The Modules
The
training program is implemented by way of a series of modules. Each
module may take from 45 to 90 minutes depending the number of participants
and the degree of interaction. All of the modules are designed to have
the maximum participation between the attendees and the trainer.
The
module is the backbone of the WINDMILLS training program. Each module is
interactive between the trainer and the attendees. Each module is
presented with Goals, Objectives, Uses, Key Points,
Trainer's Notes, and Visuals.
Although
there are ten modules, training need not include all ten
modules. Consultation with our staff will help you to determine which modules
will assist you in helping to meet your organization's specific
needs.
Following is
a very short description of each module.
EMPATHY
- Establishes group and individual identity. Provides an opportunity for
participants to better understand their own feelings and the feelings an
employee with a disability may experience in a first-encounter
situation.
THE
STORY - A warm-up experience that allows participants to share
experiences that they have had with disabilities or with persons of
diverse backgrounds.
RUMOR
GAME - Rumors can be fixtures in the work place. This exercise
demonstrates how and why rumors quickly become distorted, and how they
can have a negative impact on the job environment. The Rumor Game can
also address “return to work” issues.
PROFILE
- is a role model exercise that demonstrates how stereotypes can
predetermine ability, placement and advancement. This may be attributed
to an employer's lack of experience or limited exposure to the wide
range of disabilities. Job matches on a case-by-case basis are explored.
DISABILITY:
FACT OR FICTION - After completing a short questionnaire, this
module teaches participants to anticipate situations that might occur in
a workplace employing people with disabilities.
It will also present an awareness of etiquette, language and
basic employment law.
PICK
A DISABILITY - Allows individual fears and stereotypes about
disabilities to surface. It brings out participants' fears about
disability and demonstrates how easily emotional reactions to diversity
can be transferred.
ASK
IT BASKET - Provides a safe environment for participants to ask
questions about disabilities by giving them the opportunity to ask
questions anonymously. The answers come from the group.
ENCOUNTER
- Includes a discussion with a panel of individuals with
disabilities in a noncompetitive, relaxed and information-sharing
atmosphere.
WHOSE
FAULT - Demonstrates how prejudices and negative experiences cause
us to limit the employment of persons with disabilities. This module
looks at how the experience of one disability affects the awareness of
others.
REASONABLE
ACCOMMODATION - Looks at potential needs of workers with
disabilities and possible solutions. Includes a review of an ADA
questions/answer sheet on the more frequently asked questions about
ADA requirements