During the 20-day expedition, teams guide their clients to the summit of Everest and safely return them to base camp. They must consider various factors, including the client's fitness level, the weather, the best route to the summit, adaptability, oxygen usage, pitching a tent, and a strategy to beat other teams to the top. Key information is sent to their team's tablet each day of the expedition. Teams compete against other teams to make quick but smart and sober decisions. Since space is limited in each elevation zone, delayed teams will either be locked into a smaller-than-ideal path or can't move!
Along the way, teams also completed a series of proactive challenges, including packing a timed pop-up tent, a blindfolded climbing rope challenge, and stuffing a sleeping bag. Teams must also decide what their guides need to bring - tents, oxygen tanks and clients. Customers earn points for their team when they reach the top of the mountain, but if they don't get the right items, they risk ill-adapted disease and possibly death with dire consequences.
LEARNING OUTCOMES
Peak Performance is an emotionally engaging experiential learning tool designed to change people's understandings and attitudes toward many aspects of how they play life in business and life. Research shows that gamification allows participants to learn in less time and deliver lasting results through engaging themes, tactile components, and interesting associations. And relevant to their professional environment. It has become a widely accepted way to enhance learning and growth in the workplace. After the team-building experience, the participants used reflective observation to determine what happened during the workout. They were then asked to compare these observations with real-life situations. That way, participants can make lasting and effective behavioural changes.
We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.Ok