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The  Johari  Window

www.joharigame.com

An Open Invitation to Participate in -- "THE MOMENT" -- Dr. Freeman's Latest Book Project

Know Me™ is the award winning interactive suite of board games for building trust and relationships used in over 20 countries by many different types of organizations. 

Know Me™ is for
-integrating teams
-managing change
-turning diversity into a 
  strength
-building communities
-enhancing personal mastery
-improving communications

T H E   J O H A R I   W I N D O W   M O D E L

KnowMe™ is based on the Disclosure/Feedback model of awareness known as the Johari Window, named after Joseph Luft and Harry Ingham. It was first used in an information session at the Western Training Laboratory in Group Development in 1955.

   The success of an organization is dependent on its people and how they interact with each another. KnowMe™ games enhance the effectiveness of participants' interactions, enabling them to work as a team to overcome problems.

   Used by organizations like Blanchard Training and Development, Deloitte and Touche, the South African Peace Committees, and many others -- the suite of KnowMe™ games have proved such a success because they address real situations. As the players deal with these issues together they learn to improve their communication skills, build trust within the group and develop their own self-esteem.

 

 

 

 

 

 

-- TECHNICAL DEVELOPMENT -- 

 

   As facilitators working with a wide range of corporate, community and youth groups, we constantly confronted a lack of effective communication between individuals and groups, and an absence of trust that undermined effective teamwork. We found that: 
* people communicated differently with in-group and out-group members: members of one group usually spoke about,  not with, members of other groups; even people who liked each other and worked closely together frequently:
- - didn't know how to raise with each other the issues they most needed to address;
- - didn't really listen, or respond effectively to, what members of other groups had to say;
- - didn't know how to give, or respond to feedback;  and 
-- even when people set out to resolve their differences, they continued to hear everything that others said through the filters of their existing prejudices, stereotypes and labels. 

   In wrestling with these problems we found that the most significant catalyst in creating trust and changing attitudes was an open exchange of feelings about common human experiences and a blame-free exploration of perspectives on issues affecting participants' relationships with each other. We found this was most effective when the participants:
-- engaged as equals, where divisions of power, gender, race, culture, geography etc., played little 
    role in the interaction; 
-- could discover each other's humanity before exploring the issues which divided them; 
-- could reflect on, and practice, the communication processes that made their exchanges effective;    
    and 
-- developed sufficient comfort with the dialogue process to engage in robust exchanges of honest 
    feelings and concerns. 

   We also learned that such interactions were most successful when the exchange was unfacilitated, unobserved and a lot of fun. (This is most useful when a neutral facilitator sets the stage by explaining the Johari Window before the game and then by debriefing the participants after the game.) Know Me™ evolved as a tool to achieve all this. Although Know Me ™ resulted from a process which began in South Africa in the early 1980's, the final product was designed and manufactured in Canada.

   The game evolved in different formats over a number of years with the following design issues emerging as central to the Know Me™ process:

**************************************
SEVEN  DIFFERENT  TYPES  OF  GAMES
**************************************

Which game fits your organizational needs?  Take your pick.
-- KnowMe™ --

Master Game       Teamwork    *    Quality & Service    *    Diversity

Intra-Organization    *    Career Management        Change & Transformation

The KnowMe™ Game Price List
*************************
Call to Order
Outside USA:  1-410-729-4011
*************************

SPECIAL NOTICE: only for orders from SOUTH AFRICA
email me: greatworkshops@gmail.com
 include your SA contact information and I will make
sure you get your order even faster than usual
_________________________________________________________

ASIAN-PACIFIC AMERICAN HERITAGE MONTH
Delivered at Program Service Center -- HHS
RADM Kenneth P. Moritsugu, MD, MPH
Deputy Surgeon General,  13 May 1999

Read an overview of book Dr. Freeman co-authored

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Badagry, Nigeria -- Slave Trade History

 

~ DIVERSITY   ILLUSTRATED ~

If we could, at this time, shrink the Earth's population
to a village of precisely 100 people,
with all the existing human ratios remaining the same,
it would look like this:

There would be 57 Asians, 21 Europeans, 14 from the Western Hemisphere (North, South and Central America) and 8 Africans.

70   would be non-white.
70   would be non-Christian; 30 Christian
50% of the entire world wealth would be in the hands of only 6 people. 3 would be citizens of the USA. 
70   would be unable to read.
50   would suffer from malnutrition.
80   would live in substandard housing.
Only 1 would have a college education.

When one considers our world from such an incredibly compressed perspective, the need for understanding and mutual respect
becomes glaringly apparent.

 

 

"Dealing  With  People  Who  Drive  You  Crazy!"
The Freeman Institute™ Box 305, Gambrills, Maryland 21054
TEL 410-729-4011   CELL 410-991-9718   FAX 410-729-0353
EMAIL info@freemaninstitute.com

 

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