Teams seek to safely accompany customers to the summit of Mount Everest and back to base camp during the course of a 20-day trip. In order to succeed, they must take into account a variety of issues, such as client fitness levels, weather, the best path to the peak, acclimatization, oxygen usage, tent pitching, and techniques to outsmart other teams. Each day of the trip, critical information is provided to the team's tablet. Teams compete to make quick, clever, and sober judgments in a race against the other teams. As room is limited in each height zone, teams who postpone will be restricted to a less desirable path or be unable to progress!
Along the route, teams also complete a variety of physical obstacles, such as a timed pop-up tent pack up, a blindfold climbing harness challenge, and sleeping bag stuffing. Teams must also determine what their guide will need to carry, including tents, oxygen, and/or clients. Clients earn points for their team as they ascend higher up the mountain, but if they do not bring appropriate supplies, they risk disease from lack of acclimatization and potential death.
Peak Performance is an emotionally engaging experiential learning tool that is intended to alter people's understanding and outlook on several elements of their work and personal lives.
Research indicates that gamification approach helps participants to experience learning in less time and with more long-lasting outcomes through the use of engaging themes, tactile components, and enjoyable connections to the work environment. It has become a widely recognized method for enhancing workplace learning and growth.
Following the team-building experience, participants determine what transpired throughout the activity through reflective observation. They are then asked to relate these observations to real-world situations. Participants can then make persistent, effective adjustments in their behavior.
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