During a 20 day expedition, teams aim to guide their clients up to the top of Mount Everest and then safely back to base camp. They must consider a range of factors including client fitness levels, weather, best route to the summit, acclimatisation, use of oxygen, pitching tents and strategies to outwit other teams in order to win. Key information is delivered to their teams tablet each day of the expedition. Teams race against the other teams to make swift yet intelligent and sober decisions. As space is limited in each height zone, teams who procrastinate will be locked into a less ideal path or be unable to move!
Along the way teams complete a series of active challenges as well, including timed pop-up tent pack ups, a blindfold climbing harness challenge and sleeping bag stuffing. Teams must also decide on what their guide will need to carry – tents, oxygen and/or clients. Clients gain points for their team as they move higher up the mountain peak, but if they do not take adequate supplies they risk illness from lack of acclimatisation and possible death with dire consequences.
Peak Performance is an emotionally gripping experiential learning tool which has been designed to change people’s understanding of and attitude towards many aspects of how they play life in business and in pleasure.
Research shows that gamification methodology, enables participants to experience learning in less time and with lasting results through the use of engaging themes, tactile components, and fun and relevant links to their business environment. It has become a widely accepted way of improving learning and development in the workplace.
Following the team building experience, participants use reflective observation to identify what occurred during the exercise. They are then invited to parallel these observations to real life circumstances. In doing so, participants are able to make permanent, effective changes in behaviour.