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Below is a list of activities for you to do during advisory. Feel free to modify or completely change any or all of these for your own advisory. Ice BreakersThe InterviewAn easy method of creating group solidarity, and introducing members to each other, is to have individuals split up into pairs for fifteen minutes. During this time, individuals find out information about the other - name, occupation, favorite things to do, family, etc. At the end of this exercise, the group meets together, and the individuals who "interviewed" introduce the "interviewee" to the group.Find One Person Who"This exercise is useful in introducing individuals, and can be a fun way to begin an orientation or training session. Individuals are given a standard list of things describing different people and traits, and their job is to circulate around the room, and find a person who matches each description. At the end of the exercise, individuals are encouraged to talk about some of the more interesting entries, and things that they learned about others. Possible traits and people to look for may include: someone who plays a musical instrument; has read a good book; considers him/herself a great cook; can change a tire; comes from a large family; likes sushi; can speak another language, and so on. See handout.Circle TalkPlace chairs in two circles inside of one another so students are facing each other. Students will discuss a topic presented then the students on the outside only will stand up and move one spot to the right. A new topic will be given, the new partners will discuss again, and so on. See handout for questions or make up your own. Wind in the trees (group trust) – group stands in a close circle with one foot back for support. Each member takes turns in the middle, arms crossed over chest, eyes closed. They thin allow themselves to fall back or forward, the circle always at least two people gently catching them and pushing them back into the circle. No shoving allowed. After all of the teamwork and trust games it’s important to ask some questions that help the students reflect and process the activity. Example: How did you feel when you were forced to trust others?Could you have done this activity on your own? (Teamwork) Was everyone involved in the decision making process? How was it decided who was in charge? How could we improve the groups ability to hear everyone?Circle sit down (group trust) – group forms a circle. Take steps in until the group is tight together. All at once the group sits down on the person behind’s legs. If everyone does it at the same time the group will work. If anyone doesn’t sit or moves everyone will fall.Partner stand up. Students sit on the floor and must stand up using a partner but they cannot use there hands. To be successful they will have to sit backs together and lock arms. Line Game Organize by height down a line or wall without looking or talking. (teamwork) – keep mixing them up until they get it completely correct. Blindfolded tanks (partners teamwork) – create a circle with rope on the ground. Partner together. One partner is blindfolded and goes into the middle of the circle with the ‘balls’. The other partner is outside the circle directing their partner where to throw and where to find new balls. Three hits and you are out. Partners switch roles and play again. Thinking As a Group. A fun exercise that explores what it is like to 'think as a group' involves having individuals emptying their pockets of change (being sure to count it beforehand, so that they get the correct amount back at the end!) and having a fixed amount of time to decide, as a group, what to (hypothetically) spend this money on. The facilitator of the group can observe this exercise, noting whether or not there is equal participation among members, how the group comes to a conclusion that everyone agrees on, etc. After the exercise, everyone talks about how they felt. Did they feel included in the decision? What were the challenges of 'thinking as a group'? What were the rewards? This exercise is useful as a group-building exercise, particularly when people first meet. It is fun, as well as educational.The Machine (final group) – Hint “clap once to turn it on, 1,2,3 straight to 21”. That’s it for instructions. When they clap once turn on the machine, rotating the rope once. In order for the machine to continue working students must run through the machine one at a time, two at a time, three at a time, then one again. They must go through a total of 21 times to complete the task. Clapping isn’t necessary except for the first time to turn it on. You may give hints if they are having a lot of trouble but should try not to. Occasionally pull them together to talk about how they are doing, who is listening, is everyone being heard, is everyone participating, how decisions are being made, etc. everyone must be part of the team in order for it to work. If someone is sitting off to the side not participating the machine works all the way to 20 and then breaks. Family Portrait To prepare make a list of families whose portraits you would think fun to see., example a family of elephants, a family of dwarfs, a family of Michael Jackson, a family of cavemen etc. Split students in two groups, start with assigning one portrait to one group and having them create that portrait, then switch to let the next group create another portrait, remind students that if they are in the same family, their portrait must show their status in the group and must be original to the topic. Try not to give them much more than 15 seconds per pose. It is a light hearted activity and gets students smiling together.Touch the ballThis one is for those of you who like supply chain management. Give students the following directions: get each person in contact with the ball as fast as possible. After they try a couple of times let them know that the record is 3 seconds and see if they come up with faster more effective ways to pass a ball. The key is that circular motion is not always effective. Solution: the fastest way to pass the ball if by letting it fall down a steam of hands each one touching it before it hits the flow. Have students reflect on how well they were listening to each other and what problems or solutions occurredSing SingOn 10 note cards or pieces of paper write 10 words that you commonly hear in songs, example: fly, love, heart, say, etc (just listen to the radio and see what comes to you) split students into four teams. Let team 4 pull a paper out of a basket (bucket, hat, or your hand) and give team 1 15 seconds to come up with a song that has that word in it, then make them sing it. While group 1 is singing, group 2 needs to come up with another song that has that word, and team 3 thinks and plans until it is their turn and so on until they cannot come up with another song with that word. The group who had the last song gets a point. Then group 1 picks a card for group 2 and the whole thing starts again.Human KnotAsk students to form a circle, shoulder-to-shoulder. Have students place a hand in the middle of the circle and to grasp another hand. Then ask participants to put their other hand in the middle, grasp a different person's hand, and introduce themselves. Don't let students let go of hands - some will be tempted to think the activity might then be over - but it is only just starting. Explain to students that what you'd like them to do is untangle themselves, without letting go of hands, into a circle.Tennis Ball Pass Sit students in a circle and have them pass a tennisball with their feet. When the ball drops have them start with the person before it was dropped and then keep going. Variations- add more balls or have two groups compete against each otherKiller/Mafia/Pick a “murder” throughout the activity, the murderer kills victims by winking at them. When someone catches the eye of the killer and is winked at, they are killed and (here is the fun part) can die in any manner they want. Some die quietly by dropping over; others die in a dramatic finale.The object of all other players is to a) not get killed and b) try to identify the murderer.????I think you can make a case for using this in Writing - about the experience, about fear and anticipation and how that clouds activities, about processing fear, relaxing, then being alert again, etc.I’ve NeverPut chair in a circle (or if you do not have chairs, have students take off one shoe and stand behind it) have one more person than you have chairs (or shoes) the person with out place stands in the middle and says something that he has never done (but that he thinks others have done) everyone who has done this has to run around to find a new chair to sit on (shoe to stand by) the person left stands in the middle and shares something that they have never done. Note: it can get confusing to have students move on a negative. You can also have them move on positives and talk about things that they have done and have other people move who have done the same. Example I have gone to Disneyland. Everyone who has gone there needs to move.Model and Designer Divide students into groups of 3, give them Toilet paper, newspaper and tape. Tell them that in each group they need to have a designer, an assistant and a model. The designer comes up with a concept and explains it to the assistant who then decorates the model in the appropriate fashion. Student have 5 minutes to finish and then need to show off their creations during a Fashion Show for the whole class, who then picks a winner. Group Memories. Create an interview form for students and give one to each student to fill out. Then split students in two groups and have group 1 pass all their papers to group 2. give each group 5 minutes to learn the information then quiz them on random facts on each person. Each right answer is 2 points, each wrong answer is minus 1 point. ClapperOne person leave them room while a leader is picked, this leader uses his body to make any sounds or movements he wants and everyone in the room has to follow along, the person who was asked to leave has to identify the leader as he changes patterns. Reflection: have students reflect about the importance of being aware of their surroundings.Improv freeze tag Explain to students what improvisation is and take some time to have students reflect on why improvisation is important. Then start by having 2 students begin to improvise a scene that someone calls out to them. Tell students that big exaggerated motions will help this activity be more fun. When students A and B are in a fun situation, have a 3rd person call out freeze and have that person tag on person in that scene to take over their spot. When they are in position they call out “unfreeze” and they decide where the scene will go from here. They can completely change the subject depending on the position that they are in or an idea they have, after a minute of so have a 4th person call out freeze and have them tag a person in the scene and take their spot to act out the movement that they were frozen it. Reflection: why is it important to go with what you have? How can improvisation be useful in real life? What is the value of flexibility? How did you feel when some on totally changed the subject of your scene and changed the game?2 truths and a lieHave students share three stories, two have to be true and one has to be a lie and then have the other people in the group guess which one was true and which one was a lie.Liar LiarEach person in the room writes down something fun, extraordinary, unique about themselves on a piece of paper. Then place all papers in a basket. Have one person come up and draw a paper out of the basket, read it to the class and then have them guess who that is true about. The person they choose has to come up with an affirmative story, confirming what was just said so that the whole group thinks that the fact is really about that person. Then the next person comes up and picks a card and says who wrote it.You can revealed true identities later or just let this go on for sometime and let people walk in each others foot steps. Note: if you have students with very unique handwriting you can pick the cards out yourself or you can rewrite them and place them in the basket.More Icebreakers/MixersBINGO - bingo type game where you have a grid and you write different things in each box like "has green eyes" or "been to Miami before" then you go around and have to find the people who fits that box and have them sign it! When you are through with the boxes (usually like 15 boxes) you end up knowing a lot of weird facts about the other people and it is tons of fun scrambling to be the first one finished!Silent Identification: Each participant is asked to wither write words or draw pictures that describe themselves. This is done silently. They pin he picture on their chests, walk around and have everyone look each other over. Pictures are then shuffled and participants are asked to identify the person to which the picture belongs.Duck Duck Goose: all participants sit in a circle. The person "ducking" says a person characteristic about themselves as they go around the circle. The rest of activity works the same as Duck, Duck, Goose.Pairs Game: Make up pairs or group of people that go together (Mickey Mouse/Minnie Mouse, Barbie/Ken) You give each person a card with one of the group or pairs on it. The pairs or groups must find their match. When they find each other, they must discuss the best program they have been to and the qualities that made it a good program. Then they turn the card over, find heir new pair and then go through the same process of the worst BBYO program ever attended and the qualities of a bad program.Name Game: Sit in a circle. one person starts by using an adjective starting with the same letter as their first name, followed by their first name (i.e. Clever Claire, Kind Karen) The next person and following has to repeat the first person's adjective and name and then add their own. it goes arounf the circle and the last person has to repeat all other names in order and end with their own. Toilet Tissue: tell participants to take a length of tissue. only after all have taken some, tell them for each panel of tissue they have to say one positive thing about themselves. (you could vary what they have to do or say for each tissue square:tailored to your objective)(variation:use M&M's-for each color they have to say one thing i.e. yellow:something sunny about themselves, red:an embarrassing moment, green.........)Web Game- take a ball of yarn and have the person who starts hold one end and rap it around their wrist. They throw the yearm around the room and either say something positive about the person you throw to or something they did to inspire you. then when you are done, you have bracelets of yarn that you are supposed to wear until they fall off.-Balloon Game #1- have everyone put one piece of information about themselves in a balloon, then blow up the balloon and throw the balloon in the middle of the circle of participants. then one by one, pop the balloons and guess to whom that pice of information belongs.Balloon Game #2-pass one balloon around the circle and have each person write a question on that balloon. then passs the balloon around the circle and each person has to answer three questions on the balloon.Non-verbal birthday lineup- ask everyone to line up according to the month and day of birth without any talking. This should inspire some interesting means of communication towards a common goal.Fast Lemon- this game is for players or more. First divide the group into two or more equal lines. then give the leader of each line a full length pencil and a full-grown lemon. as the teams line up single file mark a starting line and finish line on the floor(about 20 feet away at most) the object is to push the lemon with hte pencil along the floor in a straight line-if you can. each player must push it to the finish line and bck to the next teammate in line. the team to finish first wins. what you disconver is that the lemon always keeps rolling, despite a slight wobble. you'll have trouble keeping it in your lane so be sure hte furniture is piuhsed back. Psychiatrist- select four or five people from the group to be "psychiatrist" and them send them out of the room. the remaining members of the group chooses a 'problem' that needs to be solved. for example-each persn assumes the characteristics of the person to his or her right. for example, if asked the color of the "patients" hair, the person questioned would say blonde if that is the hair color of the person on his right. other 'problems' could be all are person on left, all are one person in the group, every other person, etc...Fruit Basket Turn Over- seat players in a circle. one person stands in the center. each player is given the name of a fruit. the person in the middle calls out the name of two fruits. the two people must quickly change seats. The person in the middle also tries to reach one of the seats. The one left standing then calls the name of two other fruits. He or she may also call "fruit basket turnover" and everyone must change seats.Life Saver Relay- divide group into two teams. give everyone a toothpick to hold between their teeth. place a life saver on the toothpick of the first peron on each side. the game begins. the life saver is passed from person to person by lining up the toothpicks so that the life saver slides onto the next person's toothpick. no one can use their hands. should a lifesaver be dropped, that team begins again with the first person. the first team to relay a lifesaver to the end of the line is the winner.Banana Race- give each player a banana with the instruction to peel and eat it while holding one hand behind their back (they only need to take one bite of the banana) on a given signal they begin. the first one who takes a bite and then whistles, wins.Balloon Bust- have all players tie one balloon around each of their ankles. the object is to burst your opponent's balloons while keeping yours whole.Paper Bag Skits- first split your group into teams consisting of three to six members. give each team a paper bag filled with assorted objects. these can be almost anthing, i.e. a wooden spoon, a screw, a bar of soap, a computer disk, etc... the object of the game is to present a skit using all of the props provided. the props may be used as they would be in normal life, or they may be imaginatively employed. give each group a topic to base their skit on. when all the skits have been planned and rehearsed they are performed for the amusement of all.Human Machines- each group acts out a machine with sound effects (i.e. telephone, fax, washing machine, dryer, blender, typewriter, stereo, airplane)Improv- each group acts out a skit with different themes. (i.e. desert, solar system, north pole, wild west)Killer handshake - walk around and shake hands. when the killer shakes your hand, you must fall to the ground and 'die' others must guess who the killer is. (the killer adds a tickle when shaking hands)Black Magic- need two people who know the game. one person(who knows the game) leaves the room while the rest of the group decides what object that person needs to guess. they return and the leader (who know the game) ask "is this it?, is that it?" about many objects. The person who is guessing countinuously says no until the leader points to an object that is black. the NEXT object is the one that the person needs to identify and say, "yes that's the object the group picked" play the game till someone figues out how it is done.Animal Match- upon entering the room ,everyone is given a card with an animal on it (make sure there are two of every animal) one the count of three everyone makes their animal noise and tries to find their partner.Backlash Relay- players pair off and stand back to back with elbows hooked. one player holds a balloon. pairs race to one end, transfer the balloon to the other person., without unhooking elkbows and then race back.Caterpillar Race- line up behind each other bent at the waist and holding the ankles of the person in front of you. try to move foward as a team. if someone slooses the ankle grip, the caterpillar must stop until everyone is intact.Icicle Hunt- hide icicles (strings of different lengths). Winner is the one whose icicles from the longest line when laid out end to end, not the one with the most icicles.Same Letter- with each letter of the alphabet try to come up with a male name, female name, food, and place. (ex. A my name is Alfred, my wife's name is Angela, we grow apples in Atlanta.) Sentence Game- Everyone splits up into groups and each group gets a sentence. Each group must make up a story that ends in that sentence. The crazier, the better!!! (Example: And that is why you can't trust an AZA an inch above the knee.)Yerushalayem Game- when everybody walks into the room, you hand each person a paper with two cities on it, for example: Denver and Jerusalem. Every person would have one different name, but they would all have Jerusalem. They are not allowed telling anyone what's on their paper. So they gather into a circle and hold hands. There is a storyteller who tells a story and mentions every single city name. The person who has Denver has to try and sit down and make his/her bum touch the floor. The other people have to hold her/him up. And in the end, Jerusalem is called out, and everyone drops to the floor. Bridge game- There are 4 people acting as the bridge goblins. Two people are standing on the same side, about 4 feet apart, and then on the other side there are two people facing them. Now the point of the game is for the rest of the group to cross this bridge as many times as possible, without going off the bridge. The trick is that each person cannot walk the same walk, they each have to be different. And if they're not, the bridge goblins eat them. If you love me baby smile- Everyone sits in a circle, and one person goes up to somebody in the group and tries to make them smile by saying, "if you love me baby, smile" and they are not allowed touching the person at all. They may make funny faces or whatnot. If the person does not smile or laugh, they will reply, "I love you baby, but I just can't smile". And if the person succeeds, the person they made smile moves on, and if they lose, they have to go to another person.Movie Ball game- everyone stands in a circle and bounces a ball to somebody else, and has a five second limit to do so. But before bouncing the ball they must say a name of a movie. When somebody repeats a movie name, they are out of the game. It eventually ends up being a competition between two people, and then there's a winner. As a prize, you can give them a chocolate bar, or something else.Freeze- this game usually starts off with two people up on "stage". The other members give them a subject matter, and they have to act it out, as an improvisation. Then at an ideal moment, usually after a minute or two, another member can call out freeze, and both of the actors have to freeze on their spot. The member who called out freeze has go in and take the place (the exact position) of one of the members, and has to start a completely different and unrelated scene.Digging game- The members sit in a circle of chairs and there is one person standing and does not have a chair. The person in the middle asks a question, like "who has brown hair?" and everyone who does has to get up and switch seats. The person in the middle has to go and find a seat, which in turn will leave somebody else in the middle without a chair to ask a question. The catch is that the people changing seats (this applies to each individual round) cannot move to the seat on either side of them, or if they get up and can't find a seat, they cannot return to the seat where they just sat. This is a great way to "dig" up some information, on people you don't know.Space Leap- It starts off with one person in the middle, and they create a little scene for themselves. Then somebody leaps into the scene and starts a completely different scene. Then a third person comes in and does the same, ass does the fourth person afterwards. The scene had to find away to kick out the fourth person and then the scene has to change back to the scene that third person created. And then the same occurs, until all three of the members are kicked out and remains the first member doing the scene they started off with.Sports Broadcaster- you take two things, an object and a sport, like toothbrush and basketball. The sport now created is toothbrush basketball. There will be the offensive team and the defensive team. There will be a broadcaster for both. So the teammates have to play and act it out silently while the broadcasters interpret the game.Shoulda Said- there is a circle of people with two or three people in the middle. They are acting out a scene that the other members have chosen for them. And then at any point in their scene, the other members that are watching may call out "shoulda said" and the actor that it was called on has to say either the opposite of what he/she meant, or what they were really thinking. For example, I say "I love that dress you're wearing!" and somebody calls shoulda said on me, I could say "that dress would look much better on my pet rat". And of course the other actors in the scene will have not heard your extra comment. This is a really fun game!ZIPZAPZOP- everyone stands around in a circle and puts their guns together. Each gun has three bullets, a zip bullet, a zap bullet and a zop bullet. Now, the person who starts turns to person B and goes, Zip, then person B must turn to someone and say Zap and they must turn to somebody and say Zop. There isn't any specific order, and there may be rallying between two people. But the catch is that one may not hesitate or they will be out of the game.Movie word game- everyone sits in a circle while one person goes out of the room. They have to decide on a movie title. Take the title, "I know what you did last summer". Now each person in the circle is given a word from the title. When the person comes back in they all switch places. Then the person outside asks somebody a question, and that person has to answer with their word in their sentence. Example: if I have the word "Know" and I am asked what color my hair is, I could say, well I know that my hair is the color brown.Finish the Sentence Go around the room and have each person complete one of these sentences (or something similar): The best job I ever had was... The worst project I ever worked on was... The riskiest thing I ever did was... This is a good technique for moving on to a new topic or subject. For example, when starting a class and you want everyone to introduce themselves, you can have them complete "I am in this class because..." You can also move on to a new subject by asking a leading question. For example if you are instructing time management, "The one time I felt most stressed because I did not have enough time was ..."The Magic Wand - You have just found a magic wand that allows you to change three work related activities. You can change anything you want. How would you change yourself, your job, your boss, coworkers, an important project, etc.? Have them discuss why it is important to make the change. Another variation is to have them discuss what they would change if they become the boss for a month. This activity helps them to learn about others' desires and frustrationsMarooned - You are marooned on a island. What five (you can use a different number, such as seven, depending upon the size of each team) items would you have brought with you if you knew there was a chance that you might be stranded. Note that they are only allowed five items per team, not per person. You can have them write their items on a flip chart and discuss and defend their choices with the whole group. This activity helps them to learn about other's values and problem solving styles and promotes teamwork.People BingoMake a 5 x 5 grid, like a bingo grid. Write "FREE" in the center space. In all the other spaces, write things such as "Born in another state," "Is the youngest child in family," or "Elvis fan." Fill in all the grids with items of interest to the students, which probably leaves Elvis out. If you do this with adults, you can use the Elvis idea. (Sorry, can you tell I'm a fan?) Run a copy for each person. The students are to get the signature of a person who meets the criteria for each section. You might want to implement a rule that a person can only sign another person's paper in two spots. The first person with a completed card wins. Don't forget to include the teacher.? Put in something to which only YOU can answer yes.? For example, for mine I put "married to a detective."? My teammate put "adopted two children from Kazikstan" for hers.Student Search -- Here's a printable example of People Bingo found at Teaching is a Work of HeartScavenger Hunt -- Here's another printable example, but its not in the bingo format.? This one is from Teacher's Closet.Scavenger Match -- Here's another one from Teacher's Closet.? This time the students have to find matches for their own answers.Venn Diagram of Students Divide students into groups of three or four. Give each group a large sheet of butcher paper and a different color marker for each person. Have them draw a Venn diagram with an oval for each student. The students in each group are to discuss what their similarities and differences are. After the discussion, they are to fill in the diagram showing their similarities and differences. If a group has a hard time getting started, give them some guidance by asking questions such as, "What is your favorite music?", "When is your birthday?", "What sports do you like?, or "Where were you born?" Data ProcessingDivide the students into groups of 10 to 20, depending on the difficulty level you want. The more students in a group, the higher the level of difficulty. Give directions for the "data" groups are to use to "process" themselves. The more creative the "data" the more fun the "processing." Give prizes to the group who is the first to correctly processes their data. Several rounds can be played in a short amount of time, depending on the size of the groups.Here's a list of my favorite "data" for this activity:Alphabetical by best friend's first name Alphabetical according to favorite food Length of hair Shoe size Birthdays Number of letters in last name Length of thumb For teachers, number of years taught Criminal Dealings Some of my 1996-1997 students taught me this one. At first, I was reluctant to play because of the name (which I have changed.) However, once I saw how harmless it was, and more importantly how much fun the players were having, I couldn't resist. (I love teaching 8th grade!) Design a system for secretly identifying the "criminal" and the "cop." We used a deck of cards. You only need enough cards so each player may have one card. One card needs to be a jack--the criminal, and one needs to be an ace--the cop. All of the other cards should be below ten in rank. Let each person draw and keep a card, without showing it to anyone. The criminal needs to recruit other criminals by winking at them, but without getting caught by the cop. Any person who sees a wink is to wait a few seconds, so as not to be obvious, and then say, "I committed a crime." That person then turns in his card and is out of the game. Play continues until the criminal recruits all players without being caught by the cop, or the cop identifies the criminal. If the cop misidentifies the criminal, he loses the game.Murder This is a variation on the Criminal Dealings game. Same set up with a deck of cards. Choose the number of cards needed according to the number of players. Be certain that the Queen of Spades is in the deck. All players draw cards. The player who chooses the Queen of Spades is the murderer.??????????Throughout the other activities, the murderer kills victims by winking at them. When someone catches the eye of the killer and is winked at, they are killed and (here is the fun part) can die in any manner they want. Some die quietly by dropping over; others die in a dramatic finale.??????????The object of all other players is to a) not get killed and b) try to identify the murderer.??????????I think you can make a case for using this in Writing - about the experience, about fear and anticipation and how that clouds activities, about processing fear, relaxing, then being alert again, etc.?????????? Name Tag Match Maker Each group member will need a 5" x 7" card for a name tag. Then give the following directions:Put your name in the center of your card.In the upper left corner, write four things that you like to do.In the upper right corner, write your four favorite singers or groups.In the lower left corner, write your four favorite movies.In the lower right corner, write four adjectives that describe you.When everyone finishes, have them mingle with the group for a few minutes. Without talking, they are to read the upper left corner of the other group members' cards. When time is up, they are to find one or two people who are most like them and visit for a few minutes. When time is up, they are to mingle again reading the upper right corner of the other group members' cards. They then find the one or two people most like them and visit. Repeat with the lower left corner and lower right corner information. To make sure everyone visits with several people, you could implement a rule that no two people can be in the same group more than once. Knots of People Divide the group into teams of 8 to 12 members. Have each person join right hands with another person in the group, but it has to be someone who is NOT standing immediately to the left or right. Then have each person join left hands with another person in the group, but it has to be someone who is NOT standing immediately to the left or right and someone other than before. Now the groups have to untangle themselves without letting go of hands. They may have to loosen their grips a little to allow for twisting and turning. They may have to step over or under other people. The first group to untangle their knot is the winner. SPECIAL NOTE: There are four possible solutions to the knot. One large circle with people facing either direction.Two interlocking circles.A figure eight.A circle within a circle.Who Am I? For this activity you will need one sticky note per person. On each note write the name of a celebrity, political figure, cartoon character, book character, etc. You can choose one category or mix them up. Use a different person for each note. Place a sticky note on the back (or forehead) of each participant. The participants are to figure out who they are, but can only do so in the following manner. Find a partner and read each other's sticky notes. You may ask the other person three questions to which there are yes or no answers. Once your questions have been asked and answered, make a guess as to your identity. If you are correct, move the sticky note to your chest and you become a "consultant" who gives clues to those still trying to figure out their identities. If you are not correct, find a new partner and repeat the process. SPECIAL NOTE: Be sure to choose characters that are appropriate to the age of the participants to avoid "generation gap frustration." Animal Scramble There is some preparation for this activity. On a slip of paper, write the name of an animal that makes an obvious noise. Create five to ten slips for each animal. Give each participant a slip of paper, but tell them to keep their animal a secret. The participants are to find the rest of their kind, but there is no talking. So how do they find the others? They have to make the noise of the animal. Once two of the same kind have found each other, they stay together to find more. Continue until all of the like animals have created one big group. Helium StickDeceptively simple teamwork activity.? Form two lines facing each other.? Lay a long, thin rod on group's index fingers.? Goal: Lower to ground.? Reality: It goes up!Balloon Activities Group activities that can be done with balloons.? Promotes gentle, fun physical movement, people getting to know one another, trust and working together.Warp SpeedA team building exercise based on the icebreaker "Group Juggle".? Groups are challenged to juggle as fast as possible.? Invite group to "tender" a time they can deliver.Toxic WasteEquipped with a rubber tube and some string,? a group must work out how to transport a can of "toxic waste" to the neutralization can.Survival Scenarios"Your plane crashed...your group needs to choose the 12 most useful items to survive..."Great Egg DropSmall groups design an egg package to save an egg from breaking when dropped.? Plus a 30 second jingle to sell their package.? Followed by the Great Egg Drop-Off.Group MandalaGroup dynamics exercise.? Each person is represented by an object.? The objects are "caste" like dice and group members share their feelings and re-arrange the objects.Multi-Way Tug-of-WarFun, physically demanding, competitive team activity.? Several teams pull against each other, requiring communication and tactics as well as strength to outmanoeuvre and win.ZoomA group tries to create a unified story from a set of sequential pictures.? The pictures are randomly ordered and handed out.? Each person has a picture but cannot show it to others. Requires patience, communication, and trying to understand from another's point of view in order to recreate the story's sequence.All Aboard!A classic teambuilding activity in which a group is challenged to physically support one another in an endeavor to occupy an ever diminishing space.Amoeba RaceA simple, close physical contact group cooperation activity.? The group forms the three parts of an Amoeba: protoplasm, cell wall and nucleus.? Then the group travels, splits into two amoebas, and the ameoba have a race.Bridge It Contributed by Andrew HillEquipment: straws, tape, canes, string, paperclips, balloons, a4 paper, plastercine (mouldable material for weighting), toy money, a minuture man (or suitable object for the moving) and a suitable table or surface Description: This is based on a well known activity where the participants have to move an object from one place to another without touching it. Divide your surface into 3 strips, making the centre strip the largest - this is your 'cavern' that can not be touched. The teams (this is best done competatively but not essential) have to move the 'man' from one end of the surface to the other without touching him (after the initial setup) or allowing him to touch the 'cavern' area. The limitations are that they are given a set budget and have to buy the items they need which are individualy priced. There are two sucess catagories; complete the task and complete the task within the budget. (third criteria for competative challenge is the team who completes the task using the least amount of their budget) For added interest and challenge you can have a scoring system offering points for sucess, quality of building, overal design and 'smothness' of execution. Alphabet Song Contributed by Carrie H.Equipment: NoneDescription: The group sits in a circle. One member starts by saying the letter A. No one is designated to continue the alphabet. The group members just keep saying the letters until the alphabet is complete. However, the trick is for only one person to say each letter. If more than one person say a letter, then the group needs to start the alphabet over again. BLT and Friends (Blind Lame Talker) Contributed by AngEquipment: tape, blindfold and something to bind feet together such as shoelaces, scarf, or tie. Description: Goals may include but are not limited to: Discovering the benefits of team work; discussing spiritual gifts; viewing handicaps in a new light; Discussing strengths and weaknesses... Explaination and setup: Minimum 3 participants. Each person will be assigned an ability: either sight, speach or locomotion, and will be made disabled in the other two abilities. For example if you were assigned sight you would then have your feet bound together and your mouth taped shut to represent being paralized from the waist down and being unable to create any sound with the vocal cords. Object: In teams of three (one person from each ability) participants must work together to navigate their entire team from one location to another Now What? Contributed by SandraEquipment: Flip charts, markers, index cards or paper, pensDescription: This is a good way to end an informational or educational presentation. Divide into groups of 6 - 8 people each. The small groups brainstorm 6 to 8 practical ways the new informaton can be used in their work or lives. Ideas are written on flip chart paper and presented to the large group. Cross The River Contributed by RubberBullets Equipment: 5 sheets of white paper, masking tape, and a BMWDescription: Make 2 banks of your river using the masking tape. Your shores need to be at least 3 meters apart. Then tell your young folks that they need to get across this chocolate river using only team work and 5 marshmallows (sheets of paper). However, if they leave a marshmallow (ie. without a foot on it) in the river then it gets washed downstream. once everyone is across - they have won a BMW Save The Egg Contributed by Andy KerrEquipment: An egg, two balloons, a roll of selotape, some elastic bands,two straws and 4 pieces of paperDescription: The group has 20 mins to make a vehicle to carry the egg. The vehicle should be strong enough to withstand a fifteen foot drop onto concrete. Can you save the egg from cracking? Untying The Knot Contributed by Peggy Reed Equipment: NoneDescription: A group activity to bring together cohesiveness, problem-solving skills, active listening and leadership skills. A group of people young or old, the more the better, form a circle, they then put their right hand into the circle and grap a person's hand across from them. They then put in their left hand and choose another's hand from across the circle. Then the group leader instructs the group they have no more than 10 to 15 minutes to form one big circle without letting go of any one hands works well with all age groups Community Project - Asteroids Contributed by Scotty Equipment: Circles made from rope of various sizes(1-3 feet in diameter, larger for bigger group) Description: Team members have a "community project" to complete. i.e. big carnival, sports tournament, etc. and need the help of many community agencies/organizations- represented by the circles. Each team member must come up with ideas re/ who's help they will need to make the event successful. When a team member suggests a person or organization who's help they may need, they are given a circle. Once each team member has a circle, they must place both of their feet "inside the cylinder created by the circle" (in other words starting at the ground and going infinitely high-but don't give them those instructions) If everyone is within their circle you are ready to begin. You may have everyone switch to a new circle, as you take one away. Wait until all the feet are inside the circles again before another switch is made. Removing circles can represent people or organizations that can no longer help with the event, and the group must try to "pull it off" without them. Participants will begin to become crowded within the circles (be sure to leave a large one for the end). Eventually groups may figure out that only their feet must be within the circle, and they may sit around the large circle with their feet piled up within it. Making their event successful. I have many other ideas- Let me know if you have some specific group needs and I can help. Leaders Contributed by Darin Ulmer Equipment: none Guidelines: Have the group start as they are, do not ask them to circle up or sit down. Just ask the participants to all get in the exact same position, every body part placed identically to everyone else's on the team. "We can go on as soon as everyone complies."Processing: Who was eventually copied by everyone else and why? What steps can you identify that you went through as you attempted to conform to the same position that everyone was in? How comfortable was it to become exactly like everyone else or to go along with the peer pressure? Who resisted and why? The Results Driven Structure Another from Darin Ulmer Equipment: blocks or Legos or other building materials Guidelines: Half of the group is sightless. I usually just have them close their eyes on the honor system for safety purposes. The sighted half is without speech but each person can make a unique noise (e.g. one person may snap their fingers, another may clap, another may thump their cheek, another may whistle, etc.,). A structure is built quickly by the facilitator in the middle of the room. The speechless members may study it for up to one minute and then the facilitator will disassemble the structure and place the pieces around the room. The sightless team members may touch the building materials and may speak. The speechless team members may see and make noises, but may not touch the sightless persons nor the building materials. The team is to reassemble the structure as it was originally built by the facilitator. Processing: What was this like in your life/job/organization? How did it feel to be without sight/speech? How did the team reach the solution? Who took the lead and what did they do that was most effective? SNAFU A great indoor/rainy day activity passed on by the Florida State University Challenge Course. Equipment: A box of big Legos or Tinker Toys for each team plus one extra (must be equal in terms of shapes, colors and sizes)Preparation: Make a "creation" with one box of blocks and put it in a room where it can not be seen by the participantsGuidelines: To reproduce the unseen "creation" exactly.Divide the participants into groups or keep as one, depending on size. Each group selects a Principal, Vice-Principal and a Secretary and is then given a box of blocks to assemble into the "creation" with the following conditions. Principals are the only ones who see the "creation". Their only means of communication is talking and they can only talk to the Vice-Principals. They may not see what the team is building. Vice-Principals may only answer the team's questions with "yes", "no" or "I don't know". They may return to talk to the Principals at any time. They can not build. Secretaries are observers and can go anywhere but can not talk or help build. They may take notes on the action/interaction/process that takes place. We have separate tiny rooms for all this to take place. It is fun and the kids really talk about communication, frustration, etc. This is also a great initiative for corporate groups. A time limit is usually necessary, maybe 35-45 minutes, but it can go longer depending on the group. Rope Shapes Contributed by Carl. The goal of this initiative is for a blindfolded group to form a shape with a long length of rope. Rules are simple: No one's hands may leave the rope for more than 5 seconds at a time and the group decides when it has completed the task. You can vary the difficulty by the length of rope, the shape the group must make (a circle is easier than a pentagon) or the method of giving them the rope. You can put it in their hands, lay it on the ground near their feet or a distance away. Spider Web Adaptation This works well as a closing exercise for a group that has been engaged in learning new skills and where the focus has not been on physical activity. It celebrates group cohesion and individual learning. Prepare tasks of varying difficulty which are related to the focus of the group (one task for each person). Some tasks should involve interacting with another person. Write each task on a separate piece of paper with simpler tasks on larger pieces and the most difficult on the smallest pieces. Tape the papers to a wall or large newsprint in a pattern resembling a spider web. The group's goal is to get everyone through the yucky, sticky, spider infested web. One person at a time can pass through and only if they are holding a piece of paper with a successfully completed task. Once on the safe side, they cannot give specific suggestions and help but must remain involved and supportive. Any mistakes and the whole group must return and start over. When this happens each person must choose a different task. Mistakes can be: not completing a task correctly; the group on the safe side becoming uninvolved or the group on the safe side giving direct help. The leader can ring a bell or make some other noise when a mistake is made but gives no other help. Community Quest This is a great activity for building teamwork, learning about the services available in your community and updating your resource files. Divide your group into teams of 4 to 8. Each team should include youth and adults. Each team receives a list of items for a scavenger hunt for information about community services. Examples: a schedule of activities at the "Y"; a Job Corps application; a brochure from a runaway shelter; a brochure from the teen health center Teams are given a deadline to return for a pizza/ ice cream/whatever party. The team with the most items wins a small prize Your community and the interests of your group will determine the items on the list. Group Drawing This activity can be presented and debriefed in a number of different ways. Examples include: teamwork; individual differences, diversity, problem solving or planning. The only equipment needed are some drawings of shapes and a large chalk board or flip chart which is visible to all. Divide the group into three small groups: Drawers. The drawers attempt to recreate one of the predrawn designs which they cannot see. They can only draw and listen. They may not talk and they stand with their backs to the group so they cannot receive nonverbal messages. Talkers. The talkers attempt to describe the design to the drawers. The talkers also do not see the design. Viewers. The viewers are the only ones to see the design. They may not talk and must communicate nonverbally. The talkers may question the viewers who must respond noverbally. The viewers may not draw the design in the air or use any other nonverbal communication which actually shows the design. Improv! ActivitiesDigits (warm-up)Introduction:This exercise is designed to get everyone in the group in harmony.? So, get into a tight circle. Description:Everyone in the circle looks down at the ground and closes their eyes.? Someone will count off the number one.? Then, someone else will count off the number two.? No one knows who will speak the next number.? If two people speak out at the same time then the group must start counting again at one.? It is common to try to count to twenty.? Usually there is such rejoicing when twenty is reached and the warm-up is over. Gimmicks:One person counts really fast and doesn't give anyone else a chance to speak. Variations:Go through the letters of the alphabet, count downwards. Free Association (warm-up)Introduction:This warm-up will help get everyone into the “moment”, while allowing for some silliness.Description:The group can be structured in circles, and one person starts off by saying any word.? The person to his/her left lets fly with the absolute first thing that comes to mind after hearing the previous word. There should be no pause to find "something funny" or to edit thoughts.? This is not a psychoanalysis exercise, but one to get people pulling down those barriers to creative thinking.? Associations like "boss” and then “napalm" are quite common and no cause for worry. Gimmicks:Try it in gibberish. Variations:Firing Line is where one person is required to do all the word associations. Six people line up and fire off words that they have pre-planned.? The player on the firing line responds immediately with a free word association. Jeepers Peepers (warm-up)Introduction:This warm-up is designed to try to get us everyone in sync. Get into a tight circle. Description:Everyone looks down at the ground, not making eye contact with anyone else. The group all counts to three, and on "three" everyone looks up at once. Each player in the circle is responsible for making a strong choice, and they must either look to their left, their right, or directly across the circle. If players make eye contact, both scream and step out of the circle. This activity is continued until all are out of the circle.HANDLESThe handles list is composed of those improvisational structures that work best on stage or in front of a group. They all have the crucial audience participation component and they also have built in gimmicks that also increase the chance that comedy will happen. This allows for a fun factor in developing a skill. Eventually the games wear thin, but as long as the rules of environment, character and story are being maintained any handle should be as entertaining as any other handle. Backwards Scene (handle)Synonyms:Rewind Scene, Reverse Scene Introduction:In this scene the actors will tell a story backwards. They will not be talking backwards, or moving in reverse, but they will present the components of the scene from the 'end' to the 'beginning.' This is a very hard scene. Description:The actors start with an ending to a story. Then each actor must ask herself what would have happened immediately before this event and then portrays the most likely thing that would have occurred. Actors will find themselves frequently asking themselves, "he just said...so I would have..." Very hard stuff. Keep it very simple and never talk in the future tense, that already has happened!! Gimmicks:This game is hard enough already. One can get really overconfident by starting the scene with a lights down signal, and end the scene with an introduction. Categories (handle)Synonyms:The Pun Game Introduction:In this scene each actor will be assigned a general category of stuff. During the scene the actor must reference his assigned category as often as possible. For instance if his category were “cars” he could reference cars by puns, analogies or direct references. Description:The person setting this scene up must be certain to get general categories for the actors to work from. Categories like: cars, toys, cutlery, vegetables, etc. The actors should carry out a regular scene and reference the category that has been assigned to them as often as possible. Gimmicks:This is already a gimmick. Variations:This can be made competitive where the players must list-off all the things from a category. Die Game (handle)Synonyms:Make A Story, Pointer, Directed Story, Conducted Story Introduction:In this game all the players on stage will be telling a story. Each player is responsible for the story while the director is pointing at them. When the director switches from one player to another, the other player must pick up the story without stuttering, repeating words, or making grammatical errors. If any of the players makes such an error the audience should yell DIE!! Description:The players should tell a story through action, and not waste time having the character thinking about things. The director should change from player to player slowly at first, allowing a logical story to build. As the game goes on she can switch from one player to another faster and faster. Gimmicks:Breaking off the player in mid-word. Pointing at two players simultaneously. Variations:Elimination Die: Each player that makes a mistake is eliminated until only one player is left. Theatrical Die: After making a mistake the player acts out a death on stage. Make a story: Same thing with no die or elimination. Genre Story: Each player is given a different genre and continues to tell the same story through that genre. Genre story can Do Run Run Song (handle)Synonyms:DA Do Run Run, Do Ron Ron, Do Run Ron, etc Introduction:The players are going to tell a story in the format of a classic pop song. Description:Several players line up and start to sing in the following pattern. A, A, B, B, B. This is best explained by example:Player one, "I went to the drugstore to buy some pop."All players, "a do run run run, a do run run."Player two, "And on the way up there I met a cop."All players, "a do run run run, a do run run."Player three, "hey, and that cop was lean."Player four, "hey, and she made a scene." Player one, "hey, and she was really mean." All players, "a do run run run, a do run run."Player TWO then begins a second verse, such as, "The thin lady copy pinned me to the car."All players, "a do run run run, a do run run."Player three, "and that's how I got this terrible scar."All players, "a do run run run, a do run run."Player four, “hey, and the scar looks cool”Player one, “hey, but I quit my school.”Player two, “hey, cause now I always drool.”All players, "a do run run run, a do run run."And so on… until the story is told. There are all kinds of variations to this. Its format is particularly forgiving of those who cannot sing all that well. It is recommended that the player doing the solo line step forward from the line of players. Gimmicks:When someone gets stuck just punch out any verse and the rest of the players kick in with a supportive do run run. This isn't really a gimmick, it is the way that improv should always be performed: commitment and support. Variations:It can be turned into a die type game, where the players that slip up are dropped from the line. There are an infinite number of variations that can be made to the song itself. Dubbing Game (handle)Synonyms:Voice Over Game Introduction:In this scene there will be two actors offstage and two actors on-stage. Actor A's (on-stage) voice will be supplied by actor B (offstage) and actor C's (on-stage) voice will be supplied by actor D (offstage). However the actor's supplying the voices (B and D) will not be able to see what the other two actors (A and C) are doing Description:The actors supplying the voices must make distinctly different voices. It is also important that the actors that are being dubbed move their mouths like they are speaking when the dubbers are talking. It is important to have an activity and to justify what is being said through activity. Gimmicks:The moving actors should make large obvious physical choices that they must justify when their dubber makes a contradicting statement. A chainsaw becomes an ax, a hug a punch, and so on. Variations:Straight dubbing: the dubbing players can watch the actors. Cross dubbing: the two actors on stage dub each other's words (very hard). Three-way dubbing: actor one dubs actor two and actor two dubs actor three and actor three dubs actor one.Emotional Transfer (handle)Synonyms:Status Transfer, Emotional Switch Introduction:In this scene the two actors will be assigned contrasting emotions. At some point in the scene they must switch the emotions from one player to the other. Description:The emotions must be contrasting (love, and hate), and the players must make strong choices in the beginning of the scene. The transition is best appreciated if it is done subtly and the transfer is somehow justified within the context of the scene. Variations:This can be done with status (high versus low), and the players must make a switch in status within the scene. Any of the endowments can be switched: political beliefs, animals, appliances, vehicle types, etc. Endowment Scenes (handle)Synonyms:Repair Shop, Crime Endowment, Home Late Scene, Santa Scene, Who am I? Introduction:In this scene we will ask a player to leave the stage. The player offstage has committed a crime. She is willing to confess to the crime, however she cannot remember what the crime is. If her interrogators can let her know what the crime is she will confess. Ask for [unusual crime, unrelated device, location]. When the criminal is close to getting the crime you-all (audience), must ooh-aah to let her know. When she gets a part of the crime clap. If she confesses to the crime completely go wild. Description:The chosen introduction is for a crime endowment. The first note is really to the host introducing the scene. It is essential that the game be explained properly to the audience. If the audience doesn't give ooh-aah getting close feedback then the confessor will most likely be lost. The detectives getting the confession must stick to the order of their clues (crime, item, location), and not advance until the actor properly confesses. The detectives will have a lot more fun if they keep to subtle clues in the beginning of the scene, saving the obvious ones for when things are getting slow. The confessor should try and maintain a story within the confession. Giving reasons for the actions. There are ample opportunities for crossovers to help out the detectives. Gimmicks:If the confessor gets the clues too early she may play stupid, and draw out the game. Variations:The crime endowment was explained above. The home late scene is identical except that a youngster is explaining to her adults why she has come home so late. The host can get any items she wants, although the confessor (person being endowed) has to know the order of the items. The Santa scene is usually Santa Claus trying to tell a child what she wants for Christmas (usually one item). The repair shop is where some poor soul is returning a broken device, and they have no idea what it is. “Who am I?” gets an actor to deduce what famous person that he is. The possibilities are endless. Entrances and Exits (handle)Synonyms:The Word Game, Revolving Door, Exits Introduction:In this game each player is assigned some word that might come up in casual conversation. Whenever that word is spoken by another player in the scene they must enter or exit. If the player's word is spoken and she is offstage, she must immediately come on-stage and justify her entrance. If her word is spoken while on-stage she must immediately exit and justify her exit. [assign words to each player] Description:This is a listening game. If you don't hear your word, the audience will immediately notice. If the players notice that someone has not heard their word, they should repeat it. Each player must also remember each of the other players' words. This scene can get quite chaotic. Remember to build a story and justify the entrances and exits. Saying your own word does not count. Gimmicks:Assigning someone a conjunction like: and, but or yes. This makes them blast in and out like a rubber ball. Not saying someone's word, and putting them in a situation where they have to leave: firing them, kicking them out the house, or leaving them in a burning room. Repeating someone's word rapidly giving them no choice, but to ping pong in and out of the scene. Fairy Tale In A Minute (handle)Synonyms:Précis, Movie In A Minute, Study Note Fairy Tale Introduction:The players are going to present to you a fairy tale of your choice [get fairy tale known to most, recap it]. They are going to present this story in less than 1 minute starting now... Description:This is a high energy scene where all the essential components of the fairy tale must be portrayed in less than 60 seconds. Frenetic can be fun but the characters must be clear and sheer chaos will not be fun to watch. Gimmicks:This is a gimmicky game. Variations:Movie in a minute is another variation. Check to be sure that most of the players know what the story is, and remember to get a recap. Historical event in 45 seconds is fun too. Freeze Games (handle)Synonyms:Clap, Switch, Tag, Freeze-Tag Introduction:Two actors will start a scene. At any time during the scene an actor off stage can yell freeze! The actors must immediately freeze in position. The player that yelled freeze must assume the exact position of one of the actors and initiate a whole new scene starting in that position. Description:If we have to explain this one you have never seen or done improv (welcome of course!). The mistake that most players make is not assuming the exact position of the player clapped out. The audience notices this and the magic is lost. The best effect is had when the scene is frozen on an interesting position, so it is important to change position in the scene that you are in. Assume the new position quickly!! Sometimes simply a position change is all that is needed for the next freeze. Even though improv thought should be unedited, the following really are major freeze tag wimps: dancing, statues, fighting, Twister, Crazy glue. Gimmicks:Leaving someone in a compromising position and quickly freezing the scene before she can move out. As soon as the beginning of the freeze is heard assume a random bizarre position for no reason. Variations:Blind freeze: The players line up in order of who is going to take the next position. The next player in faces the back and cannot see the scene as it is progressing. This makes it easier for some actors. Environment freeze: Once the new player has assumed the position of the tagged out player, the audience suggests an environment to base the scene on. Audience freeze: the audience is responsible for yelling freeze and not the players or the host. You can get more info about the “freeze tag” in its exercise version.Foreign Film (handle)Synonyms:Dubbing Scene, Subtitles Scene Introduction:The following scene is going to be done in a non-existent language called [get language name]. The players on stage will speak only in that language. Luckily there will be players offstage dubbing the scene into English. Description:This is essentially a dubbing scene. The foreign film dub is done so often that it requires a note of its own. The players that are acting out the scene in the non-existent language must be very clear in defining their environment and making solid physical offers for the translators and audience to work off of. It helps the players that are talking in gibberish to think of what they are saying in English. Gimmicks:The standard translation gag is making a really long gibberish sentence and translating it to one English word, or vice versa. Translators can also struggle for the correct English word, caught in gibberish idioms. Translators can also refuse to translate things that are too crude in English, gibberish censoring. These last two gags can really kill a scene (not that all gags don't), and really are just disguised lack of commitment (wimping). Another gag is where the translator rambles on and the gibberish players stop him and end the scene in chaos. Variations:Blind dub the scene (translators cannot see the gibberish players. Use a real language. Translate an opera. Historical Scene (handle)Introduction:This scene will be based on some element of history, either an epoch or an event. [get the historical reference, and be absolutely sure that it is recapped]. Description:This is a simple formatted story. In any scene where the players are given a framework to play off of the audience expects all the details to be used. In some ways it is an open scene in other ways it is very restricted. Players that are historically challenged can offer environment and support to the other players. Variations:Often the historical scene will be acted out as described in the recap. The scene may be played out as what would have happened if a certain historical event had not happened. The scene may focus on a certain bit player, unknown to history and what she did just before or after the historic event. Epoch scenes (Roman times, Greek culture, Wild West) can be combined with the present world. Historical scenes can get esoteric quickly, and it is important to let the audience know how you are going to alter the 'scene' as it was described. Last Sentence Scene (handle)Synonyms:Last Word Introduction:This will be an open scene. The only constraints on this scene will be the first sentence and the last sentence of the scene are both chosen by the audience. [get a first sentence and a last sentence from the audience] Description:One of the actors must state the first sentence as the first words out of her mouth. Feel free to set up the environment without speaking. Don't be afraid to build into the first sentence. The last sentence of the scene is a bit harder to manage, and it is much better appreciated by the audience. The players must remember that they have only been asked to do two things in the scene, and you are expected to do them. Gimmicks:Just say the two sentences and end the scene. Variations:First and last word can be used instead. There can also be a middle sentence, or word, that must appear at any time between the first and last sentence/word. Machines (handle)Synonyms:Factory Scene Introduction:In this exercise the players must create the parts of an imaginary machine. Each player will enter one at a time, and offer a repetitive motion and noise to the machine. [get name of a machine] Description:The players should use all levels of the stage, and the exercise works best when the motions fit together into some kind of machine. Don't do anything that you cannot physically maintain (one armed push-ups), or something that causes physical pain (dropping to your knees). The players will find that the machine they create reflects the suggestion that they were given. Gimmicks:It is a rather gimmicky thing, but audiences really love it (once in a while). The host can speed the machine up, and slow it down. You can also make one part/player malfunction. The machine can be destroyed by speeding up into chaos, or slowing down into a frozen heap. Variations:This machine can be frozen and used to start a scene based on the original suggestion. One Word at a Time (handle)Synonyms:Word At A Time, Sentence At A Time, Word At A Time Expert Introduction:In this scene two players will share the dialogue. Each player may only contribute one word at a time, the other player must then contribute the next word. Together they will build sentences and act out the story that they tell. [try to get an ask-for that has an activity] Description:Knowledge of basic grammar is an asset in this scene. The two players must be really capable of sharing the dialogue. Word wars, or driving, by one player will wreck things quickly. Physically it is recommended to join together and act out the scene simultaneously. Going up the stairs together, and washing the cat together. Gimmicks:Bring in another character that is composed of two people. Variations:There is really no limit to the number of people that can speak in one voice. Usually if there is more than three, the players sit down and are considered an expert of some sort. One word at a time can be exploited as a “Die Game”.? One sentence at a time is good for story building. It is more of an exercise than a handle. Two players can build a story one sentence at a time while the other players act out the story. Options (handle)Synonyms:Umm-Err Scene, Shopping List, Roller-Coaster, What Happens Next? Introduction:At various points in this scene the actors will be asked to freeze. At that point we will ask you [audience] for some vital piece of information from the story. The players must immediately incorporate the suggestion into the scene. Description:The players simply go about the scene as they normally would. Like all “freeze games” it is important to hold position when the freeze is called. Attempt to incorporate the suggestion immediately into the scene. The less one thinks about it the easier it is, and the more appreciated by the audience. The goal of the players is to keep the scene sane and on track while rationalizing the distracters. The ask-fors can be words, emotions, secrets, props, physical ailments, genres, etc. Gimmicks:Pretty gimmicky already I think. Variations:If the audience is particularly destructive, it might be worth while getting a list of suggestions that are called out by the host. This game is often called shopping list. A roller coaster is the same as a shopping list, except that all of the suggestions are along the same track: all genres, all restaurants types, all textiles, all occupations, etc. An Umm Err scene is just an option scene where the players ask for a suggestion, by pausing and saying “umm..err”, and the audience suggests the player's dialogue. In “What Happens Next?”, the players are frozen and the audience is asked what happens next in the scene. Paper Chase (handle)Synonyms:Sentences, Papers, Order Forms, Scraps Introduction:During this scene the players must occasionally stop and introduce sentences that written on these little pieces of paper that are scattered all around the stage. The sentences written on the papers are unknown to the players, and the conductor. They must immediately incorporate the sentence into the scene as it is written on the page. [set up involves getting someone to write out some sentences that will be incorporated in to the scene. Getting the audience to write them out is a nice touch] Description:This is a scene just like any other. It is most similar to an “Options” scene, in that there are offers interjected throughout the scene. Don't worry about stooping to pick up the suggestions. Make sure that you don't spend any noticeable time looking over the sentence. It only appears that you are concocting an easy way out for yourself. Audience members really notice if their particular sentence is sidestepped around. Gimmicks:Blank pieces of paper. Sentences in other languages. Pictures. Variations:Activities can be substituted for sentences. Should Have Said (handle)Introduction:Anytime during this scene the players can be interrupted by you [audience]. If at anytime you don't like what they have said you make them change their sentence by yelling, 'should have said.' It is important to give the players a chance to build a story, but if you don't like the way that it is going then yell, 'should have said.' Description:Build a scene like any other. Give a bit of extra pause between your comments to allow for the audience to interject. Listen closely for the audience's input. They will hear the 'should have said.' If you miss one expect to be eaten alive. When you are expected to change what you said make a strong choice that alters the course of the scene. They have yelled it because they don't like what is happening, so change the way the scene is going. Gimmicks:Replace long drawn out comments with short ones. Variations:The callers can be limited to one or two audience members if chaos is imminent. Sit, Stand, Kneel, Lie Down (handle)Synonyms:Compromising Positions, Positions Introduction:This scene will have four players. At no time can the players occupy the same position on the stage simultaneously. One player must be lying down, another player must be standing, and so on. If two players are occupying the same position, let them know about it. Description:Complete chaos is the best description of this game. All four players should get into the scene rather quickly. This helps work the gimmick, and makes things the most challenging for the players. Try to create a story. Try to justify why you have changed position. Try not to hurt yourself. Change position often, but justify the change. If you can telegraph the move to the other players the whole scene will benefit. Gimmicks:Force one person to maintain a position (tie them up, kill them, nail them to their chair), and then make them justify a change. Variations:As many positions as wanted can be added. Sit, stand, kneel, lie-down, curl-up, etc. Slide Show (handle)Synonyms: Slides, Frames, Pictures Introduction: In slide show the players will be freezing into positions one after another while the presenter justifies each 'slide' and tells a story. Description: This game is done best with lighting cues for the position changes. Each time the lighting drops, the players on stage scramble into a new position. When the light comes up the presenter (usually just off stage miming a controller) must justify the new positions that the players have taken on. Slide show will be stronger if the presenter identifies a lead character, and resolves each slide around the lead character. Don't be afraid to endow players in the slide as inanimate objects like trees or lamps. The players that make up the slides should keep a few things in mind. Everyone does not need to be in every slide. If the story is going in a certain direction try to continue with the story. Save the crazy positions for later in the scene, or when the scene is dying. The players need to support the presenter, and listen to the presenter. Eventually a story will be told and the slide show will end. Gimmicks: The players on stage can get into stranger and stranger positions. All the players can run off stage leaving a blank stage. The players can keep the same position slide after slide. The presenter can comment that a slide is in backwards or upside down, or out of focus requiring the players to accommodate the slide. Variations: Usually this is a travel monologue with photos. Slide show could just as easily be a series of wedding photos, an instruction manual, or pictures of a birthday party. Split Environments (handle)Synonyms:Shared Worlds Introduction:In this scene two players will be in the same scene, however each player will believe that is a different environment. If one player believes that she is in an air traffic control tower, she will respond to everything that the other player does as if she were in an air traffic control tower. However the other player might believe that he is in a batting cage. [get two contrasting and physical environments] Description:In this scene the two players interact as described. Each must maintain his/her reality as strongly as possible, and react to what the other player does as if it were their reality. If the player that is in the batting cage says, 'okay let them fly.' The player in the air traffic control tower might give clearance for take-off. If the player in the air traffic control tower types at her console, the other player might think that she is doing special pre-batting finger warm-ups. Etc. It is a very hard scene to do. There are enormous payoffs when the players listen, accept and advance within their own well defined environments.Stage Directions (handle)Synonyms:Directors Scene Introduction:In this scene each player will be supplying the other player’s actions in the form of stage directions. Each time a player supplies a line the other player in the scene will supply that player's action in the form of a stage direction. Description:This scene is good for ensuring that players that don't give themselves activities on stage are endowed with them. The usual form goes like this. Player one says, "hello there Jill." Player two immediately follows with, "she said running her fingers through her hair." Player one then runs her fingers through her hair in response to the stage direction. This continues through out the entire scene. There is obvious potential for massive pimping. "she said doing an interpretive dance." If that becomes necessary in a scene then try and leave it until the end. Gimmicks:Absurd stage directions, endowing physical traits, or emotions. Variations:Stage directions are given by players offstage, who may or may not be able to see the players on-stage. Subconscious Scene (handle)Synonyms:Telepathy Scene Introduction:The players in this scene will reveal to you their innermost secrets by letting you in on their subconscious thoughts. Description:At certain points in the scene the players break from their regular dialogue, and turn to the audience and let them in on their subconscious thoughts. These may be conflicting to those that the player is portraying on stage, or they may reveal further information that helps advance the scene. This subconscious information should be employed by the other players in a subtle fashion. This is similar to a “soliloquy” scene. Variations:The subconscious voices can be played out by players offstage that may or may not (blind subconscious scene) be able to see the scene. The players can play each other's subconscious as well. Super Hero Eulogy (handle)Synonyms:Eulogy Introduction:We are all saddened by the recent demise of our local superhero [get the name of a superhero that doesn't exist]. Some of her friends are gathered here today to pay their last respects. Description:Several players get up and tell what they know about the deceased superhero. There is a common pattern of someone knowing her before she developed her powers, a family member, her arch villain, and eventually her demise. The audience likes to hear how the superhero met her fate. It makes it easier for the players if this is left to the last speaker. The previous structure is just an example for those who have not seen the eulogy done before. It might be obvious to most, but doing a eulogy about a real person usually just brings the audience down. Touch To Talk (handle)Introduction:The only time that players are allowed to talk during this scene is when they are physically touching each other. Description:This scene is meant to build non-verbal communication skills in the players. There certainly can be a fun scene in it as well. It is no fun to cheat and hold hands for the whole scene for no particular reason. There must be solid reasons for making physical contact within the context of the scene. Only speak during those brief moments of physical contact. Gimmicks:Averting someone's touch. Variations:Touch to shut up. The players have to talk constantly until they make physical contact somehow (an exercise to show how irritating constant blabbering can be). Typewriter Scene (handle)Synonyms:Word Processing, Author Sketch Introduction:In this scene one player will be typing out a story. As characters are introduced players will join in and act out the story. Occasionally they will add dialogue to the story. Description:The typist/author usually sits aside from the other players and starts to type out a story. Everyone appreciates it if the typist bothers to mime typing as he speaks. As the scene progresses the players acting out the scene share more and more with the typist that drives the scene. Ideally they will share the advancement of the story, switching from the typist to the players when he slows, and back again once the players slow. Gimmicks:This game is wrought with internal gimmicks. Obviously the typist can pimp the players mercilessly. If this becomes the point of the game, i.e., the story has been lost, then it is recommended to start with little pimps and up the stakes later. The typist can also stop things and rewrite scenes. Variations:This can be played as a “switch” game where everyone has a chance to be a typist. EXERCISES“Exercises” are improvisational structures that have a place more in the workshop than they do on the stage. Each exercise has some specific improvisational rule that it exemplifies in order to develop basic skills. Exercises often break other improvisational rules so that players can focus on certain aspects of their craft. ?1-2-3-4 (exercise)Synonyms:One Sentence, ABC, Where-Who-What Introduction:This exercise covers the basic framework of an open scene. It is very structured and requires three people. Could one person set up a scene. Description:This exercise is very structured. Each player in it has a specific role, and each sentence spoken has a specific role. It is crucial to emphasize that each step represents only one sentence. It is recommended to talk the players through this the first through times. ZERO - environmentPlayer ONE comes on stage and creates an environment based on the set up of the scene. The environment is created in silence through mime. Once she has clearly defined her environment the second player comes on stage. For the sake of this explanation a kitchen is created.ONE - relationshipPlayer two comes on stage and he accepts the environment that the first player defined through her mime. The second player contributes only one sentence to the scene and NO more. That sentence simply defines a relationship between the two players. For example, “Hi Mom” would suffice.TWO - conflictThe first player in the scene then speaks only one sentence. This sentence creates a conflict based on the ask-for, environment, or relationship. For instance “you are late for dinner” is a simple choice.THREE - raising the stakesPlayer two now has a chance to speak his second sentence. This sentence accepts all of the previous elements of the story, and makes the conflict worse. “That’s because I hate your cooking Mom” would certainly be a sentence that advances the story by making the conflict worse.FOUR - resolutionThe two players have to stop talking. (Keep in mind that this is an exercise and not a scene). The third player now enters the scene, accepts the environment and speaks his singular sentence. This sentence will end the scene and resolve the conflict at hand. The resolution must somehow incorporate elements from the scene that went before. For example, “Hi honey, hi son, lets all go eat at McSweeney's tonight.”That is the end of the exercise and another three players get set up to do another one. They usually take about one to two minutes each. Gimmicks:None Variations:If players cannot keep to one sentence. Try doing the steps in gibberish or have someone offstage speak the player's sentence. Conducted Story (exercise)Synonyms:Directed Story, Story Orchestra, Die Game Introduction:Let's get four or five players in a line and one person to conduct a story. Description:The goal of the conducted story is to have the players tell a story that moves seamlessly from one player to another. The goal of the conductor is to make the story flow as well as possible. If the conductor moves from one player to another the new player that is speaking must continue on as though there was no pause. For instance, moves from player ONE who said, "many children were afraid of Carl for he was known to ha.." to player TWO, who would continue seamlessly "..ve piles of library books that were overdue." The key is listening. It is a listening exercise. The four players that are not speaking must be listening. They all must have the next word ready to go, and only if they are listening will that word make any sense. The players must also be accepting of what is happening in the story. Forcing their own agenda will show up quickly. Words like, 'but' and 'instead of' reflect someone denies another players offers. The conductor does not try to foul the players up like in the “Die Game” which is the performance version of the conducted story. Gimmicks:Hold on one player for a long time. Variations:Give each of the players a genre the impact the story when it comes to them. Try the story in gibberish.Freeze-Tag (exercise)Synonyms:Clap, Freeze, Switch, Tag Introduction:Everybody up in a line. The first two players start some shared physical activity. Description:At any time during the two person scene that is taking place someone calls out freeze. The two players immediately stop what they are doing and 'freeze' into whatever positions that they were in when the 'freeze' was called. The next player in the line immediately tags one of the players that is frozen on stage and assumes their exact position. For the exercise freeze, as opposed to the performance handle “freeze”, the player must assume the exact physical position of the player they chose to tag out. This ensures that the player was paying attention to the physical detail of the scene as opposed to just the words. They must be listening with their eyes. Once they assume the position they must start a whole new scene that justifies the position that they are in. This scene must be completely different from the preceding one. This means that they must be paying attention to the scene, so as to assure that their new scene is completely different. If the player breaks any of these rules stop the exercise and give a note. It is also a good idea to put a moratorium on those activities that can be called upon which justify any position: fighting, dancing, adhesive accidents, painting models, store mannequins etc. Gimmicks:Don't call freeze and let a scene continue. This is good for catching those players that are in for the short gag. Variations:See the handle “freeze games” for all kinds of variations. It can also be good to randomly pick players from the workshop as opposed to the next person in line. This ensures that everyone is paying attention to the scene at hand. Gibberish (exercise)Introduction:This exercise will help us get out of worrying about what we sound like and explore accents. Everyone up in a circle. Description:Once in the circle the one of the players turns to their left and greets their neighbor in a gibberish tongue. That player responds with a gibberish 'hello' that mimics the other player. That player turns around and greets the next in the circle and so on. Once the gibberish greeting has gone around the whole circle the gibberish gets embellished. For instance, all the gibberish could be sad gibberish, or happy gibberish, Italian gibberish, Scottish gibberish, Cantonese gibberish, Computer gibberish. The gibberish can also be used to communicate intention like, 'used car sales' gibberish, 'pick up line' gibberish. The goal is get people communicating emotions and concepts without depending on words. If going around the circle gets boring the exercise can be combined with the exercise “Cross Circle” to get the players moving. Gimmicks:Pheromone and telepathy gibberish Variations:On/off gibberish is an exercise where the players switch from gibberish to their native tongue when called to do so from off stage. Translating gibberish has one person assigned to translating another's gibberish. Help Desk (exercise)Introduction:Can we get one person up to act as a help desk clerk in a major department store. Description:Once the person at the info desk is in place the players approach the desk and ask for things that one might find in a department store. They are expected to make strong character choices, and make enquiries related to their characters. Ensure that each player draws from physicality, voice and intent to create their character. The help desk person is neutral and helpful to all the players that come along. Variations:Personnel manager hiring a string of different people, mountain guru offering advice to passing wisdom seekers. Machine Parts (exercise)Synonyms:None Introduction:This exercise is designed to help players work together and develop physical cooperation. Description:A machine that does not exist is called for and the players create the machine by each adding an essential part. There is no discussion amongst the players before starting. The first player starts with a repetitive activity and an associated noise. The next players add to the machine with some activity that fits into the previous player's activity. This continues until a machine is created. The machine is sped up and slowed down. Certain players can be asked to malfunction, and the whole machine must respond. There is no leader in the creation of the machine. It is important that all the players reflect the changes in each part of the machine. Gimmicks:There are many gimmicks listed with the performance handle “Machines”. Mirrors (exercise)Introduction:Everyone into pairs for an exercise that trains sharing focus, taking focus and physical listening. Description:One of the players in the pair begins to gradually move. The other player mirrors the movements of the other player. Initially one player is leading the other and then the lead switches. Eventually there is no way to tell which player is leading the exercise the focus is being shared rather than taken by one player or the other. The object is not to screw up the other player, but to make the reality of the mirror the priority. Gimmicks:Try a kaleidoscope with three or more players all mirroring actions in a circle. Variations:Sounds can be mirrored as well. Silent Scene (exercise)Introduction:This is a silent scene. The players will set up an open scene, but there will be no talking during the scene. Description:What more can be said. The common pitfalls in the silent scene include using frequent gesticulations, lip reading, and pointing to get concepts across. It is not a charades scene, it is a silent scene. Everything thing is the same as any other scene, except the information is conveyed without speaking aloud. Variations:This scene can work great as a handle in any show. So I Will (exercise)Synonyms:What you are saying is that... Introduction:Everyone into a circle for a very structured one sentence at a time story. Description:This exercise forces listening and gets players taking smaller, more logical steps with their story building. It also helps players when they draw a blank in a performance setting. The first player makes any kind of statement. For instance, "It is a lovely day out." The next player in the line says, "WHAT YOU ARE SAYING IS THAT--It is a lovely day out, SO I WILL--go for a walk." The goal is to say the next most logical thing in the story. The next player would say "WHAT YOU ARE SAYING IS THAT--I'll go for a walk, SO I WILL--get my shoes." The story that builds should be a logical one. It will not be a story that will win Pulitzer prizes, but it will make sense. This is a great way of combating troupes that are suffering from 'offer suffocation' in their shows. Touch It (exercise)Synonyms:None Introduction:This is an environment building exercise that helps players work on making the environment part of their story. Description:This is essentially an open scene. At any time that the players are not using their environment, or they are becoming talking heads, someone calls out 'touch it'. At that point the players must interact with their environment is some fashion. This could be picking up a coffee cup, moving a chair, or lighting a candle. The call to 'touch it' can be directed at players that are blabbing too much. The players should limit the environment and not create many new things out of thin air. Word At A Time (exercise)Synonyms:None Introduction:This exercise works on the shared process of building a story together. Everyone into a circle. Description:Each player in the circle contributes only ONE word to the story. If the first person to speak says "Johnny" the next person could say, "set", the next person could say "out". And so on. There is more information about this exercise in the handle “one-word-at-a-time”.? The word at a time story should make sense. The players need to be listening to the story as it develops. Instead of offering the witty word that will make everyone laugh, they should add the next most logical word. This exercise takes control away from those players that tend to drive scenes. If sentences are going on too long allow any of the players in the circle to call out “period” to end a sentence. Banning “and” or “but”' are good ways to limit things and lead the group to form full sentences. Gimmicks:None Variations:None Yes, And (exercise)Synonyms:None Introduction:This exercise emphasizes over accepting and supporting other players on stage. Two people up. Description:The players are constantly saying, 'yes and'. The mechanism goes something like this. One player may start off with, "All coats should be made of wool." The response of the other player could be, "YES AND they should be loose-fitting." The other player responds, "YES AND they should be dark-colored." "YES AND they should be waterproof." The players must always have the 'yes and' at the beginning of their sentence. This seems contrived and it is. It is remarkable how much easier it is to notice players that insist on controlling the scene. They cannot bring themselves to accept the offer. The most common response is, "yes and but." Yes, But (exercise)Synonyms:None Introduction:This exercise emphasizes alternative support while contradicting other players on stage. While two people can play, this works better with four up. Description:The players are constantly saying, “yes but”. The mechanism goes something like this (assuming four players). Player One may start off with, "All coats should be made of wool." The response of the player two is, "YES, BUT wool is so expensive." The third player responds, "YES, BUT wool is more durable and worth the price." The fourth player says, "YES, BUT a down jacket is just as durable and half the price.” The players must always have the 'yes but’ at the beginning of their sentence. Notice that alternating players support each other, while contradicting the prior one (player three agrees with player one, four with two). The challenge in this exercise is that all players must keep track of two lines of logic or both sides of an issue. ASK-FORSAsk-Fors are what separates improvisational theatre from all other forms of theatre. The barrier between the audience and the players is broken down by asking the audience for what they want the next scene to be about. Extracting that information is a skill in itself. Every troupe has its own style of asking for audience suggestions. The approach suggested here is a neutral one aimed at a slightly neophyte or recalcitrant audience. Tell the audience that the show is improvised ahead of time. If they have no idea that you are going to be hitting them up for suggestions even the rudest audience knows to not interact with the actors on stage. Be polite and thank the audience member for the suggestion. Qualify that the scene will somehow involve the audience members suggestion, but it does not need to involve the specific "ask-for" as statedTHE SUPER LONG LIST OF ASK-FORSCan I have a relationship between two people?What is a lame excuse for avoiding a speeding ticket?Something you wouldn't want to swallow.Name a room in a houseWhat is the worst excuse you have heard for missing work (school, church)?Something you never want to have to tell your grandmother.What did you want to be when you grew up?Can I get a polysyllabic noun that starts with the letter D (F, G, etc)?A place where you might run into very unusual people.What am I holding in my hands (hold up hands)?What is your favorite cereal topping?If you could invent a new human organ what would it be?What is the opposite of the color (blue)?Where is a bad place to take a date?If god were an atheist what would god have called religion?May I get an occupation that involves no risk of physical injury?A poor choice of collateral.If you could work at a Federal Penitentiary what job would you choose?May I get a backyard activity?Can I get a crucial moment in history?What animal does your spouse remind you of?What are you planning to do on your next day off?If you could defy any natural law, what would it be?Why would make you limp for the rest of the day?Can I get a non-geographical location?What does it take to wake you up in the morning?Name three high-stress occupations.What is your uncle's favorite hobby?What would be the eleventh commandment?What three books would take to another planet?Fill in the blank. The -blank- family.Fill in the blank. The -blank- holiday.Fill in the blanks. For every -blank- there are seven -blanks-.What is your favorite fruit (vegetable, meat etc.)?Give me a problem that needs solving.?ICEBREAKERS, GAMES, and INITIATIVES for GROUPSfrom Tim Pearson’s Bag o’ Tricks, The Cooperative Sports and Games Book, Playfair, silver Bullets, The New Games Book, Stanford Student / Alumni Network, and other sources of knowledge, fun and insightGREAT BEGINNINGSA Great PairThis game is where a slip of paper with the name of a “famous” person is delivered to each person in the group. After all the slips of paper have been distributed, the task of the participants is to find their “partner.”Breakin’ Down the GroupAsk the group to think of a number between 1 and 10. Ask the people whose number is even to get onto one side and the odds to get onto the other. Have the group from a circle. Split the circle in half by arbitrarily dividing the circle along the diameter. Try to get an equal number of people in each group. Have those groups form a circle. Divide these two circles by the same method to get four, approximately equal groups. (the only reason for going through the 1-10 portion is to get pairs and small groups of people who tend to “stick together” no matter what. We want to show these people it is really great to get to know other folks. Also, use association’s to break up the group and form smaller groups or dyads.LEARNING GAMESStudent Alumni Connection BingoEach member of SAC receives a “Bingo Card.” The blocks are filled with information about the people attending the meeting. Members walk around the room and interview the other members trying to find someone to sign one of the boxes containing information pertaining to the person. No name may be used more than twice. Bingo may be vertical, diagonal, or horizontal. Prizes are awarded to the winners of Bingo. See example provided at end of this section.Name BingoThis is a take off on Student Alumni Connection Bingo. The Bingo card is blank. Members get the other members to sign their squares. Everyone must fill their cards with names. The first person to fill all of the squares with the necessary information is declared the winner. Prizes are awarded. The winners card is then read by the leader and “verified.” The leader then calls out names of all the people in the group. As his/her name is called, the person must stand and give the answers to the questions asked: Name, year, major, hometown, living group arrangement etc. Further, the leader has complied a list of appropriately funny questions to ask each person. This is an easy way to allow the group members to introduce themselves to each other individually and to the group.Name GameBreak the group into several smaller groups (use another game to achieve this), so each group has about six to eight people. Designate one of the members in each group to start the activity by stating their name with an adjective beginning with the first letter of his/her first name. For example, “Hi my name is Terrific Tim.” The next person then says, “That is ‘Terrific Tim’ and I am _____ _____.” repeat this process until each person is introduced. Keeping the groups small will easy the anxiety about learning names. When a groups feel comfortable with the names of its members, it can join with another group and go through the same or similar process to learn even more names.Name ArrangeNow that everyone has been introduced, arrange yourselves alphabetically by your first name, WITHOUT TALKING! When you are done, or think you are done, check your group by calling out your names. Give a big cheer when your done! This is also an example of a Quick Line Up.Name Arrange, TwoNow arrange yourselves alphabetically by last name, WITHOUT TALKING! Check your group and when you’re done give a cheer!Birthday PartySelect one person from the group and ask him/her the date of his/her birth. Then declare the current date as that person’s BIRTHDAY. Announce to the group that today is (insert person’s name here) birthday. This way the whole group knows the birthday boy/girl’s name. Explain to the birthday boy/girl (man/woman, male/female, person) that all of these people have been invited to his/her party, but they don’t know each other. As a concerned host/hostess, s/he must go around and introduce the attendees to each other. However, s/he only has three minutes (time may change as size of group increases). The host/hostess needs to ensure the guests exchange names, shake hands and greet each other warmly. The birthday person may start off with a person s/he already knows or introduce him/herself to a person s/he doesn’t know and begin from there.Name TrainPlayers stand in a circle, facing in, and one volunteers to be the locomotive. Let’s say Jen volunteers to be the locomotive. The locomotive chugs around the inside of the circle a bit before stopping to exchange introductions with one of the player in the circle. “Hi, I’m Jen. What’s your name?” “My name is Tim.” Jen then repeats Tim’s name three times, “Tim, Tim, Tim” while doing some semaphoric cheer. (Semaphore is a system of signaling with flags to communicate a message. Since we have no flags, just moving one’s arms and legs in some movement with achieve the desired effect). After this little cheer is done, Jen turns her back to Tim and Tim grasps Jen hips. Jen, is now the engine and Tim is the caboose. The little train chugs around the circle and stops at another person. When reaching another person, the engine asks for the person’s name. Both engine and caboose go through the three cheers of the new person’s name along with their individual semaphoric body movements. The new person becomes the engine while Jen becomes one of the cars and Tim remains the caboose. When starting this game, start off with an “engine” who is not too self-conscious about yelling and cheering in front of the group. Additionally, the next person selected, the caboose, should be someone who is not self conscious about always bringing up the rear. Actually, the caboose can add a great deal of humor and fun to this activity by “hamming it up” as the train travels around the circle.Name Toss (Name Juggling)Use soft, ‘hand-sized’ juggling instruments (no knives or combustibles, please) as your main medium for this activity. Yarn balls, rubber chickens, soft Frisbees, fox tails (tennis balls stuffed into a sock) work very well. Arrange the group into a circle. For large groups, break them down into smaller groups of six to ten people. Start off with one person holding a “ball.” This person tosses the ball--underhanded only, please, to another person in the group. This person catches the ball and tosses to another. This progresses until each person has caught the ball. The last person to catch the ball tosses it back to the person who tossed first. The next round of tossing is accompanied by the names of the people in the group. The tosser calls out his or her name and asks the person to whom s/he first passed the ball his/her name. The second person replies and the first tosses the ball. The second person, now with the ball, asks for the name of the person to whom s/he tossed the ball in the first go-round. This continues until all names are called out and the person who started this whole thing once again has the ball. The third session begins exactly like the second, except the tosser just calls out the name of the person who catches the ball. The pattern of tossing is the same, but after the second person has called the name and tossed the ball to the third person, the first person calls out the name of the second person and tosses him/her another ball. Keep adding balls until the air is filled will the names of everyone in the group and the collisions of numerous air-borne objects. Follow that one?BEYOND NAME GAMESIncorporationsThis is a game about forming and reforming groups as quickly as possible. The leader will direct the group to form smaller groups, based upon some criteria verbalized to the group, at a signal. The goal is to get as many people to introduce themselves to as many other people as possible. It is not designed to see how fast or successfully the group can accomplish the leaders directive. The leader needs to give the group enough time to incorporate and then introduce themselves to one another if the incorporation calls for it. It is important to keep the pace of the game rather fast. Example incorporations:Get into a group of three and introduce yourself;Get into a different group of five people and introduce yourself;Get into a group of people who have shirts that are the “same” color and introduce yourself;Get into a group of people who have the “same” or similar major and introduce yourself;Get into a group of people whose names have the same vowel come first in their first name and share your first names;Get into a group of people who were born in the same season (fall, winter, spring, summer);In your season group, arrange yourselves by birth date (month and day)Think of the last digit of your telephone number and get with every person who has the same last digit;Get into a group of ten and sing the WAZZU fight song;Get together with the entire group, link pinkie fingers, and when the whole group is together, shout “that’s another Cougar first down!”Get into a group whose home town is west of the cascades and a group whose home town is east of the cascades. Wave to the other group over the mountains. Yell out a cheer for your side of the state.Find another person who drove about the same amount of time to get to Pullman.Human Treasure Hunt:Everyone has been on some form of treasure hunt, right? So, on this treasure hunt we’re going to search for things we have within us and not necessarily on us. Our goal is to meet as many people as you can and find the similarities between each of you. If you don’t know the person(s), be sure to introduce yourself to them. Ready?Find another person who has the “same” shoe size as you;Find two people who had a test last week... tell each other what class... Or find a person who didn’t have a test but another “class assignment” due last week;Find three people who are in the same class standing as you;Find three people who live in a different type of living group than you (Residence Hall, Off-campus, Greek);Find four other people who’ve attending a WSU athletic event; Tell each other why you enjoy attending these events;Find three other people who enjoy the same type of music;Fine two other people who drink at least one cup of coffee each day and tell each other your favorite thing about coffee; or Find two other people who don’t drink coffee on a regular basis, Tell each other why you don’t like coffee (or how you avoided becoming a caffeine addict);Find another person whom you have not meet and introduce yourselves to one another.Find a person who likes to or does not like to wear baseball hats.Find a group of peoiple who enjoy the smae recretional activities (biking, swimming, watching tv, reading, playing music, etc.);Shoe GameEveryone takes off their left shoe and throws it into a pile in the middle of the circle. Mix the shoe pile for a few moments. Everyone must then select a shoe, other than their own, and find the owner. They then exchange information about themselves, such as, name, home town, living group, major, reason for joining SAC, what they hope to get out of being a member of SAC, an embarrassing moment in his/her life, a moment for which they are proud, etc.Mingling ScrabbleEach person is given a card with a letter of the alphabet printed on the card. Tell the group their task is to arrange themselves in to create words and use every letter in the group. The group can come up with many words or just a few longer words, but every letter must be used. After arranging themselves into these words, the individuals then introduce him/herself to the other people in the group. The individual’s then exchange thoughts about his/her favorite recreational activity, magazines s/he reads, etc. The group can then be directed to make new words and find new people. Be sure to include a proportionate number of vowels to the consonants. Also, go easy on the X’s, Q’s and Z’s.Quote QuestOn the other side of the cards with letters write one or two words of a famous quote. The quote may have some significance to the group’s purpose. Avoid selecting an “esoteric” or difficult quote. Also, arrange the words on the cards so each word of the quote is represented. This will result in some cards only having one word and other may have multiple words. Be sure to include all capitalization and punctuation. This will assist the group in constructing the sentence. Have the group arrange themselves in order to make a quote that makes sense. Once they have arranged themselves, have the group “read” the quote by each person speaking the word(s) in succession. This will serve as an accuracy check for the group and give each person a chance to speak in front of the group. The leader can choose to provide hints or not. By not offering hints and looking upon this exercise as an initiative, the leader(s) will receive some insights about the dynamics of the group (who are the people who exert some leadership, whose involved and who is not, how well are people communicating, how “at-ease” do people feel, etc. Hum SingerEach person receives an index card with the title of a well known song printed on it. You may want to use both sides of the card for two rounds of this game, but be sure to delineate the sides so on each round every one is on the same page. Everyone begins to hum or sing the tune of the song found on his/her card. The goal is for each person to find the other person(s) who are humming/singing the same song. Once the group is formed, students may exchange information about themselves. Concentric CirclesHave the group divide itself into two equal halves. One half will form a circle with each person facing in towards the center of the circle. The other group forms a circle inside the first and each person here faces out and lines up with one member of the outer circle. The group is instructed to move, the outer circle clockwise and the inner counter-clock-wise, while the music is playing, When the music stops, the groups stop moving. The individuals from each circle who are lined-up directly across from each other then exchange information. The music begins after a few moments and the process is repeated. What’s My FlavorStudent’s, when in small groups, disclose their favorite ice cream flavor and the reasons for the flavor being his/her favorite. This may reveal something about that person and act as a means to further conversation. What do you say to those folks who like Rocky Road, eh? Either they are really devout in faith or enjoy four-by country!?!Spool of ThreadPass around a spool of thread and instruct each person to tear off a piece. Don’t tell them why or how much to pull off. Each person then wraps the thread around his/her index finger. Everyone takes turns telling something about her/himself for each wrap of thread.M & M’sPass a bowl full of M & M’s around the room. Instruct the group to take some of the chocolate treats, but don’t eat them. Once everyone has selected the delicious candies, tell the group that they will disclose one piece of information about themselves for each M & M they took from the bowl. You can do the same thing with rolls of toilet rmation ListAt some point during one of the first meetings, have each group member fill-out a questionnaire sheet. the sheet will have questions like: If you were a shoe, what would it be and why?; What is your most embarrassing moment?; What is your favorite college memory, to date?; What is the least favorite food you experienced while at college? Without telling names, tell us a funny story about one of your roommates; If you could only watch one television show for the rest of your life, which one would it be and the reason(s) for your selection. If you could have dinner with one person, living or from history, who would that person be and what are your reasons for selecting him/her? These and other questions are answered and collected. A committee, like the membership committee, cuts the questionnaires and organizes the responses from the group by each question. At different meetings, a question is selected and brought out to the group at the beginning of the meeting (or at some other point) and the slips passed out. Each person with a slip must find the individual who wrote it, only if that person is present of course. This causes a nice mixing of the group and allows for a humorous re-introduction of the group members to one another. Later in the meeting, have people disclose their response to the group. This can provide for an energizing break to a meeting.WARM FUZZIES or FUZZ WARMIESSpider WebThe group forms a circle. One person has a skein of yarn. S/he tells why s/he enjoys the group and tosses the skein to another person. This person states why s/he enjoys the group and tosses the skein to another person. This continues until everyone in the group has caught the skein. The web formed between all of the members illustrates the individuality of the group and the ties that bind them into a group.Standing “O”Throughout the day, give a standing ovation to different members of the group. For example, winners of earlier icebreaker games. This person stands and everyone else stands to applaud and cheer that person’s accomplishments.Group HugA great activity for the end of an event. Get everyone in a circle and let them know it is time for a group hug. People join arms around shoulders and hips and “hug” the group down towards the center of the group.Hug Thy NeighborThe leader tells the group to hug the person to his/her left or right or both. This may be a better activity for a group that has bonded. People may be a little reluctant to this activity in a newly formed group.Group MassageThe group forms a circle at the end of the day when everyone is tired. The members in the circle all face one way (either left or right) so that each is looking at the back of the person “ in front” of him/her. Everyone then massages the shoulders of the person in front of him/her. Talking is encouraged. To ensure that everyone gets the type of massage they receive, have the group members turn 180 degrees and give a massage to the person who first gave the massage.TEAM BUILDERSPass the Key, PleaseDivide the group into two equally numbered teams. Arrange the teams so they face one another. Team members then join hands. This leaves two “free” hands on each team (the two people at the ends of each line). Give a single key to one of the “end” people on each team. The tasks is to pass the key from one end to the other without unclasping the hands of the team. The key cannot be passed or kicked along the ground. If the key drops, it must be picked up while all hands remain clasped. KnotsDivide the group into smaller groups of eight to ten people. Players stand in a circle and place their hands into the center of the circle. Join hands with two different people , neither of whom are standing next to you. A human knot is born! The goals is to untie the knot without letting go of hands. Be sure to be respectful of your neighbors! What you do may not be the best for them, so check it out before you work it out.Stand UpTry this one in pairs first, then groups of three, then fours and work up to the entire group. Sit on the ground, back-to-back, knees bent and elbows locked. Try to stand up without falling down. For the large group, sit as tightly packed as possible and work in unison!Lap SitPlayers stand shoulder to shoulder and form a circle. Players are all facing in towards the center of the circle. All players then turn left (or right) and face the back of the person in front of him/her. Tighten the circle and round out any corners. Place your hands on the hips of the person in front of you. As the leader counts to three, carefully guide that persons bottom onto your lap. This game requires a great deal of trust and communication. Perhaps best left for the end of the day after folks have developed a great deal of name recognition and established a working rapport.Yurt CirclePlayers stand in a circle, facing in, holding hands, and shoulder-to-shoulder. Starting with one player, have the group count off by two’s (1,2,1,2,1,2 etc.). Be sure that no 1’s or 2’s are standing next to one another. Each player places his/her feet closely together. On the count of three (or Ice Cream... chopped nuts, chocolate syrup, ice cream) the 1’s lean forward and the 2’s back. The group is supported by the “cantilever” action of the opposing forces between the 1’s and 2’s. Players need to keep their arms and legs straight. Don’t let go of hands. At first, only lean a little and increase the angle of the lean with each “creation” of the yurt circle. On the next count of three or rutabagas (carrots, potatoes, rutabagas) the 1’s lean backward and the 2’s lean forward. Go slowly and mirror your two neighbors movements. This will allow for maximum support offered to each person. It is really a cool feeling to create and change the yurt circle.Skin the SnakePlayers divide into teams of up to twenty-five members each. The teams line up single-file. Each player reaches back between his/her legs and grasps the extended hand of the person behind him/her. This chaining continues down the line. Only the first and last person in the line will have a free hand. At the signal (a count of three or something) the last person in the line will lay down on his/her back; the person just in front of the last person will back up by straddling and “walking” (more like a shuffle) over this person’s body and lies down on his/her back. The feet of this person will be next to the shoulders of the person laying down. This goes on while the entire team is still holding hands. When the last person has laid down and touched his/her head to the group, s/he gets up and “walks” forward and “pulls” the other members up. This is skinning the snake. The first team up without unclasping hands is the winner. Before the game starts, define what will happen if a team unclasps hands.Wind in the WillowsThis is a high trust activity and should be presented as an activity only after the group is sufficiently versed in spotting techniques. A group of six to eight people form a tight circle standing shoulder to shoulder. One member enters the center of the circle. This person, with hands clasped in the “ZOOM” position (arms extended and cross at the elbow, rotate hands so palms face each other, touch palms, intermesh fingers, rotate hands down and up so hands are against the chest), keeps his/her body straight and taut. S/he then leans forward allowing the members of the circle to gently break his/her fall and pass them around the circle. Please seek an informed Experiential Education Instructor for assistance with this event. If a person is allowed to fall or if members of the circle are not properly trained in spotting techniques, then physical or emotional injury may occur.Trust WalkThis is another high trust activity. The players forma line and hold hands. Everyone in the group closes his/her eyes except for the first and last person in line. It is the job of these people to keep the entire group “safe” while on the walk. The leader takes the group on a walk, a very slow walk, and the leader’s instruction must be passed down the line. The last person assists the leader by calling out feedback as to what is happening at the end of the line. This activity can be done with dyads where one person acts as the leader and the other the follower with his/her eyes closed. After a time, they two people switch roles. This can be a powerful activity for a group learning about leading and following roles in a group. Just because a person is a follower does not mean s/he is passive and “blindly” followers all of the leader’s instructions. Rather, followers have the duty to take care of themselves and those around them. This point is illustrated by the communication of the person’s needs (I need to slow down... We are in a rough spot, please stop... There is a rock right here, step over it and you are clear... There is a tree to your right, so stay on the “feel” for roots, etc.). Before initiating this activity, let everyone in the group that if they are uncomfortable with the activity that it is all right to opt out. This is especially true for folks dealing with trust issues or people who have experienced some physical injury and who want to protect it.ENTERTAINMENTSymbol CheersEveryone receives a card with the name of one of WSU’s student groups (ASWSU, RHA, IFC, ?????written on it. They must find the other people in the group with the same symbol on their card????his?new group then must make up and perform a cheer about that group.Theater SportsThis is a great way to break down inhibitions without any chemical substances... only pure fun. Theater Sports is actually a title for a variety of games, group activities, mimes, and old fashioned silliness. A concept common to just about all theater sports is “FREEZE.” Freeze is called out by a member of the audience who wants to stop the action s/he can take the place of a person acting in the “scene.” Explain this to the group and encourage them to employ a freeze when they have a great idea, someone has been “on” for awhile, or the energy of the scene begins to wain. Unless one of the participants is training for the professional stage, a person will appreciate a freeze. It is sort of like “tagging” in professional wrestling. It gives another person the opportunity to make a complete fool of him/herself and have a great time doing it. Examples of theater sports...Human Machine: One person comes in front of the group and performs some type of mechanical “operation” or movement. Included sound effects with the movement. The “operation” needs to have some type of beginning and end to the movement. The end of the “operation” allows for the next person to come up and perform another “operation” that feeds off of the first operations end movement, but is different in its nature. This allows for a third person to add onto the machine. Let people add on at their leisure and without directing. This spontaneous creation is really a marvel to watch grow. Video tape the process for great view fun later. However, there can be great benefit to show this tape when the group is facing a “creative crisis.” It can help them to remember the energy and team-work of an earlier time.Emotional Chores: Out of the group, two people select themselves as the players. These two leave the room or the immediate vicinity of the group. The group then selects three chore for the two “performers” to act out. But they also come up with a list of three emotions. The performers are called back to the group and told they will be acting out some different household chores before the group. Have one person call out one of the chores and allow the two to begin acting out the chore. After a couple of moments, have another person call out one of the emotions. Watch with great hilarity as the two performers act out common chores with a twist. Examples of chores: dishwashing, clothes washing, washing windows, doggie doo-doo scooping, hanging a picture, taking out the trash, painting a wall, scrubbing the tub or toilet, sewing clothes, dusting, putting the groceries away, vacuuming, making the bed, moving furniture, sweeping the stairs or floor, raking the leaves, and others. Types of emotions you can match with these chores are: happiness, sadness, remorse, guilt, melancholy, apathy, love, distain, loathing, joy, excitement, lustful, disgust, jovial, sympathy, mourning, and others. NOTE: when pairing the chore and emotion, seek to achieve the greatest possible contrast. An example of this would be do direct a person to act out the task of scooping doggie doo with exaltation. It is the contrast that will provide the greatest humor to this activity.Poetry Interpretation: The scene is a coffee house in Seattle’s Pioneer Square. A full house is drinking coffee and listening to various folks recite poetry. With the scene set, select four “volunteers” to participate in this activity. One will become the poet, one the interpreter and the other two (don’t tell them yet) will become interpretive dancers. Inform the poet, away form the interpreter, that s/he will recite poetry for the group. However, the poet is from the land of Gibberish and, therefore, needs an interpreter to translate the poetry into English. The poet begins to recite his/her poetry to the group. (Make sure it is total gibberish). After a bit, stop the poetry, apologize to the group for the lack of an interpreter. Bring out the interpreter and inform him/her that his/her task is to translate the poetry into English. Allow for the individual’s reaction to take effect on the group. Smooth, cajole, beg with the person to interpret the poetry. Once the interpreter has performed this task for a short time, bring out the other two folks and, as you introduce them to the audience, inform all that they will perform as interpretive dancers. These two folks will convey the message and emotions through dance and movement. Allow time for the reactions. Once the dancers, interpreter, and poet have worked awhile, allow others to freeze them out and take the place of one of these individuals.What Am I Doing: Four people volunteer to begin this activity. One of these four selects him/herself to leave the group (basically be ‘it’) so the group can plot in secret. The remaining three people come up with three different situations (the more contrast the better) they will act out in an attempt to get the fourth person to accurately describe or guess the situation or event. Examples of this might include, heart surgery, shaving a poodle, driving a race car, moving a piano, a tug-o-war match, pillow fight, pulling a tooth, having a baby, climbing a mountain, harvesting fruit, delivering the newspaper, blowing glass, .making sausages, attending a funeral et.al. The selected situation is communicated to the group and the group will act as referees. Remind the group about ‘the family’ hour guidelines as far as taste and decorum are concerned. The group spends a few moments figuring out how they will include the fourth person into the action in such a manner that allows the person the chance to figure out what s/he is doing. The group may “mime” actions and make sound effects. Absolutely no words or helpful hints, like head nods or swivels, thumbs up or down! Player’s receive their direction for the volume of applause, cheers, and general shouts of encouragement from the audience. The fun comes from the player’s attempt to discover by calling out descriptions of what s/he is doing while trying to interpret the “loudness” of the audience’s applause.AD AGENCY: Not really a Theater Sports activity, AD AGENCY is a good follow-up to theater sports activities because people are in a creative mood.. Also, the group has broken down some of the walls to interaction and have already begun to work with one another, adapting to situations, working to achieve a common task. The goals of ad agency are to foster and channel creative thinking and expression, provide the group with an tangible problem solving situation, give them exposure to and experience with identifying the audience. Break the group up into smaller groups of six to eight people. Provide each group access to a variety of supplies and props (markers , paper, scissors, tape, hats, old (clean) socks, chairs, boxes and other odds and ends. Tell each group they represent teams from a top-notch advertising firm. Their task is to develop a 60 second Public Service Announcement. Their client is Washington State University. Give each group a card with information specific to the type of message, audience and any other information pertinent to the task. An example: Increase awareness of student population at WSU as to the role and activities of the Student Alumni Connection; The PSA’s will air on locate television stations; They must meet FCC guidelines and positively reflect the WSU community; the entire team must be involved in development and production of the PSA. Another example might be: Client is SAC and the group wants to attract people to the Homecoming Bon Fire / Pep Rally / Fireworks Display; Develop an advertising plan; identify intended audience for each aspect of advertising plan; identify resources available to implement advertising plan; create and perform one of the ideas for a 60 second radio PSA spot. Another example: The client is the Alumni Relations Office and this office wants to advertise the new Student Alumni Membership Program. The intended audience is all undergraduate students, but a special emphasis is desired for the Junior and Senior classes.Give each group just enough information to get them started, but not so much information as to direct them or “give them the answer” to the problem. Give each group about 15 minutes to come up with as much for their plan, skit, PSA, or other results. Have each group then “act-out” their PSA. Let them have fun with this and try not to let communicating the results into “reporting” their findings. It would be great to video tape the PSA’s.Five ChangesHave players pair-up. Once they’ve found a partner, have them sit or stand back-to-back. While back-to-back, have each person change five things (things they can change) about their appearance. After the changes are made, have the players turn around and each try to identify the changes made by their partner. Do this one more time and see if you can identify those changes.I Love Ya Honey, But I Just Can’t SmileAll the players are seated in a circle. One person starts off as the person in the center. The center person approaches on of the people in the circle and says, “I love you honey, but I just can’t make you smile.” The object is to say it in such a way that the person will smile or laugh. If the person smiles or laughs, then, s/he become the person in the center. In order to help people feel comfortable with this activity, please no overtly sexual or demeaning actions or remarks. Use your other skills to make this person to laugh or smile.Secret CelebrityThe leader pins the name of a famous celebrity on the back of each person. Each person must then solicit information from the other members of the group in order to name the celebrity. A good activity for times when people are waiting in line.AdvertisementsSame concept as celebrity, except a variety of advertisements are used instead of celebrity’s names. This is a good one to highlight some very stupid advertisements, but it might be a good idea to avoid too many alcohol advertisements (usually full of sensitive or insensitive pictures and we don’t want to appear like we are condoning alcohol use).Symbol CheersEveryone receives a card with the name of a WSU club, group or a representation of a campus landmark. Have several cards with the same name/landmark on it. Have the group members find each other and form a group. Their task is to make up a song or a cheer for that group or landmark. Each group gets five minutes to make up their song or cheer and then a couple of minutes to perform it before the entire group. Examples: College of Science; Bryan Tower; Lewis Alumni Centre; Ferdinands; Golf Course; ASWSU; IFC; IEEE; Crimson Company; and many others.Balloon GameThe entire group makes a huge circle and puts their arms around their neighbor’s shoulders. As the music plays, they pass balloons around the circle using their legs. Start with three or four balloons. When the music stops, the person holding the balloon is eliminated from the group. As the group gets smaller, take balloons away. Eventually their will be two people left and only one balloon.ElectricityPlayer’s stand in a circle and face in towards the center. One player begins the game by doing an action and “sending it” around the circle. After each person in the circle has done the action, the next person send another action around. You can send two different actions the opposite way!Drawing On Your Mind’s EyeEveryone sits on the floor with a blank sheet of paper. The leader tells them to close their eyes and dictates to them a picture which they are to draw with their eyes closed. The masterpieces can be displayed for the remainder of the day.Quick Line UpThe leader calls out a variety of commands to the group and they line up according to the command as quickly as possible. Examples: Line up according to age; height; year in school; alphabetical by first name; alphabetically by last name; WORDLESside sideYou / Just / MeHOBAN ANANoon LazyECNALGHIJKLMNOIECEXCEPTBJAOCKXPASONEONE__________ITLALWHEATHERTIMING TIM INGT I M EABDE ED+ EDMCEMCEMCEME NTMeaning MeaningNAFISH NAFISHHE’S/HIMSELFTHHAENRGEME QUIT???Copi Coppy Copy!(HEAD)1/4sleanrevoXQQQME?er?schoolside sideside by sideYou / Just / Mejust between you and meHOhalf an hourBAN ANAbanana splitNoon LazyLazy afternoonECNALGbackward glanceHIJKLMNOWater (h to o)IECEXCEPTI before E except after CBJAOCKXJack in the box PASIncomplete pass ONEONEone on one__________ITblanketLALall mixed upWHEATHERA bad spell of weatherTIMING TIM INGSplit second timing\sABDElong time, no see ED+ EDaddedMCEMCEMCEMice without eyes (three blind mice)ME NTapartmentMeaning Meaningdouble meaningNAFISH NAFISH2 na fish (tuna fish)HE’S/HIMSELFHe is beside himself THHAENRGEhang in thereME QUITquit following me???double crossCopi Coppy Copy!copyright(HEAD)1/4sheadquartersleanrevolean over backwardsXQQQMEexcuse me?er?schoolsummer school (sum er school) DEALIt’s a ALL worldgesgPROMISESYour PaAnNtTsSheadlheoevlse\sCLOSECLOSECLOSECLOSENiRENDEVOUSght onThought thoughtCOLOWMEKNEELIGHTPERFORMANCE““iii iiiO ODEALBig DealIt’s a ALL worldIt’s a small world after allgesgscrambled eggsPROMISESbroken promises Your PaAnNtTsSants in your pantsheadlheoevlsehead over heels in love\ssurrounded by enemiesCLOSECLOSECLOSECLOSEforecloseNiRENDEVOUSghtmid-night rendevous onThought -- thoughton second thoughtCOLOWMELow IncomeKNEELIGHTneon lightPERFORMANCE““Repeat Performanceiii iiiO Ocircles under the eyesStudentConnec-AlumnitionBINGOI live in OregonI have Green EyesHotel and Rest. Mgt. is my fieldA relative of mine was a SAC memberYou would call me the “life of the party!”I know 1994’s Apple CupScorePhysical Therapy is my majorI grew-up on a farmBiology is my academic focusI own a computerI live in WSU ApartmentsI am studying Advertising or MarketingI don’t know what WWW is, or does!I don’t own a carI live Off CampusI drink only diet soda pop!My hometown is KirklandPolitically, I lean to the rightI don’t have a majorI’m on a Intramural teamI live in a SoroityI have an On-campus JobPsychology is my major Mornings are my best timeFREE SPACEOne of my parents is a WSU AlumI spent my summer in PullmanI must have my COFFEE!I know the name of WSU’s Alma MaterI am a Comm. MajorMy parent’s live in SpokaneI am a Bus. Econ, or Accounting majorI live in a WSU Residence Hall“Politics? We don’t need no stinkin’ politics!”My major is some type of EngineeringI’m majoring in EducationI have driven the N. Cascades HighwayI have an aquarium in my roomI worked at Nordstrom over the summerThe “Night Owl,” that’s meI love a good aerobic work-outI received a scholarship to attend WSUI am pretty much a couch-potatoI know all the words to the WSU Fight songI live in a FraternityI will have the title Dr. one dayI attended a “A” High SchoolWashington is not my home stateMy home town is in SW WashingtonEXAMPLE OF SEQUENCING ICE BREAKERS:I.WelcomeA.Introduce LeadersB.Give short overview of the sessionC.Options to opt out: take care of yourself; participate any way you can; offer support and suggestions if not involved in a physical activity.II.Member BINGOBlind PolygonWhat: A challenging problem-solving initiative that casts light on the team's listening skills, roles, meeting dynamics and problem-solving processes.Group Size: 10-30Time: One hourProps: One blindfold per participant; one 50 - 100 foot length of rope; video camera (optional)Objective: For the blindfolded group to form a perfect square (or triangle, or hexagon if you're somewhat sadistic ...) with the rope.Instructions:Blindfold the group, lay a rope on the ground somewhere in their midst, then cryptically tell them that there is something in their midst that they will need to find, that they will know it when they find it, and that you will give the group further instructions when each person is holding the prop. Instruct them to move slowly and with their hands out in front of them to prevent bumps. After the group finds the rope, tell them to make it into as perfect a square as they can, and that they will have up to twenty minutes to do so. Videotape the whole affair. When the group decides that it has made a square, they can remove their blindfolds and check their work. Total time to this point is 30 minutes.Pop the tape into a VCR and play it back for the group, pausing it at points and inviting participants to observe and point out significant aspects of their group process. Debrief time is 30 minutes for a total of one hour.Facilitator Notes:This activity is challenging - expect some resistance or "checking-out." POSSIBLE USES: ASSESSMENT / OWNERSHIP OF ISSUES: When used at the beginning of a training day, have the group identify the strengths that they observe and the opportunities for growth. Depending upon the group's performance, can also be used at the conclusion of training to note improvement. SKILLS PRACTICE: Can also be used following classroom training as skills practice on identified areas for improvement. In this activity, the group must 1) hold a meeting, 2) problem-solve, and 3) make a decision, so it is most appropriate as part of any of these trainings.FrenzyWhat: A relatively quick initiative that highlights the value of cooperation rather than competition.Group Size: From 8 - 20.Space Required: a large, relatively flat open space at least 30 feet square.? Works indoors or out.Time Required: 20 minutes.Props Required: 5 Hula Hoops and 60-70 tennis balls.Setup and Objective:?Arrange 4 hula hoops on the ground spread out from each other at the four corners of an imaginary 25 foot square; place with the one in the middle (imagine the dots on the five side of a dice). Place all tennis balls? in the middle (neutral) hoop. Divide into four even teams? See the activity write-up for Categories for creative and fun ways to divide into teams -- AVOID having 4 captains pick their people (were you ever picked last?? I was ...).? Have each team pick a hula-hoop and stand by it. Explain the object of the game: each team is trying to place all of the tennis balls in its hoop; once you have all the balls, you win. Rules:There is no throwing or tossing of the balls. All the balls must be out of the middle before you can take them from others hoops. No defending the hoops. Facilitator Notes:Play will last for 3-5 minutes, at which point the participants will be out of breath and no nearer to winning.? Signal a pause and ask them to regroup with their teams and strategize for two minutes.? One group or another may come up with the creative solution (see step 3 below); most groups, however, will try to position the people "strategically," plan for faster ball transfers, etc.? After two minutes, signal time, have them return to their starting positions, the Ready, Set, Go. After another fruitless 3-5 minutes, participants will still be no nearer winning and starting to become a little frustrated.? Signal another pause, and ask them to circle up as a group and perhaps "learn from each other."? This will usually produce better results; if they need prodding, restate the object of the game and the rules.? Some person will think to suggest that the groups work together; another might ask if the hoops can be moved (YES).? In either event, you know that the group is on the right track. With some planning and thinking about what you've told them, they should realize that the only way to win (other than all of the other groups agreeing to lose -- not likely) is for them all to win, i.e., place all of the balls in the middle hoop, then place their hoops around the balls. This activity and processing can be enriched by creating team identities which match your population; if you're facilitating a corporate group, you might have a "design team" and an "engineering team," a "management team" and a "union team."? Likewise, if you're facilitating a school group, you might have "Preppies," "Jocks," and "Headbangers" (am I showing my age?).? Be creative. Human OverhandWhat: An initiative where the key is "vision."Group Size: Small groups of four; as many small groups as your space and skills can handle.Time: One hour (it seems like this should require less time, but it has almost always taken the full hour).Props Required: Three four-foot lengths of rope per small group.Objective: For the group to tie an overhand knot in the middle section of rope without anyone releasing their ropes.Activity Instructions:Distribute the ropes, and demonstrate an overhand knot (the kind that you start tying your shoes with ... half of a square knot ...); have the group practice the knot with you a few times to make sure that they understand what an overhand knot is.Now instruct the group to face you and grab on to the end of someone else's rope so that they form a connected line - not circle - with a rope connecting each person. To truly belabor the point, the human configuration should be person-rope-person-ROPE-person-rope-person.Why the caps in that center ROPE? Because that is the rope in which the group must tie an overhand knot without anyone letting go of the ropes that they are holding. Simply instruct the group to tie an overhand knot in the center rope without anyone releasing the ends that they are holding and step back.That's it.Facilitator Notes:This activity is challenging - folks will ask you several times if there are any "tricks" involved. And there aren't any. The "trick" if you will is simply for the group to consider themselves as one long rope, to get a clear picture of how an overhand knot is tied, and to follow through based on that vision and understanding. If a you have several small groups and any one finishes early, you can ask them to assist other groups by coaching, observe other groups and notice the dynamics for the debrief, or ask them to tie a figure-eight knot in the center rope (and let me know how it goes - I haven't tried that one myself!) KeypunchWhat: a problem-solving initiative, much more challenging to accomplish than it seems from the instructions. Group Size: 10-30Time: 45 minutes.Props Required: one boundary rope approximately 50' long, 30 rubber spots (or carpet squares or paper plates) numbered from 1-30, one cone.Setup: Before the group assembles, form a rectangle on the group with the boundary rope. Spread out the numbered spots within the boundary rope so that consecutive numbers are spread far apart from one another. To the casual observer, these should seem to be placed in a seemingly random fashion. This will form your keypad. Place the cone as a starting/ending point approximately 10 yards away from the keypad.Activity Instructions:With your group assembled and standing behind the starting point, explain that a terrible computer virus has infected the main computers at the IRS and that this group of computer experts has been hired to disinfect the system (someone will ask "For the IRS ... why?" Be creative). In order to disinfect the system, the team must enter the "restricted area" (anywhere beyond the starting cone, press the keys (spots) on the keyboard (anywhere within the rope boundary) in sequential order from one to 30, and get out of the "restricted area" in less than 30 seconds, with the following two stipulations: there may only be one person actually contacting the keyboard (i.e., the spots and/or the spaces between the spots, anywhere within the rope boundary) at any one time. Should two or more individuals be contacting the keyboard at one time, the board is "fried" and the group must begin again at number one. Time, of course, continues. Keys must be touched in order. If any keys are touched out of order, the board is "fried" and the group must begin again at number one. Time, of course, continues. The group has a total of four attempts to disinfect the computer, time for each attempt beginning when the first person in the group moves past the starting cone on their way to the keypad and ending when the last person arrives back at the cone. At the end of 45 minutes, the computer will crash irrevocably with the terrible consequence that all of the money from everyone's pay check will automatically be withdrawn (or something like that). You get the picture - the group has a 45 minute time limit from NOW. Facilitator Notes:The first attempt will be much longer than thirty seconds as the group has not even seen the keyboard up to this point. Successful groups often use either the first or second attempt to truly study the situation and attempt multiple solutions while letting the clock run. Key turning points for the group: they realize that all can be involved rather than just one person; that they can touch the keys with hands as well as feet; most significantly, that they can slow down and use one of their attempts to study and practice.? (Don't tell them this; this is for you to know and for them to discover ... but you knew that, right?) Key team skills: making sure all ideas are heard; involving all members in the process and solution; solving a problem under pressure. Limited SensesThanks to Becky Baum of the Whitten Group, Inc. for this submission.What: An initiative that focuses on communication and leadership dynamics.Group Size: from 8 on up.Time: 30 minutes.Props Required: One blindfold for each participant.Objective: For the group to line up in numeric order without talking.Activity Instructions:Create a clear space in a large area with adequate safety procedures (I like to have several participants or co-facilitators act as buffers). Give each participant a number, instruct them not to share it with anyone, and then blindfold each participant. Tell them that they are not allowed to talk. The goal is to put themselves in numeric order without seeing or talking. The real interesting part is that you do not give the participants consecutive numbers. Skip around with little regard to the pattern, for example 1,2,3, 5, 8, 9, 10, 14, 17, 18. You should always have a one and the number that represents the number of participants in the activity.Ask for questions. Ready, set, go!Facilitator Notes:Frustration will occur when participants use various methods to communicate, foot stomping, tapping, etc. without finding the missing numbers. You will see some participants give up. After some time, tell the group that there are some missing numbers. You will see leadership emerge, and watch how fast they get it together. Can debrief as leadership or communication or problem solving. TalismanWhat: A difficult, physical problem-solving/teambuilding activity for high performing teams. Group Size: From 8 - 20.Space Required: a large, relatively flat open space at least 50 feet in length.? Large conference rooms work well -- football fields are even better!Time Required: 1 hourProps Required: Cones or other markers to designate the start and finish lines; some easily-recognized prop to be the talisman -- a rubber chicken is the best!Objective:? For the group to move across the poison peanut butter from point A to point B given the following restrictions:You must have the Talisman physically with you as you cross; Each person may only use the Talisman one time going one way; and The Talisman cannot be thrown or tossed. Facilitator Notes:This activity is mentally and emotionally challenging - expect frustration, "start-overs," and other signs of stress.? Be very deliberate about your goals and your group - while chaos is not necessarily a bad thing (see Peck's The Different Drum), you wouldn't want to throw folks there on a whim. This activity is physically challenging - a correct solution will have at least one person "carrying" two other people across the peanut butter.? Make sure you check in with folks beforehand about any low back, knee, etc. issues and monitor appropriately. NON-COMPETITIVE GAMESTIPS ON FORMING A CIRCLE:Ask participants to form a fingertip circle. Bend the arms, putting the hands at shoulder height, then turn the palms away from the shoulders. Join fingertips with the two participants on either side. This puts just the right amount of space between players! COOPERATIVE MUSICAL HOOPSThis has the same basic rules as the traditional game of musical chairs except no one is ever out. Spread hula-hoops on the floor and play lively, fun music. As you remove the hoops, let the group know that no one is out. Let them figure out that they must share the hoops in order to remain playing. It's fun to see how many people can share a hoop. PEOPLE TO PEOPLEEveryone has a partner except for the leader. The leader chants body parts for partners to touch. For example: "head to head" or "elbow to elbow." After doing a few of these the leader calls out "people to people," at which time everyone, including the leader, must find a new partner (thus there's a new leader). The game continues in this fashion. GROUP JUGGLINGPlayers form a circle. The leader gives each member a number. Consecutively numbered people should not be near each other, but across the circle from each other. The players must then toss a ball starting with person #1 up to the last numbered person who returns the ball to person #1. As the players get used to the pattern with one ball, add another, and another, etc. For smaller children, whose coordination is still developing, use stuffed animals to toss. Lower elementary children can use medium to large nerf balls, while junior high and above can use tennis balls. Another variation for older kids: when doing multiple balls, use balls of different sizes and/or texture. HOOP CIRCLEHave players form a circle and join hands. The leader has a hula- hoop resting on his arm (and is holding hands with those beside him/her). Without breaking hands, the leader must pass the hoop to the next person and it continues around the circle with each player stepping into the hoop and then over his/her head and on to the next person. Once this concept is learned, see if you can get two players through the hoop together, then three and so on. Some little kids have actually gotten five in at a time! MOONBALLPlayers begin by forming a circle. Toss a beach ball or balloon ball (balloon with cloth cover) into the circle and see how long the group can keep the ball in the air (count number of hits). If the ball hits the ground, start again and try to improve your record. Help teach problem solving: When the ball hits the ground, ask the group what they think will help them do better. Then try their suggestions. ZOOMHave players form a circle. Players must get in the zoom position (leaning into the circle, one foot in front of the other, both hands on the front knee) - "assume the zoom." Begin by passing the word "zoom" around the circle (verbally). You can't "pass" the "zoom" until you've received "it." Record the time it takes to get the word all the way around the circle. Ask for suggestions on how to improve your time. Try to beat your previous time. Incorporate any reasonable suggestions. ALL ABOARDThe goal is to get a group of twelve to sixteen people on a two-foot square platform without anyone touching the ground. Rules: Each person must have both feet off the ground. Everyone in the group must remain on the platform for at least 10 seconds. Participants can not lay on top of each other, forming a dog pile, as a solution to this activity. Variation: use hula-hoops instead of platforms. What’s Up?Pair up students, sit facing each other. “What’s up?’ where are you right now as you arrived from the outside work? What are your thoughts, feelings, etc. that you would care to share with your partner? Student with longest hair raises hand, points to the person in front of them, and says, “You’re first”.Give 30-60 seconds. Have partners repeat back to the person who shared what they ‘heard’ this means what they said as well as their tone, their body language, facial expressions, etc. 30 seconds. Switch and repeat. ................
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