At Holonomics, our aim is to take people on transformational learning journeys. This enables organisations who may be stuck in traditional, linear mindsets to transform themselves, becoming dynamic, authentic, and agile.
We do not just provide traditional educational courses. We often combine these with gamification, experiential learning experiences which include elements of live action games and storytelling.
For example, an organisation may wish to receive help developing a sustainable and long term business strategy. It may then wish to communicate this strategy across the entire organisation, to people working at all levels. In this instance, communication elements such as brochures and video presentations which may be suitable for C-suite executives are probably not going to be suitable for collaborators working at the lower operational levels.
In this instance, the communication of the strategy can be converted into powerful gaming experiences which recognise and honour the importance of each collaborator, stakeholder, client and customer. This is a holonomic way of comprehending the organisation, a way of seeing the organisation not as a command-and-control top-down hierarchy, but which sees the essence of the brand, the mission, vision and values as coming to presence (being expressed) in each and every member.
We do this the holonomic learning process, a powerful combination of four factors:
- Experiential Learning
The Marvellous Adventures of Dr. Thomas Monro© are a series of corporate games created by Simon Robinson. The design of the games are built around this learning framework and principles of holonomic thinking, and have their basis in proven psychological, philosophical and business theory and practice.
While each game focuses on one learning objective, they all form part of a continuous story arc based on the character of Dr. Thomas Monro.
The games are suitable for employees at many levels within both public and private organisations, and through active participation encourage interaction and the contribution of employees’ own knowledge and experience.
The Monro family in the 18th and 19th centuries were known for their work developing a cure for insanity.
Dr. Thomas Monro graduated from Oxford in 1787 as a Doctor of Medicine and was a fellow of the Royal College of Physicians in 1791.
He was a specialist consultant to King George III during the king’s second illness in 1811–12. However Queen Charlotte ensured that his further involvement did not extend beyond that of a passive observer.
Dr. Thomas Monro was a patron to numerous artists including William Turner. The group of artists around him was known as ‘The Monro Circle’ and Monro was himself an amateur artist.
Dr Thomas Monro has a great intellectual mind.
- As a surgeon and artist he is a great observer of detail, and never gets too lost in thought.
- As a doctor he has great compassion and cares for other people.
- As a scientist he is able to comprehend great mysteries in his intuition and does not get caught up in abstract theory.
Each game has been designed to include co-creation with clients, so that each implementation is unique and meets specific learning objectives. The games can also be integrated into workshops, courses and programmes of consultancy, to help engage the whole organisation in change management and other strategic initiatives.
The Marvellous Adventures of Dr. Thomas Monro include the following games:
The Case of the Stolen Jewels
- Active listening
- Complex analysis and problem solving
- Co-operation vs competition
- Dialogue and development of hypotheses
- Creativity and mental models
The Magnificent Race
- Allocation of resources
- Short-term and long-term planning
- Competition and co-operation
- Communication of medium and long-term business strategy, vision and mission.
- Supporting change-management programmes.
- Team building.
- Development of business culture.
And launching later in 2014:
- Complex projects with multiple stakeholders
- Project management
The Crystal Palace
- Mental models and innovation.
- Business model canvas.
- Design thinking.
- The customer experience.
The Mysterious Book of Lenses
- Systems thinking.