Cuprins manual BDT

1. Introducere ………………………………pag. 2 2. Indoor: 2.1. GTKEO …………………………………pag. 7 2.2. Icebreakers ……………………………pag.10 2.3.Energizers …………………………… pag.23 3. Outdoor: 3.1. GTKEO ……………………………… pag.25 3.2. Icebreakers ………………………… pag.28 3.3. Energizers ..………………………… pag.40 4. Indoor & Outdoor games ………………pag.46



Team Building role manual: The handbook is designed to encourage team work, help the team members learn to listen, give suggestions to other people and lead them to engage in planning that was accepted with recommendations of others and fairness in dealing with all of the other members. The manual also helps team leaders to achieve the objectives followed. Here you will find how to motivate the team while maintaining high efficiency. For this team leader should follow two main things: first off you measure system performance and feedback processes in which team members must participate actively. Thus, the team continues to develop within each department and AIESEC in general, but the projects and working steps. The second thing is rewarding aspect of your system (R & R), which should take into account both individual efforts, as well as that of the team. Members meet frequently to deal with departments that operate and look like AIESEC is an organization with a common goal... The team leader should offer that those who coordinate can be involved in many projects AIESEC is taking in advance. Therefore the encouraged team members must take their responsibilities more and more rewarding as having such.

Another utility of the manual would be to help find and solve existing problems in a team if they can not be prevented. There are several indicators that can show early signs of there maybe being something wrong with some team members: not consistently meeting deadlines, your goals are not achieved

as a team and its members to blame each other for delaying completion of projects or tasks for the discharge sites. Division into subgroups of members team may be one of the signs that something is wrong. Perhaps lacking "Foundation" of trust necessary to build a team. There are three types of trust, contractual (You do what you say), related with communication (availability of provided feedback, positive or negative, in an open and honest manner) and related competent. It often happens that one team member was not convinced that someone can handle a project better than him, preferring to take the whole workload. Subsequently, complaining that the tasks are not divided equally. To avoid those events, there must be an essential element, trust is the element that keeps cohesion in a team. For AIESEC it is common practice team building, be it on projects, departments or even locally. 2 The team must be aware of the four development levels The development levels are: trening, involvement, rate-seting, activation. All the people needs to understend that the team will progress, but also the team could pass bad times, depending by many variables like: a old membre leaving or another changes which the team is going through. Ask each membres: in which development level does he think that is and what are missing for promote to the next level. 3.You have to take the „team pulse‖

This think could be realised in two diffrent ways.First, you can make a small initial survey which show up the way which membres see the connection with each other. The survey must show up trust betwen membres, dedication, communication and the way for pass over the problems. In fact, this first procedure consists in interacting constantly with the membres with a view to get their perception, the priority of team or the priority projects. Anohter way to take the „team pulse‖ is susteineing a periodic and open descussion about what it is happen whit the team. This conversation are good for the team communication.The feed-back is also a way for takeing the team pulse beacause it help to know the team dissatisfaction. 4. Evaluating membres

For detect a way for evaluate the membre’s behaviour it is an importan operation attempt to build the dream team. This exercice put in the light all the preferences and contributions for each membre.In this way they get more information about team which help them adapt and work more efficient with the other membres. For most people this kind of evaluation and knowledge it’s benefit for their communication with people around them.

5. The team establish her own rules For establish a internal rule the team can’t wait for a problem occured. A kind a regulamant of internal order made for her own membres must points out all the rules and limits which are accepted. This document ravel what the team expects from each membre, what it’s intolerable and what isn’t. Of course such a regulamant it’s n ot chiseled in stone it could be changed by the team membres based on them necessities. All the membres must know the regulamant and understent every rule in order to accomplish its amendments.

6.Trening of skills for communicate When it’s time for recruitment, Aiesec must be sure that each person has skills for communicate. These would be necessary circumstances for having a good and permanent communication in order to avoid the problems and conflicts and, if the problems come, solve them.The teams when there are such communication are the more efficient and productive, because the membres don’t lose time for impede others to do their job. It looks like staff training and experience it’s only half from the value of a team, the other half consists in their friendship and skills to communicate whit the people around them. For choose the right people, Aiesec should use games and psychological tests which help it to descover the skills and behaviour membres.

2.1.3 666 Of course, Aiesec, like any other team has also problems. There are 6 methods for solving or avoiding the troubles: 1 Direacta approach Probably the best method for solving a conflict it’s the direacta approach beacuse it is focus on particularities of each situation. The big the conflict is the more objectivity it

requires. If the critics or complaints must by telled , those should done with carrefull don’t upset the people involve. This method is based on solveing the problems which come, step by step, and this thing do in such a way as the people involved in conflicts wiil be involved finding sollutions.

2 The negotiation This method are good enought to be used when the people involved in conflict want to solve it, but their are not able to fiind common sollutions.Usually, this methode involves a third person who gives his suport for fiind a compromise accepted by everyone. Finally anyone will be contented by the result, but they shake their hands and the problem would disappear 3 Recall rules This method is very used in case that one or many membres of team don’t involve in the projects. Obviously if you don’t involve in activities or projects it means outbreak of conflict between membres and recall rules is esentiale now. If the situation continue may be the best solution is that person who don’t involve leave.

4 The avoidance This method may be used in the moment when real motivation for continue the conflict don’t exist.The avoidance could lead to relaxation and the involve parts could realised that everything were a „fire straw‖.Useing this method we can prevent that a small discrepancy become a real desaster if the people involved discuss to much about somthing no account.

5 The acceptance The acceptance is a kind of negociacietion, but it is started from the point when every person involve in conflict have the same opinion.When the part realised there is a commun opinion we can go on the other direction: taward conflict resolution.


then come up with powerful interview questions to ascertain whether those criteria would be manifested in a given candidate. and you'll easily identify the people you want that will be an asset to your team. and strategy.Your interview questions should be aimed at helping prospective membres to talk about the extent to which they share your organization's vision. 6 . but practicing you will find the best solutions and you will see anything is imposible!!!! The 6 point of this method should be the Half-Decalogue for any Aiesec membre!      2.6 In order to avoid outbreak of conflict remembre: If somebody understents you this don’t means that he agrees you! Be clear expresing your opinion ! Listen more than talk! Take heed of many posibilities before take a decision! Count to ten!You will fiind better solutions when you are calm and relaxed!Obiously when you are involved in a conflict all this things seems to be difficult theory for puting into practice. whether or not you have worked with them before. Listen carefully to the answers. When forming a dream team make an effort to include the most experienced people.2 Another method used by Aiesec is: don’t make your team with friends. values.To recruit best people for your organization start by answering some very simple questions like. mission. "What do I want? What do I not want? What are my criteria?" Write down the criteria. This should be able to give you a feeling for whether they will likely be aligned with the way you want to operate. The temptation to work mainly with friends will eventually hurt performance. make friens in the team.

A point could be made at the end about the fact that everybody in the group is connected in some way by the wool and their being together right now. For example: 'llaria . 3. This allows a real personal connection between each person at the start. I AM. Stand. Then they attach the sheet to their front.. to introduce themselves to each other. why they are named it.INDOOR 2. This continues until the last person introduces everybody and then themselves. shorter or longer versions etc.Actress'.the origin. It is possible to give more specific questions to talk about. looking at the sheet of the other person and briefly commenting or asking a question. The next person does the same.1. They are encouraged to spend five minutes each.Afterwards each person in the pair could introduce the other to another couple or to the whole group. First Names Ask each person in turn to come and write their name on the board or paper and tell something about it .. if they prefer. Talking in Pairs People are asked to speak with one other person that they don't know. exchanging names. saying their own name and what they would rather do. So not. I am female or wear spectacles or have red hair. Ball of wool People stand in a circle. 7 . 2.' sheet (copy attached) and asked to write largely and clearly three things about themselves that are not obvious. Walk around and introduce themselves to all the other participants by shaking hands... This is not only a way for people to learn the names of others but to discover something more about them at the same time. They can be as revealing or ordinary as each person wants them to be. GTKEO 1. or don't know well. The wool should crasscross the circle. What I would rather do Sitting in a circle each person says their name and what they would do with their life Oob perhaps) if they could change. 5. The first person throws a ball of wool to another (anywhere in the circle) saying their first name and where they are from (or any other single thing that you decide on). 4. The next person then introduces their neighbour. Each person is given the 'I AM. whether they like it.

C .3 People you admire (drawn). can be used as getting to know each other exercises or later as re-connection ones. D . Three depictions of your work or study life. also in the pack.Conclusion The Personal Shield and Human Bingo.3 Ambitions (drawn).3 Favourite things to do in leisure time (drawn).their own shield including the following: A . Alternatively: A B C D Three depictions of your family. 8 .3 Places you like or would like to visit (drawn). This is essential for this work that looks at respecting others and accepting difference. Three spare time activities.or makes . personal life. Other variations are possible. PERSONAL SHELD Introduction A short exercise for people in a group who do not know each other very well or who have not seen each other for a while. The value of all of them is that they stress that each individual matters and is being valued for themselves. B . before anything is done in groups or on the content. Three places you like or would like to visit. It sends a very clear signal right from the start. To encourage easier communication between group members. A C B D MOTTO Each person draws .

They can then be put on the wall of the meeting room for people to look at and guess which belongs to each person or with names on the top. 9 .They also adopt a phrase that's applicable to them which will be their motto. with a partner each person talks about their shield and motto for ten minutes and then listens as their partner explains their's for ten minutes. Once complete.

When finished. ONE LIE: Break everyone into groups of anywhere from 3-5. Once they reach the end. Take the first person out of the line. you would have five index cards each with a different character such as Fred. etc. Wilma.have everyone raise their arms in the air and flex their wrists so that they make a flat surface. etc. The second person toward the front of the line now will go 10 . GROUPING BY CHARACTERS AND THEME SONGS: This is a fun way in which to break up a large group into smaller ones.2 ICEBREAKERS 1. The people lying down need to keep passing them down the line without letting them fall. who can then try and fool the rest of the groups. One person then needs to lie down on their back. 2.. if you pick the Flintstones as a character grouping. If you want your group size to be about 5. help lay them down on the first set of hands. Each person must tell the others two truths and one lie about themselves.) Line them up.) It's important for the person being passed to remain stiff as well so that it's easier to pass them.have them stand up. For example. Tell them that it's very important to keep their arms stiff. (Someone is needed to spot this game because usually they will start to waiver every so often. They should be close together to the point where their heads are touching. This person will be passed all the way down the line along the hands. and Bamm-Bamm. the characters represent. The groups then have to find each other by singing the theme song from whichever sitcom. Barney.2. 3. preferably female-male. HUMAN ZIPPER: Break up the room into two groups. that person is helped off the human zipper and they will lie down next to the last person in line and become part of the zipper. you should make sure that you have 5 characters per grouping. The next person will lie down next to the first person but with his/her feet facing the opposite direction. that can readily be recognized as belonging together on index cards. the groups can each choose their "best liar". Everyone's feet should be facing out from the center. cartoons. cartoon.. (You can keep it in one if there aren't enough people for two. Pebbles. Then. Write the names of characters from sitcoms. The other members of the group must then guess which statement was the lie. Lay people down alternating them in the same manner. TWO TRUTHS. Mix up the index cards and pass them out as the people walk through the door.

" 4. 7. The group will then brainstorm to offer solutions on how this difficulty or problem can be rectified. a frustration. If you have enough people to do more than one line. For example. one could ask "Does it rain a lot in this country?" The purpose of the game is to figure out what country you are." And so on until the last person has to say everyone's name & adjective. The facilitator will then go pick up a couple of the crumpled pieces of paper. The participants must then walk around and ask "yes or no" questions about their country which will give them clues as to what country they are. have each person write down on a piece of paper anonymously one of their problems.through the same process and then the third and so on and so forth. COUNTRY ON FOREHEAD: Everyone has an index card or sticker on their forehead. When done. "YELLING AT EACH OTHER": 11 . open them up and read them to the group. if the second person in the circle is named karen and the first is named Scott: Karen would have to say "Kiwi Karen. HUMAN KNOT: Break into groups of around 7. NAME GAME: This is a "get to know you game. Realize: this is possible no matter how hands are grabbed as long as no one grabs the hands of someone who is directly next to him or her. Ask them not to make them incredibly personal. the person should not know the country that they are." Everyone breaks up into groups of around 10-15." If you have more than one group. 5. The second person must say their adjective/food/whatever along with their name and also what the person before them said. For example. The person who starts needs to say his or her name along with a word that starts with the same letter. you can make it into a race. For example. Everyone should form a circle and reach out and grab the hands of someone in the group who is not standing directly next to him or her. you can have races between the "zippers. The facilitator may want to choose a specific area. 6. have them crumple up the paper and throw it. 8. The group must then "untie. On the sticker is written the name of an AIESEC country. THE "TRASH" GAME: Without telling people what will be done with them. something they are currently worried or concerned about. Scallion Scott. favorite foods or adjectives to describe yourself.

Have them name something on the person to the left which they like about that person (ie. liverwurst. For example. Shoulder shaking means yes and hand flapping means no. turkey. 12. For example. mortadella (cool Italian lunch meat)." The person who has chosen white bread then lays down on the floor. This should also be done with people who feel relatively comfortable with each other. cheese. bread. THE CULTURE GAME A large group is split into two and each is given a culture to act out. The sandwich maker goes on to add meat. etc. Ex.) The two 12 . Once everyone has done this. Bring someone out of the whole group and ask them to build a sandwich not knowing which person is what specific component. 9. You can play this either as a competition quiz who gets the most right or as a guessing game.. etc. It is an insult to show the bottom of your feet. their teeth) and something about the person of their right that they don't like.This should probably be done with people who are fairly comfortable with each other and used as a stress reliever. the people cannot have any idea of what they have to do in the future. they have to kiss what they like and lick what they don't." 11. Men cannot approach another man without a woman's consent. Within each smaller group. For example. I think I'd like to have a sandwich on white bread. THE TRAVEL GAME Everyone gets 20 statements which relate to different countries or cultures. Let the individuals in the group pair up. KISS WHAT YOU LIKE. 10. have them scream "grumble grumble" at each other. let each person decide more specifically what they want to be within their sandwich component. The culture should be explicit & different from modern day norms (Ex. In this case everyone would get a country on their back & a sheet of paper with mixed cultural statements & have to guess which country is theirs. meat.. in the meat category you might have five people who will then be ham. the person may say: "I'm really hungry. Assign each group a component of a sandwich. or have to find the other people with the same country. roast beef. condiments. Socially people should stand arms length apart at all times. HUMAN SANDWICHES: Divide the group into smaller groups of even numbers of people. etc. If the pair runs out of stuff to scream. cheese. In order for this to work. whatever and each time someone else will lay down on top oc the other "components. LICK WHAT YOU DON'T: Have the group form a circle. Each person can then scream anything at all at the other person as loud as they can even if there is no possible way that it could be the other's fault.

The first puts a life saver on the toothpick & passes it to the next person's toothpick without using their hands. 13 .groups should get proficient at their own culture & then representatives should be thrown in with the other group & explain their confusion to their own culture. For ex.My weaknesses . OR Why I am here .What my hobbies are . (Can be done with toilet paper squares also) 13. If this is not the case. FLIP CHART PAPER Give everyone a sheet of flip chart paper to post on a wall & tell them to break it up into three sections. 15. Eventually both groups should end up together & discuss the differences & uncomfortable feelings associated with not understanding norms. In each section they must draw a picture and/or write something Re: predeterminded categories. THE LIFE SAVER GAME Two teams line up & each person gets a toothpick to put in their mouth. The circle will hold itself up. Eveyone should be able to relax & just sit. etc. They are then told that they have to tell the entire group something about themselves for every M&M they took. people can go around after & write comments on each other's sheets.What I want to get out of this year/semester/exercise/week. Everyones feet should be facing straight in front of their body directly under their hips & they should be touching (squishing in fact) the person in front of them. (we are talking tight circle) On the count of three. When everyone is relaxed the facilitator should call 1-2-3 & everyone should move one leg at a time (the same leg) and the circle can "walk" in a circle. If appropriate. THE M & M GAME Large bads of M&Ms are passed out & people take as many as they want. someone's feet are not directly underneath them. the 3 categories could be: . 14.My strengths . The first team to finish wins. or not straight ahead. 15.Who I want to be in 10 years. eveyone sits on the lap of the person behind them. THE HUMAN CHAIR A group of 20 people or more form a circle & stand front to back (boy girl order preferable) as close as possible.

If a team member touches the floor with his/her foot (or any other part of the body). wins! This exercise. Pick a person that is a good sport to stand next to. Each member must pick up the bag with his/her teeth while standing on one foot with both hands held behind his/her back.16.6 (one per team) brainteasers out on 5 . After each round. you may want to pick a few helpers for this icebreaker game. heady-heady and right eary-eary. BITE THE BAG: The team is instructed to form a large circle. nosey. ie. the member is disqualified. Each time add more lipstick to your finger tips without them noticing. If 14 . 18. During the exercise observers should walk around noting "teamworking" issues. instruct them that they have to look forward and they can’t turn their heads. Cheeky-Cheeky Depending on the number of participants. The facilitator then places a brown grocery bag in the center of the circle.10 min.) Teams can then comment on if they think they worked well toghether or not & how these issues come into play in AIESEC functional areas or teams.6 different tables (stations) and have every team rotate around & have 5 . side by side. Once demonstrated start out with Cheeky-Cheeky but this time behind your back you have lipstick that you put on your fingertips. After you’ve done CheekyCheeky and the movement has gone down the line then do nosey. (depending on difficulty level) to figure them out. similar to a reversed limbo contest. how well the teams worked together.. 17. At the end the winner is announced. Have all participants line up in a straight line. more of the bag is cut. The helpers will all have a small tube of lipstick in their pocket or hidden in their hands before the game starts. In the process the person next to you should end up with lipstick all over their face. eary-eary. etc. Give them an example by lightly pinching the persons cheek on the right of you and say ―Cheeky-Cheeky‖. this helps them to find the person that they would like to stand next to. BRAIN TEASERS A good team building exercise is to lay 5 . They can pretend at the last minute that they decide to join in the game. After the entire group has successfully completed this task. Tell them that you’re playing the Cheeky-Cheeky game and everyone is to repeat what you do but must not move. if teams worked better together as the time wore away. the facilitator cuts one to two inches off the top of the bag. The last team member who successfully picks up the bag without falling. After that do chiny-chiny. Note to them that that person is to do the same and then the next person all the way down the line until it reaches the end. if people argued or collaborated. can be a lot of fun and a great icebreaker for new team members. You should be at the beginning of the line.

In attention when people arrive. or a circle.. If this wasn't done where the event is taking place bring the T-shirt in a cooler filled with ice to keep them frozen.. Gotchya! (Grab the Finger) Gotchya! (Grab the Finger or Cheese)   Equipment: None. 19. grab the finger in your left hand.. group together. Left hand palm up. get off the bus. indoor and yours gets grabbed.   Brief Description: FastStimulating group activity to get people moving 5 min. Instruct the teams that they'll be playing an Ice Breaker game. They could run the shirts underwater. a few other people should end up with lipstick on their faces also. having fun and activity to get people ready for action. Go!".. Try to grab a finger before Works with any size groups. Participants stand in a circle... 1 .you’ve planted helpers in the line. Place one nicely folded T-shirt in each bag then pour in about 2 cups of water and freeze all of them overnight. Useful to get focused together and focused. next person's left palm.. Teams will get creative in their attempts to win.. right finger on to fill 5-10 minutes. and prevent your right finger from being grabbed. arms out to the side. [add suspense] . "When I say the word go. Repeat several times. and your 15    ...shirt and one plastic storage bag. Time: ~5-10 minutes Handy icebreaker and attention-grabber for kids thru corporate group programs. 2 .. focused. do two things... challenged. Then hand out the bagged T-shirts to each team. The first team to come back with one person in the T-shirt is the winner. 3 . right index finger pointing down and touching on neighbor's outstretched palm. put them in the microwave and even pounded the ice out of them. Frozen T’s For each team you'll need one T. 20. outdoor. On "Go" the teams will have to get their T-shirts thawed out so that one person from their team can put the Tshirt on. Tom Leahy advises "put big energy.

.. bringing them immediately to the present.. adding to the fun. "Cheese".it never fails to grab everyone's attention. etc..peas. wheeze.. sneeze...g..Provides perfect off the bus spark for the day. Try a different trigger word.    16 .Good for 10 minutes".g. please and freeze.own style to it. the build up of suspense. e.. "outdoor" to help get people listening to every word.  The trick is dramatizing the "Go!". and most will jump the gun. Or use the word/theme of the day e. Can transition to talking about "assumptions" and "temptation". and mention lots of other "eeze" words for humor .

If you're not trying to learn names.. using the next person's name. my name is Freddy.pick someone out & ask their name. well done. and they in turn toss it to someone else.making sure we use the same order. Remember to say the name of the person you are throwing to. Freddy] and on we go. Keep it going.they say "Thankyou. skip the naming part & just throw! The challenge from here is simply to get the ball thrown around to everyone in the circle.. "Right. Can be used to learn names and develop a sense of interconnectedness. my name is you go!" [throw].here you go!" [underarm throw a ball to Freddy] Freddy then says "Thankyou James"..   2nd round of group juggling  I then say. and 17 .   How to Run a Group Juggle Session  Set up & instructions (1st round)  2nd round . not too far from one another Include yourself in the circle Explain that you are going to throw a ball to someone . toss a ball to someone.. then more balls are introduced and it starts gets crazy..Group Juggle   Fun way to start working together. picks someone and says "Hi X.adding more balls!  Variation: Warp Speed  Links to other descriptions Set up & instructions for 1st round of group juggling      Arrange participants in a circle. using his/her name. and finally back to the trainer. then say "Hi Freddy.. and using each other's names. Stand in a it faster!  4th round . not too close.have another go!  3rd round . now let's see if we can that again .

let's see how we can really go. "That's great. out of control. but earnestly say "Hi Freddy.. Come on. I take a 2nd ball out of my pocket (surprise!). OK? Here we go... my name is James. let's let's see how fast we can do it. and collect them in when that seems to have been achieved. once the group seems competent at 4 to 6 balls I gradually then introduce an unmanageable number of balls into the juggle & maybe also weird objects (e. Can be done . but I think you can do faster than that. After a bit..Hi Freddy.thank the person. Generally doesn't require debriefing. 18 Equipment None. and casually. for throwing it to you. etc. so that each person has a successful second round.. kids soft toys) which all gets crazy. and the group will probably feel quite pleased with themselves." [I then throw and say the name with super fast enthusiasm to set the tone! After the first ball has passed through a few hands. by name. By now everyone is so well trained. Have You Ever?  This an active. Usually I let 4 to 6 balls be juggled for a while (note the balls will be coming back again to the trainer . 3rd round of group juggling  I then say. and ends in a hilarious shambles.        21. I just let the group have the success of doing this number of balls.. but this time. But usually. most people will be challenged to remember who to throw it to. and there will be a detectable sense of challenge/excitement. I introduce a 3rd and 4th ball.. OK?"  On the second round..just keep them going)." [throw]. If I'm feeling conservative.  4th round of group juggling . A group of 12 adults can usually handle 4 to 6 quite well. fun way to explore and celebrate the rich diversity of experiences that different people bring to any group. "Good." [throw] It will go pretty fast this time. so how about we do it again. fun. up to about 6 balls.introducing more balls  I then say.... Works best with larger groups.g. the 2nd ball will automatically keep going. and the two names! Take it slow. help the group out.

Have you ever ridden a horse? 7. Have you ever been without a shower for more than 2 weeks? 5. then run into the middle. The instructor explains that he/she will call out different things that may or may not apply to each person. fun group activity to explore and celebrate the rich diversity of people's past experiences. Time ~10-15 minutes Brief Description Active. List of Possible "Have Your Ever?" Items: 1. The rest is down to the leader's skill in demonstrating and encouraging.. Have you ever lived overseas for more than 1 year? 3.     . Works well with large groups.?" form. Have you ever eaten frogs' legs? 8.. Try to do some other warm-ups first. but also free to ad lib. Have you ever sung karaoke? 4. but some suggestions are below. setting. and do a high 5 with anyone else who runs in.. Have you ever climbed to the highest point in your country of birth? 2. A list of about 20 items should be tailored to the particular group. Do you have both a brother and a sister? 6. ridicule.... and program goals.. "Does Anyone Have. e. The motivation of participants to participate often needs some amping up. jump in the air. Usually the items are of a "Have You Ever.?" Items should be carefully considered in order to prevent embarrassment. Can you speak 3 or more languages? 19 indoor or outdoor. If the item does apply to you.g. etc.

Everyone has a chair (or rope ring or hula hoop) except the person who is IT. Have you ever cooked a meal by yourself for more than 20 people? 17. People are sitting in a circle. Have you ever kept a budgerigar as a pet? 18. Have you ever had a close relative who lived to over 100? 16. Have you swum in 3 or more different oceans? 11. The person who asked the question tries to quickly gain a seat. standing in the center.000 feet?" Anyone whose answer is "yes" gets up and moves to an empty seat. leaving one other person without a seat and they 20  . Have you broken 3 or more bones in your body? 13. "have you ever climbed a mountain over 10. Have you done volunteer work sometime in the last month? 14. Have you ever been in love with someone who was vegetarian? 10.9. Have you ever seen a polar bear? Variations  Participants can generate their own questions. if four people get up they try to exchange seats as quickly as possible. Here's one way.g.  The person in the middle asks a "Have You Ever" question that is true for him/her self e.. Have you ever been parachuting or done a bungee jump? 19. Have you ever flown an aeroplane? 12. Have you ever free-climbed a tree or rockface more than 10 meters vertically? 15. Can you not click your fingers on your non-dominant hand? 20. So.

Pick someone from outside and tell them that they are to listen for the person who ―MOOed‖ the loudest. Then. The person in the middle will then pick who ―MOOed‖ the loudest and whomever they pick will be correct.. Form a circle large enough for someone to stand inside. But don't tell the 2nd person to not ―MOO‖ on the last round. Physical touching reveals something about people and it breaks the ice so that people can then begin to feel more comfortable talking about and doing other novel things. You count to three and everyone pretends like they are going to ―MOO‖ except the 2nd person that came in who ―MOOs‖ really loud all by 21 . Then tell that person that they have to ―MOO‖ as loud as they can on the next round but to not ―MOO‖ at all on the third round. participants can try for questions which reveal something e.  22. Tell the group that They are going to pick someone from outside to come in and stand inside the circle and when you count to three everyone has to ―MOO‖ as loud as they can. If you cannot answer yes to the question. when the third person comes in to fake a ―MOO‖. Now the 2nd person comes in and you "MOO" and they pick who was the loudest and they are of course correct. Pileup variation: Anyone can ask a question and if you can answer yes to the question you move one space to your right and sit in that chair.  In choosing a question. Moo Game Pick three people to stand outside while the rest of the group gets ready. when they ask the next question to go one space to the right by answering yes. It creates some very interesting combinations. Count to three and everyone ―MOOs‖. ―have you ever trekked the Great Wall of China?‖ or ask simple questions like ―have you ever fallen off of a bicycle?‖ for which everyone would get up.g. you stay seated in the chair where you are. Now the third person comes in and you tell them to pick the loudest ―MOO‖. This means somebody may be coming to sit on your lap from the seat to your left. they peel off one at a time sit down and you end up on top. Sometimes you get three and four people sitting in sort of a lap-style game on top of you. Then tell them on the last time.become the new IT. Everyone should look like they are going to ―MOO‖ but don’t.

You may have to explain the joke to the third person though.him or herself. 22 . It’s really funny.

One or both lines has 15-20 seconds to change something about their appearance (i. ―Row.3. change a watch to different wrist. the group 23 . Everyone must close their eyes (if they feel comfortable).e. with partners facing each other. remove a belt. row. ―GO!‖ At this point. HOG CALL: Break the group into pairs. MUMBLE JUMBLE: Before the activity begins. Each group member will grab a piece of a puzzle from a bag. When they find their partner.‖ ―Rock -a-bye baby. a machine and an animal.2. and by making only the noise that their character would make. The change must be discrete. have the group raise their hands in front of their chests as ―bumpers. The pairs then divide up on opposite sides of the room. they must find their partner. unbutton a button. The players again turn in to face each other and have 30 seconds to discover the physical changes that have been made. The leader then instructs the two lines to turn and face away from the center.) All of the people who are given the song must hum that tune and fine everyone else singing the song. Each pair must choose two things. Players get to interact with each other and have fun.e. they can open their eyes and wait until everyone else is done. All players divide into two lines (facing in) shoulder to shoulder. row your boat. taking in all details about the individual.‖ etc. but visible to the partner. etc. ENERGIZERS CATCH ME IF YOU CAN: Players should be paired up.‖ and have at least one person (facilitator) acting as a spotter HUM THAT TUNE: Each person in the group is given a small piece of paper with the name of a nursery rhyme or other song written on the paper. The group members will keep their puzzle piece to themselves until the leader says. (i.). the leader will cut up a few pictures into puzzle pieces. Note: When conducting an activity with eyes closed. They then have to decide who is which. Participants should be given approximately 30 seconds to look at their partners.

Good activity for breaking into retreat/activity groups. 24 . Whichever group does it first. wins.members will try to locate the other members of the group with the pieces to form the appropriate pictures.

She or he stands facing away from a line of kids and selects a child at random.OUTDOOR 3. starting with the very last person in line. 4. HUMAN ZIPPER . 3. THE QUARTER GAME: Lay everyone down. Place a quarter on the chest of the first person in line. GTKEO 1. yarn. Then repeat the game going on down the line.) & feeding it through each other's clothes. Mother May I (also known as Captain May I) How to Play This game is a simple childhood action game that might be good for reinforcing the use of manners. The mother/captain calls out a direction. everyone must crawl through the legs of the people in front of you. The aim is to pass the quarter onto the next person without the use of hands. Put your left hand through your legs and grab the right hand of the person behind you. the pair must hug each other rather tightly in the rolling process. or in order. you can have races between the teams much like in the human zipper game. One person is chosen as the ―mother‖ (or ―captain‖ if it is a male). THE ROPE GAME Two teams compete by taking a rope (thread. you may take seven (or any other number)’ 25 . one next to each other facing the dame direction preferably alternating males and females. The first team to finish wins. the mother/captain can say: ―Scott. For example. In order to keep the quarter between them. they have to start from the beginning again. Reach your right arm out to grab the left hand of the person in front of you.leaving the quarter on the chest of the second person. Should the quarter fall to the ground. and number of steps.HAND: Have people line up one behind the other.1. both people roll back over again so the second person is again on the bottom and then the first person must roll off. This means that the second person in line must roll on top of the first person with the quarter. etc. Then. If you have enough people to make more than one line. The first person puts the rope down their shirt and pants & hands it to the other person. step type. They put the rope up their pants & shirt & hand it on. (Be sure to use something which will not create rope burns) 2.

finish venue. etc etc. Scissors steps: jump while crossing your feet. noting where the top of his or her head is. there are:      Bunny hops: hopping like a bunny. It's easy when you're there. a box of matches with a phone number with a seven in it. so that you can sort out the clues and the route and ensure it all works.that you must be able to rely on . design the whole thing. For example.‖ The child then responds with ―Mother may I?‖ (or ―Captain may I?‖ if it is a male player in charge). 5. It's possible to think up a certain amount remotely.something of this scale must be planned and tested at the location. If you are planning a big event for more than twenty people or so. Teams have a set amount of time to collect a list of items from the hotel/office complex/local vicinity . This is fantastic fun and a supreme leveller. Do some basic preparation remotely before you go there (start point. a sports programme with green grass pictured in it. a brochure with a yacht in it. depending on her whim. There are other kinds of steps possible for this game – be creative and come up with your own. 26 . Treasure hunts There's no better activity for team building than a well-planned 'treasure hunt'. then jump while uncrossing them was one step. ―Mother/Captain may I take [x kind of] steps?‖ The child who is mother (or captain) replies yes or no. it's essential that the facilitator goes to the location in advance. If the child forgets to ask ―Mother may I?‖ then he/she goes back to the beginning of the line . Logistics (getting people from A to B) and timings (how long will it take the first and last to complete) are a restaurant menu with a fish dish on it. Skip steps: steps as though one is skipping. and be sure that it will all work in practice. The first one to touch the Mother/Captain wins and becomes the new Mother/Captain. Obviously ensure participants are warned not to do anything illegal or anti-social. An alternate version of the game is similar: each child takes turns asking. Frog hops: going down on all fours and hopping up like a frog. and the child obeys and takes the steps forward/backward. The mother/captain states ―Yes‖ or ―No‖. or a mixture. but the best clues will be specific local ones . an acorn. Treasure hunts can be based on solving clues or finding things. and standing up there for the new spot. Banana step: the child lies down with his or her feet at current spot. rough area and route) and then spend a day there to find/create the specifics. Great for evening exercises for overnight stays.

plus contact numbers etc.pubs will offer good potential for clues. mix the teams accordingly. Try to mix the clues so they require different skills and knowledge.Timings are always difficult to predict .if it's to improve inter-departmental teamworking then create inter-departmental teams.the bigger the team the quicker they solve the clues. subject to your view on alcohol playing a part. some technical. particularly if the treasure hunt is in the evening. five. so ideally people should be staying where the hunt is and all together.maybe have them catch a bus at most. if you want to build stronger relationships within departments create departmental teams. For a large group of people it's best to have a few marshals along the route to help the lost and tardy. 27 . which will affect how quickly people can complete it and the ease with people can all meet up along the way and at the finish. a route and lots of fun. Teams of five sounds are good. remember planning is vital. some mathematical. The finish venue needs to be reliable and under your control . how you design the event will also depend on where you're all staying and what you want to do before and after the treasure hunt. some require observation. The local tourist information office and library are always a useful reference points for ideas about a basic route. Think about your team building priorities . Whatever you's too risky . Teams of four. some historical. If you're happy with drinking and can trust people not to be daft than basing the treasure hunt on pubs works well .on foot is much more fun. although teams of seven would be too big and result in one or two being left out. best area.some clues very cryptic. Definitely plan an organized gathering for the end of the treasure hunt where you can give prizes and relax as a aware that tourist venues are very busy in the Summer. which will enable everyone in each team to shine .the exercise helps too . but no driving at night. race or hierarchy barriers to break down. some requiring good persuasive or investigative skills. Ideally you don't want to have to worry about bussing people to and from the hunt. If you've got gender. If it's for the evening avoid any necessity for car-driving . or six at most. work best . If it's an overnight event. people can walk for miles without complaining provided there's not too far between stops for clues . and always preferably with a local location reference/ don't want everyone to be finally meeting up amongst hundreds of strangers.

As they build. Consensus can be hard to reach. ICEBREAKERS 1. 28 . Group Size  5-10 Time         Total ~45-100 mins 5-10 minutes briefing 15-30 minutes exercise time 5-10 minutes scoring (for select equipment scenarios) 20-30 minutes debrief & discussion A classic group communication and decision making exercise. Works for a wide variety of ages and purposes. In only one room do the builders have the instructions for what they're building.2.the further away the better. indoors or outdoors. and a runner between the rooms. 2. Each team has a 'builder' with a set of building bricks or a construction kit in each room. with many variations. set the aim for all participants to at least partially agree to each ranking on their final list. Have two rooms with a corridor separating them .3. Survival Scenario Exercise Equipment    Scenario briefing (1 per group) List of items/people (1 per person and/or visuals per group) Expert list (number optional) Summary  A classic group communication & decision making exercise. Communication corridor Here's a great one for a conference warm-up. Works for a wide variety of ages and purposes. Winning team is first with a correctly assembled construction in each room. Teams of three. Great for communications too. however. the runners have to run and explain to the other builder in the other room what is being built and how. People get intensely engaged because the "survival stakes" are high and none of the decisions are easy. indoors or outdoors.

Watch for over emphasis by some participants on needing 100% accurate answers. and none of the decisions are easy.answer questions... & observe! o Debrief Scenario Type 1: Choose Survival Equipment Your plane crashed... 29 .     Encourage groups to complete the task without the use of tactics such as voting. Choose / rank equipment items in terms of their relative survival value:     Participants choose/rank the items individually Discuss choices/rankings in small group and come to a group consensus Score answers against "expert" opinion Possible scenarios: o Lost at sea or island survival (shipwreck) o Desert (plane crash) o Space or Moon Scenario Type 2: People Survival Scenario (Who will be saved?) A nuclear bomb has been dropped. particularly when choosing who will survive.. Steer the group towards the aim of the exercise which is heightening awareness of communication and decision making processes. choose who will survive. In each case: o Provide instructions & hand out materials o Set a time limit (~15-30 minutes) o Let the group go . Watch for participants avoiding conflict or changing their minds simply to come to agreement. rather than over emphasis on 'getting the answers exactly right'. but can only take 6 people.. An important outcome of this exercise can be learning that sometimes a bit of give and take is necessary in order to move forwards to a solution. There are two classic types of "paper & pencil" group survival scenarios (selecting equipment and selecting people)... Display of this need is a point of observation and one worthy of debrief. trading in or averaging. watch. people get intensely engaged.a radiation-free shelter is available. Highlight these kinds of behaviors in the debrief.your group needs to choose the 12 most useful items to survive. Choose / rank people in terms of who will get to live or die in situations with limited survival resources:   Participants role play characters (a bit like a Murder Mystery) Can lead to high emotions.

score individuals according to how close the group's decision was to their own selections of who is to live and die (an indicator of each person's influence over the group).. e. group decisions are usually more accurate than individual answers. moon.  For people scenarios. sexism.   No right answers .g. group processes and decision making Possible scenarios: o Plane crash survivors o Nuclear war shelter o Oxygen dwindling (space. ageism.:  For equipment scenarios. on paper (5-10 minutes) o Groups (or sub-groups) then discuss and create a group decision o Compare individual and group performances. helping to illustrate the importance of collaborative group decision-making. then obtain a group average and compare / discuss with other groups' satisfaction levels) o What have you learnt about the functioning of this group? o How would you do the activity differently if you were asked to do it again? o What situations at work/home/school do you think are like this exercise? 30 .g. split the session into three parts: o Individuals make their own selections first.any so-called "correct" answers are based on debatable values (e.. racism) Highlights individual's dispositions.  Possible Debrief Questions o How were decisions made? o Who influenced the decisions and how? o How could better decisions have been made? o Did people listen to each other? if not why not? o What roles did group members adopt? o How was conflict managed? o What kinds of behavior helped or hindered the group? o How did people feel about the decisions? o How satisfied was each person with the decision (ask each participant to rate his / her satisfaction out of 10. To emphasise individual versus group decision making. mars) o Lifeboat / Sinking ship (sea) Variations   Appoint a time keeper in each group and encourage them to be the person who monitors the progress of the group towards achieving consensus within the time frame.

The first person lays back of hand on next persons stomach and that person lays back of hand on the stomach of the next to him and so on. 4. The person to find the most colored ice cubes is the winner. And so on. The catch is that if each person does not drink his/her share. ICE CUBE HUNT Required: Ice cubes. Thirsty Straws is a relay race to see who finishes first. choose the order in which each person will drink. distribute into search area.Note: This game may not be the most sanitary of games. The last one to giggle. 31 . food coloring and winter weather Players: Small to large groups Make up several ice cubes trays with food coloring in water. Thirsty Straws Game Instructions: In groups of four. Thirsty Straws Summary: A funny relay race in which players must quickly drink as much water as they can and then pass it on to the next person.3. Any person that breaks out into a giggle is out of the game and must get up and the hole is filled in. 5. The first person in line is to laugh one HA. The third person is HA HA HA. the last person is left to finish off whatever is left. wins. As a cleaner alternative. HA HA Players: Small to large groups Teams competing lay down side by side on floor or ground. The object of the game is to be the first team to drink the entire liter of water – with the requirement that each member of the team can only drink once. consider a relay using multiple bottles of water. Once you have made ice cubes. The next person in line is to laugh HA HA (two times). This is usually an extremely difficult task and usually hilarious to watch. in which the next person can drink when the person finishes his or her one bottle.

Lay them all in a tray for viewers to see and have participants pass tray around. chair. (Make sure that you keep adding more Vaseline to the finger as it will be kissed off. No one in the room is to tell them anything. Take them very close to the king where they can actually kneel right in front of the toe that has the mayonnaise or Vaseline on it. MEMORY GAME Required: Subjects for memory. The other players must be locked away so that they have no clue as to what is happening. They bow as to kiss the king ring and the king puts his finger out so that the person kisses the finger instead of the toe. Have some one (preferably a man) that has a very ugly toe. Send them outside. Put some mayonnaise or Vaseline on his thumb. Do not tell the person what has happened but encourage the person to watch and see what has happened. It must stay behind him as long as he/she is approaching the king. they will hear the laughs and will be curious and anxious to come in. Let him bend the thumb and you put it on the jointed area. Remove tray from sight and have 32 . 7. KING BOE BOE’S RING Required: Vaseline or mayonnaise (or anything mushy). The blindfold is now taken off and the person sees the toe and thinks that he/she has kissed this ugly toe. The last person usually does not know what is happening. also make sure that enough is on the toe) Continue with the next person until all have come in. You may tell him or her if you choose to. sit on the chair with his foot on the stool. You also put some on the big toe that is on the stool. tray. You then invite one of the persons that have already been blindfolded to come in with his/her hands behind him. He/she will laugh at himself.6. They are asked to bow before the king in respect (keeping hands behind). The king then puts his hand behind him leaving the toe as the visible object that has been kissed. stool and blindfolds Players: Small to medium groups From the group select a number of persons that you would like to play this game. paper and pencil Players: Small groups Pick a subject like foods you would eat or crave.

pearl 33 . 10.SCAVENGER HUNT Required: Just a pencil and paper Players: Small to large groups Make a list of things for teams to look for through their wallets. When a player finds a piece they are to bring it to the table to fit it together with the other pieces. 1975 Penny. each one a different shape. They will whisper the Rumor to the next . pairs. Once signaled to start. Do not list where they might find these items. Florida). This message will be used by all teams. Michigan. The last person to receive the Rumor will run to the black board and write the message. don’t tell them this!!!). Here is a list of ideas of what they can look for but modify the list to your liking. $100 bill.participant’s list what was on tray. red ribbon (found in a bible). the first person on each team is to whisper the Rumor to the next person on their team. 8. The person that lists the most objects is the winner. have the players think about all those pieces. Once they have found where that piece goes they are off searching for another piece of the puzzle. You can give extra points or break ties by asking specific questions like what flavor sucker and so on. pick a few states from the new quarters (Delaware. and possibly What’s on their bodies. $2 bill. Have a card table or work area where the puzzle can be reassembled. size and color but they all come together to become one big picture. The team that is the closest to the correct Rumor wins. Divide into teams by tables. RUMOR Required: Blackboard & chaulk (paper & pencil will do) Players: Small to large groups The first person from each team is to go out and make up a message together. a bird (usually found on a credit card). Hide pieces throughout play area while players are out of the room. PUZZLE PIECE SEARCH Required: Precut puzzle pieces and open table Players: Small to medium groups You can do this with a pre-made puzzle or use a large unwanted poster and cut into several pieces depending on the number of players. individuals or what seems best. 9 . hologram (usually found on a credit card.and so on. At the end. purses.

the orange. tweezers. You might want to do a couple sets in case certain slips become detectable after use. after the apple. If your players don't have pre-assigned numbers have them stand in a circle and count out load giving each them a number. peppermint candy. set up several circles or a circle within a circle would be cool. behind the back or twirl around once then pass the fruit. Apples to Oranges Required: One apple. You could also use different colored FlingSocks instead of fruit. tell them where they could have found some of the items. black sock. ankle bracelet. container. screw driver. They are to pass the fruits until the music stops. pull out a slip of paper and read it. So not only do you have to worry about holding the fruit but where it is in the circle. Each slip will be labeled differently as follows: before the apple. wins!!!! At the end. If the paper states before the specific fruit that person is out. raisin. Variations to the game can be passing the fruits under the leg. If it’s after the specific fruit that person is out. then start the music. paper clip. Have them check off which items they have. prizes. 12. ruler. roman numeral (found on a watch). white button. M&M. the word Moses (if they have a bible). Have players stand in a circle. Make a list and copy off the list for each team. the team with the most checked off. pink nail polish. When the music stops. 11. If you have a large group. give the apple to one person and the orange to someone across the circle. measuring tape. Pre-make paper hearts that either hinge or 34 . If you use this as a classroom game for a Valentine Party game. charge slip over $200 and so on. triangle. before the orange. and music Players: Small to large groups Category: Circle Games Print out slips of paper that you will pull out of a container. Susan B Anthony dollar. If it just states a fruit that person is out. Musical Hearts Required: Paper hearts. Once you’ve completed the slips place them in a container mix them up. thermometer.(earring or ring). Have your classroom use these assigned numbers and you'll need those assigned numbers written on separate pieces of paper to pull out of a hat. and after the orange. children’s Tylenol. pencil. nose ring. toothpick. tic tac. picture of a tree. mirror. red hair. Tums. paper. one orange. number system and music Players: Small to large groups Category: Circle Games The game is somewhat like musical chairs but with hearts being passed. most classrooms have each student assigned a number for the year. the apple.

35 . head or even bottom. The other set of tags with will go into another container that will be what they will use. Have each player start by holding onto a heart while all players are standing in a circle together. On the inside of each heart write the prize that the player will receive if they open that heart. Right Foot. Pause the music and pull out a number. oatmeal. example is Vanilla Pudding. two small containers and clothes to get dirty in Players: Small to medium groups What you need for this game is warm weather. chocolate bars. The players will pass the hearts to the next person in a clockwise fashion while the music plays. oatmeal or other items possibly non-staining items.) Fill up 6-10 plates with the same items like oatmeal and then 6-10 plates of another item. If you run out of time towards the end. If any player falls or fails to get a plate before some else gets it. right hand. Each child can decorate a heart. vanilla and other flavored puddings. Players are to do what the tags state. Seal the heart closed with a piece of tape so no one can see what they might win. Cracker Jacks. stickers and other fun items. Keep playing until you run out of prizes or time. Start up the music again and pull out another number. both by the new group ―Plus One‖ are great songs. try to have at least 5 different items that would give you 30 to 50 plates. The players are to put their right foot in the vanilla pudding and then another tag is pulled. right or left foot. Messy Twist Required: Paper or plastic plates. applesauce. Provide various prizes that can be won if the right heart is found such as heart erasers. Messy Twist is a great game for the wild Youth Groups.can be folded. which will be pulled out of two separate containers. Select music that applies to the theme like ―Written On My Heart‖ and ―Here In My Heart‖. paper. Once they receive their prize they will be out of the game along with the heart that they opened. they're out of the game. whip cream. fruit snacks. On a sheet of paper make tags. One set of tags will name the items in the plates. whip cream. It's a game mainly for those youths that like to get messy and enjoy having fun. vanilla pudding. so it can be played outside with no shoes on. heart pencils. pencil. like chocolate pudding. chocolate. The person having that number will open the heart that they are holding and receive the prize written in it. the last remaining few can open their hearts at the same time. (It is played like the game of Twister but with a BIG twist. If you have a large crowd have them play in shifts. The last standing player is the winner and you can give him rights to hose off other players if necessary. left hand. party game or picnic game if you have a lake to wash off in. 13. mashed bananas. Lay out the plates in rows and have one person draw out a tag from each container.

'Tell Joan I said thank you for helping me yesterday. send them a message via someone else: e. The group stands in a circle and tells the story of Mrs O'Grady and accompanies with actions: First person: "Did you hear what happened to Mrs O'Grady?" Second person: " No. slow motion. MRS O'GRADY Who: Where: Aids/Equipment Objectives: Small Group Inside or outside in roomy area None To assess social skills. imaginative with suggestions Observe who seems confident. 15. When you see someone you'd like to with. etc.' Continue until messages run out. shows group spirit. speed up.g.14. What happened?" First person: "She died. CHINESE WHISPERS Materials: Aims: Procedure: communicate None Positive feedback. Do with bits of paper being delivered." 36 . Variations: Do as graffiti on large paper on walls. good for closing exercise Members mill around. Do at a run. who becomes competitive. ability to communicate. willingness to participate To encourage group bonding. Instructions: 1. relax with each other Leaders Hints: Observe who is enthusiastic.

Conclusion This is a silly game intended to relax the group and begin group bonding. so the person at the end has all the different actions. The second person puts their hand on their head too.Second person: "How did she die?" First person: "She died with her hand on her head" (places hand on head) 2. 16. 37 . and they also have the power to change the direction the train is travelling) The person in the middle catches the train by pointing at a person who has received the train on one side but has not passed it on to the other side of them. so if a person feels a squeeze of the hand on the left side. says the same speech to the third per son and adds another action. TRAIN GAME Who: Where: Aids Objectives Large groups (approx 20) Outside Nil To get people to mix To have the person in the centre of the circle try to catch the train Leaders Hints Instructions Appoint your most vocal people as stations and crossings Group stands in circle with hands joined One person stands in the middle of the circle The train moves by a squeeze of the hand. they must squeeze the hand of the person on their right side Appoint a few people around the circle to be crossings (these people shout ―ding-a-ling‖ as the train passes through them) and stations (these people shout ―Toot‖ as the train passes through.

Each person puts on a blindfold. Each person puts their hands on the shoulders of the one ahead of them. when people are more familiar with each other. 38 . the person in front will tap their left leg. Explain that when they walk outside. 3. 4.(Group leaders should be spaced every couple of students to ensure they remain safe) 2. Conclusion This activity can be used after contemplative reflection (Sunday morning) or towards the end of the camp. TRUST WALK Who: Where: Aids/Equipment: Objectives: Large Group Walking outside Blindfolds To develop group and individual trust To communicate without words Leaders Hints: Who is willing to trust the person in front of them? (step confidently) Who communicates with the people behind? Instructions: 1.Conclusion A good game for groups of people who know each other well enough to feel comfortable holding hands. They must do the same to the people behind them and pass the message along. Everyone lines up in a single row behind the leader. or for groups who are beginning to be bonded (eg new directors at a national conference) 17. The leader leads the line outside and around the grounds. and if they need to step down. if they need to step up the person in front will tap their right leg.

Conclusion: Variations A simple team building game ideal for groups of strangers. STRAW GAME Who: Where: Aids/Equipment: Objectives: Small Groups of 5-7 Enough room for each group to have plenty of room around them Lots of drinking straws To get new participants working as a team To introduce participants to each other in a non-threatening way Leaders' Hints: what they are told Instructions: Observe who talks the most. who is quiet. on this game include giving them teams each 30 rolled up newspapers and seeing which group can make the tallest construction. The ―workers‖ are instructed to work as a team & use the straws to make a big beautiful design on the floor.18. who just does ―Workers sit together on the floor with a pile of straws in the centre. 39 .

After eating it. you may have more than one flag if there are enough people. 2. Capture the Flag is a popular team-based action game that is typically held outdoors. it needs to be more than 50% visible. How to Play Players lie down on the grass. Capture the Flag Summary: A team based action game in which the goal is to locate and recover the opposing team’s flag before they do the same. How to Play Divide the players into two teams. each team hides and defends their own ―flag. The object of the game is for one team to grab the flag of the other team and bring it over to their own side. The next person receives the banana with his or her feet and passes again until the entire team is done.g. Optionally. head to toe in a straight line with each person’s toes about 2 feet away from the next teammate’s head. the person then must run back to the starting line. finishing the race for the team. messy relay race in which players pass a banana using their feet and the last person must eat the mushy fruit. the first people in line grab hold of the banana with their feet and pass it over their heads to the next person’s feet. The flag must not be obscured.3. A ―jail‖ houses those who have been caught (tagged by the opposing team).Banana Pass Summary: A high-paced. The ―baton‖ is a banana — except the catch is that you can only use your feet to pass it! Eww. a bright T-shirt or cone). When the banana has been passed to the last person. When the game begins. Agree upon the legal boundaries of play. ENERGIZERS 1. although there are many variations of the game. determine the location of two ―jails‖ (one for each team) and set up a middle boundary between the two teams. At the beginning of each round.‖ with lots of running and chasing.. this person must peel the banana and eat it (ewww!). It is a fast paced cousin of ―It Tag. When a member of the opposing team crosses over the middle 40 .‖ which is any object that is durable and safe to toss around and run with (e.3. and some strategy. The following is the traditional version. The Banana Pass Game The banana pass is an outdoor action game that is essentially a messy relay race.

growling sounds o Wizard . keep score. rope to mark the central line and the safe zones Important: Participants should be dressed for exercise and physically warmed up for short bursts of fast running Time: ~15 minutes Brief Description: Fun chasing game with suspense. Have ~ 4 feet between teams. Giants. moaning ctive. Clear the area of any dangerous obstacles or hazards. elf beats wizard (waves wand & "kazaam"). curl fingers.         Giants are electrified. as there will be lots of running involved. Make these rather dramatic and embarrassing if you can increases the motivation to "win". struck by pain in the heart Elves shrink and shrivel up. 3. Be sure there is plenty of space outdoors.Crouch slightly. roars) beats elf (hands to ears). Variations: A less physical version involves participants using the character "dying actions" in place of running.each team convenes to decide on a character Teams then line up facing each other (use a rope on the ground to separate teams). wave and point a magic wand. wizard zaps giant.offer lots of positive encouragement for dramatic effort Form two teams .fun way to get a group physically and mentally alert Handy precursor to activities on teamwork and cooperation Requires large space A creative team variation of "Rock. frazzled and then freeze in motion (or drop to ground) Wizards clutch chest.    41 . Also remember: safety first.On haunches. First team to 5.Tip-toes.boundary into the opposing team’s territory. Instead of one team chasing and absorbing the other team. Giant (arms up. laughter and exercise. raise hands above head. shouting "kazaam!" o Elf . hands cupped for big ears. the other team is allowed to tag the person and take them to a ―jail‖ where they stay until they are released (tagged) by one of their own team members who has not yet been captured. Wizards & Elves Equipment: A large space (60-120 feet wide). all-engaging game -. Paper Scissors" Teach everyone the following three characters: o Giant . shrill screeching noises Give people plenty of practice by calling out the characters and having them instantly become that character .

. Use for any size groups. with some strength. as shown in diagram below.. e. physically demanding."..g.2... requiring communication and tactics as well as strength to outmanoeuvre and win. especially if they are unfit or if overexertion is contraindicated (e. Wonderwoman 4.g. Spiderman.g. Especially with older adults... splicing or ring/karabiners Time ~30-60 minutes Brief Description Fun. over another rope) about 30-60 feet away without being captured  Teams then reconvene and decide on their next character  Continue until one team entirely consumes the other Variations  Superheroes... indoor or outdoor.. Several teams pull against each other.g.. In multi-way tug-of-war it is mostly tactics that wins. grass/beach. with a few tactics.         Fun. revealing their identity  Immediately. the winning characters (team) must chase the losing team and try to capture (tag) as many as possible o Giant wins by 'squishing' an Elf o Elf wins by 'outwitting' a Wizard o Wizard wins by 'zapping' a Giant o Identical characters are a draw  The losing characters try to reach a "safe zone" (e. heart problems). Ideal is large group outdoors. watches and hand jewellery off. competitive team activity. finale-type activity. etc. In traditional 1 on 1 tug-of-war it is mostly strength that wins. 42 .g. be careful with this activity..3.. via knots. Multi-Way Tug-of-WarEquipment 4 way powerpull with 20 loops for double handed pulls or 40 loops for single handed pulls by a large group Or make your own 4 way tug of war with several good quality ropes each ~60ft+ with attachment e. Superman. Lay out the ropes. Pick a soft location e.. Ideal for adolescents and possibly youth at risk... then teams adopt their poses.g.. Physically exhausting and emotionally climaxing! Works for kids through to corporate programs.Facilitator dramatically announces "1. Participants should prepare appropriately e.

5. Rules for Wall Ball Wall Ball is a classic playground game played by children everywhere. Teams can swivel to cooperate / compete with other teams. Recommended Setting: Outdoors or in a very large room with a flat wall (e. flat floor.        Divide into groups and make sure the groups appear to be of similar strength.g. Messiness Factor: Get ready to break a sweat! Materials required: A small bouncy ball of some sort (e. and trying to get others out! Many variations exist for this simple group game. Ages: 8 and up. etc. etc. Recommended # of people: At least 4. basically: o no wrapping or tying rope around anyone or anything . say. Continue. a racquetball. tennis ball. Wall Ball Summary: Wall Ball is a classic playground game that involves throwing the ball against a wall. side of a building) and a hard. This can rarely be achieved by strength alone and instead will require guile.let go if rope is moving through hands o watch out for rope burn on body . If a person drops the ball or touches the ball in any way without catching it.g.let go if you lose footing First command from the Tug-of-War master is "take the strain". The person who tries to catch it must catch it cleanly (no drops). that's all. The Tug-of-War master makes sure the centre ring is stable and centered. that person 43 . then switch directions. Conduct several rounds. until one team earns 3 victories and the Tug-of-War title. This is only to take up the slack. Team building groups may wish to discuss what the secrets to success were in this activity .only hold rope with hands o watch out for rope burn on hands . and anyone can try to catch it. catching it without fumbling the ball. This needs strong leadership because teams are always keen to add extra strain! Second command is "Go!!" Teams attempt to pull the center ring or knot over their finish line. Allow teams plenty of time to physically recover and debrief/plan after each round. It’s fun for adults too! The object of the game is simple: a person throws a ball against a wall.and whether these lessons apply elsewhere.). Brief group on normal tug-of-war safety rules.

they can assign rules such as:    one handed catch only catch on one foot left handed catch only And so on. Its almost impossible!  This exercise makes people wickedly dizzy . If someone forgets to follow the rule. spin around 20 times.must quickly run up and touch the wall before another person can catch the ball and throw it against the wall. 20 is extreme). twirl around X times (10 is mild. If the ball hits the wall before the player is able to touch it. sand or grass. 3. like making the person do the chicken dance). Put a 6ft stick in the middle of a circle. looking at the top. on end of chin. 44    . People should know how to "spot". on a sandy river bank. Wobbly Broomstick Equipment: ~6ft stick and a large area without walls and soft ground for falling. broom. Its best if the following activity doesn't require too much order! e. flat area with soft landing e. hold stick upright. Invite people into a wide circle and put a stick in middle. Use a stick about 6ft long . then throw the stick to the ground and jump over it. 2. For example. throw the stick on the ground and jump over it.g. etc.. Time: ~5 mins per person in group Brief description: Creates wicked dizziness. 6. e. they must also run to the wall and touch it to prevent getting an ―out‖.g. Variations Many different various exist for Wall Ball. Challenge: Holding stick vertically on end of chin. when someone catches the ball. and you have a spare 30 minutes.anything long and thin can be used a paddle. Use a large.perhaps dizzier than they ever been before.g. Choose the time and place carefully. the person is given a ―strike. on sand. Demonstrate the main parts of the challenge which are to: 1.‖ Each player gets three ―strikes‖ before they are out of the game (or you can as sign some form of mild punishment.. end of a day's paddling.

especially kids. remind the person to keep looking at the top. This is advisable for about 1 in 5 falls. many adults can learn how to spin 20 times and complete the jump over the stick and perhaps even stay upright . 3. count the number of twirls out loud. caring and knows how to "spot" and "catch" people.that's the ultimate challenge. 2. maintain a safe circle of spotters and ensure the person lands safely. And there usually a slightly dangerous fall in a session which is comfortably handled by a group which is alert.  If a person can longer balance upright. Most people. The group's responsibility is to: 1. Group members should break the fall if its risky due to awkward balance. will fall over before 10 twirls and almost certainly succumb before 20 twirls.  45 . After a few practices. however. they are better off laid out on the ground.

Six Statements A child who is criticized . Allows consideration of some practical. images and timing of a television broadcast). four or five. Ask them not to talk with. Split people in small groups of.learns confidence 46 . (You can explain that it is about women also. 1. A child on television Introduction An activity showing the power of the selection of images and words for television.4. The child "Childhood is a time of innocence" "Give me a child until he is seven and I'll create the Man" Say or give out these old quotations about children.learns to feel guilt A child who is abused .learns to fight A child who is insulted . creative and ethical issues about the Media. or show their statements to. but in older times they were not mentioned).learns patience A child who is encouraged . INDOOR & OUTDOOR GAMES 1.learned to be shy A child who experiences shame .learns to fear and hate Seven Statements A child who meets tolerance . Process Start either by introducing the topic of the child or by the method of television storyboarding (a plan of the words.learns to condemn A child who is punished . Say that they may seem contradictory to some people and complementary to others.learns self-loathing A child who sees loved ones killed . It is also about the importance of education and upbringing in early childhood. Give some groups the Six Statements and some the Seven Statements. other groups. perhaps.

estimate the number of seconds and write in any words or sound effects.learns to love Ask each group to discuss the meaning of their statements and what they think about them. People working on a television programme or advertisement use storyboards to organize themselves. The task Explain that each group needs to create a two minute news item. 2. Television story-boarding Explain that story-boarding is a planning grid. Images and sounds should match. advertisement or small feature for television about their six or seven statements by story-boarding. Time and Sound diagrams). They need to sketch the images. The following points need to be discussed: What do you want to communicate with the audience? What are the three main points you want to make? How are you going to explain what is happening? Are there any images or words you cannot or will not use? How are you going ten keep your audience interested? How can you compete with an action-adventure film. The storyboard shows what pictures the viewer will see at any point during the progrannne or advert and the words and sound effects that will go with the images.teams justice A child who feels friendship . (Show them the Picture. They can either have many copies of the Picture. a football match or a prize-winning show? 47 . 3.learns trust A child who experiences fair play .]cams to show kindness A child who is accepted .learns self respect A child who receives care and love . A useful tip is that it takes about 1 second to say 3 words. Time and Sound diagrams from you or create their own.A child who experiences security .

Famine. Conclusion Humanitarian work needs the Media and vice versa. The best one being judged on how it grabs and holds the interest of the viewers. could be offered. The structure of the exercise would be the same. This would clearly reflect the reality of the media. Disaster relief. What something means? Why they chose it? (Ensure that questions are directed at all groups. the need for television to be entertaining and whether it is possible to remain true to your principles and to compromise with the reality of the Media. A small prize. Some understanding of this reality can prove useful and illuminating.Give a time limit for the group to discuss and prepare. The show Put all the sequences on the wall. Explain that at the end the groups will display their storyboards for others to see and will give other groups a brief description. They should try to notice if there are similarities and/or differences. 4. a front-page of a newspaper could be laid out or a cassette recording of a two-minute radio spot made. Such an exercise can be done with any topic. Gypsies. In each case some visual or verbal input needs to introduce the topic. 48 . of some kind. the difficulty of interesting people in topics like this. Ask each group whether they were able to agree on their storyboard easily and about their discussion on which images and sounds could be used and how they were going to interest their audience in this topic. Ask if differences can be seen between the groups who had the six statements and those that had the seven? Consider why this might be. Variations You could make a competition between the groups. There can then be a broader discussion on whether any of these sequences would be likely to be broadcast. An hour or an hour and a half at least. ask people if there are any questions they have for a certain group. Instead of television story-boarding. They should see if each one makes an impression on them. Refugees. After some time for this. You may need to ask someone from each group to read the six and seven. 5. The relationship between the two is not always easy because they have very different goals and practices. Ask people to look at the storyboards of all other groups. not just one or two).

stating the three things that they dislike about their enemy. They should try to think of someone or a group of people that they really dislike. either for themselves or for what they represent. This list will not be shared with the whole group. 3. If they find it impossible to think in those terms. Then participants should draw up a list of things they dislike. ME AND MY ENEMY Introduction An activity that looks at links between our "enemies" and ourselves and how our view of our "enemies" can tell us a lot about ourselves. In pairs. Back in the large group.2. Some general comments or discussion in the large group should draw out some of the main learning points from the exercise. What do their enemies have in common with themselves? Can they see in them anything they reject in themselves. Conclusion 49 . open out the discussion by asking questions like: Did people find links between what they do not accept in themselves and what their enemies represent? Does this tell them anything about themselves or the nature of "enemies"? What can we learn from facing up to our own fears and hates? It might prove useful to reform the pairs to consider these questions or to ask two pairs to join together to form small groups of four. (5 min). 4. 2. and would like to be. Ask them to find things that they are genuinely uncomfortable about. Ask all participants to write down three things that they hate or fear about their enemy. people are told that they do not have to share all the information they wrote themselves or discussed in pairs. partners look at their lists. (10 min). or anything they would like to be and are not? Make sure that pairs spend time on the lists of both partners .five minutes each. Ask them to see how many links they can make between the two lists. (5 min). They then add to the list things that they feel they are not. they can use as an enemy someone or a group of people they were taught to hate or fear as a child. or would really rather not acknowledge. Process 1.about themselves. However.

suggested that we project what we dislike or fear about ourselves onto others and disassociate ourselves from it. by forming a human sculpture. such as families. The topic can be:       the benefit of cooperation accepting the difference of others how this group or class works conflict nightlife in the area cats (Clearly almost any topic can be chosen. HUMAN SCULPTURE Introduction An inter-active activity to demonstrate cooperation and acceptance of difference. Then ask them to demonstrate. These links can be a good introduction to breaking down some psychological barriers. lifestyle. Further exercises on the results of projection. in the form of hate and fear and prejudice and discrimination could follow. depending on the group. dreams and children. A good starting point is to look at what we have in common on a practical level. The introduction can state this or it can be billed as a warm-up activity or one on a completely different topic. something on the topic you give them. Cari Jung. situation and your aim). thereby creating enemies. The group are told they cannot talk at all during the exercise. They are given a set amount of time and told they will then present their sculpture to all the other groups. an influential psychologist. 3. 50 . Process Ask people to form groups of three or four. This is often the hidden aim. expectations. It is a tough concept to apply to ourselves because it requires us to see ways in which our enemies and we are the same.Some self-awareness and empathy for others are the main aims of this exercise as is an introduction to the nature of projection. Only after this will talking be allowed.

or even for smaller ones. Conclusion Some difficult issues could arise during this exercise and time will need to be allowed to look at them properly. UNDERLYING ANGER Introduction A written exercise about what underlies anger. allow each group some time to talk about what they achieved. Some specific questions should also be posed: What did it feel like working without words? How well did the group work together? What helped or hindered this working together? How did the individual wish the imposed 'disability' feel? How did the group react to this person and how did they feel about them? What did you learn about: human sculptures. however they must stay this way until the end of the presentations. Alternatively they must stand on one leg or stay bent over. They must keep their hand behind their back or in their pocket. Other variations are possible. difference? (Many other questions could be posed depending on the group. To encourage participants to consider and express what lay beneath an instance of personal anger. how they felt about it and what. For larger groups. After each group has made their presentation. the time and the nature of your work. cooperation. The leader will probably need to make choices about which questions to focus on.One person in each group is given a 'disability' by the leader. these questions could be raised with small groups first before the large group discussion). No reasons are given for this. if anything. Open this out to a general discussion. the topic you were asked to sculpt. 51 . they learnt from it. 4.

Participants turn to a partner and share their sentences with them. their partner can help them unravel their feelings. like this one. 4. needs and fears underlying a personal experience of extreme anger.' (2 min). For example: 'I need to be accepted and valued by my colleagues. Ask everyone to write a sentence covering their needs in the same instance.' (2 min). This exercise is a way of discovering some of the hurt. 2. For example: 'I have a fear that 1 won't be able to win my colleagues' respect. For example: 'I felt angry when my contribution in a meeting was ignored. (10 min). Ask participants to think about what fears might have been behind their anger and write a sentence about them. If we can identify the fears that lie at the roots of anger. 5. that link personal reflection with broader issues can be a useful tool in developing some empathy for the situation of others as well as offering people a chance to look a little more deeply at some of the roots of conflict. 3. either our own or that of others. Some questions can be posed afterwards: What is the value of understanding the substructure of anger? In what ways could it help you? How might communities or groups have the same sub-structure of anger? (15 min).' (2 min). Alongside the need are often fears. Conclusion Exercises. (Anger and hurt are often two sides of the same coin. Explain that a layer of hurt very often underlies anger. we can begin addressing those fears rather than remaining caught up in the outward emotion). Example:'I felt hurt because it seemed that nobody valued my opinion. Ask everyone to write a sentence about the hurt behind their anger in the instance they have thought of. The reason for the hurt is often an unmet need. 6.' (2 min). Ask everyone to write down (in one sentence) a situation in their life where they felt really angry. If anyone has had difficulty with the exercise. 52 . It is an important step in facing the anger of others to know what lies beneath our own anger.Process 1.

The 2 people must be blindfolded. x Blindfolded people 53 . THE BUCKET GAME: Objective: The objective of the game is to get the bucket using the rope provided to rest on the identified spot without crossing the boundaries in the given time. The rest of you must stand around the restricted area and issue instructions as to where to place the Bucket. Choose two people and blindfold them.5. Details: You must be in 3 groups of not more than 6 people.(on point X in the diagram) These two people must be the only ones holding the rope nobody else.