Professional Documents
Culture Documents
The Icebreakers Book
The Icebreakers Book
GETTING AQUATINTED
Aim: (1) (2) Time: &aterials: To provide opportunities to become acquainted with other members of the group. To promote feedback and self disclosure among participants regarding initial perceptions.
Appro!."# $% minutes. (1) (2) (") 12 blank stick' labels or strips of masking tape for each participant. A cop' of the (abeling )ategor' (ist for each participant. (*ee below). +encils or felt tipped markers.
+rocedure:
The group leader distributes a cop' of the (abeling )ategor' (ist to each participant along with blank name tags.
,ach participant must cop' each categor' on a separate blank nametag. +articipants mill around and choose a person who best fits each categor'. *tick label onto clothing of the person 'ou select and engage in a one minute conversation (2% minutes). The group leader forms groups of # - members. ,ach group must discuss their reactions to being categori.ed and labeled (or not labeled) b' others/ first impressions (1# minutes). Labeling Category List: 0arm *h' 3un loving *e!' &'sterious 1ntelligent 2app' 3riendl' *incere
WORLD TRIP
Aims: To find out the names of other members in the group To provide low risk activit' To stimulate logical thought 4escription A game to help group members learn each other/s names Approach The group could be sitting on the floor. The teacher enters the group and introduces the game b' sa'ing5 67one of us knows an' other/s name. (et/s pla' a game that will help us find them out. &' name is Tom5 1 am going on a world trip and 1 am taking Tomatoes with me. 1f 'ou want to come with me 'ou have5 to sa' 'our first name and what 'ou want to bring. 8ou have to bring the right thing. The first letter of our first name must be the first letter of the thing 'ou bring. The game proceeds until ever'one can come. At the end of the game the teacher asks each student two questions. 62ow man' names can 'ou remember96 60hich are the'96 Time )ould take one session :ackground This activit' would be best used at the initial meeting of the group.
WHO'S MISSING
&aterials: Aims: +rocedure: *mall pri.es5 such as sweets.(optional) &emor' training5 concentration5 building groups5 fun. ;roup is seated5 scattered around the room. <ne person5 A goes out. The group moves around5 changing places5 and one more person5 :51eaves b' the other door5 or hides. A returns and has "% seconds to guess who/s missing. 1f he does he wins (a small sweet5 if 'ou wish to give pri.es)5 if he doesn/t : wins. Add consequences for the loser
=ariations:
CHINESE WHISPERS
&aterials: Aims: +rocedure: =ariations: 7one +ositive feedback5 good for closing e!ercise &embers mill around. 0hen 'ou see someone 'ou/d like to communicate with5 send them a message via someone else: e.g. /Tell >oan 1 said thank 'ou for helping me 'esterda'./ )ontinue until messages run out. 4o as graffiti on large paper on walls. 4o with bits of paper being delivered. 4o at a run5 speed up5 slow motion5 etc.
HUMAN TIC-TAC-TOE
&aterials: Aims: +rocedure: A chairs5 running space Active participation5 warm up5 fun At one end of the room5 three rows of three chairs each5 four feet apart. Teams: Team 1 is /7oughts/5 Team 2 is /)rosses/B the' line up 1n corners of the room facing the chairs. 0hen the leader calls /noughts/5 the first naught runs to a chair and sits with arms circled above head. Cunner must sit before (eader counts to # slowl'. (eader calls /crosses/5 first cross runs and sits with arms crossed on chest. (eader continues to call them alternatel' until one team wins (same rules as paper 7oughts and )rosses). *tart over5 call losing team first. Deep score (optional).
TICK TOCK
&aterials: Aims: +rocedure: Two small different ob@ects5 such as a blue felt pen and a red felt pen. :reaking the ice5 concentration (eader has pen (or other ob@ect)5 passes it to his right5 sa'ing: /This is a tick/. +la'er 1 sa's: /A what9/ (eader repeats: /A tick/. 1 then passes it on sa'ing5 /This is a tick/. +la'er 2 sa's: /A what9/ to pla'er 15 who sa's: /A what9/ to the leader. ,ach time the /0hat9/ must pass all the wa' to the leader5 and the /A tick/ must pass all the wa' back5 before the pen is passed. 0hen this has been practiced a few times5 start over5 and at the same time5 start another pen to the left5 sa'ing: /This is a tock/ etc. )onfusion is encouraged and acceptable. (et the group tr'5 as long as desired5 to return both ob@ects to the leader without losing the flow or concentration.
FAMOUS PEOPLE
&aterials: Aims: +rocedure: =ariations: 3amous names on strips of card or paper5 straight pins. )ould be real people (>oan of Arc)5 fictional (*uperman)5 etc. &i!ing5 starting conversation5 ice breaking As people enter5 leader pins a name on each person/s back. ,ach one must walk around and tr' to find out who he is b' asking 'es or no questions of ever'one else. 0hen he knows who he is5 he pins the paper on his front and continues to help others. Tr' it non verball'. Tr' insisting that ever'one must make statements (e.g. /1 am alive/)5 and no questions allowed.
MRS O'GRADY
0ho: 0here: AidsE,quipment <b@ectives: *mall ;roup 1nside or outside in room' area 7one To assess social skills5 abilit' to communicate5 willingness to participate To encourage group bonding5 rela! with each other <bserve who is enthusiastic5 imaginative with suggestions <bserve who seems confident5 shows group spirit5 who becomes competitive. 1. The group stands in a circle and tells the stor' of &rs </;rad' and accompanies with actions: 3irst person: 64id 'ou hear what happened to &rs </;rad'96 *econd person: 6 7o. 0hat happened96 3irst person: 6*he died.6 *econd person: 62ow did she die96 3irst person: 6*he died with her hand on her head6 (places hand on head) 2. The second person puts their hand on their head too5 sa's the same speech to the third per son and adds another action5 so the person at the end has all the different actions. This is a sill' game intended to rela! the group and begin group bonding.
)onclusion
SCRAMBLED EGGS
;roup *i.e &aterials 0here and 0hen +rocedure ? and up )hairs for ever'one but one person A good game to get to know people or in between sessions when working with a small to middle si.ed group. A bonus in some instances as no close ph'sical contact is involved. *eat 'our group in a circle5 but make sure that there is one less chair then the number of people on the group. 8ou stand in the middle of the circle to begin the activit'. ,!plain that 'ou are going to call out a sentence and an'one to whom the sentence applies must get up and change chairs. 1t is not possible to move to the chair on either side of their present position. 8our aim is to occup' one of the vacant places before someone else5 so that 'ou are no longer the person in the middle. Then the person who has been caught in the middle must think up a sentence that will cause others to change chairs5 so that heEshe can get to a chair first. ,!amples of sentences that can be called out 6All those wearing watches.6 6All those who had breakfast this morning.6 6All those with blue e'es.6 0hen 6scrambled eggs6 is called out5 ever'one must change chairs.
BE IT
;roup *i.e &aterials Time 0here and 0hen +rocedure An' si.e 7one # minutes Gse to break the workload5 to use up e!cess energ'5 as a getting to know 'ou activit'. 1. Ask the participants to spread out around the room so that the' have plent' of space to swing their arms about 2. ,!plain that the activit' the' are about to do is called 6:e 1t6 and is involves a bit of imagination and letting go of 'our inhibitions. ". Then e!plain that 'ou are going to name a series of ob@ects5 and each time the' should tr' to shape their bodies into the form of that ob@ect. 3or a group that is more comfortable with each other5 ask them to make a noise as well as an action. :anana Tree *nail :ulldo.er ,lephant Telephone =acuum )leaner +aper 0eight 3ood =ending &achine
MEMORY GAME
0ho: 0here: Aids *mall teams of people (sa' " # in each) A room large enough for each team to be able to sit in a circle. A blanket A number of ob@ects (eg a book5 a spoon5 a phone etc) +en E +aper E *core *heet *imple memor' test 7il +lace 1% 1# ob@ects under the blanket ,ver'bod' has # seconds to look at them Then people individuall' write down what the' saw 7e!t collectivel' write down the ob@ects (within each team) Cemove blanket and check that all items were identified 1f time remaining replace blanket and ask each team to draw a map of ob@ects as laid out under than blanket. 1f too eas'5 ask for more details eg title of book5 colour of spoon 7on threatening team game for new members
=ariation )onclusion
THE WORLD
0ho: 0here: Aids *mall groups5 no real limit on the total number A room (arge sheets of paper An atlas (for the @udges) +ens for each group *core *heet To informall' test peopleHs general knowledge of world geograph' 7il 4raw a map of the world5 showing the borders of each countr' and the location of the capital5 but not the names of the countries or the capitals *ee how man' countries and capitals each group can identif' in a given time period (sa' 1% minutes) Award 1 point for each countr'5 1 point for each capital (accurac' is up to the @udges) A good game for breaking a large group up into small teams. +articularl' useful for A1,*,)5 since at the end of the e!ercise 'ou can identif' which of the countries are A1,*,) &ember )ountries.
)onclusion
TEAM HOPSCOTCH
0ho: 0here: Aids <b@ectives (eaders 2ints 1nstructions *mall groups <utside on a cement (or other hard) surface )halk5 *tones To have fun :e careful to e!plain the rules carefull' The whole team must travel up and down the hopscotch IboardJ. ,ach team must do several laps or several games5 depending on the time allowed.
"
$ #
,ach pla'er uses a flat stoneB pla'er tosses the stone into square one5 then hops over it as far as heEshe can ie into square 25" etc. +la'er turns and hops back to square one to retrieve stone5 then hops back to square the' landed in and throws stone into ne!t square. +rocess is repeated until person has travelled up and back. ,ach team member takes a turn. 1f stone does not land in appropriate square5 or pla'er hops into square containing stone of if pla'er touches the ground with hand of foot the' must start again. )onclusion ;ood team game5 ma' be used in mini ol'mpics.
TRAIN GAME
0ho: 0here: Aids <b@ectives (eaders 2ints 1nstructions (arge groups (appro! 2%) 1nside or <utside 7il To get people to mi! To have the person in the centre of the circle tr' to catch the train Appoint 'our most vocal people as stations and crossings ;roup stands in circle with hands @oined <ne person stands in the middle of the circle The train moves b' a squee.e of the hand5 so if a person feels a squee.e of the hand on the left side5 the' must squee.e the hand of the person on their right side Appoint a few people around the circle to be crossings (these people shout Iding a lingJ as the train passes through them) and stations (these people shout ITootJ as the train passes through5 and the' also have the power to change the direction the train is travelling) The person in the middle catches the train b' pointing at a person who has received the train on one side but has not passed it on to the other side of them. A good game for groups of people who know each other well enough to feel comfortable holding hands5 or for groups who are beginning to be bonded (eg new directors at a national conference)
)onclusion
ANIMAL NOISES
0ho: 0here: Aids <b@ectives (eaders 2ints 1nstructions The more the merrier (at least 2%) 1n a large room or outside Animal names on slips of paper :lindfolds if 'ou have them To communicate with others without using normal ever'da' words 7il ,ach person is given a piece of paper with the name of an animal on it eg cow5 horse5 goat5 owl5 elephant5 dog5 and turke'. The number of animals 'ou use is up to 'ou5 but 'ou want to use each animal at least $ or # times. ,ver'one has to close their e'es (or be blindfolded) and b' making the noise of their animal5 find the other cows5 horses etc5 keeping their e'es closed all the time. 3or large groups5 @ust give inform each person of their animal verball'. *it back and laugh
=ariations )onclusion
WINK MURDER
0ho: 0here: <b@ectives 1nstructions A group of people (preferabl' 1# L 2#) 1nside a room big enough for ever'one to walk around To learn from observation ,ver'one sits in a circle and covers their e'es. 8ou choose a murderer (unknown to others) b' tapping them on the head ,ver'one uncovers their e'es and starts to walk around so that the' frequentl' pass each other. The murderer ma' kill an'one b' winking at him or her. 1f a person receives a wink heEshe must wait for # seconds and then fall to the ground (shouting IaaaghKJ on the wa' down). That person is now dead and cannot participate in the rest of the game. 1f a person spots another person winking at someone5 he ma' accuse that person of being the murderer5 b' pointing at the accused M sa'ing5 I1 think N is the murdererJ. After the accusation has been made5 the accuser must have someone else back up his or her claim. 1f not5 the accuser must withdraw from the game. The suspect does not have to comment. A murderer is caught if heEshe is accused correctl' b' tow people5 and a new game starts. 1f an accuser and a supporter are both wrong5 the' must both withdraw from the game. A good game for a group of strangers5 or even friendsK
)onclusion
)onclusion
TEAM BUILDING
BOMB SHELTER
&aterials: Aims: +rocedure: 7one Cole pla'ing5 group decision making5 group interaction. 4ivide in groups of F 1%. ,ach group member adopts a specific role5 usuall' an occupation5 e.g. a doctor5 an athlete5 a teacher5 movie star5 mother5 housewife5 etc. (These can be written out and picked from a hat). Tell groups the' are in an air raid shelter after an atom bomb has fallen5 big enough and with enough air and food for onl' si! people5 therefore the' must get rid of several members. ,ach group member must argue as to wh' he should be allowed to survive. A group decision must be reached as to who goes and sta's: no suicides or murder allowed. *et a time limit for the decision. (ater discuss how the group interacted making the decision5 whether each person pla'ed an active or passive role5 how satisfied each was with his role5 etc. 1nstead of an air raid shelter5 have a life raft or desert island or space ship. Add incidents5 accidents5 rituals5 funerals5 ceremonies.
=ariations:
BODY LIFT
Aims: +rocedure: Trust5 concentration5 group development ;roup chooses each member in turn and elevates them to a hori.ontal position above the heads of the group. The person is held there for a specific period5 and then lowered carefull' to the floor. The elevated person must rela! and close e'es. 1t is often a good idea to have the groups raise and lower in unison. This often avoids confusion and helps concentration. =ar' speed and control of lift5 walk5 rock5 etc. 2ave the person involved give instructions to the group. )ombine with :ackward fall M catch.
=ariations:
SITTING CIRCLE
&aterials: Aims: +rocedure: )ircle of over 2# people Trust5 fun a) ;roup stands in a close circle5 in queue form5 with right shoulders towards the center of the circle. b) )ircle closes so that ever'one is touching the person in front and behind them. c) +articipants hold the waist of the person in front d ,ver'one bends their knees until the' feel themselves supported on the knee of the person behind. e) 1f successful (rare first time) the whole group is self supported5 each person sitting on the knee of the person behind. This can onl' be successful if the circular shape is maintained throughout and it is helpful if the group leans slightl' towards the center as the' are tr'ing to settle down. &fter sec re sitting position is achieved 1 ,ver'one leans inwards slightl' and raises left leg 2 Tr' alternate stepping with right and left feet5 (ver' difficult.)
7ote: =ariations
TANGLE
&aterials: Aims: +rocedure: 7one ;roup development5 trust5 warm up 0hole group links hands into a human chain. 3irst person leads chain through itself5 over and under arms5 between legs5 etc. ,!tra care must be taken not to break the chain5 to move slowl' and to be gentle. Tangle ends when group is too tightl' packed to move. <ne person then untangles the group5 giving them directions without touching them.
SPEAKEASY
&aterials: Aims: +rocedure: <ne chair *elf validation5 group development A chair is placed in front of the group. ,ach person has a chance to sit on the chair and talk to the group. The' can develop an' sub@ect of their choice. 1t is often better to start out with descriptions of themselves group leader setting the pace b' going first. This is ver' important activit' which can become a permanent feature of each drama lesson5 especiall' if a drama lesson is over ?% minutes long. +ositive developments can result in group discussion and wa's of resolving problems. =ariations: *peak on controversial sub@ects5 give views5 then discuss5 argue5 do values continuum5 etc.
CONCENTRATION POINTS
&aterials: Aims: +rocedure: )ompare 7one 1mprovisation5 movement 0ork in pairs or teams: use mime or short improvisations silence with noise5 running with slow motion (reall' slow5 almost imperceptible). running and leaping with slow motion5 e!uberance with sorrow old people 'oung people tall 1 people short people big (e!pansive and e!trovert) small (nervous and introvert) floating mud wallowing sleek and darting slow and ponderous slow witted quick witted stiff person loose person rich poor strong weak industrious la.' taciturn person chatterbo! ,nglishman 3renchman pompous person friendl' person serious person sill' person school teacher school child policeman criminal angel devil motorist pedestrian slow people quick people 4evelopment into improvisations: dealing with various situationsB people might be involved in conversation51etter writing5 shopping
=ariations:
TRUST WALK
0ho: 0here: AidsE,quipment: <b@ectives: (eaders 2ints: (arge ;roup 0alking outside :lindfolds To develop group and individual trust To communicate without words 0ho is willing to trust the person in front of them9 (step confidentl') 0ho communicates with the people behind9 1. ,ver'one lines up in a single row behind the leader.(;roup leaders should be spaced ever' couple of students to ensure the' remain safe) 2. ,ach person puts on a blindfold. ". ,ach person puts their hands on the shoulders of the one ahead of them. ,!plain that when the' walk outside5 if the' need to step up the person in front will tap their right leg5 and if the' need to step down5 the person in front will tap their left leg. The' must do the same to the people behind them and pass the message along. $. The leader leads the line outside and around the grounds. This activit' can be used after contemplative reflection (*unda' morning) or towards the end of the camp5 when people are more familiar with each other.
1nstructions:
)onclusion
BODY ENGLISH
0ho: 0here: AidsE,quipment <b@ectives: *mall ;roup (with presentation to the whole camp) 1ndividual groups then in large area or hall 7one To assess emotional e!pression and adaptabilit' To motivate and energise students To provide a variet' of activit' and have the groups working together spontaneousl' <bserve who dominates the group5 who comes up with ideas5 who stands awa' or doesn/t contribute <bserve who is willing to participate5 who keeps ever'one involved <bserve who is sh' in front of the main group or is unwilling to be involved 1. ,ach group is given a proverbEe!pression and ten minutes to prepare. The skit is to be quick and similar to charades5 where the phrase is spelt or acted out. The main group has to guess the proverbEe!pression. 2. (eaders can give an e!ample in front of the group before the others begin. This activit' can be used in place of the usual 6skit6. :' giving each group a different e!pression5 there is more variet' and tests the general knowledge of the group. 0hile on e!change5 students are often ask or required to do things which are 6sill'6 cr in front of others. This activit' provides some initial e!perience and tests the willingness of the students to do things that think make them appear foolish. *uggestions: 6A bird in the hand is worth two in the bush6 6A rolling stone gathers no moss6 6<nce bitten5 twice sh'6 6A stitch in time save nine6 6(et sleeping dogs lie6 6;ood things come in small bundles6 6Too man' cook5 spoil the broth6 6An apple a da' keeps the doctor awa'6
(eaders 2ints:
1nstructions:
)onclusion
KNOTS
;roup *i.e &aterials 0hen and 0here - 12 (3or (arger groups5 split up into smaller groups5 or use the variation below) 7one This is an activit' which requires people to make close ph'sical contact. 7ot ever'one feels comfortable doing this sort of thing5 so keep this in mind5 especiall' with a group who are unfamiliar with each other. Gse before5 during or after a session of work5 to develop group identit'. ;roup meets together in a tight circle with arms outstretched in front and e'es closed. ,ach person grasps one hand of someone close and one hand of someone further awa'. ,ach hand should be linked with onl' one other hand. &ake sure that no two people are holding both of each other/s hands. 7ow5 as a group5 attempt to unknot the circle. 2and grips are allowed to be changed but not broken. =ariation 3or a group larger than 12: 3orm a circle and hold hands. :reak the circle at one point and ask one of the end persons to tie the rest of the group into a knot. 0hen the knot is complete5 the person at the other end tries to untangle the knot. 2and grips cannot be changed or broken.
+rocedure
STRAW GAME
0ho: 0here: AidsE,quipment: <b@ectives: (eaders/ 2ints: 1nstructions: )onclusion: *mall ;roups of # ,nough room for each group to have plent' of room around them (ots of drinking straws To get new participants working as a team To introduce participants to each other in a non threatening wa' <bserve who talks the most5 who is quiet5 who @ust does what the' are told I0orkers sit together on the floor with a pile of straws in the centre. The IworkersJ are instructed to work as a team M use the straws to make a big beautiful design on the floor. A simple team building game ideal for groups of strangers. =ariations on this game include giving them teams each "% rolled up newspapers and seeing which group can make the tallest construction.
THE MACHINE
0ho: 0here: Aids: <b@ectives: (eaders/ 2int: 1nstructions: A single group of # L 2% people. A room large enough to hold the entire group5 or outside (but not with lots of people standing around watching5 as participants ma' get a bit embarrassed). 7il To use 'our imagination To get to know each other This game rewards the people who are the most imaginative +articipants are to become parts of a large imaginar' machine. <ne person acts out a repetitive motion or sound of a machine part. <ne b' one other arts are added to the machine until the whole groups is involved. An e!ample would be an engine with people pla'ing the roles of: *tarter A wheel +istons &oving 2andle etc :reaking the group up5 one group becomes a machine and the other group has to guess what sort of a machine it is5 then vice versa. This e!ercise requires a fair amount of imagination5 but can also be a lot of fun if the people reall' get into the acting.
=ariation: )onclusion:
SCRAMBLED
0ho: 0here: Aids Teams of up at least " people 1ndoors *crabble Tablets *core sheet L pen :lu Tack To learn to work as a team using non verbal communication <bserve those who assume the role of team leader ,ach team member chooses one scrabble table. The' must not look at the tablet. The' must stick it to their forehead immediatel'. 7o team member is allowed to inform another team member of what that personHs letter is. The team must create as man' words as possible in the time given. A @udge needs to write down each word as the team forms it. The words must be at least " letters5 although there ma' be more people in each group. The words created must never be said aloud5 since this would allow people to find out their letter too easil'. Award one point for each letter used5 with a bonus of # points for using all the tablets in the group. 1 &ake it harder b' increasing the minimum number of letters per word. 2 ;ive ever'one a letter5 allowing him or her to see it. *hout out words and have people find other letters and line up as the word as soon as possible. &ake it a competition b' eliminating people who donHt become part of a word. A good fun team game.
=ariation
)onclusion
PASSENGER BALLOON
0ho: 0here: <b@ectives (eaders 2ints 1nstructions ;roups of # L ? 1nside or outside To learn to make an argument about the importance of oneself To learn to negotiate with other people (ook for those who tr' to intimidate others ;roups sit in a fairl' small circle5 which represents the basket of the passenger balloon. ,ach person has to pick an occupation for himself or herself eg plumber5 law'er5 doctor etc. &ake sure that people have chosen their occupation before 'ou e!plain the scenario to them. The balloon is slowl' losing altitude and in order for some of the people to survive5 one person has to @ump out. ,ver'one has to put forward their reasons wh' the' shouldnHt have to @ump out and wh' someone else should. ,ver'one must agree on who has to @ump within # mins or ever'one will perish This game is a bit like bomb shelter. 1t is quite useful since the people donHt need to know each other to be able to pla' it.
)onclusion
BLINDFOLD NAVIGATION
0ho: Aids <b@ective 1nstructions *mall teams (sa' $ # people) 2 blindfolds per team (one for walker5 one for ne!t person in line)5 )halk5 1 )hair per team5 1 *poon E bo! of matches E apple per team <ther obstacles (eg bins) To win b' trusting each other 4raw course on the ground (including circles for pick up E put down points)5 <ne team member is blindfolded 7avigate course with instructions from other team members. 7avigate obstacles and pick up E put down ob@ects (@udge to return ob@ect to pick up point after it is put down) Cepeat with other team members 3astest Team wins *top5 ;o 3orward5 :ack +ick up5 +ut down *it5 *tand (eft5 Cight 4own5 Gp 8es5 7o
)hair *it 4own
)ommands
,!ample )ourse
+ick up <b@ect
<bstacles
)onclusion
:it of trust involved5 so good for people who at least have met before
PASSED OVER
0ho: 0here: Aids <b@ectives (eaders/ 2ints 1nstructions ;roups of "% $% people. 1nside a ver' large room or outside5 preferabl' over a carpet or grass surface. 7il To build peopleHs trust in each other To work together as a large team *pread the strong people evenl' amongst the two groups 3orm lines of about "% $% people (ine up in pairs5 one pair behind the other 0ith the help of two strong people at the front and back if needed5 life a person5 life a person up an pass them along the top of the line l'ing flat and supported b' the hands of the people underneath. A good trust5 'ou can also increase the number of people 'ou pass along so that ever'one who feels comfortable can have a go.
)onclusion
LINKING UP 1 10
0ho: (eaders/ 2ints 1nstructions ;roups of up between - L 12 people (ook for the innovators who can solve this problem ;ive each group member a number from 1 L - (or 1%5 or 12 etc) &ake sure that no one else knows what their number is. The' then have to line up in numerical order5 but the' must close their e'es and not talk. After an appropriate amount of time5 stop the game. 4iscuss how the' felt about not being able to do it5 and see if the' can find wa's that ma' have made it easier eg tapping their numbers on each otherHs back.
PLAYFAIR
COLOURS
;roup *i.e &aterials 0here and 0hen An' *i.e 7one A good game to pla' when the group/s concentration is fading. 1t is quick5 gets people/s bodies moving5 and 'ou can then lead into another session or carr' on where 'ou left off. 1t is not advisable to use this activit' on groups who are unfamiliar with each other as it can be threatening. The leader calls a part of the bod' and a colour that can e found in the room. ,ver'bod' must then rush and place that part of their bod' on that colour eg noses on red. ,ver'one must sta' in that position until another colour has been called. 7<T,: be careful not to let this drag on too long or it will become a de energiser
+rocedure
FLYING CARPETS
;roup si.e: &aterials: +rocedure: Appro! ten 1 :lanket for each group ,ach group has to stand on their blanket and race down to the other end of the room. The' must sta' on their blankets at all times. The first group to reach the end is the winner.
SANDWICH GAME
;roup *i.e &aterials 0hen and 0here +rocedure 1% and up 7one ;reat for breaks in between sessions and for use in pla'fairs. 2owever5 close ph'sical contact is involved and ma' be intimidating for groups who are unfamiliar with one another. 4ivide the participants into # equal si.ed groups. 7ominate each group with a part of the sandwich. There must be 2 groups allocated bread5 1 group allocated meat5 1 group allocated tomato and 1 group allocated lettuce. The aim is to then make the sandwiches. There needs to be a piece of bread on the bottom (one person lies down)5 a piece of ham (the ne!t person lies on top of the first)5 the lettuce and ham and then finall' the last piece of bread on the top of the pile. <n completion there should be a pile of five people making the sandwich. 7<T,: This will work most effectivel' if demonstrated first b' people who are familiar with both the leader and the game.
EVOLUTION GAME
;roup *i.e &aterials 0here and 0hen +rocedure 1% and up 7one A good game to begin a session or @ust generall' wake a group up. ;ame works most effectivel' with people who know each other as there is an element of honest' involved. There are four stages to this game: ,gg5 )hicken5 :ird and *uperman. The idea is that participants evolve through the four phases. ,ver'one begins walking around the room banging their fists on their foreheads chanting 6egg egg egg egg egg6. +articipants pair up and have a game of paperB scissorsB rock. The winner of this game evolves to the ne!t stage5 the looser sta's an egg. The game continues and the participants who evolved walk around like a chicken5 flapping their arms and squarking5 the eggs continue to be eggs. The chickens pair up with chickens and the eggs pair up with eggs to once again pla' paperB scissorsB rock. Those who win evolve to the ne!t stage where as those who loose remain where the' are. The game continues with the birds flapping their arms and supermen soaring around with both arms in the air. 0hen the game works correctl' there should be one egg5 chicken and bird left and the rest of the pla'ers are supermen (or superpeople to be politicall' correct)
WET PANTS
;roup *i.e &aterials " volunteers (but an' number of people can watch) " funnels " spoons " blind folds " @ugs of water 1 packet of @affas Gse on a hot da' where people have the opportunit' to change their clothes. Also with people who will not kill the demonstrator. ;et three people up the front. +ut the funnel in the front of their pants and the spoon in their mouth. +ut the @affa on the spoon5 count to three and get them to drop it in the funnel. ,as'. Tell them that the' will now be blindfolded and will have to do it again. :lindfold them. )ount to three5 but on two pour water into the funnel.
MASTER#SLAVE
;roup si.e: &aterials: +rocedure: An' si.e 7one 4ivide the group into three groups and form a group of three with one person from each group. 7ominate one person as the leader on the group. This person becomes the &aster of the other two people in the group who are now *laves. The &aster then has one minute to command the slaves to do an'thing the' sa' ( within reason of course). *wap the roles to give ever' member of the group the chance to be &aster
STEAMROLLER
;roup *i.e &aterials 0here and 0hen +rocedure An' *i.e 7one A trust building5 ph'sical boundar' breaking activit' which can be great fun for a group who are comfortable with ph'sical contact5 but ma' be awkward with groups who find ph'sical contact more difficult. 2ave the group lie diagonall' across the room on their backs5 as close to one another as possible. The person at one end then proceeds to roll over the top of the others to reach the other end5 where the' lie down ne!t to the last person. 0hen the' arrive the ne!t person does the same. 1. ;roup lies on their backs on the floor5 with ever' person l'ing in the opposite direction to the person ne!t to them. )lose ever'one up so that their heads /interlock/. ,ver'one then stretches their hands above their heads. <ne member of the group lies down along the top of the outstretched arms and is passed along the top of the arms to the other end. 7<T,: 1t is necessar' to have someone5 preferabl' the leader at first5 at both ends to start each person off carefull' and catch the head of each person as the' finish. Also5 start off with lighter people and graduall' build up group confidence in tackling the heavier members. 2. +lace a 2% cent piece on the first persons chest. The aim is to pass the 2% cent piece from one person to another without touching it with an'one/s hands or dropping it on the floor. This variation requires each person to roll onl' onto the ne!t person and then back to their original position. The 2% cent piece should make it to the other end of the chain. 7<T,: This can be made competitive b' having two teams going at once. The winning team has the 2% cent piece arrive at the other end of the chain first.
=ariations
HUMAN PYRAMID
;roup si.e: &aterials: +rocedure: Appro! 1% 7one ,ach group must form a human p'ramid and walk the p'ramid forward towards the other end of the room. The first group to reach the end wins. The p'ramid classicall' consists of $ people on the bottom level5 three on the ne!t5 then two and one person on the top.
MUSICAL PARTNERS
;roup si.e: &aterials: +rocedure: An' &usic (that can be stopped and started) The group forms into pairs. The pairs then kneel facing each other with their hands on each others shoulders5 forming an inner and outer circle. 0hen the music starts the outside circle stands and begins to move clockwise5 the inner circle at the same time works in an anti clockwise direction. 0hen the music stops the circles must re pair and kneel with their hands upon each others shoulders. The last pair to do so is <GT. The game continues until onl' one pair remains
STRUCTURES
;roup si.e: &aterials: +rocedure: ;roups of between 2 and F 7one The group is split into smaller groups of between 2 and F people. The leader then gives an e!ample of a particular structure which the groups construct b' linking themselves together ,!amples5 Tree5 )rane5 &odern building5 :ridge5 +lane E 2elicopter5 )ar E truckE :us5 *hip5 lighthouse etc
ARM LINKS
;roup si.e: &aterials: +rocedure: An' si.e 7one 1n pairs sit back to back and link arms. Then tr' to stand up. 4o the same in threes5 fours5 fives etc until 'ou can do it with the entire group.
BALLOON GAME
;roup si.e: &aterials: Appro! ten 1 :alloon per +erson *tring *cissors 4istribute 1 balloon and a piece of string to each person. 1nstruct each person to blow up their balloon and tie it to their ankle. <nce all balloons are in place5 tell the group to burst as man' balloons belonging to other people as possible. *it down when 'our balloon has been burst. Activit' is best if no one is wearing shoes.
+rocedure:
GROUP SLIME
0ho: 0here: <b@ectives 1nstructions A group of people5 between 1% and 2%. 1nside a large room To coordinate 'our progress with others +articipants lie in a circle on the floor as far from the centre of the room as possible with all heads toward the centre. ;roup closes e'es5 and slowl' crawls into the centre5 forming a pile5 then each person crosses to the other side of the room. This should take about # minutes. A fun activit' for people who know each other relativel' well.
)onclusion
CHUCKLE BELLY
0ho: 0here: <b@ectives 1nstructions (arge groups of people (sa' at least "% in each) 1nside a large room or outside. To watch a human chain reaction To test peopleHs abilit' not to laugh (in the variation) 1nstruct each group to lie down so that each personHs head is resting on the stomach of the person before them. Tell the person at the head of the each line a @oke5 and the' will giggle. 0hen the person with their head on that personHs stomach feels them giggle5 the' will also giggle and 'our chain reaction has started. 2ave the first person cough5 and then each subsequent person cough5 but no one is allowed to laugh or giggle.
=ariation
PERSONAL DEVELOPMENT
INSIDE OUT
&aterials: Aims: +rocedure: 7one 4eveloping imagination5 self validation5 sensor' awareness5 awareness5 bod' control. 0hole group lies on backs5 arms on the floor5 legs separate5 e'es closed. (eader talks smoothl' and steadil' and asks the group to focus their senses within their bodies. :odies are described as containing blood vessels with blood pulsing throughB lungs e!changing o!'gen for carbon dio!ide (good air for used air)B stomachs digesting food5 etc. ;roup is asked to concentrate on one particular function of the bod' and the leader asks the group to be aware (even s'ntheticall') of the e!istence of the activit'5 without feeling for signs with their hands. 'eal sensations to notice heartbeat pulse breathing indigestion digestion perspiration5 etc. (se do sensations )to imagine entirely* hair growing nails growing air in the blood food passing to muscles acids attacking the teeth5 etc. =ariations 1 )oncentration through breathing. Take a deep breath. 1magine 'our ribs e!panding5 the air rushing down 'our throat5 filling 'our lungs5 entering 'our blood and kicking the old air out. (continue with e!haling.) 2 )oncentration through heartbeat. :lood sucked into one chamber e!pelled into ne!t chamber and then back into vein or arter'. )oncentration upon the feeling (in rh'thm with the beats) of this e!pansion and contraction.
ROAD MAP
&aterials Aims +rocedure (arge sheet of paper per person and pencil or felt tip *elf validation ,ach person is asked to make a road map of their life so far. :eginning with birth and e!tending to the present. ,ach map should somehow show the good places (either scenic or open road5 etc.) or the bad places (bump' spots5 etc.)5 hospital (road works etc.) Also barriers5 detours5 and the general direction of their present course. )ompare life/s past course with 'our imagined future5 i.e. goals5 etc. 2ow will the' be achieved9 0hat has made the good spots9 =ariations 1 ,!tend and pro@ect the map into the future. (con@ecture or da'dream) 2 )onstruct lists of positive and negative problems and events. 4ecide on points s'stems5 i.e.5 O and 5 and evaluate 'our life. " Cole pla' passing detours5 etc.
TIN SOLDIER
0ho: 0here: Aids <b@ectives (eaders 2ints 1nstructions +airs of people 1nside a large room. <bstacles eg chairs and tables To learn to trust 'our partner To feel what it is like to have no power over 'our own actions 7il 1n each pair5 person A is a tin soldier5 person : is their 4irector Tin soldiers can onl' move under directions from :. The' have no power to think or make decisions. Tin soldiers walk slowl' with stiff legs M arm @oints. :Hs @ob is to guide hisEher tin soldier to the other side of the room5 b' giving directions to avoid hitting walls5 tables5 chairs M other tin soldiers. 7ow have :Hs wind up their tin soldiers M begin giving directions. After a few minutes5 stop and reverse roles. A good fun game for friends or strangers. 1t ma' have an interesting effect on people who like to be in control.
)onclusion