Bring a Road Trip Facilitator to You

About the Workshop

Road Trip is a learning experience designed to introduce, teach, and reinforce project management concepts. This workshop is highly interactive with activities and a board game designed specifically for teaching project management. Best of all, it’s fun.

This workshop combines game-based learning with teamwork activities and minimal slides to give participants a unique experience they’ll remember.


“Great way to start the conference! The session had folks interacting and working together while learning and playing. It was a fun topic and a great way to break the talk at you for an hour mold.”

Workshop Options

Self-Facilitated Workshop

Save money and run the workshop on your own. You'll need to purchase the Facilitator's Guide, participant workbooks, and enough games to cover your group.

4-Hour Standard with Instructor

Bring a facilitator to you to teach the standard 4-hour workshop. Includes all workshop materials and one copy of the Road Trip game for you to keep.

8-Hour Extended with Instructor

Includes everything from the 4-hour standard, with a deeper dive on Agile/Scrum, additional activities, and more discussion.

Non-profit and educational discounts available.

Risk Management

Learn how to identify, assess, and mitigate project risks. It starts with a question: "What could go wrong on a cross-country road trip?"

Screen Shot 2019-01-13 at 9.31.54 AM

Game-Based Learning

Our proprietary Road Trip board game is specifically designed to teach core concepts of project management while players have a great time.

Key PM Concepts

Each concept is tied back to the game to reinforce the experiential learning so participants experience a "karate kid moment."

Lessons Learned

A project isn't complete until we learn from it. The group completes an activity to identify what went well and what needs improvement.

Karate Kid Moments

The Road Trip workshop is designed around creating what we call “Karate Kid moments” – seemingly abstract experiences and practices that the participants later recognize when they go to apply them. In the 1984 movie The Karate Kid, Mr. Miyagi takes Daniel through a series of chores such as waxing a car or painting a fence. Daniel does not understand the value of these tasks at the time. Eventually, Mr. Miyagi reveals the true purpose of the chores – Daniel has been learning karate moves and developing muscle memory.

These are the Aha! moments when a participant or player makes connections between the game and the learning.