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Games book

Learning through Games We grow, develop, and learn how to recognize connections between things through playing. Playing is the means by which we grows to know the world. We learn from experience, and so it is necessary to incorporate games as the main method of working with children. Games should be designed in such a way where one learns that an individuals success depends on the success of others and vice versa, and therefore in order to succeed, one has to first help the others. As a result, instead of an individual winning over others, they learn how to win together with others and achieve common goals. What is a game? A game is a simulation of a future state that we would like to be in. According to Elkonin (1978), a game not only evolves or reforms individual intellectual operations, but also radically changes the position of one in his relationship to the world and forms the mechanism of a possible change of position and coordination of his point of view with other possible points of view. It is recommended that introductory lessons consist entirely of games and it should take from one to two weeks. As a result, they should be taken through various experiences in order to understand that: the effectiveness of the work is in how united the team is. all members of the group are interdependent. the group is connected with other groups. the interdependent state of the world, and how human individualistic nature is a challenge to living in the global-social framework harmoniously. everyones individual qualities and characteristics are important, and how they can be used most effectively through teamwork. Games are often accompanied by discussion. These two integral tools (games plus discussion) help participants work on their connection as well as provide them with knowledge. This process is unique because students themselves create the knowledge: they discover the knowledge as a result of their interaction in the game. As such, they absorb new information, concepts and skills quickly and learn with joy. This method fortifies ones natural desire to learn and explore.

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Team Building Games

Type of games Games can be: 1. Games of connection and unity, literally showing ways of how to exit ones me and become we. 2. Discussion games, which are the basis of mutual discussion and help social development of each individual and the group. 3. Practical gamesgames that let its participants play everything and reach a goal. These teach its players skills and pass on different ideaswith enjoyment, interaction, and by building a strong connection between its players.

A game is considered integral if it: 1. raises a person above ones self, above personal fears. 2. helps one trust the group. 3. helps everyone to discover each other. 4. creates a warm atmosphere. 5. teaches how to make decisions together. 6. builds unity and cohesion in the team and does not promote individual competition.

Some game principles: 1. Students have to reach their own conclusions from the game. 2. The games success is measured by its participants ability to reach mutual agreement, common actions, and thoughts about other group members. 3. Impressions first, games after. Students should be asked to write answers to the following questions before the game begins: How will I play in this game? How will I interact with the others? How will I feel the group and even guess the actions of my friends? How will I help them? 4. A game can be applied everywhere, it is a means for education and upbringing.

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5. Players play as if they are members of a single family. 6. Rules of the game encourage not competition, but connection.

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Team Building Games


Games

Games are the most elevated form of investigation -- Albert Einstein For the most part we have played games of war, games of mass destruction, competitive games that have turned even the sweetest victories into Pyrrhic victories, even the "winners" are now realizing that in some way they have lost.

In a world that sends a message of Me, Me, Me we have grown a tough outer shell that covers us from all angles. We have lost our sensitivity, our patience, our ability to listen, our ability to participate, and worst of all our understanding that we are all interdependent.

With the challenges we face on all levels, science of happiness, brings us to the understanding that only by building the correct bridges between us and by creating the right connections between us, one of mutual cooperation, we can face all odds, and live a full and peaceful life.

This is the time to turn the playground into a playground of connection and mutual cooperation, from which we can develop into one global society, which is happy and healthy. For this reason we have gathered a number of professionals in the fields of Education, Psychology, Acting and Management, in order to develop this tool as a means to build our society.

This part contains three type of games: 1. Team-building Games - We all need to shed the shell of "me", and to begin to feel the sense of "We" 2. Debating Games - Group discussions that facilitates social development for each individual and for the collective group.

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3. Platform Games Games that will serve many purposes, to reach goals, to obtain skills, to convey topics and messages with ease, through mutual cooperation and through building authentic connections between participants.

Among the games you will find quotes relating to the games, do not think that we came up with them ourselves; we did not write citations as to those that the quotes belong to, please see this as an additional game of, "Guess the thinker".

If you are educators, teaching, training coordinators, an involved parent or a social activist, we hope this book will show you all the activities that will help you connect between people and bring our society to a higher level.

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Team Building Games


Part I Team-building Games:

Each of us is immersed every day with values such as self-glorification, competitiveness, and success at the expense of the other. We spend much of our time on the defensive, and so as not to be labelled a sucker , or a victim of violence on our streets or on the roads, and not to become a source of ridicule by others. It is no wonder that each of us has developed a very thick outer shell. It's hard not to be cynical, not to criticize others, and not to feel that the other person just wants to gain something from you.

With each group meeting or social gathering we are faced with the challenge: how to create a common feeling amongst ourselves? A sense of proximity, and cooperation, to facilitating a feeling of understanding. . The first part of the games we have selected are especially suited to this challenge of introductions, although you can combine them anytime you see fit. They do not require explanation, and their main purpose is to 'break the Ice, in order to create a fun atmosphere, to create a common rhythm and continue to develop the joint activities. And most importantly, fun will serve as the basis of the group activities.

All the games in this book were tested on a diverse audience, from those who were very cynical and hard to crack, to those who showed willingness to participate, the games were met with very different responses.

Enjoy implementing these games; all your feedback is appreciated...

Important Note: All games are designed for ages 5 and up, except for games that are defined differently. There are family games that you can integrate younger children into as you see fit.

Method Book

1. Light at the end of the tunnel

Target audience: A Group. The objective: creating closeness and familiarity among the participants. Rules of the game: The participants are divided into pairs. One of the participants chooses a particular area in a room and does not tell his partner where it is.

Step 1 The participant that is unaware of the chosen area, puts his hand on his partners shoulder, and follows him.

The Participant that chose the area leads him to the point without talking. Two participants have to touch the selected point. It is advisable to switch between pairs and play four times, so that each participant will experience being a leader twice and being transported twice.

Step 2 - Exactly the same, only this time do not place your hand on the leaders shoulder but follow him without touching.

At this point it is necessary to develop more sensitivity and understanding to establish where your partner is leading to. Here, too, both participants should play four times, so that each participant will experience twice, leading and being led.

After the game you can have a discussion touching upon the emotions experienced by participants during the game.

Method Book

Team Building Games

2. Rhythms in a circle

Target audience: A group of up to 10 participants. The objective: Exploring, creating a good atmosphere, closeness and a sense of listening from the participants. Rules of the game: The participants sit in a circle. The leader selects a particular action, for example clapping and repeating it five times. When he finishes the first beat, the participant sitting next to him in a circle does the exact same thing, clapping, five times.

Meanwhile the leader starts another action, for example: drumming on his stomach and repeats this 5 times. The leader begins the third act, for example: a pat on the head. The second participant is now performing the drumming on the stomach and the third participant starts the clapping of the hands. If someone in a circle gets it wrong we start again, when the game begins again that person becomes the new leader ". If everyone succeeds and all the movements in the circle were correct, the leader becomes a participant and the movements flow to each participant in the circle.

You can have a discussion about how the success of participants depends on participation, willingness and ability of each to perform his duties accurately, with full concentration.

"The game is a way of releasing tension to exit the monotony and routine of every day life."

Method Book

3. Sing-along

Target audience: A group. The objective: Exploring, creating good atmosphere and closeness among the participants. The rules of the game: The leader chooses a song that everyone knows, for example: "Humpty Dumpty", and writes the words on the page. The leader then cuts the paper so on each section there will be one line of the song. Besides the lines, the leader adds different vocals or different words, such as la, la, la. The notes are then folded and placed in a box / hat / bag, and are mixed. The participants then choose a conductor." The leader distributes to each participant one of the notes, it is also possible to put the notes on or under the chairs in advance.

The Conductor uses his finger as the conductors stick. When he points to a participant, the participant sings his line without stopping. If the conductor points at him a second time he then stops singing the conductor then points to additional participants and then they begin to sing their line according to the conductors guidance. Of course, if the conductor does not stop the previous participants, chaos will be created. Participants need to guess within 5 minutes which song it is, and all the participants must sing the song together correctly.

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Team Building Games


4. Play dough family

Target Audience: Family. The objective: to solve family problems through play and discussion, and mutual respect. Rules of the game: Before starting the game, prepare a Bristol board, a pencil and play dough. The Family members should sit in a circle around a table. Choose a major problem from family life, for example: brother sister arguing over the usage of the family computer. Divide the play dough into pieces equally between all participants. Each participant draws an expression of his feelings about the problem on the part of the Bristol board and signs his name next to it. Then turn the Bristol board so that each participant receives the illustration of a family member sitting next to him.

Each participant then needs to describe how he feels about the issue, the other family members view point, for example: The mother receives her daughters illustration, and now explains how her daughter feels about the problem, you should really try to act out the role. When finished, the family member puts the piece of play dough in the centre of the table. And so on until everyone has played all the roles of the all the family members, in the centre of the table there should be a collection of many pieces of play dough that is not connected. The family should try to reach a common conclusion regarding how to treat such issues, what should be done in the future from the perspective of the entire family. After agreement, the family should connect all the pieces of play dough into one big piece. The family can then be photographed together with the big piece of play dough, to stick on the refrigerator as a reminder of the joint family decision.

5. Track Improvisations

Target audience: A group.

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The objective: Exploring, creating good atmosphere and teamwork among the participants. Rules of the game: Participants arrange a track of a few meters using chairs / tape / chalk. Participants stand in a single line; they must cross the track one by one. Its not allowed to walk on both legs. Participants cannot pass the same way twice. To increasing difficulty: each player has to mimic the previous participant's movements in addition to adding an extra action.

"Play is the principal means of development. Everywhere. When the person stops playing, he starts to become old. So now, we should all play, and not be embarrassed of it."

6. Compare the numbers

Target Audience: A group Age three and up. The objective: Exploring, creating a good atmosphere and teamwork among the participants. Rules of the game: The participants sit in a circle with clenched fists behind their neck. Participants must not speak to each other. Saying "only together" or "3-2-1" open fingers with one hand. The participants need to as quickly as possible to display the number chosen by the leader. To reduce the difficulty: You can use rock, paper or scissors, and everyone should show the same form, three options instead of five. All the rest have to guess and get the correct number that the leader thought about. Each participant needs to guess the exact number chosen by the leader, the leader then claps his hands for example: if the number the leader thought of was 2, and three participants guessed the number 2, the leader claps his hands three times.

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Team Building Games


7. One

Target audience: A group. The objective: Exploring, creating a good atmosphere and teamwork among the participants. Rules of the game: The participants sit in a circle, each one pointing with one finger, with eyes closed. The aim is for all the participants to point to one location in the centre of the circle. When participants feel that they have succeeded, and that they all are pointing to the same location, they then open their eyes and look to see if all of them pointed to the exact same spot. Try several times. Verbal communication is allowed.

"Games grease the wheels of the body and mind."

8. Shortcut

Target audience: A group. The objective: To establish cooperation and closeness among participants. Rules of the Game: The leader draws a square on the floor dividing the square into 16 smaller squares 4x4. The squares can be drawn with chalk / use of a tape mark / scatter 16 cardboard pages. On each square write a word or concept, for example: concepts of connection, love, together, sharing, understanding, consideration, bonding, connection, interdependence, responsibility, family, happiness, and so on. The leader holds a map with the correct track of squares in order for the participants to cross the maze. For example: connection - love - together - a guarantee - a family.
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All participants stand one after another in a line. Each participant according to his turn takes a step. When the participant stands on a square, he needs to say the word written on it. If the step is correct, for example the participant stood on the square saying "connection," the leader does not say anything and the participant can take another step. If the step is incorrect for example, the participant standing on the square saying "understanding," the leader says, "beep" and the player returns to the end of the line. The next participant then repeats the correct steps of the former participant, and says the words out loud. When he gets to the square where the previous participant was disqualified, he tries to figure out a different path. When one participant succeeds to cross the correct path, the instructor tells the participant that he successfully crossed the path, and all other participants need to go the same route as quickly as possible and say the concept out loud for example: connection - love together - a guarantee - a family. To diversify: write letters in the squares instead of words, at the end of the game a word will be constructed, or build a route that each word will make up a sentence. Or alternatively each square can be made up of a math problem, and who ever stands on the square, needs to solve the math problem.

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Team Building Games


9. Stream of love

Target audience: A group. The objective: To establish cooperation and closeness among participants. Rules of the Game: The participants sit in a circle on their knees, two hands are placed in front of them the right hand under is placed on the left hand of the participant. The Chosen participant starts hitting the floor with one hand. Participant on his right side needs to hit floor with the hand that is closest to the first participant. That participant continue with the "flow", continuing to hit the floor one after the other, if a participant hits the floor twice the chain then starts from the opposite direction.

"Play is the only way to grow, so playing should be a key part of educating people. Both children and adults learn through playing, the simulation of the corrected, desired future state. Even in nature (Vegetative and Animate) develop this way, as it formulates its future state basted on example".

10. Mutual Responsibility

Target audience: A group. The objective: To establish cooperation and trust between participants. Rules of the Game: Participants stand in a circle, making sure that shoulders are touching; all the participants arms should be held straight in front of them. One participant enters into the circle, closes his eyes, his arms should be crossed. When all participants are ready, the participant in the centre of the circle, should let himself fall to one side, his feet must remain in the same spot. The other participants use their hands to prevent him from falling to always return to centre.

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11. Trust Target audience: A group. The objective: To establish cooperation and trust between participants. Rules of the Game: Place a chair in front of one or two mattress, so that the chair is directly facing the mattresses. Divide the participants into pairs, four pairs standing face to face on each side of the mattress and holding each others hands in a cross, left to right and right to left. One participant stands on a chair with his back to participants, with his arms folded; he should let himself fall back into the hands of other participants.

12. The gathering of friends Target audience: A group. The objective: To establish cooperation and trust between participants. The rules of the game: Participants stand in a circle one by one, back to front. The leader then calls out only together" or "3-2-1" participants sits back, each participant sits on the lap of the participant behind him. While sitting the participants sing a song or count to 20, after the participants try to stand up together without falling.

13. Together to the goal

Target audience: A group. The objective: To establish cooperation and trust between participants. Rules of the game: Participants stand in line one after the other. Participants set a goal to which they need to walk to, preferably not too far. The second participant in line puts his right hand on the right shoulder of the first participant.

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Team Building Games


And with his hand holds the first participants left leg. The third person in line, puts his left hand on the second persons left shoulder, and with his right hand holds the second persons right leg, and so on and so forth in the same pattern until the end of the line. The participants try to keep their balance while jumping to reach their destination, trying not to let go of each other. It is possible to go back to the starting point by changing the placement of the arms and legs.

14. Human joystick Target audience: A group of up to 6 participants. The objective: To establish cooperation and good humour among the participants. Rules of the game: Participants stand in line on after another in front of a table, and Place a coin on the table. All participants close their eyes, apart from the last participant in line, who will be directing the rest of the group. Participants make a fist and raise their thumbs. Participants hold on to one other using their thumbs. The hands of the first participant in line should be free in order to touch the coin with his thumb. The person at the back directs and positions the thumb of the participant in front of him, like a joystick, to lead the first participant to touch the coin. Each participant keeps the same movement as the first. Continue until the first participant touches the coin.

"Collaborative games and games of co-operation are an ideal implementation of collaborative skills, mutual caring and teamwork ... through collaborative games one learns to share, to empathize with others, to care about the emotions of others, to help one another, to work together to achieve a common goal, to get along well and enjoy each other's company ... working together to achieve a common goal, rather than to compete with each other, which immediately becomes destructive rather than beneficial. "

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15. Threading the pen

Target audience: A group. The objective: To establish cooperation and good humour among the participants. Rules of the game: Tie on to a pen several pieces string. Place an empty bottle in the centre; participants stand in circle around the bottle. Each participant holds one piece of the strings, which is attached to the pen. Together participants should try and figure out the best way by directing the strings to cause the pen to enter inside the bottle. After the game you can discuss what the participants experienced. To increase difficulty: Participants try to cause the pen to enter the bottle with their eyes closed, where by only one member of the group can keep his eyes open to direct.

16. Round Table

Target audience: A group. The objective: To share personal experience, create a sense of empathy, closeness between participants and build their relationship. Rules of the game: Choose a topic for discussion. Each participant writes a problem on a piece of paper, a number of problems can also be listed. All Participants place their paper on the table and they are then mixed. According to turn, each participant randomly selects a piece of paper from the table, participant must offer a solution or describe by example how he would deal with the problem listed.

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Team Building Games


Other participants can also contribute from their own experience. Each participant can take more than one turn, as desired.

"I recommend to create games, with which everyone will realize without others he can not succeed, that he can not achieve anything. Alone he is weak, alone he is small, and on his own he is not capable. Like a game of football, where there is indeed great competition, but still, it's a game where everyone depends on everyone. Little by little, people will be educated by these examples, and will begin to see how much they need good surroundings, and how good friends can help him, as long as he treats them with kindness. "

17. Sense of touch

Target audience: A group. The Objective: cooperation. Rules of the game: Pick a few items, amount of items should be about half of the number of participants. Each participant takes a turn, and puts his hand into a sealed box with a hole to feel the object is inside. Every object should be felt by all of the participants. After all participants have felt all the objects, the objects are then shown to participants, add one object that was not in the box. Together the participants should decide which object was not in the box.

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18. Printing house

Target audience: A group. The objective: To succeed to deliver together, accurately an illustration drawn on the back of each participant, from the first to the last. Rules of the game: Participants stand in a row, one by one, back to front. The very first person in line (that does not have anyone in front) holds a pen and paper. The last participant in a row, takes the first turn, and with his finger draws something on the back of the participant in front of him. The next person draws the very same illustration on the person in front of him, and so on and so forth, when it is the turn of participant with the pen and paper he then draws the illustration on the paper. Participants should not speak during the game. To start with, it is advisable to choose simple shapes, such as letters or numbers. Once the participants progress a little, more complicated illustrations can be used.

19. Mirror

Target audience: A group. The objective: to act as one. Rules of the game: Step 1 - Participants divide into pairs. Each pair performs together perfect moves without talking amongst themselves. The participants should look like they are the mirror image of the other. The motions need to be continuous, with no intermissions. Each participant can change the movement whenever he wants, but all participants must perform the movements together. Step 2 - The participants perform the same moves in groups of four. Step 3 Together all participants perform the same moves; a song can also be played. Afterwards, the participants can discuss their experience.
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Team Building Games

"The main advantage of collaborative games is that everyone cooperates ... That everyone one wins ... everyone has fun. Everyone plays with each other and not against each other ... A game is a way to create a positive relationship between the partaker and the world that surrounds him."

20. Tangle Target audience: A group. The objective: Bonding and feeling togetherness. Rules of the game: Participants stand in a circle and put their arms in front of them. Each participant with his right hand holds the left hand of another participant in the circle, and with the left hand - holds the right hand of another participant. Now all participants are connected in a circle, but in a muddled tangle, the participants must try to untangle with out letting go of each others hand to ultimately create a perfect circle without a tangle.

21. River of compliments

Target audience: A group. The objective: creating closeness and familiarity among the participants. Rules of the game: Each participant gives a compliment to one participant, a few participants or all participants. For example: After all participants have completed the action, participants can play a short game of "liked". Each participant will compliment the rest of the participants or one participant in particular on his contribution in the shared task.
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For a more cohesive group, which shares a joint history, it is a good idea that each person will have a turn to compliment everyone within the group.

It is also possible to play in pairs - the pair should sit on chairs opposite each other, with their knees touching. Each person should be given 3 minuets to compliment the other person, telling them what they like about them, and then vice versa. The person receiving the compliments must not talk or respond, and should not cross his arms. The person complimented must not be cynical, using the word "but..." - Only compliments, no suggestions for improvement.

"Play is the way of children, to learn what can not be taught to them."

22. Balloon caterpillar

Target audience: A group. The objective: Formation and creating closeness between participants. Rules of the game: Each participant inflates a balloon, and all participants stand in line one after another. Each participant puts his balloon between his stomach and back of the participant in front of him. The First participant in line can hold the balloon in his hand. Set a target or track ahead, all participants should try to reach the target without dropping the balloon. Participants must not touch the balloons with their hands. Every time a balloon falls, start over. The line must not disconnect, all participants must remain connected together all the time.

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Team Building Games

23. The Peoples Radio

Target audience: A group. The objective: Bonding and creating closeness between participants. Rules of the game: The participants sing a song; apart from one person who is in charge of the radio. The person in charge controls the radio with movement of an imaginary button on an imaginary radio. When he turns his hand to one side, he turns on or turns up the volume on the radio, and when he turns his hand to the other side is or turn off the radio, or lowers the volume. The participants should try to sing a song together, despite the interference from the radio It is suggested to mute the Radio for a long interval, and then turn up the volume all at once.

24. Maintaining Balance

Target Audience: A group. The Objective: Cooperation and teamwork Rules of the game: The participants place a marble on an upside-down plastic cup, the cup is then placed over a piece of cloth. The participants hold onto the edges of the cloth. The participants then try to move a certain distance without the marble falling

"A game is not just a game. It is also a lesson for life"

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25. Each One Is Special

Target Audience: A group. The Objective: To summarize a discussion, introduce group members or present some topic in a fun way, which creates group bond. Rules of the game: prepare a list of instructions on notes, one instruction per note. (For example for instructions: "In twelve words exactly", "Begin with A and finish with Z", "Rhyme", "As a short children's tale", "Using the words Banana, Orange and Apple", "Speaking as fast as possible", "With the words Together, All of us, Cooperation", "With a huge smile and a joke", "Praising one of the participants", "Using the word Love 5 times", "As your child/mother would have done", "With gradual quickening of pace", "To the melody of a song", "Backwards, from end to finish", "Using only questions", "Like a tour guide describing the tour path" and so on).

Place all notes into a hat or basket and let each participant pull out a note at random. Then we start a round where each participant presents the subject or person according to the instruction he received. If the participants are especially creative, it is possible to let each one invent the instructions for the next person on the round, without using notes. After each participant presents, let the participants try to guess what the instruction was for each one of them.

This game is particularly suitable for opening or closing a social gathering, a lesson, or a work meeting.

26. Count To Ten Target Audience: A group of up to 7 participants The Objective: Bonding
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Team Building Games


Rules of the game: Participants stand or sit in a circle. They must then, without any forward planning, count together to 10 with each person saying a successive number. The first participant says "One", and then the others, by instinct and without order, each say a successive number. If two people say a number together, we start counting from 1 again. If the participants get to ten, we try to get to twenty, or more The idea is to go by feeling, so the 'order' of counting should not be organized or planned. No signs between participants or any other form of 'cheating'. The game can be played with words as well; the group tries to form a meaningful sentence by saying words alphabetically from A to Z. If two people speak together, we start again.

27. Ole!

Target Audience: A group of up to 7 participants. The Objective: connection, bonding, coordination. Rules of the game: The participants stand in a tight circle. Each one touches his elbows to his sides and reaches out into the centre of the circle with his hands. All participants must place their hands at the centre of the circle. Each participant stretches out his arm towards the centre of the circle, and they do this one after another. If two people place their hands in the centre at the same time, move at the same time, we start again. When all hands are stretched and touching at the centre of the circle, we shout together "Ole! Participants are not allowed to speak or signal each other, send both hands to the centre of the circle at the same time (hand by hand), or organize the order of arm stretching in any way (for example, by order of standing, by age, by height etc.).
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Every development in nature is done by play. Even the development of cells is a game, because they yearn for a future state, a state that does not yet exist.

28. The Longest "Aaaaaaah"

Target Audience: A group of up to 7 participants. The Objective: Connection, bonding, coordination. The rules of the Game: The participants stand in a circle. They must, together, say "aaaaah" for as long as possible without pausing. The first participant starts by bellowing the longest "aaaaaah" he can possibly bellow, until he is nearly out of air. The one next to him must continue the "aaaaaaah", taking over a moment before the participant before him runs out of air. Continue according to the standing order, trying to yell out the longest "aaaaaah" without pausing. Measure the time and try to improve our performance each time. The moment a person continues your "aaaaah", you must stop. If the "Aaaaaah" is broken, we start again.

29. A Hoop through the Circle

Target Audience: A group The Objective: Connection and bonding Rules of the game: Participants stand in a circle and hold hands. They must then pass a hoop from one to another in a full circle while always holding hands.
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The person, who starts the circle places a hoop around his arm, holds hands with the one next to him, and then we start. He attempts to pass the hoop on to the one beside him without letting go of his hand. The hoop then moves from person to person until it is back where it started. If we succeed, we try again, and we try to do it as fast as possible. If by accident participants stop holding hands and the hoop falls, start again.

30. Connected

Target Audience: A group of 5 or more. The Objective: Introduction, cooperation and creating a joyful air Rules of the game: The group stands in a circle. The first participant holds a ball of twine or string and ties the end to his wrist. He says his name and his favourite thing in the world, and tosses the ball to another person, who wraps the string around his wrist, says his name and his favourite thing in the world and tosses the ball onwards. After everyone is tied together in a web of string, they must now undo the tie by tossing the ball of string in reverse order, from last to first. This time, however, each person says something good about the person he tosses the ball to. The last one to receive the ball says something good about the whole group. Another option is that the last participant who receives the ball tosses it back to the first who ties the ends of the strings together.

"Particularly in todays western society, which glorifies the ego and the 'self', creating a culture of solitude and increasing alienation, games have the power to return the feeling of togetherness, and the understanding that together we can overcome challenges in which we would each, individually, fail."

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31. Population Density

Target Audience: A group of 6 or more. The Objective: To create a joyful air and induce cooperation. Rules of the game: The group members arrange chairs in a circle, facing outwards. Each participant stands on a chair. Participants start walking on the chairs in a circle. Each round, one chair is pulled out and the group has to manage without it. The group must manage to stand on as few chairs as possible. If one participant falls, start again. The chairs can also be arranged in a row.

32. Reverse Circle

Target Audience: A group of 6 or more. The Objective: inducing cooperation, a happy atmosphere Rules of the game: The group members stand in a circle, facing inwards, and hold hands. They must turn around, so they all face outwards, while holding hands at all times. A quick way to solve this problem is for all participants to pass under the held hands of two participants.

"Cooperation and mutual caring are two essential skills for living a happy life... Most things we do involve interaction with other people. Think of your life... With other people... at home, in the school, at work, when playing games, in personal relationships... When life with others is less happy and less productive, it is probably because of the inability to listen, to care, to cooperate peacefully and feel respected."

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33. Elevator

Target Audience: A group. The Objective: To illustrate the importance of cooperation between individuals for the success of all. Rules of the game: All participants sit in a circle on the floor, facing outwards with their arms crossed They must all stand up together. It's best to start with pairs, then in threes, fours, and so on.

34. Creating Shapes Together

Target Audience: A group of 6 or more. The Objective: To practice making plans together, teamwork Rules of the game: Tie a piece of rope in a loop. The participants then stand around the loop. Each one holds the rope with one of the fingers of each hand. Now, everyone closes their eyes. The group must then form the rope into a certain shape. For example, a circle, a square or a triangle. When the group agrees that they've managed to create the shape, they open their eyes. Participants are allowed to speak during the game, and the group can then try to improve their performance, forming the rope into shapes more rapidly.

To increase difficulty: The group may only converse during the planning phase, but not while making the shape.

"Games are serious business, because it is the way a child grows. The games we play shape our personality"

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35. Parts Of The Whole

Target Audience: A group of 6 or more. The Objective: Cooperation and coordination. Rules of the game: Each participant starts pacing around the room and repeating in his mind all the meaningful moments he's had this week, or anything else to distract himself. The leader then asks everyone to stop and close their eyes. With eyes remaining closed, the group must form a circle, all holding hands. As soon as they feel that they're finished, everyone in the circle says "One" and they all open their eyes.

36. The Code Target Audience: A group. The Objective: Cooperation and teamwork. Rules of the game: Prepare 30 cards - recommended size 15 x 15 cm, on which are numbers are written from 1 to 30. It is recommended to write big and bold, so that the numbers can be seen from a distance. Define and mark a square on the ground, 4 square meters in size, on which the cards are arranged in no particular order. These are the 'numbers of the code'. The group members stand around the square.

The purpose of the game is to touch the numbers in reverse order, from 30 to 1, as fast as possible. No two participants can reach into the square at the same time. On the first time the group must do it without planning, but on the second attempt, they can plan in advance.

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A quick way is for each group member to remember the location of two or more succeeding numbers and he will be responsible for touching them at the right time.

37. Counting Thumbs

Target Audience: A group. The Objective: Creating closeness between participants, fun, cooperation. Rules of the game: The group members stand in a circle and reach with both hands into the centre of the circle. Each person places his right palm over his left palm, so that his thumbs are pointing leftwards. Each persons hands are one side, the plug, (thumbs) and on the other side, a 'socket', and each person holds the thumbs of the person to the right of him within his palms. Now, with this circle of hands, pick up a cup full of water from one surface and transfer it to another, without pouring any water and without letting go of each others hands.

38. Chicken Coop

Target Audience: A group. Most suitable for children. The Objective: To create a feeling of closeness and mutual dependency in the group. Rules of the game: Everyone stands together in a tight circle, as one 'body'. Each stands on one leg, and everyone fold their arms. Select a destination spot in the room. Participants must try to reach it together, as one body, by jumping there on one leg.

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Part Two - Discussion & Deliberation Games

In the world we live in there is a global lack of attention and listening, it is very difficult to bring people to a real discussion, which touches on both the emotional and intellectual aspects. Sometimes it seems that we forget to pay attention to simple acts, like listening properly, trying to understand what the other person is saying, and trying to reach an agreement between us, without needing screens and barriers which separate us.

The purpose of a discussion game is to create a positive preliminary experience which will awaken responses and behaviors of certain types, but most importantly, to create a unified, shared emotional and intellectual experience which will suck every participant in, build in him the desire to interact, and make room within himself for the opinions of others, making for a positive discussion. At the end of the game we will hold a discussion. The purpose of the discussion is to bring all participants to a single point of connection and sharing. To a higher level of emotional and intellectual understanding than they could each attain by themselves.

To hold a fruitful discussion, we must be mindful of the following principles: 1) Discussions are held in a circle. In a circle we are all equal. Everyone is attentive of everyone else, and every thought and opinion has equal room. 2) Discussion will allow each of us to self-reflect. 3) The discussion will enable us to understand the differences between us. 4) The discussion will develop in us the ability to understand and empathize with one another. To accept and even enjoy disagreements as they present us with a chance to strengthen our bond, and this bond will allow us to come to a solution to the problems we discuss.

The Instructor:

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1) Must relate to others from a place of love, and not of control. 2) Must prepare himself, by undergoing all the activities he plans to instruct, beforehand. 3) Must keep the rules and guidelines of the games, has to be patient towards the group members and understand the difficulties of the process they must undergo. 4) Must create an environment of mutual agreement so that feeling of connection can occur.

1. What Everyone Wants

Target Audience: A group of 11 or more. The Objective: Understanding that through cooperation we have more fun, more success Rules of the game: Each participant receives a note on which is detailed a specific action. Participant must get as many other group members to perform the action detailed on the note without ever saying what's written on the note, in 3-4 minutes.

Examples of actions: blink 5 times, jump on one leg twice, clap hands, etc.

It is recommended to hold a discussion after the game and examine when participants felt that others cooperated with them and when they did not, and why.

"Games exist in various animals too. Some birds and nearly all mammals play games. The more developed the animal is, the more it plays. The childhood phase of human beings is longer than that of most animals, and therefore we have a more developed taste of games than other mammals."

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2. Zerubbabel

Target audience: A group aged 12 and older. The objective: To demonstrate how in a competitive environment, 'the illusion of the goal, that we are so focused on, causes participants to miss most of the things around them. Rules of the game: Place chairs in a circle facing outward. Reduce the number of seats by one according to the number of participants. The instructor begins reading a story, and everyone walks around the chairs. When he says "Zerubbabel" all participants try to sit on a chair. The Participant that is left without a chair stands aside and keeps on watching the game. After the participant leaves the game, remove another chair, so you always keep one less chair than the number of participants. When only two participants remain the instructor should ask the two remaining participants, what the story was about, it is likely they do not know. In addition other participants can be asked what the story was about. Even though participants do not remain in the game, they should stay connected to the game, and the atmosphere of the game. It is recommended to have a discussion after the game and find out whether the illusion of the goal, is a positive or negative thing in life. And if its focus contributes to us.

The story of Zerubbabel At the school where Zerubbabel studied a new and unique integral education system was put in place, that changed the lives of teachers, hundreds of parents and multitudes of students, Zerubbabel being one of them. The method had incorporated the heart of each person with a single value - connection and sharing. Zerubbabel, who suffered a sense of humiliation and failure after relatively low grades in comparison to his classmates, now felt his life was happier when the teacher suddenly changed her method teaching, she now taught Zerubbabel and his classmates through cooperative discussions, shared group success, and the emphasis on the importance of

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enjoying the process of studying itself. The experience of joint investigation, together with the rest of the class, now became the measure of success for Zerubbabel.

Although scores remained a tool for the teacher to gauge the achievement of the entire class, for Zerubbabel grades were no longer the basis of self-assessment, or infringed on Zerubbabels self esteem and mood, grades no longer caused separation between him and the more successful members of his class. Zerubbabels life had thoroughly changed - he did not learn merely to memorize knowledge, in order to get better grades. As every lesson passed Zerubbabel learned to enjoy the process. He and his friends learned more through the mistakes they made, and learned from collective discussions, the class enjoyed applying what they had learned. Zerubbabels parents were surprised to find promising improvements in his grades and scheduled a meeting with his teacher and principal, to try and get a better understanding about the positive changes in their son. During the meeting Zerubbabels parents were delighted to confess that every morning Zerubbabel awoke with enthusiasm to go to school, and that it seems he wants to participate more, learn, and discover new things, his parents added that he now appears excited to see his friends and his teachers, teachers that have now become his friends, and that he feels connected to and safe with. The teacher added that Zerubbabel has really transformed a great deal, from a timid boy, to a boy who takes on tasks and expresses himself in class; and that he takes active roles and contributes tremendously to the connection between friends. Zerubbabels parents sighed happily, and with some regret retorted, if only we grew up this way, imagine the world we would have prepared for our dear son Zerubbabel?

3. Triangles

Target audience: A group aged 12 and older. The objective: To demonstrate the strong relationship between us. Rules of the game: Participants stand in a circle. Each participant chooses two people that want to create a triangle with them.

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The participant does not tell the participant who chose, or the participants that he didnt choose. After all participants have chosen two people, the instructor gives the signal and each participant trys to create an isosceles triangle with two other participants, so the distance of the first player chosen will equal the distance of the second person chosen. Since all participants are trying to create a triangle, all triangles that are in motion need to stabilize. If one of the participants that was chosen moves, the participant that chose that person also must move so that the distance from each person chosen remains the same. Once all participants stop in their triangles, ask one of the participants to move, for example: the tallest or someone wearing a striped shirt. This change of location of only one participant, will force everyone to move again to reestablish their isosceles triangles. After the game, have a discussion about our dependence on each other, and how the movement of one element affects everyone.

4. Treading Feet

Target audience: A group, aged 18 and over. * Note: We debated a lot whether to include this game in the book. On the one hand, the game can be used as a negative example for children. On the other hand, it is a powerful game which demonstrates how society around us, places us in a position of aggressive competition by default to all our action. Use with judgment. The objective: To demonstrate how we are all affected by the competitive environment, in which we live. Rules of the game: Choose two brave participants, each participant needs to step as many times as possible on the foot of the other participant within the space of three minutes. In most cases, participants will try to battle each other and fail to meet the challenge. The participants should try instead to cooperate instead of compete. One participant steps on second with one foot, and the other participant steps on the other participants foot if the
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participants are able to achieve a solution during the game, they must explain this to everyone. It is recommended to have a discussion after the game and examine why we automatically choose to compete with each other rather than work together.

A Game teaches to identify the individuals desire with the collective desire, here one can develop feelings of responsibility and a desire to set an example to society."

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5. Balloons In The Air

Target audience: A group. The objective: Demonstrate how complicated work together, and that the collective success is dependent on the initiative plane of co-operation. Rules of the game: Each participant receives a balloon, inflates it and draws a unique illustration that will enable him to identify his balloon from a distance with ease. Participants throw their balloon in the air ensuring that it does not reach the ground. When the instructor gives a sign, for example: strikes a gong, the participants leave all the balloons in the air, but they must not touch their own balloon. Apparently some of the balloons reached the floor ... Repeat the process, but allow participants time to plan them what to do upon hearing the gong. Mission must succeed this time. It is recommended to hold a hearing after the game about the importance of communication and joint planning implementation group assignments.

6. One Boat

Target audience: A group. The objective: To clearly experience the needs of others. Rules of the game: All participants except two. In a large group. Up to four people stand on chairs in a semicircle, the rest remain on the ground. Participants do not know the chairs represent a ship that is about to sink. Each participant receives a note, on which a personal need is written a personal, for example: food and drink without interruption, daily exercise.

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Some needs are dependent on other participants, for example: I can only get off the boat, if at least half of the participants get off the boat, or I can only get of the boat if I help to find a lost dog on board. Participants who are on the ground are residents of the Island who want to help passengers escape before the boat sinks. Participants standing on chairs can get off the chair only when an Islander recognized their need and promise them that their need will be met. Islanders can approach each of the passengers on the boat and ask questions to determine his need, but passengers can only answer yes' or 'no' and the aim is not to be difficult on the Islanders, If they identified the passengers need and promise that this need will be met, the passenger should get off the boat and join the Islanders, to help them disembark the other travellers. Islanders need to make sure that all of passengers get off the boat within 15 minutes, before the boat sinks. It is recommended to hold a discussion after the game, regarding the situation in human society, in which people are so focused on their own personal needs that they do not notice that they are on a sinking ship. What can be done? And how you can help them? You can also discuss approaches that clearly help to detect the needs of others in a quick and efficient way.

"Happiness and success in personal relationships are like work relationships, depending on our abilities and allows ourselves to connect together positively, caringly and with mutual respect. If we do not have basic skills of cooperation, interaction with others in a positive way of mutual respect, we can never get the best out of others, or ourselves regardless of the depth of our technical knowledge, academic or exceptional talent. "

7. Pyramid

Target audience: A group.

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The objective: To clarify the benefits of cooperation, and to develop the participants ability to listen to advice and work together towards a common goal. Rules of the game: Cover the eyes of each participant with an opaque scarf, so they cant see anything. The participant must construct a pyramid using disposable cups; the pyramid should be formed in a way so that there are 10 cups on the base and 1 cup on the top. Another participant guides and directs the blindfolded participant to help him build the pyramid, without touching him or cups throughout the game. Alternatively the entire group can be divided into pairs and carry out the task simultaneously, make sure to be prepared with enough glasses, scarves and empty bottles. You can play the game in another way: prepare cups filled with water. Blindfolded participant needs to pour the cups of water into an empty bottle. Again make sure to have enough glasses, scarves and empty bottles as the number of participants. It is recommended to hold a discussion after the game about the need for cooperation and what both participants felt.

8. The Study of Values

Target audience: A group, age 9 and up. The objective: to internalize the values of different societies in different historical periods, and show how society's values are reflected in the manner of which problems were solved. Rules of the game: Step 1 - Participants are divided into groups of five. Watch a video all about five different historical periods, for example: hunters - gatherers, the Spanish Empire, England in the days of the Middle Ages, the Renaissance, the Industrial Revolution, the Communist revolution in Russia etc. Together the group needs to conclude the values that defined the spirit of this time.

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Step 2 - Tell a well known children's story and stop at a specific point, for example: Goldilocks and the Three Bears, stop at the point where the bears discover Goldilocks asleep in bed. Each group needs to do this. Step 3 - Each participant receives a note green and red. Each group need to present the rest of the story relating it to the values of the chosen era. Step 3 - Every participant receives a note, which is either red or green, at the end of the presentation the participants are asked to guess which era in history was presented before them. It is advisable to use different customs. At the end of the game, have a discussion reflecting on the values based on our society. How you feel these values influence our everyday life. As a result of this discussion conclude which values are worth changing and which should be promoted.

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9. One Body Target audience: A group. The objective: Teamwork. Rules of the game: Participants stand in line. Each participant ties their right leg to the left leg of the person next to them. The participants try to move together. Participants should choose a common action and try to do it together, for example, to move from side of the room to another side of the room. After the game participants should discuss what they experienced. "Play is a serious matter because it shapes the future being." 10. Both Sides of The Swamp Target audience: A group. The objective: Cooperation between the participants. Rules of the game: Divide the participants into two groups. Each group stands on the opposite side of the room. In the space between them is an imaginary swamp that can only be crossed by treading on stones made of cardboard or paper plates. The swamp should be large enough, so that crossing it would take at least five stones. Each group receives three stones with which, they must try to cross to the other side of the swamp. If one of the participants falls into the swamp, start over. The task is only possible when both the groups collaborate. After the game, it is recommended to discuss the participants experience.

11. Connected Missions. Target audience: A group The objective: Cooperation and sensitivity to others.

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Rules of the game: Participants divided to pairs and sit back to back. One participant gets a picture of a building or a structure and the other participant gets building blocks. The participant with the picture should try and explain to his partner how to combine the blocks in order to create the same structure as in the picture. When they are finished, they should check what was created and switch places. At the end of the game it is recommended to discuss their experience, what helped complete the task and what obstructed.

12. Connect to a Friends Heart. Target audience: A Group The objective: To feel the other and to develop closeness to them. The rules of the game: The participants sit in a circle. The instructor asks a question, for example: What is the most important thing in life? Or what is the best environment for my personal advancement? Each participant is required to answer the question on behalf of the friend who is sitting beside him. Together the group can start a discussion. It is also possible to enhance the game and use it for opening or closing a gathering, in this way: Participants sit in a circle. Its important that the instructor reminds the participants that the purpose of the game is to feel the others and to try to deeply understand them. Each participant summarizes his expectation from the gathering and expresses it in one word. He should whisper the word he chooses to the person on his right. After all participants have whispered their word to the person beside them, each participant takes a turn, in which he interprets the word that he heard. For example: David expresses his exceptions of the word excitement and whispers it to Mark. Mark then says, David picked the word excitement therefore I think that he meant that he is excited regarding our gathering and expects to feel something new, that he never felt before.
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Another option is to limit the participants by not allowing them to say the word that they heard, but just describe it - and the rest of the participants need to guess what the word is.

"Collaboration is one of the most important skills, but in man it is less developed than any other skill. Most conflicts on an individual, group, and societal level occur because most people have no desire or skills to care and cooperate with others. Most problems we encounter in our family, our personal relationships, during games, at school, at work, within our community and the world, are associated with the lack of concern and genuine respect, and with absence of cooperation ".

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13. Advertising Agency

Target audience: A group. The objective: To learn about the world of advertising and develop positive thinking. Rules of the game: Present the participants with various types of media, the participants should prepare a list of values represented in these advertisements, and then they should select the top five values. Together the Participants should choose one positive social value they want to promote. Present the participants with one object that they need to advertise. Participants are divided into groups of five. Each group of five gets a different media channel, for example: a billboard, poster, radio jingle, flyer, TV commercial, by those media channels the group should advertise the object and promote the social values that been chosen beforehand. The participants present the final project at their deliberation. At the end of the game is recommended to have a discussion about the advertising world and the values it bring to our life. It is possible to play the same game using services or businesses and not only objects.

14. Shortage of Time

Target audience: A group of over 5 people. The objective: To practice collective planning and teamwork. Rules of the game: Prepare a tennis or ping-pong ball; the participants should stand in a circle. The participants need to transfer the ball to one another, in a way that each person will hold the ball at least one time. Its not allowed for two people to hold or touch the ball at the same time.

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Stage one: To pass the ball from hand to hand within a number of second less than the number of participants, for example if there are seven participants, they must pass the ball within seven seconds. Stage two: Passing the ball within 5 seconds. Stage three: Passing the ball with in 2 seconds. Participants should receive some time to plan and think before each stage of the game. Hold a discussion with the participants about their experience; talk about what the shortage of time obligated them to do in order to succeed? *Note - The solution for stage 3 is to create, from the participants, a kind of hand Oblique tunnel where the ball can to roll.

15. Trading Places

Target audience: A group over 5 people. The objective: To practice collective planning and teamwork. Rules of the game: Participants stand in a circle, shoulder to shoulder facing into the circle. Each of the participants must switch places with the participant standing in a circle in front of him as quickly as possible. The task ends when all participants have changed places. The instructor needs to keep time. On the first round the instructor should not give participants time to think, but should urged them to start as soon as possible. After several failed attempts the instructor can stop the participants and give them time to plan. The instructor, still timing them, can measure if there was any improvement. Keep the game going as needed. Discuss with the participants their experience, what prevented them from succeeding at first and what contributed to their success. * Note: The quickest solution is for the entire circle to move together, in one direction, until each person stands in place of the person that is in front of him.
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Part Three - Platform Games

At this stage of the book, you probably already experienced instructors facilitating a unity (it comes with experience.) Looking for every opportunity and possibility to bring people together by using the playground in order to build more of a connection between us. Platform games are exactly designed for this purpose. A platform game is a means of conveying messages, acquiring skills and learning any subject in a fun and enjoyable way. There are plenty of platform games in this book, and should be used as a diverse and creative tools for any public meetings, such as business meetings, the class room, exams, family outings, round table events and more. All you have to do is to choose a team, a skill or learning material that you wish to transfer by using these games, to well define the purpose of the activity, in one sentence, and to match it to the relevant platform game. Suite the games according to different levels, to different age groups, amount of participants etc. In an effort to develop, creativity and variety, we developed two suitable examples from different fields for each game. So what are you waiting for? Go play the game of life and connection between people!

1. Market Square

Platform game that can be adjusted for different purposes. Target audience: A group. The first example - Game introduction

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The objective: To create good and open environments that allow positive communication, to break the ice between participants, to create opportunities to make deeper connections and open dialogs on different subjects. Rules of the game: Each person writes on a note, a question that he wishes to know about one of the participants. Participants start to walk around the room and when they hear the sound of the Gong everybody divides into pairs and exchange their notes. Each person answers the question he received from his partner, afterwards, the participants continue walking, until again they hear the sound of the gong and again divide into pairs and exchange notes, each person answers his partners question, and so on and so forth.

Second Example An Educational Game. The objective: To demonstrate how out of simple interactions, it is possible to create elaborate things. Rules of the game: Each person chooses a letter. The participants should begin to walk around the room, with the sound of a gong they should split into pairs; together they need to choose a word that includes both their chosen letters. Each person remembers the chosen word. Afterwards the participants continue to walk around the room until they again hear the gong and once again they need to split up into pairs, where they need to create a sentence that includes both of their words. Each person remembers the chosen sentence. Again the participants need to walk around the room until they hear the sound of the gong and once again divide into groups of two, the pair need to come up with a paragraph using both of their sentences. It is also possible for the instructor to pre-advise what the topic of the paragraph needs to contain, for example The City of Jerusalem.

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2. Inventors

Platform game can be adjusted for different purposes. Target audience: A group. This game is suitable for developing creative thinking. First Example - Game Uses The objective: To develop imagination and creative thinking, to create an atmosphere of joy and cooperation between the participants and to develop effective consumer thinking. Rules of the game: The participants sit in a circle; the instructor gives them an object for example a cone. Together they must try to think of as many possible uses the object except for its original use. To add variation to the game designate a time limit, direct that all participants need to come up with at least one idea, or limit it to topic, for example ideas which are only connected to the topic of medicine

Second Example An object that serves a specific purpose. The objective: To develop imagination and creative thinking, to create an atmosphere of joy and cooperation between the participants and to develop effective consumer thinking. Rules of the game: The participants sit in a circle and are presented an object. Participants need to redefine an entirely new use for the object. Together, the participants try to think of as many possible uses, except its original use. For example, the object offered is the pencil. The topic is to keeping fit, participants must invent as many uses for a pencil to help us keep fit.

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" The Integration of playing and learning contributes to motivation, enjoyment and interest of students as well as teachers. Learning through play is so effective because it offers a natural way of learning, and the object of learning is achieved in an indirect way."

3. Task Ball

Platform game can be adjusted for different purposes. Target audience: a group. First Example - A Social Game The objective: Each participant will contribute a piece of advice to the rest of the group, and together they must find ways to implement it. Rules of the game: Each participant writes a note with best advice he can give. On sponge ball insert a cut, and place the folded notes into it. Participants stand in a circle and start playing catch with background music. When the music stops, the participant with the ball takes out a note, read the advice and offers a way to apply it to every day life. Continue with the game until all pieces of advice have been used. If desired a specific topic can be applied, such as: tips for a happy life.

Second Example An Educational Game The objective: Review study topics. Rules of the game: Write notes on various topics, one topic on each note, and fold the notes. On sponge ball insert a cut, and place the folded notes into it. Participants stand in a circle and start to play catch. The third participant that catches the ball, removes a note and reads it aloud, and asks a question on the subject. Standing aside the instructor does not interfere with the run of play and writes the questions on the piece of paper. The participants continue for 5 minutes and try to reach
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the huge number of questions. Participants then put the ball aside and sit in a circle. The instructor gives the page of questions and they should try to answer the questions together. Alternatively, it is possible to limit the topic beforehand for example famous person or world problems etc. Participants then write the notes / facts about the character or symptoms of the problem. The participants begin to throw the ball one to another. When a person catches the ball, he takes out a note and reads it aloud. When five notes have been read, the participants can choose to stop and discuss who is a famous person or what is the nature of world problem. When all participants come to mutual agreement they will disclose their final answer. Later it is possible to discuss, what made this person famous, or what are the best possible solutions for the world problem.

4. Common Ground

Platform game that can be adjusted for different purposes. Target audience: A group. The first example game of introduction The objective: personal acquaintance in small groups. Rules of the game: Divide the participants into groups of 6-4 participants. All participants to try find common ground among themselves. Then, all participants are to demonstrate to the other groups the common ground that was revealed, and the common ground that they invented, the task of the other groups is to guess what was the common ground that was established. It is advisable to direct the common ground through topics, background, some sort of experience etc.

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Second example- An Educational game The objective: Strengthening the principles or the topics that have been learned. Rules of the game: Divide the participants into groups of 4-6. All participants should receive a collection of topics, incidents or agendas, for example, news paper articles, description of incidents, ready made stories. Participants must find a common ground as wide as possible from the collections of topics that they have received; afterwards they should demonstrate to the other groups their conclusions.

There is a tendency to use games as a means of teaching the young, and to neglect its use to work with older students. It seems that this tendency derives from two sources: first, the assumption that games are made for children. In western culture games are considered for children and are deemed as a waste of time as opposed to formal education and work structure,. This perception also find its way to verbal context like this is a childs play. The second source is the agenda that says that a game cannot contain complicated content. It is important to remember that the game is a method of learning for all humans of all ages, and that it can be adjusted to every field of work and knowledge in all levels of studies.

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5. Story from The Back

Platform game can be adjusted for different purposes. Target Audience: A group First Example Creating a story with pictures or creating a song together The objective: To construct together a sequence of stories. Rules of the game: The participants read a story and each participant draws a picture about the story, or the participants choose a well-known song, divide it into lines and write each line on the page or on the sticker. Mix the sheets / stickers and stick each sticker on the back of each participants shirt. Participants do not know what's on their backs. Without talking participants get in line so that the pictures will make up the correct sequence of the stories, or lines will make up the correct song order. Rather than pasting a sticker on the participants shirt, the sticker can be glued onto a hat or make a crown Bristol board and stick the notes onto it. In any case, the participant should not know what is drawn or written on the page / label received.

Second Example An Educational Game The objective: To strengthen the principles or topics of study. Rules of the game: Stick a sticker or page on the back of each participant, for example on a portion of the stickers write mathematical problems and on the other portion words in English. On another portion of the stickers write the answers to the problems and the translations of the words. Participants should not know what is written on their backs. Participants need to pair up according to the mathematical problem and its solution, or word and its translation. They must do this with out speaking to one another.

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6. Human Letters - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example An Educational Game The Objective: Strengthening principles and subjects that young students have now learned. The Rules: We write principles/subjects on a page and invite a participant to pick the subject closest to his heart, on which he wishes to speak. He then recreates the subject by having other participants stand in the form of the letters. For example, if he chose the subject "Camel", he then 'arranges' his classmates to pose in such a way that, together, their bodies will create the letters C, A, M, E, L. The other participants themselves then have to identify the subject. He then speaks on the subject shortly. The others can add and help.

Second Example - Empowering game 4, "Common Denominator" The Objective: Introduction and bonding. Rules of the game: Divide the participants into groups of 4-6. Each group has to find a common denominator between them, and then pose so that together they form a word with their bodies, which represents the common denominator.

For example: If the common denominator chosen by the group is that they all like soccer, they can pose so their bodies form the word "soccer", or "goal" etc. If necessary, use mime as well.

"A child will not readily learn by force, but rather from a game"

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Team Building Games


7. Pass The Parcel - A platform game which can be adapted for various purposes.

Target Audience: A group. First Example - A Social Game The Objective: Introduction and bonding. Rules of the game: Each group member receives a note and writes a piece of advice he wishes to give to the others, or a compliment he wishes to give another person, without writing their name. They then fold the notes, put them in a hat, and pass the hat around between them with music playing in the background. When the music stops, whoever holds the hat pulls out a note. It is also possible to roll a dice and according to the number rolled, the hat moves a certain number of people in a chosen direction, right or left. The participant must say how he implements or is going to implement the piece of advice he received into his life, or who he wishes to give the compliment to and why. The game continues until it has run its course.

Second Example - An Educational Game The Objective: Sharing knowledge in a group, strengthening previous study or learning something new together. Rules of the game: Each group member receives a note and writes a concept or subject from the study matter. All notes are folded and placed in a hat, which is then passed between them, with music playing in the background. When the music stops, whoever is holding the hat pulls out a note. It is also possible to roll a dice and according to the number rolled, the hat moves a certain number of people in a chosen direction, right or left. Whenever a participant takes a note from the hat, he asks a question about the subject or concept written on the note. Everyone is then invited to answer the question.
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The game continues until it has run its course.

8. Group Memory - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example - Scattered Objects The Objective: Bonding, cooperation and memory training. Rules of the game: Scatter various objects on the floor, two of each kind of object. The participants try to remember all the objects and their exact placement. Cover the objects with boxes/paper/etc. Each group member, in turn, lifts one cover. The group then decides together which other cover they should lift to find the identical object. If they made a mistake, put a coin or a note next to the object and cover it again. Each cover can only be lifted twice. The group must cooperate to find all pairs.

Second Example - Objects On A Board The Objective: Bonding, cooperation and memory training. Rules of the game: Glue or draw items on a large piece of paper or a board. Turn it around or cover it so that the items/drawings aren't visible.

Let the group plan in advance how they will approach the problem.

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Team Building Games


Each group member can look at the board/paper once. When the last participant is done, they are allowed to discuss how to go on. The group then receives a blank piece of paper and has to draw on it the objects exactly where they are on the first board. Finally, we compare the result to the origin.

Third Example - Reconstructing The Board The Objective: Bonding, cooperation and memory training. Rules of the game: Arrange 25 items on a board. Place a bag or box next to the board with the same 25 items in it. 20 meters away, place a second, empty board. Each participant in turn must run to the first board (with the items on it), take an item from the bag/box and place it on the second (empty) board in exactly the same place and position as it appears on the first board. When the first participant is on his way back, the second one may start running. He can also ask the one who runs after him to check if he was correct. The game must be completed in less than five minutes, and no more than two participants can run at the same time.

After each game it is advisable to hold a discussion wherein the group members share their experience.

9. Creative Combination - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example An Educational Game

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The Objective: Strengthening the recollection of study material previously learned in class (in this example - elements). Rules of the game: Make a dice with question words on its faces, for example: "What? "Who? "Why? "How?" etc. Make a second die and write the names of elements, for example: "Iron", "Mercury", "Gold". Each participant then rolls the dice and composes a question, which includes the question word, and the element he rolled. The classmates answer the question together.

Second Example - Bonding In A Group The Objective: Creating a bond and positive communication in a group. Rules of the game: Each participant gets two dice and something to write with. On the faces of one dice he writes the names of the other group members, and on the faces of the other dice he writes positive qualities to be admired, such as "courage, intelligence, outgoingness. Each participant in turn rolls the dice, compliments the person whose name was rolled with the compliment that was rolled, and explains why the compliment fits the person. We can also switch dice between participants each turn, roll them again and complement each other some more.

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Team Building Games

10. Crossing The River - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example An Educational Game On The Subject Of Geography The Objective: Getting to know the geography, flora, fauna and people of Brazil Rules of the game: Clear the space between two walls. The floor is now considered to be a river. Let's say, the Amazon. Prepare in advance ten questions about the Amazon or Brazil in general. Prepare "rocks" made of cardboard, plastic, old newspaper etc., according to the number of participants, but no more than five. Place the rocks in a row in the "river". The participants must then walk from rock to rock, to the length of the river. They then take the first rock and move it, putting it ahead of the last rock (so they can progress further on the river). With a larger group, some rocks will have more than one participant standing on them. When the group has moved every rock once, they are asked a Yes/No question about Brazil. For example: "Do you see a Gorilla on the river bank?" The group must then discuss and decide what to answer together. If the question is correct, the group can progress more. If not, they start over again.

Second Example An Educational Game On The Subject Of Mathematics The Objective: Practicing mathematics and geometry exercises Rules of the game: The same as the first example, only with mathematics problems to be solved, or with solutions, which have to be identified as true or false.

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"Man was born an unfinished being. He must grow not only physically but functionally as well. He will do this by practicing, by playing games.

11. Chair Topics - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example - A Question Game The Objective: Sharing knowledge with a group in a fun way. Rules of the game: Choose a problem or professional issue, which are common to all participants. Each one receives a note on which he writes a question regarding the chosen issue, and then places the note facedown on his chair. The instructor then rolls a dice and everyone moves a number of chairs to the right according to the number rolled. Each participant reads the note on his new chair and answers the question. All participants are welcome to answer that question as well. The process can be repeated several times with different questions.

Second Example - An Advice Game The Objective: Sharing knowledge in a group in a fun way. Rules of the game: Choose a subject or issue, which is relevant to all participants. Each one receives a note, writes down the best advice he has to give all the others regarding the chosen issue and places the note facedown on his chair. The instructor then rolls a dice and everyone moves a number of chairs to the right, according to the number rolled.
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Team Building Games


Each participant takes the note on his chair, reads the advice aloud and offers an idea of how to implement it in his life. All participants are welcome to contribute their ideas as well. The process can be repeated several times with different questions.

12. Only Together - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example An Educational Game The Objective: Testing for knowledge in math or any other subject. Rules of the game: The participants stand in a row with their backs against one of the walls. They must reach the opposite wall together. The instructor reads out a 'fact', or a yes/no question. If the fact is correct, or the answer is 'yes', the whole group jumps forward. If the fact is incorrect, or the answer to the question is 'no', they remain standing. If they had not done it together, as a group, they start over again.

Second Example - An Association Game The Objective: Coming up with associations in relation to a certain topic. Rules of the game: Paint or otherwise mark a circle (for example, with string) in the centre of the room. All participants stand around the circle. Choose a subject (For example: "Cooperation"). Each participant in turn says a word, which supports or opposes the idea of Cooperation (For example: "Friendship"/"Animosity").

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If it is supportive of the chosen subject, then in this case "cooperation", the whole group jumps into the circle. If it opposes the idea of cooperation, the group jumps out of the circle. The group must be able to jump in and out in synchronization, until each group member has said a word. If they had not jumped together, as a group, they start over again.

"It is in the power of games to show us exactly how much our environment affects us. How a positive environment can take us to wonderful places, and a negative environment... Less than wonderful."

13. Writing With Matches - A platform game, which can be adapted for various purposes. Target Audience: A group. First Example An Educational Game The Objective: Broadening vocabulary. Rules of the game: The participants compose as many words as possible from a certain quantity of matchsticks, or, alternatively, try to compose the longest word possible. For increased difficulty: Each participant adds one matchstick on his turn.

Second Example An Educational Game The Objective: Developing creativity. Rules of the game: Have the participants build a certain mathematical equation using matchsticks (for example: 4+2=2). They are then asked to remove or relocate one matchstick to correct the equation.

Third Example - A Social Game The Objective: Bonding


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Team Building Games


Rules of the game: Each participant receives a note and draws a shape he wants to build with matchsticks. The group then builds a shape together, with each participant placing a matchstick on his turn. Then we compare the shapes each individual planned with the shape that the group came up with. For more of a challenge, the group is given a task to think of a shape and then build it together.

14. Stepping Closer - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example - A Social Game The Objective: Introduction and bonding Rules of the game: Mark a circle on the floor using tape/rope/chalk etc. The participants stand around the circle, five steps from its centre. The instructor asks a question, for example: "What is the most important quality in your opinion? Each participant answers in turn, and takes a step towards the centre of the circle. Once everyone has taken one step, start another round with a new question. For example: "What would I like to achieve from today's meeting?" Finally, everyone meets in the centre of the circle.

Second Example An Educational Game The Objective: Reviewing or learning new study materials. Rules of the game: Mark a circle on the floor using tape/rope/chalk etc. The participants stand around the circle, five steps from its centre. The instructor asks a question regarding the subject matter, for example: The human body - "What can you tell us about the ribs?
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Each participant answers in turn and takes one step towards the centre of the circle. Once everyone has taken one step, start another round with a new question. For example: "What happens when you get sun-stroke?" Finally, everyone meets in the centre of the circle.

15. Building Combinations - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example An Educational Game The Objective: Learning chemistry as a group, in a fun way. Rules of the game: The group members prepare stickers with the names of different atoms on them. Then each one glues a sticker on his back. They must then compose as many molecules from the available atoms, in a limited time. They may speak and plan their actions in advance.

Second Example - Cooking The Objective: Creating as many recipes from the ingredients available. Rules of the game: The group members prepare stickers with the names of different ingredients, for example: Paprika, cucumber, water, sugar, etc. Then each one glues a sticker on his back. They must then prepare as many recipes from the available ingredients, in a limited time. They may speak and plan their actions in advance.

"The most effective form of education is to give a child wonderful games to play"

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Team Building Games

16. Our Dominoes - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example - An Introductions Game The Objective: Introductions, cooperation, and creating a positive air. Rules of the game: The group members sit together in a circle. Each one receives a note and draws a line, which bisects the note. On each part of the divided note, he writes down one of his hobbies. One of the participants places his note in the centre of the circle and tells the group what he wrote. The participants choose a direction, left or right, and the next participant who wrote a similar hobby attaches his note to the previous note. The group must form a chain of similar hobbies, which connects them.

Second Example - An Educational Game The Objective: Matching problems and solutions. Rules of the game: The group members prepare a list of problems and solutions, and write them down on 'domino stone' notes (bisected notes) so that each note has a certain problem on one side and a certain solution on the other. They must then assemble the domino chain so that each problem is next to its solution.

"Cooperative games provide us with the ideal way of learning and practicing cooperation as a skill, to create an atmosphere of mutual concern and care, and to experience the great creative value inherent in cooperation"

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17. Carousel - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example - An Educational/Discussions Game The Objective: To create a group discussion, where each participant speaks to everyone. Rules of the game: The group members stand in two circles, an inner circle and an outer circle. The number of participants in each circle should be equal. The inner circle faces outwards, and the outer circle faces inwards, so that they are standing face to face. Together, they discuss an issue raised by the instructor. For example: Solutions to the problem of violence in schools. Each couple discusses the problem for three minutes, and they write a summary of their discussion on a note which one of them keeps. With the roll of a dice, the inner number moves a certain number of participants to the right or left, so that now they face different group members of the outer circle, and discuss the issue with their new partner (if they're facing one they've faced before, move one more). Continue for as long as desired. In the end, present the points, solutions and ideas that were raised and/or try to find a common denominator between them all.

Second Example - Creative Writing The Objective: To create a group discussion, where each participant speaks to everyone. Rules of the game: The group members stand in two circles, an inner circle and an outer circle. The number of participants in each circle should be equal. The inner circle faces outwards, and the outer circle faces inwards, so that they are standing face to face. Together, they write one line of a song/poem, and both partners write the line on a note.
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Team Building Games


With the roll of a dice, the inner number moves a certain number of participants to the right or left, so that now they face different group members of the outer circle, and compose a second line, which each of them adds to his first line (if they're facing one they've faced before, move one more), until each participant has a note with a song/poem of five (or more) lines. Afterwards, read out select poems. Likewise, the instructor can ask for poems on a specific topic, or, with every turn say a word that has to be incorporated into the new line, etc.

18. Write On My Forehead - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example - A Social Game The Objective: Introductions, cooperation and creating a joyful air Rules of the game: The group members sit in a circle. The instructor attaches a sticker to each participants forehead. On the sticker is written the names of one of the people in the room. Each participant must discover the name on his forehead by asking the group yes/no questions. For example: "Is it a boy?", "Does she have brown hair?", "Does he have glasses?"

Second Example - An Educational Game The Objective: Rehearsing and refreshing study material in a fun way. Rules of the game: The group members sit in a circle. The instructor attaches a sticker to each participants forehead. On the sticker is written a word/concept/technical term from a subject of study. Each participant must discover the word on his forehead by asking the group yes/no questions. For example: "Is it something that occurred in the 21st century?".
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Don't put anyone in a situation where they don't know the word/term and is unable to discover what's written on his forehead.

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Team Building Games


19. Chair Ping-Pong - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example - An Educational Game The Objective: Rehearsing study matter in a fun way. Can be used as substitute for an exam, with the grade being collective, for the whole class, instead of personal. Rules of the game: Arrange in a circle, as many chairs as there are students. Each participant holds with both hands the back of the chair in front of him and pulls it in his direction, so that the chair is standing on its two rear legs. The instructor reads out a number of questions and answers or sentences. If the answer/sentence is correct, everyone lets go of the back of their chair and hurry to catch the back of the chair of the person to the right of them. If the answer/sentence are incorrect, they all hurry to grab the chair left of them instead. After the instructor reads an answer/sentence, he counts down from 4, and on the count of zero, everyone moves together. If everyone moved in the same direction and manages to grab the back of the chair next to them before it fell, then everyone has the right answer. It's recommended to practice a few times moving right and left without questions, without any chairs falling, and only then begin. Also, it is not allowed to let go of the chair until the instructor reads the question and finishes the count. The participants try to make sure no chair falls or lands on all 4 legs. If this does happen, however, read the sentence again, and try again.

Second Example - A Social Game The Objective: Starting an activity with a happy atmosphere, introduction and bonding by cooperation, and lots of happiness! Rules of the game: Arrange in a circle, as many chairs as there are students.

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Each participant holds with both hands the back of the chair in front of him and pulls it in his direction, so that the chair is standing on its two rear legs. When the instructor shouts "Good!", everyone shout "Good", while at the same time letting go of the back of their chair and hurrying to catch the back of the chair of the person to the right of them. When the instructor shouts "Morning! Everyone shout "Morning", while at the same time letting go of the back of their chair and hurrying to catch the back of the chair of the person to the left of them. The participants try to make sure no chair falls or lands on all 4 legs. If this does happen, however, read the sentence again, and try again. After this, you can make the game a bit more interesting by adding different words, or even trying deliberately to confuse. For example, when the instructor shouts "Right!" everyone shout "Right" and move one chair to the left.

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Team Building Games


20. Creative Pattern - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example - Group Bonding The Objective: Each participant gets to scrutinize his own views on a certain issue, and everyone is enriched by each other's ideas Rules of the game: Each participant receives a page with the following printed on it:

Connection between people is like ____________________________________ Because _________________________________________________________ And therefore, ____________________________________________________

Each participant has 5 minutes to fill in the lines. Each one then reads out his answers in turn.

Second Example - Work The Objective: Each participant gets to scrutinize his own views on a certain issue, and everyone is enriched by each other's ideas Rules of the game: Each participant receives a page with the following printed on it:

Work is like ______________________________________________________ Because _________________________________________________________ And therefore, ____________________________________________________

Each participant has 5 minutes to fill in the lines. Each one then reads out his answers in turn.
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"The game is a 'lab' where we learn and practice skills which are right at the limit of what we can currently perform"

21. Puzzle - A platform game which can be adapted for various purposes.

Target Audience: A group. First Example - An Introductions Game The Objective: Introduction and bonding. Rules of the game: In advance, take a piece of cardboard and cut it into puzzle pieces, as many pieces as there are participants. Each participant receives a piece of the puzzle, on which he writes, in one sentence, what he can contribute to the success of the group. Then, the group assembles the puzzle and each participant explains why he wrote what he wrote.

Second Example An Educational Game The Objective: Concluding the study a subject, learning process or group task. Rules of the game: In advance, take a piece of cardboard and cut it into puzzle pieces, as many pieces as there are participants. Each participant receives a piece of the puzzle, on which he writes the most central piece of insight he had regarding the process/subject/task. Then, the group assembles the puzzle, and each participant explains why he wrote what he wrote.

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Team Building Games


22. With New Eyes - A platform game, which can be adapted for various purposes.

Target Audience: A group.

First Example - A Different Classroom The Objective: Developing original thought and creativity in a group. Rules of the game: The group members analyze the way schools and classrooms are built and arranged in our time. They then write down the basic premise and assumptions that the designers must have had. Then they write down completely opposite assumptions to the ones they wrote before. Then they must write how a school and classroom will be designed, organized and used according to the new assumptions and premises. The group tries to combine the better of the two forms to create the ideal way a classroom and school should be run.

First Example Football The Objective: Developing original thought and creativity in a group. Rules of the game: The group members analyze the rules of football and the way a football game is played, and write down the basic premise and assumptions that the designers of the game must have had. Then they write down completely opposite assumptions to the ones they wrote before. Then they write how a game of football will play out according to the new assumptions and foundation. The group may also try to combine the better of the two forms to create the ideal way a classroom and school should be run.

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23. One On The Wall - A platform game, which can be adapted for various purposes.

Target Audience: A group. First Example - Group Examination The Objective: Rehearsing study matter in a fun, cooperative way. Rules of the game: The instructors prepare a soft ball, and a questionnaire form in which every question has an answer that can be summarized in no more than two words. All participants stand in a column, facing the wall. The instructor asks a question and the first participant, who is standing in front of the wall, throws the ball at the wall. The second participant in line has to catch the ball after it has bounced off the wall and the floor once. Between the throwing and the catching of the ball, the first participant has to answer the question. Everyone can help him answer it. When the second participant bounces the ball off the wall, the second question is answered, and so on. The group must get as many answers right as possible. The group's performance can be improved with a second and third try.

Second Example - Group Bonding The Objective: Strengthening the group bond. Rules of the game: All participants stand in a column, facing the wall. The first participant, who is standing in front of the wall, throws the ball at the wall. The second person in line has to catch the ball after it has bounced off the wall and the floor once. Between the throwing and the catching of the ball, all participants have to give the one who threw the ball at least 5 compliments. When the second participant bounces the ball off the wall, everyone compliments him, and so on.

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Team Building Games

24. Climbing For Success - A platform game which can be adapted for various purposes.

Target Audience: A group. The Objective: Cooperation, strengthening the group bond. Rules of the game: Everyone in the group stands in a column before a wide stairway. The instructor asks a question. The group members must discuss it and agree on an answer. If the answer is correct, they all go up one step. If not, they remain in place. The group must reach the end of the stairway.

Conclusion

As adults, it is not easy for us to play games. As instructors, you may not feel fully at ease to guide other adults in playing games. But we must understand that if we do not play as children, we will cease developing. The moment that we stop playing, there begins our slow decline. The game develops in us flexibility, an ability to improvise and deal with new situations and problems. The game lets us be reborn anew every time, and to look at life as a game. But thats not all. As you can see and judge from your own experience, in accordance with the value system of the society we live in today, even when we choose or are required to play a game, meaning, to raise to a challenge under certain limitations, we choose by default the narrowest, most egoistic, personal path to success. A path wherein we see only ourselves, and play a zero-sum game where one is the winner and the others are the losers.

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In the interconnected, interdependent world we live in today, there is no longer room for games of this kind. In the interdependent world, when everyone loses, I stand to lose as well. Mutual dependency requires us to develop new types of games. Games where each participant becomes aware of, and acts from the feeling of connection with others. Games which encourage cooperation and empathy. The challenges we face today, as individuals and as a civilization, require us to bequeath and encourage this manner of thought to our children, but first and foremost, to ourselves.

It is our hope that this book will serve as a first major guide-stone on the way to a culture based on different values, with different types of games. This change is required of all of us, and we happily give you our blessing for choosing to take a part. Only together, and by playing together, can we rise to our new level of development as a society. Not through necessity, coercion and pain, but by choice and with pleasure.

Only together can we change the rules of the game, from games of war to games of love.

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