted: 10/26/2015 02:31 PM

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Contents

1. The Experiential Learning Activity 3

1.1 Mock Run 3

1.2 Actual Round 3

2. Process 4

2.1 Planning Our Strategy 4

2.2 Organising the Tasks 5

2.2.1 A Cross-functional team 5

2.2.2 Decentralisation 5

2.3 Leading the Team 6

2.3.1 Leadership style 6

2.3.2 Individual Personality 8

2.3.3 Shortcuts Used In Judging Others 9

2.3.4 Motivation 9

2.3.5 Communication 10

2.3.6 Member’s Interpersonal Skills 11

2.4 Controlling the Outcome 12

3. Reflection 14

4. Appendixes 16

4.1 Journal of work activities 16

The Experiential Learning Activity

Taboo is a word guessing party game where a player, or simply the clue giver, is required to describe a word or phrase on a drawn card to his or her team without using five common additional words or phrases written on the card. The player from the opposing team, or also known as the enforcer, will play the role of checking if the clue giver used any of the five off limits words or phrases and to ensure that no gestures is made.

For the experiential learning activity, we were given the opportunity to play two runs; mock run and the actual round. We were instructed to choose our clue giver, the enforcer and to set our targets on how many of words we are aiming to achieve.

1 Mock Run

For the mock run of fifteen minutes, individual team was given a set of Singapore edition taboo card. This served as a warm-up, and for members to get to know the game better. The moment our team received the deck of card, we were all keyed up to guess the forthcoming words. Kelly was the clue giver and she tried her best not to spout any of the five given taboo words on the card, while Jack, the enforcer, checks on her. The rest of the team members enthusiastically shout out random words that came into their mind, hoping to guess the correct word. Our team set a target of guessing 40 words and we managed to hit beyond by guessing 41 words in total.

2 Actual...