University of California, Irvine



University of California, Irvine

Mathematics, Engineering, Science Achievement

MESA Schools Program

Icebreakers /Team Building Activities

CATCH ME IF YOU CAN~

Players should be paired up. All players divide into two lines (facing in) shoulder to shoulder, with partners facing each other. Participants should be given approximately 30 seconds to look at their partners, taking in all details about the individual. The leader then instructs the two lines to turn and face away from the center. One or both lines have 15-20 seconds to change something about their appearance (i.e. change a watch to different wrist, unbutton a button, remove a belt, etc.). The change must be discrete, but visible to the partner. The players again turn in to face each other and have 30 seconds to discover the physical changes that have been made. Players get to interact with each other and have fun!

SOLEMN AND SILENT~

The instructor explains that this exercise will take self-control. Members pair back to back. On the count of three, everyone must face their partner, look each other in the eyes, and then try to remain solemn and serious. No speaking! The first to smile or laugh must sit down. All who remain standing then take a new partner and the activity continues until only one person has not smiled or laughed. (Second round of playing can involve two teams competing to outlast each other.) If you get a pair at the end who are both keeping a straight face, the rest of the group can act as hecklers to disrupt them.

STINGER~

Have the group form a circle and close their eyes. Facilitator circles the group and selects a "stinger" by squeezing an individual’s shoulder. The group then opens their eyes and spends time introducing themselves to others while shaking hands (and trying to spot the stinger). The stinger tries to eliminate everyone without getting caught. The stinger strikes by injecting poison with their index finger, while shaking hands. A person stung may not die until at least ten seconds after they are stung. The more dramatic the death, the better! When someone thinks they have discovered who the stinger is, they may announce that they know. If the person is wrong, then he or she must perform a dramatic death. The winner of the game is the person who can correctly identify the stinger or the stinger himself or herself.

ANMIMAL SCRAMBLE~

Think of animals that make an obvious noise. Whisper in the ear of each participant the name of an animal. Make sure to tell them to keep it a secret. Be sure to give each animal to at least three or four participants. The participants are to close their eyes and attempt to find the rest of their kind. But, there is no talking allowed. They must make the noise of the animal.

CATCHING THE DRAGON’S TAIL~

A dragon is formed by grouping participants into a long line. Each participant is to place his/her hands on the shoulders of the person in front of him. The first in the row is the dragon’s head. The last in the row is the dragon’s tail. Until the signal GO, is given, the dragon must be in a straight line. When the signal is given the head runs toward the tail and tries to catch it. The whole body must move with the head and remain unbroken. If the head succeeds the game may either begin again or he may become the tail and the next in line is the head. If the body breaks before the head catches the tail, the head becomes the tail and the next in line is the head.

HUMAN KNOTS~

Divide the group into groups of 8 to 10. Have each person join right hands with another person in the group NOT standing to their immediate left or right. Now they must join left hands with another person NOT standing to their immediate left or right and someone other than who they are already holding hands with. Now they must untangle themselves without letting go of each others hands. There are four possible solutions: 1) one large circle with people facing either direction; 2) interlocking circles; 3) figure 8; 4) circle within a circle.

GET UP AND GO~

A Notre Dame favorite. Everyone sits in a circle and one person is picked to be the first person "in the middle." The person in the middle says "Get up and go if you... (and then describes something he/she has done/likes)". Then, everyone who has shares the same experience/opinion/feeling as the person in the middle has to get up out of their chair and switch seats with someone else. The last person standing without a seat is the new person in the middle, and the activity repeats itself.

LAUGH TEMPTATION~

This probably works better for a class of 7th or 8th graders. The person who is "it" sits in the middle of a circle. The others can talk amongst themselves until IT says "MUCK." Then no one can speak or laugh or turn away from IT. IT tries to make the others laugh, but cannot touch anyone or leave the circle. The first person to laugh becomes IT.

MOVING NAME GAME~

Form one big circle. Have everyone think of a series of motions that coordinate with the number of syllables or beats in their name. It doesn't have to be anything elaborate, just distinct and easily repeatable. Then go around the circle with each person saying their name and showing their movement. The group will repeat the person's name and movement. You go to the next person and they share their name and movement, but then you go back to the first person and the group repeats their name and movement as well as the second person's. Then the third person goes, and the group repeats the first and second person along with the third's, etc.

SYMPHONY~

Have the group stand in a circle. First person begins with a sound, that they then keep repeating. The next person adds their sound to it, until each person is contributing their own "instrument" to the symphony. You then reverse order, until the person who started is the last one to stop.

LAP SIT~

Have everyone in a circle shoulder to shoulder. Have them turn to the right, and get close to each other (very close). At the count of three, have them sit on the legs of the person behind them.

RAINSTORM~

The facilitator in the center of the circle directs, rubbing his/her hands together and turning slowly toward everyone in the circle. Everyone should imitate the facilitator as s/he faces them. The facilitator completes the circle eight times in this order: the first time, turn around lightly rubbing your hands together, the second time snap your fingers until you have completed the circle again, the third time slap your thighs, the fourth time slap thighs and stamp feet, the fifth time return to just slapping your thighs, the sixth time, back to snapping fingers, the seventh time back to rubbing your hands and finally turn in silence. The rainstorm is over.

FOLLOW THE LEADER~

The group leader asks the participants to form a circular seating arrangement. When the participants are seated, the trainer explains that since this exercise is designed to help them become better acquainted with one another, the group members are first to think of something they enjoy doing. The group leader then solicits a volunteer to begin the activity. The volunteer is to say his or her first name and then mention some activity or pastime he or she enjoys. The person to the volunteer’s right is to repeat what the volunteer has said and then add his or her name and favorite activity. The next person repeats what the others have said and adds his or her personal information. For example: “His name is David, and he likes to eat; her name is Sarah, and she likes to read; and my name is Ann, and I like to sail.” Group members may, at any time, help a person who has some difficulty remembering a particular name or activity. The exercise continues around the circle until the last person (or the trainer) has repeated all of the names and activities and added his or her name and personal information.

NUMBER GROUPS~

The trainer tells the group members that they will be taking part in an exercise that demands quick thinking. The group leader begins the activity by explaining that when a number is called out, the participants must form groups that contain the number of people. The numbers are to be called quickly, and the participants must move rapidly to form their groups. For example: “Form groups of 4…form groups of 7…form groups of 4.” If a person cannot find a group, then he or she is taken out and is responsible for calling out the next number. The exercise continues for 5 to 10 minutes or until you are left with one participant.

HA~

This exercise asks the participants to pass the word “ha” around a circle. The trainer first asks the group members to form a circular seating arrangement. When the participants are seated, the group leader explains that the object of this game is for the participants, without laughing, to pass the word “ha” around the circle. The trainer then designates one participant to be the head of the circle. That participant begins the game by saying “ha.” The person sitting to his or her right must repeat the “ha” and then say another “ha.” The third person must say “ha, ha” and then given an additional “ha.” The game ends when all of the participants, trying not to laugh (a virtual impossibility), have repeated the “ha's” that preceded them and then added their own “ha.” Best suited for a group of 20 or fewer for approximately 5 to 7 minutes. The trainer may use another word in place of “ha.” For example: “yuk,” “har,” or "tee hee.”

HULA HOOP RACE~

Students are divided into groups and each group is given a hula-hoop. One student puts the hoop around his/her arm and all the team members lock arms. When the activity supervisor says “GO” the students have to quickly maneuver their bodies through the hoop and pass it to other team members without letting go of each other’s hands. Once the hoop reaches the student who first began the race, if time permits, the hoop may be sent in the opposite direction. If they are successful then another hoop is introduced.

SAVE THE TOILET PAPER~

The students are divided into teams and they stand in lines. When the activity supervisor says “GO” the first person in the line has to pass the TP from above his shoulder to the person behind him and this second person has to pass the roll to the person behind him/her from between his/her legs. The third person will pass the roll from above his shoulder to the fourth and so on. This is a race amongst the teams but as the students hurry they must not tear the toilet paper, by doing that they will be disqualified. Once the toilet paper reaches the last person it must be passed back all the way to the first person who started the race. In doing this, the method of passing the roll (either from between your legs or over your shoulder) is reversed.

HEARTBEAT~

Students form a large circle and hold hands. Like the veins that carry blood in our body, each student is critical to the success of this “heartbeat”. A student is selected to begin the activity. Silently, the student squeezes the next student’s hand and so on until the heartbeat has completed an entire cycle through the group. Once the group is comfortable with the activity, start to time the length of the activity, then select two midpoints opposite each other and hold races, clockwise and counter-clockwise. This works to have students relax before or after an activity.

WALL OF FIRE~

You will need a rope tied between two trees or posts at a height of about 3 1/2 feet. This activity can be conducted best with no less than five participants. It is advised that this activity not be conducted with more than twelve participants at a time. The objective is to safely move all team members from one side of the firewall to the other side. Switching of sides is done from over the rope without touching it. If you touch the rope then you have been consumed with the fire.

M.E. soc~

You will need 4 stakes to use as the goal post, which should be 15’ apart. A rope is then tied to the top of the stakes. The teams are interlock arms across a line that is also the goal the team must defend. The team must attack and defend at the same time. Goals are only scored if the soccer ball is kicked underneath the rope not over it. A time limit should be established in order to encourage active participation. This activity is suitable for groups of four and up.

STEPPING STONES~

The members must travel successfully through an obstacle course. Their means of transportation are by blocks of wood. The blocks are 10 inches long by four inches wide. The team will be provided one block less than the total number of participants. If during the course any team member falls off their block, one block will be removed and the team must finish the course. This is the real challenge! Transport your entire team across no matter what.

BALLOON WALK~

Students are lined up in a single file line and are instructed to place a balloon between them and the person in front of them. The team must walk a designated route without dropping the balloons. Added challenge: place the balloons shoulder to shoulder.

DEAD PRESIDENTS~

Group members must partner up and lock arms with another person. Arms must remain interlocked at all times during the activity. Students must choose between two roles, the president or the bodyguard. The president must keep his/her eyes closed at all times. She/he is the only person allowed to fire ammunition (splash balls) against other presidents in order to eliminate them. Once a president is hit 3 times that team is eliminated from the game. The bodyguard’s job is to protect the president from being hit. He or she is also the only person who can pick up ammunition and hand it to his president. Space should be limited for this activity in order to keep the game moving quickly and allow for more action.

BOARD RELAYS~

Holes are to be drilled into boards in pairs. The number of holes depends on the number of students you want participating at a time. A board six feet long fits four or five students. The nylon rope should be cut so that the student can lift the board. Teams of four compete against each other in a relay. Team members must have one foot on each board and use the rope to pull the board up. Members must move together in order to reach the finish line first. If any member falls off the board they must start over from the beginning. To increase the difficulty of the race, create an obstacle course.

LIFE BOAT~

Students are on a 4x4 square tarp. The tarp represents a lifeboat. The students have boarded the lifeboat from a sinking ship. Unfortunately, the lifeboat is taking on water and they must flip it over to empty the water out. There are hungry sharks in the water hoping that someone will step off the lifeboat and provide them with a tasty meal. The students must flip the boat over without having any of the students fall into the water.

TRUST~

All but one participant must line up facing each other. Their hands should be in a secure grasp with the forearm of person in front of them. Their standing positions should be that of their feet at least shoulder length apart and one slightly in front of the other. One participant is selected or volunteers to go first. This person then stands on a platform and crosses their arms across their chest. The rest of the group asks the student if they trust their team. After a positive response and verbal encouragement from the team the volunteer lets themselves fall back first onto the arms of his or her fellow team members. Everyone in the group must complete the activity.

WATER RELAY~

You will need two milk containers, four trash cans, two six foot long poles and two or more blind folds.

The first two students are blindfolded then their task is to locate the milk container between the poles, to fill the container with water and walk it over to an empty container. The water is then to be emptied into the container. The pair then walks back to the starting position and the next two students are blindfolded and continue the same task. Since the participating team members are blindfolded it is up to the rest of the team to navigate them towards their destination. Warning other team members cannot touch the carriers, all communication must be verbal.

DUCK TAG~

Group members are asked to partner up with someone they do not know well. The partners will then be given a Chinese jump rope, hula hoop or other item that can be placed around both members to keep them bound together. The partners must stay together at all times. Once team is asked to volunteer, that team will then start the game by singing (loudly) “Row, row, row your boat,” once they finish singing that song the tag game begins. The group that is “it” must use the predetermined item (in this case a plastic duck-hence the name) to tag another group. When another team is tagged they must stand still and also sing “Row, row, row your boat,” before the game can continue. If a team breaks the rope, that team is disqualified from participating in the game. Space should be limited for this activity to move quickly and allow for more action.

BIRTHDAY LINE-UP~

Team members are to remain silent during this activity. The team is instructed to line themselves up by birth date, month and day. The group members will try to communicate with each other using fingers for counting and wide variety of gestures. Allow the group time to complete the task and then check the accuracy of their work. (Optional: use blindfold, or have students close their eyes)

LIFE FACTS~

To play Guess -the-Fib, students state two true facts and one fib. In turn they each announce the three statements to their teammates, trying to fool them. Teammates come to consensus as to which one they believe is the fib. If the teammates are fooled, they guess between the two remaining possibilities. Variation: Students tell either a believable lie about themselves or reveal an unbelievable truth. It is up to their teammates to state whether they are hearing fact or fiction.

MAKE ME SMILE~

This is a group competition. Instruct competing teams to form two relay lines facing one another. The first participants in each line step forward and attempt to make each other smile by using facial gestures and body language. Words may not be exchanged. The first person to break a smile as determined by the advisor is out of the game. The winner of that round moves to the back of the line. The next pair of students move up. The game continues for a predetermined amount of time or until one team loses its players.

ARCH BALL~

Players (10-30) are divided into two equal teams. Each team forms a line, one in front of the other, about arms distance apart. The ball starts in the front and must be passed over head to the back of the line. When the last person receives the ball, he/she must run with it to the front of the line and continue passing the ball. The first team to return the ball to the original lineup wins.

BALLOON TAG~

Tie strings to the balloons and then tie one balloon to each person’s ankle. It is every man/woman for him/herself in this one! The object of the game is to pop everyone else’s balloon while making sure that yours does not pop. Once your balloon pops, you’re out of the game.

BIRD HUNTER~

One player is the hunter and birds. The hunter throws a ball at the birds, which may run freely about within the boundaries determined by the players before the start of the game. When the birds are hit with the ball, they become dogs and help the hunter by recovering and throwing the ball to the hunter. The hunter is the only one that may hit the birds. The last bird to be hit becomes the hunter for the next game. (To distinguish between dogs and birds, have the dogs got down on their hands and knees and the birds flap their wings.)

BLOB TAG~

This is a great game to play with other groups. First establish the boundaries and pick one person who wants to be it. This person is the beginning blob. That person now chases people and everyone that he/she tags grabs onto the person who is it (grab their hand). As more people are tagged the blob will grow bigger and bigger as you can split it into smaller blobs if you wish. The last person tagged is the winner.

CAPTURE THE FLAG~

The playing area is divided in half; at each right-hand rear corner is a rectangle that is known as the jail or prison. The group is divided into two teams. Each team should decide where to place their flag on their side of the field. The object of the game is to get the other team’s flag. 0nce the game has started, anyone who steps over the center of the line into the opponents half is eligible to be caught and taken to prison. A player must get through the enemy lines without being tagged and can touch the prisoner hand. (The prisoners can line themselves up by holding hands and stretching towards the centerline as long as one person is still holding the goal or in the jail area.) If rescued, both the prisoner(s) and the rescuer must walk back to their side with their arms up. To win the game, a player must get the flag back across the mid-line of the playing area. If a player has flag and gets tagged, the flag can either go back to where it was or be dropped where the person got tagged. That player goes to jail. Teams may have only one person protecting the flag.

CLAM FREE~

Start by defining the boundaries of the playing field. One person volunteers to be the “nuclear reactor” and activates him/herself with a Frisbee or nerf ball, preferably Day-Glo. The rest of the participants are clams and signify that by being as happy as possible. The object of the game is for the “nuclear reactor” to contaminate all the clams by tagging them with the Day-Glo device. Once contaminated, the clams become frozen in place. As the reactor chases and tags the clams, it would appear to be doomsday is just around the corner- at least for the no longer happy clams that are being zapped by one another. There is hope, a frozen clam can be defrosted if two mobile clams manage to link hands around the frozen clam and say “Clam Free.” And if seven clams linked up together in a circle they can deactivate the nuclear reactor forever.

LOOSE CABOOSE~

Groups (trains of 3-4) depending on the size of the group are made up with the individuals lining up behind each other forming a train. The game is a tag game. Two people are designated as it and two are the loose caboose. The object of the game is for those who are it to tag the players who are the loose caboose. The loose caboose however can avoid being tagged by hooking onto another train. Once a player hooks onto the en, the first player in the train then becomes the loose caboose. The train can also try to avoid being hook onto. Once a player has been tagged, they become it, and the person who was it is now a loose caboose.

SPUD~

One person is picked to be it. All of the other participants are given numbers. The person who is it will throw the ball into the air and call a number. The person whose number is called retrieves the ball, while the others scatter about. As soon as the person whose number is called retrieves the ball, he/she shouts STOP! Everyone must freeze in their places while the person with the ball is allowed to take three steps and throw the ball at whomever they think they can ht. The person who is hit by the ball is now it, and gets a letter (S-P-U-D). The whole cycle starts over again. If one person gets all four letters (S-P-U-D), the person is taken out of the game.

CHALKBOARD SENTENCES~

This exercise asks the participants, working in teams, to race against one another to formulate a sentence to which each team member has added a word. The facilitator begins by explaining that the participants will be competing to see which team is the first to complete a group’s sentence. Next, the participants are asked to divide into two teams. If the group contains an uneven number, one participant may compete twice. The group’s leader sets up the blackboards or newsprint for each team. The teams then are to line up ten (10) feet away from their board. After giving the first person in each teams line a piece of chalk or marker, the leader explains the rules of the game. The rules are as follows: Each team member is responsible for adding one word to the sentence. The players take turns and go to the end of the line. (The sentence must contain the same number of words as the members of the team.) A player may not add a word between words that have already been written. The group leader may wish to process the activity with a discussion on the most serious aspects of the exercise (i.e the value of anticipatory thinking, the individual cooperating in a group tasks, etc.)

KEEP IT UP ~

The players form two or more teams with 10-12 player on a team. Each tem gets into a circle. Each team is given a volleyball (or similar type of ball of any size.) The players attempt to keep their ball in the air the longest. When a team wins, they earn a point. The team with the most points wins. DO NOT allow the players to catch the ball during play. NOTE: to vary, change the way of scoring…say the all must be hit in order of the participants in the circle.

PRUI~

The purpose of this game is to integrate group members and build trust and communication. Have each player take a blindfold and spread out on the floor. Ask those who feel comfortable to put their blindfolds on. Explain that you will tap someone on the shoulder; that person will be the PRUI and will take out his/or her blindfold. (None of the other players will know who the PRUI is.) Everyone will mingle around slowly (with bumpers up). Each time a player bumps into someone, they should shake his/her hand and ask Prui? If the person says Prui, they are not the Prui. If the person does not answer you back, they ARE the Prui. Once a player finds the Prui, he/ or she should join hands with him/ or her, they should NOT respond, so the person knows to join the Prui as well. Everyone will continue mingling around until they find the Prui chain. When everyone has joined the game is over.

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