HRM1B Project IHA-C01 Group 2 – Concept – Allan Schlundt Bodien Bianca Brandt Christine Natalia Riri Putrianti HRM1B Project IHA-C01 Group 2 INTRODUCTION The “HR Day” can be used as a tool to help students get a better understanding of the relation between human resources and quality. Also, students learn how the theories they have studied during the first few weeks of their first semester as HRQM majors are put into practice (if at all). Teachers and trainers are invited to join. The qualities of this product are defined as follows: • Process quality: The field trip and activities run smoothly (not necessarily according to the plan). • Product quality: The goals and objectives of the product are achieved: students gain a clearer understanding of the relationship of HR and quality; students see how an HR department works in the business world. • Transcendental quality: The expectations of students are met and/ or exceeded. Students feel that the “HR Day” was a good experience and of added value for them. It would be a good idea to schedule this field trip shortly after the first exam period of the C-Cluster. The “HR Day” consists three main parts: the company visit, a workshop and an interactive game/ discussion. The concept will be elaborated on below. HRM1B Project IHA-C01 Group 2 THE PROGRAM (See appendix 1 for a schedule of the “HR Day”) 1. Energizing Games The company we intend to visit with the group of students is Orange, the headquarters are located in The Hague. The most convenient way of going there would be by bus, which would make it easy for us to start our “energizers” to get the group active. Students will be asked to bring their own breakfast and lunch. A copy of the “HR Day” schedule (appendix 1: Time Schedule) will be distributed, as well as a sheet of paper (appendix 2: Form: Expectations) on which students will be asked to fill out their expectations of the field trip. 2. Company Visit (Main Part 1) The company visit is the first main item of the field trip. We will get a guided tour around the HR and quality control department. It would be interesting, of course, to also see the service center etc., but exact information has yet to be discussed with our contact person at Orange. 3. Workshop (Main Part 2) The purpose of the workshop is to substantiate what students have learned during TPM and talked about during their individual SCC sessions and combining this with the idea that a person with good inner leadership skills can develop into a good manager due to exactly these aptitudes. This training session will be conducted by the teachers/ trainers of the HRQM study stream who are thus given the freedom and expressly invited to create their own program and incorporate their own ideas. The following concept can be auxiliary: Personal Resource Management Contents: • Rendering oneself aware of inner resources • Reflecting the system of outer conditions • Balancing the claims and requirements • Concretizing and updating goals • Strategies for reaching objectives set • … Method: • Input by trainers HRM1B Project IHA-C01 Group 2 • Solution-oriented reflection • Group and individual work (interviews, feedback, counseling) • … Benefits: • Taking downtime • Reviewing habits • Assessing personal and professional position • Setting goals in order to break new grounds • Unlocking sources of inner strength An interesting location for this workshop would be Sonsbeek park, where the group could go after returning from the company visit. 4. Werewolf Game Werewolf is a psychological game involving leading, persuading and interacting with other people. Among the players, there will be one narrator, multiple werewolves (the exact number depends on the total number of players). The narrator has more of a neutral role and gives the lead of the game. The objective of the game for the werewolves is to eliminate all other players until their quantity equals or outnumbers the other players, while the other players will try to expose and eliminate all werewolves. See appendix 4 for instructions. This game can also take place in the park. 5. Interactive Game/ Discussions (Main Part 3) During this game, students will be asked rather simple questions (appendix 5: Interactive Game) about the field trip at first. These questions are mainly meant to initiate discussions within the group. Teachers and trainers are encouraged to elaborate on what students have learned during classes, as the amount of information might need time to be processed. 6. Dinner A good opportunity to bring the day to an end would be a dinner in the city center of Arnhem. Students will be given a form with questions (appendix 3: Form: Feedback) that they are asked to fill out. The form will be collected the following week during class. APPENDICES HRM1B Project IHA-C01 Group 2 • Appendix 1: Time Schedule HR Day Schedule Item # Time Activities Conducted by 1 06:00 -07:00 Preparation Group 2 2 07:00 -09:00 Trip to The Hague Sharing information Breakfast Energizing games Group 2 3 09:00 -12:00 Company visit (Orange) Group 2 4 12:00 – 14:00 Trip back to Arnhem Group 2 Lunch 5 14:00 -15:00 Werewolf Game Group 2 6 15:00 -15:15 Short break 7 15:15 -17:45 Workshop The management team 8 17:45 – 18:30 Interactive game/ Discussion Group 2, the management team 8 18:30 -18:45 Preparation for dinner in the city of Arnhem 9 19:00 -21:00 Dinner in the city center Group 2 HRM1B Project IHA-C01 Group 2 • Appendix 2: Form: Expectations Whatdoyouexpectfromthistrip? DoyouthinkitwillhelpyougetabetterunderstandingofHRandQM?Why(not)? … Name: Dominance: HRM1B Project IHA-C01 Group 2 • Appendix 3: Form: Feedback Did the experience today meet your expectations? If so, how? How do you feel about the experience? What do you think about the organization of the trip and activities? Whatareyoursuggestionsforimprovement? Othercomments? … Name: Dominance: HRM1B Project IHA-C01 Group 2 • Appendix 4: Werewolf Game: Rules and Roles Before the game starts, each player will be given a random role. This can be done by drawing a lot. Except the normal villagers and the werewolves, all other roles are only presented once in the game. Normally it is ideal to take one werewolf for each two non-werewolves villagers. The role of the players in the game: Narrator: The person will lead the progress of the game by giving the signal and orders to the players. Villagers: All players excluding the narrator are counted as villagers, with the difference that some might have special abilities. Werewolves: They reveal themselves during the night and will eliminate 1 villager every night. Hunter: A villager with the ability to take another player with him should be eliminated from the game during the night by the werewolves. Fortune Teller: Fortune teller is a villager with the ability to see or reveal the true identity of one player each night. Witch: He or she has the ability to heal or poison another villager. Each of the abilities can only be used once in the game and only be done at night. Girl: She is a villager with the ability to take a peek during the night, to see who the werewolves are. (If there are only a small number of players, this role can be ignored) Cupid and the Lovers: Cupid will be called on the first night to choose 2 other players to be the lover’s pair. The lovers will recognise each other and they are connected with each other for the rest of the game. Should one of them die, then the other one will follow them to death. In some case it could be that the pair consists of a werewolf and a villager. If this happens, none of them are allowed to try to eliminate the other player. Progress of the Game: The game starts at night, so everyone will have their eyes closed. Then the narrator will call Cupid to open his eyes. (of course this should be done in a more interesting way, the narrator should try making a story out of this instead of just calling out names and saying the time). HRM1B Project IHA-C01 Group 2 Cupid will then open his eyes and choose 2 other players to be the lovers, when the narrator acknowledged Cupid’s choice, then Cupid will close his eyes again. The narrator will tap the lovers so they can open their eyes and recognise each other. After that they will close their eyes again. Now the normal sequence of the game will start, which will be repeated every time: Every night the fortune teller will wake up first and she can choose a player she wants to reveal the identity of. The narrator will show the player’s card or identity to the fortune teller. After that the fortune teller will fall asleep again. Remember that for each these steps the narrator has to lead the players and the players should never open or close their eyes before the narrator says so. The second players to wake up now are the werewolves. These will recognise each other and then choose a villager they want to eliminate. When they already agreed who the next victim is going to be, they will be sending to sleep again by the narrator. During the time when the narrator calls the werewolves to open their eyes, the girl can try to take a peek and see who the werewolves are, of course the risk is being discovered and directly killed by the werewolves. When the werewolves go to sleep again, the girl will also have to close her eyes. Before the dawn comes, the narrator will call the witch to open her eyes. If the witch hasn’t used the healing potion yet, the narrator will point out the victim of the werewolves and leave it up to the witch whether to heal the victim or not (the healing can only takes place once in the game). Another option for the witch is to poison another player, which can also be done only once during the game. No matter what the witch’s action is, the narrator sends the witch to sleep again after that. Then the morning comes, all villagers will wake up and depending on the events of the night, they will find a dead villager or not. After that the group can start to discuss who they think are the werewolves. They can argue any way they want, but in the end they should have one or more suspects they can vote for. The villagers will then start a vote on the suspects and whoever has the most votes will be “killed” by the villagers. Should there be a draw, then the voting will be repeated until there is a clear result.(optional: in case of a draw, nobody gets killed). As soon as a player “dies”, his card or identity will be revealed to the other players. After the kill by voting, the game continues and it becomes night again, the players fall asleep and the narrator will lead the player through the same progress starting with the fortune teller to wake up. Any player can reveal his identity by saying it to the others during the daytime, but not showing his card. The players can also lie about their identity. For the hunter, should he be killed by the werewolves, than in the morning when he is found dead he can name a player he wants to take with him, meaning eliminating that player. This game goes on until the werewolves equal or outnumber the other villagers, all the werewolves are eliminated or in the case of a lover pair consisting of a werewolf and a normal villager, until both of them are the only ones left. HRM1B Project IHA-C01 Group 2 • Appendix 5: Interactive Game o Rules: The students will be divided into small groups of 4 or 5 people, with different thinking style dominances. In order to simplify creating this sort of diversity, stickers can be made use of. The groups will have a reflective discussion on what the students experienced during the field trip. A member of the organizational team and/ or a teacher may initiate discussions, raise questions, etc. o Interactive Game Questions (suggestions): Group number: Interactive Game Questions 1. What type of company did you visit? 2. What where your first impressions about the company? 3. What type of products / services does the company offer? 4. How does the company check the quality of their products / services? 5. How does the HR department work in this company? 6. Is this how you thought an HR department is operated? 7. Does the company work with the HBDI? 8. …