TeamBuilding manual.pdf

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    Cuprins manual BDT

    . Introducere pag.2

    2. Indoor:2.1. GTKEO pag. 7

    2.2. Icebreakers pag.10

    2.3.Energizers pag.23

    3. Outdoor:3.1. GTKEO pag.25

    3.2. Icebreakers pag.28

    3.3. Energizers .. pag.40

    4. Indoor & Outdoor games pag.46

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    1.INTRODUCTION

    Team Building role manual:The handbook is designed to encourage team work, help the team members learn to

    listen, give suggestions to other people and lead them to engage in planning that was

    accepted with recommendations of others and fairness in dealing with all of the other

    members.

    The manual also helps team leaders to achieve the objectives followed. Here you will

    find how to motivate the team while maintaining high efficiency. For this

    team leader should follow two main things: first off you measure

    system performance and feedback processes in which team members must

    participate actively. Thus, the team continues to develop within each department and

    AIESEC in general, but the projects and working steps. The second thing is

    rewarding aspect of your system (R & R), which should take into account both

    individual efforts, as well as that of the team. Members meet frequently to deal with

    departments that operate and look like AIESEC is an organization with a common

    goal...

    The team leader should offer that those who coordinate can be

    involved in many projects AIESEC is taking in advance. Therefore the encouraged

    team members must take their responsibilities more and more rewarding as having

    such.

    Another utility of the manual would be to help find and solve

    existing problems in a team if they can not be prevented.

    There are several indicators that can show early signs of there maybe being something

    wrong with

    some team members: not consistently meeting deadlines, your goals are not achieved

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    as a team and its members to blame each other for delaying completion of

    projects or tasks for the discharge sites. Division into subgroups of members

    team may be one of the signs that something is wrong. Perhaps lacking

    "Foundation" of trust necessary to build a team. There are three types of

    trust, contractual (You do what you say), related with communication (availability of

    provided feedback, positive or negative, in an open and honest manner) and related

    competent. It often happens that one team member was not convinced that someone

    can handle a project better than him, preferring to take the whole workload.

    Subsequently, complaining that the tasks are not divided equally. To avoid those

    events, there must be an essential element, trust is the element that keeps

    cohesion in a team. For AIESEC it is common practice team building, be it

    on projects, departments or even locally.

    2 The team must be aware of the four development levels

    The development levels are: trening, involvement, rate-seting, activation. All the people

    needs to understend that the team will progress, but also the team could pass bad

    times, depending by many variables like: a old membre leaving or another changes

    which the team is going through. Ask each membres: in which development level does

    he think that is and what are missing for promote to the next level.

    3.You have to take the team pulse

    This think could be realised in two diffrent ways.First, you can make a small initialsurvey which show up the way which membres see the connection with each other. Thesurvey must show up trust betwen membres, dedication, communication and the way

    for pass over the problems. In fact, this first procedure consists in interactingconstantly with the membres with a view to get their perception, the priority of team orthe priority projects. Anohter way to take the team pulse is susteineing a periodic andopen descussion about what it is happen whit the team. This conversation are good forthe team communication.The feed-back is also a way for takeing the team pulsebeacause it help to know the team dissatisfaction.

    4. Evaluating membres

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    For detect a way for evaluate the membres behaviour it is an importan operation

    attempt to build the dream team. This exercice put in the light all the preferences and

    contributions for each membre.In this way they get more information about team which

    help them adapt and work more efficient with the other membres. For most people this

    kind of evaluation and knowledge its benefit for their communication with people around

    them.

    5. The team establish her own rules

    For establish a internal rule the team cant wait for a problem occured.A kind a

    regulamant of internal order made for her own membres must points out all the rules

    and limits which are accepted. This document ravel what the team expects from each

    membre, what its intolerable and what isnt. Of course such a regulamant its not

    chiseled in stone it could be changed by the team membres based on them necessities.

    All the membres must know the regulamant and understent every rule in order toaccomplish its amendments.

    6.Trening of skills for communicate

    When its time for recruitment, Aiesec must be sure that each person has skills for

    communicate. These would be necessary circumstances for having a good and

    permanent communication in order to avoid the problems and conflicts and, if the

    problems come, solve them.The teams when there are such communication are the

    more efficient and productive, because the membres dont lose time for impede others

    to do their job. It looks like staff training and experience its only half from the value of a

    team, the other half consists in their friendship and skills to communicate whit the

    people around them.

    For choose the right people, Aiesec should use games and psychological tests which

    help it to descover the skills and behaviour membres.

    2.1.3 666 Of course, Aiesec, like any other team has also problems. There are 6

    methods for solving or avoiding the troubles:

    1 Direacta approachProbably the best method for solving a conflict its the direacta approach beacuse it is

    focus on particularities of each situation. The big the conflict is the more objectivity it

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    requires. If the critics or complaints must by telled , those should done with carrefull

    dont upset the people involve. This method is based on solveing the problems which

    come, step by step, and this thing do in such a way as the people involved in conflicts

    wiil be involved finding sollutions.

    2 The negotiation

    This method are good enought to be used when the people involved in conflict want to

    solve it, but their are not able to fiind common sollutions.Usually, this methode involves

    a third person who gives his suport for fiind a compromise accepted by everyone.

    Finally anyone will be contented by the result, but they shake their hands and the

    problem would disappear

    3 Recall rules

    This method is very used in case that one or many membres of team dont involve in the

    projects. Obviously if you dont involve in activities or projects it means outbreak of

    conflict between membres and recall rules is esentiale now. If the situation continue

    may be the best solution is that person who dont involve leave.

    4 The avoidance

    This method may be used in the moment when real motivation for continue the conflict

    dont exist.The avoidance could lead to relaxation and the involve parts could realised

    that everything were a fire straw.Useing this method we can prevent that a small

    discrepancy become a real desaster if the people involved discuss to much about

    somthing no account.

    5 The acceptance

    The acceptance is a kind of negociacietion, but it is started from the point when every

    person involve in conflict have the same opinion.When the part realised there is a

    commun opinion we can go on the other direction: taward conflict resolution.

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    6 In order to avoid outbreak of conflict remembre:

    If somebody understents you this dont means that he agrees you!

    Be clear expresing your opinion !

    Listen more than talk! Take heed of many posibilities before take a decision!

    Count to ten!You will fiind better solutions when you are calm and relaxed!Obiouslywhen you are involved in a conflict all this things seems to be difficult theory forputing into practice, but practicing you will find the best solutions and you will seeanything is imposible!!!!

    The 6 point of this method should be the Half-Decalogue for any Aiesec membre!

    2.2 Another method used by Aiesec is: dont make your team with friends, make

    friens in the team.

    When forming a dream team make an effort to include the most experienced people,

    whether or not you have worked with them before. The temptation to work mainly with

    friends will eventually hurt performance.To recruit best people for your organization start

    by answering some very simple questions like, "What do I want? What do I not want?

    What are my criteria?" Write down the criteria, then come up with powerful interview

    questions to ascertain whether those criteria would be manifested in a given

    candidate.Your interview questions should be aimed at helping prospective membres to

    talk about the extent to which they share your organization's vision, mission, values, and

    strategy. This should be able to give you a feeling for whether they will likely be aligned

    with the way you want to operate. Listen carefully to the answers, and you'll easily

    identify the people you want that will be an asset to your team.

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    INDOOR

    2.1. GTKEO

    1. First Names

    Ask each person in turn to come and write their name on the board or paper and tellsomething about it - the origin; why they are named it; whether they like it; if they prefer.

    shorter or longer versions etc.

    2. Talking in Pairs

    People are asked to speak with one other person that they don't know, or don't know

    well, to introduce themselves to each other. They are encouraged to spend five minutes

    each. It is possible to give more specific questions to talk about.Afterwards each person

    in the pair could introduce the other to another couple or to the whole group.

    3. Ball of wool

    People stand in a circle. The first person throws a ball of wool to another (anywhere in

    the circle) saying their first name and where they are from (or any other single thing that

    you decide on). The next person does the same. The wool should crasscross the circle.

    A point could be made at the end about the fact that everybody in the group is

    connected in some way by the wool and their being together right now.

    4. What I would rather do

    Sitting in a circle each person says their name and what they would do with their life

    Oob perhaps) if they could change. For example: 'llaria - Actress'. The next person thenintroduces their neighbour, saying their own name and what they would rather do. This

    continues until the last person introduces everybody and then themselves. This is not

    only a way for people to learn the names of others but to discover something more

    about them at the same time.

    5. I AM...

    Each person is given the 'I AM...' sheet (copy attached) and asked to write largely and

    clearly three things about themselves that are not obvious. So not, I am female or wear

    spectacles or have red hair. They can be as revealing or ordinary as each person wants

    them to be. Then they attach the sheet to their front. Stand. Walk around and introducethemselves to all the other participants by shaking hands; exchanging names; looking at

    the sheet of the other person and briefly commenting or asking a question. This allows a

    real personal connection between each person at the start.

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    Conclusion

    The Personal Shield and Human Bingo, also in the pack, can be used as getting to

    know each other exercises or later as re-connection ones. The value of all of them is

    that they stress that each individual matters and is being valued for themselves, before

    anything is done in groups or on the content. This is essential for this work that looks at

    respecting others and accepting difference. It sends a very clear signal right from the

    start.

    PERSONAL SHELD

    Introduction

    A short exercise for people in a group who do not know each other very well or who

    have not seen each other for a while. To encourage easier communication between -

    group members.

    A B

    C D

    MOTTO

    Each person draws - or makes - their own shield including the following:

    A - 3 Favourite things to do in leisure time (drawn);

    B - 3 Ambitions (drawn);

    C - 3 People you admire (drawn);

    D - 3 Places you like or would like to visit (drawn);

    Alternatively: A Three depictions of your family, personal life.

    B Three depictions of your work or study life.

    C Three spare time activities.

    D Three places you like or would like to visit.

    Other variations are possible.

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    They also adopt a phrase that's applicable to them which will be their motto.

    Once complete, with a partner each person talks about their shield and motto for ten

    minutes and then listens as their partner explains their's for ten minutes.

    They can then be put on the wall of the meeting room for people to look at and guess

    which belongs to each person or with names on the top.

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    2.2 ICEBREAKERS

    1. TWO TRUTHS, ONE LIE:

    Break everyone into groups of anywhere from 3-5. Each person must tell the others two

    truths and one lie about themselves. The other members of the group must then guess

    which statement was the lie. When finished, the groups can each choose their "best

    liar", who can then try and fool the rest of the groups.

    2. GROUPING BY CHARACTERS AND THEME SONGS:

    This is a fun way in which to break up a large group into smaller ones. Write the names

    of characters from sitcoms, cartoons, etc.. that can readily be recognized as belonging

    together on index cards. If you want your group size to be about 5, you should make

    sure that you have 5 characters per grouping. For example, if you pick the Flintstones

    as a character grouping, you would have five index cards each with a different character

    such as Fred, Wilma, Barney, Pebbles, and Bamm-Bamm. Mix up the index cards and

    pass them out as the people walk through the door. The groups then have to find each

    other by singing the theme song from whichever sitcom, cartoon, etc.. the characters

    represent.

    3. HUMAN ZIPPER:

    Break up the room into two groups. (You can keep it in one if there aren't enoughpeople for two.) Line them up, preferably female-male. One person then needs to lie

    down on their back. The next person will lie down next to the first person but with his/her

    feet facing the

    opposite direction. They should be close together to the point where their heads are

    touching. Lay people down alternating them in the same manner. Everyone's feet

    should be facing out from the center. Then,have everyone raise their arms in the air and

    flex their wrists so that they make a flat surface. Tell them that it's very important to

    keep their arms stiff. Take the first person out of the line,have them stand up, help lay

    them down on the first set of hands. This person will be passed all the way down theline along the hands. The people lying down need to keep passing them down the line

    without letting them fall. (Someone is needed to spot this game because usually they

    will start to waiver every so often.) It's important for the person being passed to remain

    stiff as well so that it's easier to pass them. Once they reach the end, that person is

    helped off the human zipper and they will lie down next to the last person in line and

    become part of the zipper. The second person toward the front of the line now will go

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    through the same process and then the third and so on and so forth. If you have enough

    people to do more than one line, you can have races between the "zippers."

    4. NAME GAME:

    This is a "get to know you game." Everyone breaks up into groups of around 10-15. Theperson who starts needs to say his or her name along with a word that starts with the

    same letter. The facilitator may want to choose a specific area. For example, favorite

    foods or adjectives to describe yourself. The second person must say their

    adjective/food/whatever along with their name and also what the person before them

    said. For example, if the second person in the circle is named karen and the first is

    named Scott: Karen would have to say "Kiwi Karen, Scallion Scott." And so on until the

    last person has to say everyone's name & adjective.

    5. HUMAN KNOT:

    Break into groups of around 7. Everyone should form a circle and reach out and grab

    the hands of someone in the group who is not standing directly next to him or her. The

    group must then "untie." If you have more than one group, you can make it into a race.

    Realize: this is possible no matter how hands are grabbed as long as no one grabs the

    hands of someone who is directly next to him or her.

    6. COUNTRY ON FOREHEAD:

    Everyone has an index card or sticker on their forehead. On the sticker is written the

    name of an AIESEC country; the person should not know the country that they are. The

    participants must then walk around and ask "yes or no" questions about their countrywhich will give them clues as to what country they are. For example, one could ask

    "Does it rain a lot in this country?" The purpose of the game is to figure out what country

    you are.

    7. THE "TRASH" GAME:

    Without telling people what will be done with them, have each person write down on a

    piece of paper anonymously one of their problems, a frustration, something they are

    currently worried or concerned about. Ask them not to make them incredibly personal.

    When done, have them crumple up the paper and throw it. The facilitator will then go

    pick up a couple of the crumpled pieces of paper, open them up and read them to the

    group. The group will then brainstorm to offer solutions on how this difficulty or problem

    can be rectified.

    8. "YELLING AT EACH OTHER":

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    This should probably be done with people who are fairly comfortable with each other

    and used as a stress reliever. Let the individuals in the group pair up. Each person can

    then scream anything at all at the other person as loud as they can even if there is no

    possible way that it could be the other's fault. If the pair runs out of stuff to scream, have

    them scream "grumble grumble" at each other.

    9. KISS WHAT YOU LIKE, LICK WHAT YOU DON'T:

    Have the group form a circle. Have them name something on the person to the left

    which they like about that person (ie. their teeth) and something about the person of

    their right that they don't like. Once everyone has done this, they have to kiss what they

    like and lick what they don't. This should also be done with people who feel relatively

    comfortable with each other. In order for this to work, the people cannot have any idea

    of what they have to do in the future.

    10. HUMAN SANDWICHES:

    Divide the group into smaller groups of even numbers of people. Assign each group a

    component of a sandwich. For example, bread, meat, cheese, condiments, etc.. Within

    each smaller group, let each person decide more specifically what they want to be

    within their sandwich component. For example, in the meat category you might have

    five people who will then be ham, turkey, roast beef, mortadella (cool Italian lunch

    meat), liverwurst, etc.. Bring someone out of the whole group and ask them to build a

    sandwich not knowing which person is what specific component. For example, the

    person may say: "I'm really hungry. I think I'd like to have a sandwich on white bread."

    The person who has chosen white bread then lays down on the floor. The sandwichmaker goes on to add meat, cheese, whatever and each time someone else will lay

    down on top oc the other "components."

    11. THE TRAVEL GAME

    Everyone gets 20 statements which relate to different countries or cultures. Ex. It is an

    insult to show the bottom of your feet. You can play this either as a competition quiz -

    who gets the most right or as a guessing game. In this case everyone would get a

    country on their back & a sheet of paper with mixed cultural statements & have to guess

    which country is theirs, or have to find the other people with the same country.

    12. THE CULTURE GAME

    A large group is split into two and each is given a culture to act out. The culture should

    be explicit & different from modern day norms (Ex. Shoulder shaking means yes and

    hand flapping means no. Men cannot approach another man without a woman's

    consent. Socially people should stand arms length apart at all times, etc.) The two

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    groups should get proficient at their own culture & then representatives should be

    thrown in with the other group & explain their confusion to their own culture. Eventually

    both groups should end up together & discuss the differences & uncomfortable feelings

    associated with not understanding norms.

    15. THE M & M GAME

    Large bads of M&Ms are passed out & people take as many as they want. They are

    then told that they have to tell the entire group something about themselves for every

    M&M they took. (Can be done with toilet paper squares also)

    13. FLIP CHART PAPER

    Give everyone a sheet of flip chart paper to post on a wall & tell them to break it up into

    three sections. In each section they must draw a picture and/or write something Re:

    predeterminded categories. For ex. the 3 categories could be: - My strengths - My

    weaknesses - What I want to get out of this year/semester/exercise/week, etc. OR -

    Why I am here - What my hobbies are - Who I want to be in 10 years. If appropriate,

    people can go around after & write comments on each other's sheets.

    14. THE LIFE SAVER GAME

    Two teams line up & each person gets a toothpick to put in their mouth. The first puts a

    life saver on the toothpick & passes it to the next person's toothpick without using their

    hands. The first team to finish wins.

    15. THE HUMAN CHAIR

    A group of 20 people or more form a circle & stand front to back (boy girl order

    preferable) as close as possible. Everyones feet should be facing straight in front of

    their body directly under their hips & they should be touching (squishing in fact) the

    person in front of them. (we are talking tight circle) On the count of three, eveyone sits

    on the lap of the person behind them. The circle will hold itself up. Eveyone should be

    able to relax & just sit. If this is not the case, someone's feet are not directly underneath

    them, or not straight ahead. When everyone is relaxed the facilitator should call 1-2-3 &

    everyone should move one leg at a time (the same leg) and the circle can "walk" in a

    circle.

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    16. BRAIN TEASERS

    A good team building exercise is to lay 5 - 6 (one per team) brainteasers out on 5 - 6

    different tables (stations) and have every team rotate around & have 5 - 10 min.

    (depending on difficulty level) to figure them out. At the end the winner is announced.

    During the exercise observers should walk around noting "teamworking" issues. ie.,how well the teams worked together, if people argued or collaborated, if teams worked

    better together as the time wore away, etc.) Teams can then comment on if they think

    they worked well toghether or not & how these issues come into play in AIESEC

    functional areas or teams.

    17. BITE THE BAG:

    The team is instructed to form a large circle. The facilitator then places a brown grocery

    bag in the center of the circle. Each member must pick up the bag with his/her teeth

    while standing on one foot with both hands held behind his/her back. After the entiregroup has successfully completed this task, the facilitator cuts one to two inches off the

    top of the bag. If a team member touches the floor with his/her foot (or any other part of

    the body), the member is disqualified. After each round, more of the bag is cut. The

    last team member who successfully picks up the bag without falling, wins! This

    exercise, similar to a reversed limbo contest, can be a lot of fun and a great icebreaker

    for new team members.

    18. Cheeky-Cheeky

    Depending on the number of participants, you may want to pick a few helpers for thisicebreaker game. The helpers will all have a small tube of lipstick in their pocket or

    hidden in their hands before the game starts. They can pretend at the last minute that

    they decide to join in the game; this helps them to find the person that they would like to

    stand next to. Have all participants line up in a straight line, side by side, instruct them

    that they have to look forward and they cant turn their heads. Tell them that youre

    playing the Cheeky-Cheeky game and everyone is to repeat what you do but must not

    move. Give them an example by lightly pinching the persons cheek on the right of you

    and say Cheeky-Cheeky. You should be at the beginning of the line. Note to them that

    that person is to do the same and then the next person all the way down the line until it

    reaches the end. Once demonstrated start out with Cheeky-Cheeky but this time behind

    your back you have lipstick that you put on your fingertips. After youve done Cheeky -

    Cheeky and the movement has gone down the line then do nosey, nosey. After that do

    chiny-chiny, eary-eary, heady-heady and right eary-eary. Each time add more lipstick to

    your finger tips without them noticing. In the process the person next to you should end

    up with lipstick all over their face. Pick a person that is a good sport to stand next to. If

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    youve planted helpers in the line, a few other people should end up with lipstick on their

    faces also.

    19. Frozen Ts

    For each team you'll need one T- shirt and one plastic storage bag. Place one nicelyfolded T-shirt in each bag then pour in about 2 cups of water and freeze all of them

    overnight. If this wasn't done where the event is taking place bring the T-shirt in a cooler

    filled with ice to keep them frozen. Instruct the teams that they'll be playing an Ice

    Breaker game. Then hand out the bagged T-shirts to each team. On "Go" the teams will

    have to get their T-shirts thawed out so that one person from their team can put the T-

    shirt on. Teams will get creative in their attempts to win. They could run the shirts

    underwater, put them in the microwave and even pounded the ice out of them. The first

    team to come back with one person in the T-shirt is the winner.

    20.

    Gotchya! (Grab the Finger or Cheese)

    Handy icebreaker and attention-grabber forkids thru corporate group programs.

    Stimulating group activity to get peopletogether, focused, challenged, having fun and

    ready for action. Useful to get focusedattention when people arrive, get off the bus, orto fill 5-10 minutes.

    Works with any size groups, indoor andoutdoor.

    Participants stand in a circle,arms out to the side. Lefthand palm up, right indexfinger pointing down andtouching on neighbor's

    outstretched palm. "When I say the word go, do two things.... grab

    the finger in your left hand, and prevent yourright finger from being grabbed... 1 ... 2 ... 3 ...[add suspense] ... Go!".

    Repeat several times.

    Tom Leahy advises "put big energy, and your

    Equipment:None.

    Time:~5-10 minutes

    Brief Description: Fast-moving 5 min. groupactivity to get people

    together and focused. Ina circle, right finger onnext person's left palm.Try to grab a finger beforeyours gets grabbed.

    Gotchya! (Grab the Finger)

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    own style to it...it never fails to grab everyone'sattention, bringing them immediately to thepresent...Provides perfect off the bus spark forthe day....Good for 10minutes".

    The trick is dramatizing the"Go!", the build up ofsuspense, and most will jumpthe gun, adding to the fun.

    Try a different trigger word,e.g., "Cheese", and mention lots of other "eeze"words for humor - peas, sneeze, wheeze,please and freeze.

    Or use the word/theme of the day e.g.,"outdoor" to help get people listening to every

    word.

    Can transition to talking about "assumptions"and "temptation", etc.

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    Group Juggle

    Fun way to start working together.

    Can be used to learn names and develop a sense of

    interconnectedness.

    Stand in a circle, toss a ball to someone, using his/hername, and they in turn toss it to someone else, usingthe next person's name.

    Keep it going, then more balls are introduced and itstarts gets crazy.

    How to Run a Group Juggle Session

    Set up & instructions (1st round)

    2nd round - have another go!

    3rd round - do it faster!

    4th round - adding more balls!

    Variation: Warp Speed

    Links to other descriptions

    Set up & instructions for 1st round of group juggling

    Arrange participants in a circle, not too close, not too far from oneanother

    Include yourself in the circle

    Explain that you are going to throw a ball to someone - pick someoneout & ask their name, then say

    "Hi Freddy, my name is James...here you go!"[underarm throw a ball to Freddy]

    Freddy then says"Thankyou James", picks someone and says"Hi X, my name is Freddy...here you go!" [throw]....they say"Thankyou, Freddy] and on we go.

    If you're not trying to learn names, skip the naming part & just throw!

    The challenge from here is simply to get the ball thrown around toeveryone in the circle, and finally back to the trainer.

    2nd round of group juggling

    I then say, "Right, well done, now let's see if we can that again - makingsure we use the same order, and using each other's names.Remember to say the name of the person you are throwing to, and

    http://wilderdom.com/games/descriptions/GroupJuggle.html#SetUp#SetUphttp://wilderdom.com/games/descriptions/GroupJuggle.html#2ndRound#2ndRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#3rdRound#3rdRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#4thRound#4thRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#WarpSpeed#WarpSpeedhttp://wilderdom.com/games/descriptions/GroupJuggle.html#Links#Linkshttp://wilderdom.com/games/descriptions/GroupJuggle.html#Links#Linkshttp://wilderdom.com/games/descriptions/GroupJuggle.html#WarpSpeed#WarpSpeedhttp://wilderdom.com/games/descriptions/GroupJuggle.html#4thRound#4thRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#3rdRound#3rdRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#2ndRound#2ndRoundhttp://wilderdom.com/games/descriptions/GroupJuggle.html#SetUp#SetUp
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    21.

    This an active, fun way to explore andcelebrate the rich diversity of experiencesthat different people bring to any group.Works best with larger groups.

    Equipment

    None. Can be done

    thank the person, by name, for throwing it to you, OK?"

    On the second round, most people will be challenged to remember whoto throw it to, and the two names! Take it slow, help the group out, sothat each person has a successful second round.

    3rd round of group juggling

    I then say, "Good, so how about we do it again, but this time, let's let'ssee how fast we can do it, OK? Here we go...Hi Freddy, my name isJames...." [throw]

    It will go pretty fast this time, and the group will probably feel quitepleased with themselves.

    4th round of group juggling - introducing more balls

    I then say, "That's great, but I think you can do faster than that. Comeon, let's see how we can really go..." [I then throw and say the name

    with super fast enthusiasm to set the tone!

    After the first ball has passed through a few hands, I take a 2nd ball outof my pocket (surprise!), and casually, but earnestly say "Hi Freddy...."[throw].

    By now everyone is so well trained, the 2nd ball will automatically keepgoing, and there will be a detectable sense of challenge/excitement.

    After a bit, I introduce a 3rd and 4th ball, up to about 6 balls.

    Usually I let 4 to 6 balls be juggled for a while (note the balls will becoming back again to the trainer - just keep them going). A group of

    12 adults can usually handle 4 to 6 quite well.

    If I'm feeling conservative, I just let the group have the success of doingthis number of balls, and collect them in when that seems to havebeen achieved.

    But usually, once the group seems competent at 4 to 6 balls I graduallythen introduce an unmanageable number of balls into the juggle &maybe also weird objects (e.g., kids soft toys) which all gets crazy, fun,out of control, etc. and ends in a hilarious shambles.

    Generally doesn't require debriefing.

    Have You Ever?

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    9. Have you ever been in love withsomeone who was vegetarian?

    10. Have you swum in 3 or more differentoceans?

    11. Have you ever flown an aeroplane?

    12. Have you broken 3 or more bones inyour body?

    13. Have you done volunteer worksometime in the last month?

    14. Have you ever free-climbed a tree orrockface more than 10 metersvertically?

    15. Have you ever had a close relative

    who lived to over 100?16. Have you ever cooked a meal by

    yourself for more than 20 people?

    17. Have you ever kept a budgerigar as apet?

    18. Have you ever been parachuting ordone a bungee jump?

    19. Can you not click your fingers on yournon-dominant hand?

    20. Have you ever seen a polar bear?

    Variations

    Participants can generate their ownquestions. Here's one way. People aresitting in a circle. Everyone has a chair (orrope ring or hula hoop) except the personwho is IT, standing in the center.

    The person in the middle asks a "Have YouEver" question that is true for him/her selfe.g., "have you ever climbed a mountain over10,000 feet?"

    Anyone whose answer is "yes" gets up andmoves to an empty seat. So, if four peopleget up they try to exchange seats as quicklyas possible. The person who asked thequestion tries to quickly gain a seat, leavingone other person without a seat and they

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    become the new IT.

    In choosing a question, participants can tryfor questions which reveal something e.g.,have you ever trekked the Great Wall ofChina? or ask simple questions like haveyou ever fallen off of a bicycle? for whicheveryone would get up.

    Pileup variation: Anyone can ask a questionand if you can answer yes to the questionyou move one space to your right and sit inthat chair. If you cannot answer yes to thequestion, you stay seated in the chair whereyou are. This means somebody may becoming to sit on your lap from the seat toyour left. Sometimes you get three and four

    people sitting in sort of a lap-style game ontop of you. Then, when they ask the nextquestion to go one space to the right byanswering yes, they peel off one at a time sitdown and you end up on top. It creates somevery interesting combinations. Physicaltouching reveals something about peopleand it breaks the ice so that people can thenbegin to feel more comfortable talking aboutand doing other novel things.

    22. Moo Game

    Pick three people to stand outside while the rest of the group gets ready. Form a circle

    large enough for someone to stand inside. Tell the group that They are going to pick

    someone from outside to come in and stand inside the circle and when you count to

    three everyone has to MOO as loud as they can. Then tell them on the last time, when

    the third person comes in to fake a MOO. Everyone should look like they are going to

    MOO but dont. Pick someone from outside and tell them that they are to listen for the

    person who MOOed the loudest. Count to three and everyone MOOs. The person in

    the middle will then pick who MOOed the loudest and whomever they pick will becorrect. Then tell that person that they have to MOO as loud as they can on the next

    round but to not MOO at all on the third round. Now the 2nd person comes in and you

    "MOO" and they pick who was the loudest and they are of course correct. But don't tell

    the 2nd person to not MOO on the last round. Now the third person comes in and you

    tell them to pick the loudest MOO. You count to three and everyone pretends like they

    are going to MOO except the 2nd person that came in who MOOs really loud all by

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    him or herself. Its really funny. You may have to explain the joke to the third person

    though.

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    2.3. ENERGIZERS

    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 has

    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.

    HOG CALL:

    Break the group into pairs. Each pair must choose two things; a machine and an

    animal. They then have to decide who is which. The pairs then divide up on opposite

    sides of the room. Everyone must close their eyes (if they feel comfortable), and by

    making only the noise that their character would make, they must find their partner.

    When they find their partner, they can open their eyes and wait until everyone else is

    done. Note: When conducting an activity with eyes closed, have the group raise theirhands in front of their chests as bumpers, and have at least one person (facilitator)

    acting as a spotter

    HUM THAT TUNE:

    Each person in the group is given a small piece of paper with the name of a nursery

    rhyme or other song written on the paper. (i.e. Row, row, row your boat, Rock -a-bye

    baby, etc.) All of the people who are given the song must hum that tune and fine

    everyone else singing the song.

    MUMBLE JUMBLE:

    Before the activity begins, the leader will cut up a few pictures into puzzle pieces. Each

    group member will grab a piece of a puzzle from a bag. The group members will keep

    their puzzle piece to themselves until the leader says, GO! At this point, the group

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    members will try to locate the other members of the group with the pieces to form the

    appropriate pictures. Whichever group does it first, wins. Good activity for breaking into

    retreat/activity groups.

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    OUTDOOR

    3.1. GTKEO

    1. THE ROPE GAME

    Two teams compete by taking a rope (thread, yarn, etc.) & feeding it through each

    other's clothes. The first person puts the rope down their shirt and pants & hands it to

    the other person. They put the rope up their pants & shirt & hand it on. The first team

    to finish wins. (Be sure to use something which will not create rope burns)

    2. THE QUARTER GAME:

    Lay everyone down, one next to each other facing the dame direction preferablyalternating males and females. If you have enough people to make more than one line,

    you can have races between the teams much like in the human zipper game. Place a

    quarter on the chest of the first person in line. The aim is to pass the quarter onto the

    next person without the use of hands. This means that the second person in line must

    roll on top of the first person with the quarter, both people roll back over again so the

    second person is again on the bottom and then the first person must roll off,leaving the

    quarter on the chest of the second person. In order to keep the quarter between them,

    the pair must hug each other rather tightly in the rolling process. Should the quarter fall

    to the ground, they have to start from the beginning again. Then repeat the game going

    on down the line.

    3. HUMAN ZIPPER - HAND:

    Have people line up one behind the other. Put your left hand through your legs and grab

    the right hand of the person behind you. Reach your right arm out to grab the left hand

    of the person in front of you. Then, starting with the very last person in line, everyone

    must crawl through the legs of the people in front of you.

    4. Mother May I (also known as Captain May I)

    How to Play

    This game is a simple childhood action game that might be good for reinforcing the useof manners. One person is chosen as the mother (or captain if it is a male). She orhe stands facing away from a line of kids and selects a child at random, or in order. Themother/captain calls out a direction, step type, and number of steps. For example, themother/captain can say: Scott, you may take seven (or any other number)

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    baby/normal/giant steps forward/backward. The child then responds with Mother mayI? (or Captain may I? if it is a male player in charge). The mother/captain states Yesor No, depending on her whim, and the child obeys and takes the steps. If the childforgets to ask Mother may I? then he/she goes back to the beginning of the line . Thefirst one to touch the Mother/Captain wins and becomes the new Mother/Captain.

    An alternate version of the game is similar: each child takes turns asking,Mother/Captain may I take [x kind of] steps?The child who is mother (or captain)replies yes or no.

    There are other kinds of steps possible for this gamebe creative and come up withyour own. For example, there are:

    Bunny hops: hopping like a bunny. Frog hops: going down on all fours and hopping up like a frog. Scissors steps: jump while crossing your feet, then jump while uncrossing them

    was one step. Skip steps: steps as though one is skipping. Banana step: the child lies down with his or her feet at current spot, noting where

    the top of his or her head is, and standing up there for the new spot.

    5. Treasure hunts

    There's no better activity for team building than a well-planned 'treasure hunt'.

    Treasure hunts can be based on solving clues or finding things, or a mixture. Teamshave a set amount of time to collect a list of items from the hotel/office complex/local

    vicinity - eg a restaurant menu with a fish dish on it, a box of matches with a phonenumber with a seven in it, an acorn, a brochure with a yacht in it, a sports programmewith green grass pictured in it, etc etc. This is fantastic fun and a supreme leveller.Obviously ensure participants are warned not to do anything illegal or anti-social. Greatfor evening exercises for overnight stays.

    If you are planning a big event for more than twenty people or so, it's essential that thefacilitator goes to the location in advance, so that you can sort out the clues and theroute and ensure it all works. It's easy when you're there. It's possible to think up acertain amount remotely, but the best clues will be specific local ones - that you must beable to rely on - something of this scale must be planned and tested at the location.

    Do some basic preparation remotely before you go there (start point, finish venue,rough area and route) and then spend a day there to find/create the specifics, designthe whole thing, and be sure that it will all work in practice. Logistics (getting peoplefrom A to B) and timings (how long will it take the first and last to complete) are crucial.

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    Timings are always difficult to predict - be aware that tourist venues are very busy in theSummer, which will affect how quickly people can complete it and the ease with peoplecan all meet up along the way and at the finish.

    If it's an overnight event, how you design the event will also depend on where you're all

    staying and what you want to do before and after the treasure hunt. Ideally you don'twant to have to worry about bussing people to and from the hunt, so ideally peopleshould be staying where the hunt is and all together. If it's for the evening avoid anynecessity for car-driving - it's too risky - on foot is much more fun, people can walk formiles without complaining provided there's not too far between stops for clues - theexercise helps too - maybe have them catch a bus at most, but no driving at night.

    The local tourist information office and library are always a useful reference points forideas about a basic route, best area, plus contact numbers etc. If you're happy withdrinking and can trust people not to be daft than basing the treasure hunt on pubs workswell - pubs will offer good potential for clues, a route and lots of fun, subject to your view

    on alcohol playing a part.

    Definitely plan an organized gathering for the end of the treasure hunt where you cangive prizes and relax as a group, particularly if the treasure hunt is in the evening. Thefinish venue needs to be reliable and under your control - you don't want everyone to befinally meeting up amongst hundreds of strangers.

    For a large group of people it's best to have a few marshals along the route to help thelost and tardy.

    Teams of four, five, or six at most, work best - the bigger the team the quicker they

    solve the clues, although teams of seven would be too big and result in one or twobeing left out. Teams of five sounds are good.

    Think about your team building priorities - if it's to improve inter-departmental team-working then create inter-departmental teams; if you want to build stronger relationshipswithin departments create departmental teams. If you've got gender, race or hierarchybarriers to break down, mix the teams accordingly.

    Try to mix the clues so they require different skills and knowledge, which will enableeveryone in each team to shine - some clues very cryptic, some require observation,some historical, some technical, some mathematical, some requiring good persuasive

    or investigative skills, and always preferably with a local location reference/ingredient.

    Whatever you do, remember planning is vital.

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    3.2. ICEBREAKERS

    1. Communication corridor

    Here's a great one for a conference warm-up. Great for communications too. Have tworooms with a corridor separating them - the further away the better. Teams of three.Each team has a 'builder' with a set of building bricks or a construction kit in each room,and a runner between the rooms. In only one room do the builders have the instructionsfor what they're building. As they build, the runners have to run and explain to the otherbuilder in the other room what is being built and how. Winning team is first with acorrectly assembled construction in each room.

    2. Survival Scenario Exercise

    Equipment

    Scenario briefing (1 per group) List of items/people (1 per person and/or visuals per group) Expert list (number optional)

    Summary

    A classic group communication & decision making exercise. People getintensely engaged because the "survival stakes" are high and none of thedecisions are easy. Works for a wide variety of ages and purposes, indoors oroutdoors.

    Group Size

    5-10

    Time

    Total ~45-100 mins 5-10 minutes briefing 15-30 minutes exercise time 5-10 minutes scoring (for select equipment scenarios) 20-30 minutes debrief & discussion

    A classic group communication and decision making exercise, with manyvariations.

    Works for a wide variety of ages and purposes, indoors or outdoors. Consensus can be hard to reach, however, set the aim for all participants to at

    least partially agree to each ranking on their final list.

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    Encourage groups to complete the task without the use of tactics such as voting,trading in or averaging.

    Watch for participants avoiding conflict or changing their minds simply to come toagreement. Highlight these kinds of behaviors in the debrief.

    An important outcome of this exercise can be learning that sometimes a bit of

    give and take is necessary in order to move forwards to a solution. Watch for over emphasis by some participants on needing 100% accurate

    answers. Steer the group towards the aim of the exercise which is heighteningawareness of communication and decision making processes, rather than overemphasis on 'getting the answers exactly right'. Display of this need is a point ofobservation and one worthy of debrief.

    There are two classic types of "paper & pencil" group survival scenarios(selecting equipment and selecting people). In each case:

    o Provide instructions & hand out materialso Set a time limit (~15-30 minutes)o Let the group go - answer questions, watch, & observe!o

    Debrief

    Scenario Type 1: Choose Survival Equipment

    Your plane crashed...your group needs to choose the 12 most useful itemsto survive...

    Choose / rank equipmentitems in terms of their relative survival value:

    Participants choose/rank the items individually Discuss choices/rankings in small group and come to a group consensus

    Score answers against "expert" opinion Possible scenarios:

    o Lost at sea or island survival (shipwreck)o Desert (plane crash)o Space or Moon

    Scenario Type 2: People Survival Scenario (Who will be saved?)

    A nuclear bomb has been dropped...a radiation-free shelter is available, but can onlytake 6 people; choose who will survive...

    Choose / rankpeople

    in terms of who will get to live or die in situations with limitedsurvival resources:

    Participants role play characters (a bit like a Murder Mystery) Can lead to high emotions; people get intensely engaged,

    particularly when choosing who will survive, and none of thedecisions are easy.

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    No right answers - any so-called "correct" answers are based on debatablevalues (e.g., ageism, sexism, racism)

    Highlights individual's dispositions, group processes and decision making Possible scenarios:

    o Plane crash survivorso

    Nuclear war sheltero Oxygen dwindling (space, moon, mars)o Lifeboat / Sinking ship (sea)

    Variations

    Appoint a time keeper in each group and encourage them to be the person whomonitors the progress of the group towards achieving consensus within the timeframe.

    To emphasise individual versus group decision making, split the session intothree parts:

    o

    Individuals make their own selections first, on paper (5-10 minutes)o Groups (or sub-groups) then discuss and create a group decisiono Compare individual and group performances, e.g.,:

    For equipment scenarios, group decisions are usually moreaccurate than individual answers, helping to illustrate theimportance of collaborative group decision-making.

    For people scenarios, score individuals according to how close thegroup's decision was to their own selections of who is to live anddie (an indicator of each person's influence over the group).

    Possible Debrief Questionso How were decisions made?o Who influenced the decisions and how?o How could better decisions have been made?o Did people listen to each other? if not why not?o What roles did group members adopt?o How was conflict managed?o What kinds of behavior helped or hindered the group?o How did people feel about the decisions?o How satisfied was each person with the decision (ask each participant to

    rate his / her satisfaction out of 10, then obtain a group average andcompare / discuss with other groups' satisfaction levels)

    o What have you learnt about the functioning of this group?o How would you do the activity differently if you were asked to do it again?o What situations at work/home/school do you think are like this exercise?

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    3. Thirsty Straws

    Summary: A funny relay race in which players must quickly drink as much water as theycan and then pass it on to the next person.

    Thirsty Straws Game

    Instructions: In groups of four, choose the order in which each person will drink. ThirstyStraws is a relay race to see who finishes first. The object of the game is to be the firstteam to drink the entire liter of waterwith the requirement that each member of theteam can only drink once. The catch is that if each person does not drink his/her share,the last person is left to finish off whatever is left. This is usually an extremely difficulttask and usually hilarious to watch.Note: This game may not be the most sanitary ofgames. As a cleaner alternative, consider a relay using multiple bottles of water, inwhich the next person can drink when the person finishes his or her one bottle.

    4. HA HA

    Players: Small to large groups

    Teams competing lay down side by side on floor or ground. The first person lays back of

    hand on next persons stomach and that person lays back of hand on the stomach of the

    next to him and so on. The first person in line is to laugh one HA. The next person in

    line is to laugh HA HA (two times). The third person is HA HA HA. And so on. Any

    person that breaks out into a giggle is out of the game and must get up and the hole is

    filled in. The last one to giggle, wins.

    5. ICE CUBE HUNT

    Required: Ice cubes, food coloring and winter weather

    Players: Small to large groups

    Make up several ice cubes trays with food coloring in water. Once you have madeice cubes, distribute into search area. The person to find the most colored icecubes is the winner.

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    participants list what was on tray. The person that lists the most objects is thewinner. You can give extra points or break ties by asking specific questions likewhat flavor sucker and so on.

    8. PUZZLE PIECE SEARCH

    Required: Precut puzzle pieces and open tablePlayers: Small to medium groups

    You can do this with a pre-made puzzle or use a large unwanted poster and cutinto several pieces depending on the number of players. Hide pieces throughoutplay area while players are out of the room. Have a card table or work area wherethe puzzle can be reassembled. When a player finds a piece they are to bring it tothe table to fit it together with the other pieces. Once they have found where thatpiece goes they are off searching for another piece of the puzzle. At the end, havethe players think about all those pieces, each one a different shape, size andcolor but they all come together to become one big picture.

    9 . RUMOR

    Required: Blackboard & chaulk (paper & pencil will do)

    Players: Small to large groups

    The first person from each team is to go out and make up a message together.This message will be used by all teams. Once signaled to start, the first person oneach team is to whisper the Rumor to the next person on their team. They will

    whisper the Rumor to the next - and so on. The last person to receive the Rumorwill run to the black board and write the message. The team that is the closest tothe correct Rumor wins.

    10.SCAVENGER HUNT

    Required: Just a pencil and paper

    Players: Small to large groups

    Make a list of things for teams to look for through their wallets, purses, and possiblyWhats on their bodies. Divide into teams by tables, pairs, individuals or what seems

    best. Here is a list of ideas of what they can look for but modify the list to your liking. Do

    not list where they might find these items.

    1975 Penny, $2 bill, $100 bill, red ribbon (found in a bible), hologram (usuallyfound on a credit card, dont tell them this!!!), a bird (usually found on a creditcard), pick a few states from the new quarters (Delaware, Michigan, Florida), pearl

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    (earring or ring), black sock, roman numeral (found on a watch), Susan BAnthony dollar, picture of a tree, tic tac, paper clip, measuring tape, ruler,peppermint candy, toothpick, the word Moses (if they have a bible), M&M, Tums,childrens Tylenol, thermometer, white button, pink nail polish, screw driver, nosering, tweezers, mirror, ankle bracelet, red hair, raisin, triangle, charge slip over

    $200 and so on.Make a list and copy off the list for each team. Have them check off which itemsthey have, the team with the most checked off, wins!!!! At the end, tell them wherethey could have found some of the items.

    11.Apples to Oranges

    Required: One apple, one orange, paper, pencil, container, and music

    Players: Small to large groups

    Category: Circle Games

    Print out slips of paper that you will pull out of a container. Each slip will be labeled

    differently as follows: before the apple, the apple, after the apple, before the orange, the

    orange, and after the orange. You might want to do a couple sets in case certain slips

    become detectable after use. Once youve completed the slips place them in a

    container mix them up. Have players stand in a circle, give the apple to one person and

    the orange to someone across the circle, then start the music. They are to pass the

    fruits until the music stops. When the music stops, pull out a slip of paper and read it. If

    the paper states before the specific fruit that person is out. If its after the specific fruit

    that person is out. If it just states a fruit that person is out. So not only do you have toworry about holding the fruit but where it is in the circle. If you have a large group, set

    up several circles or a circle within a circle would be cool. You could also use different

    colored FlingSocks instead of fruit. Variations to the game can be passing the fruits

    under the leg, behind the back or twirl around once then pass the fruit.

    12. Musical Hearts

    Required: Paper hearts, prizes, number system and music

    Players: Small to large groups

    Category: Circle Games

    The game is somewhat like musical chairs but with hearts being passed. If you use this

    as a classroom game for a Valentine Party game, most classrooms have each student

    assigned a number for the year. Have your classroom use these assigned numbers and

    you'll need those assigned numbers written on separate pieces of paper to pull out of a

    hat. If your players don't have pre-assigned numbers have them stand in a circle and

    count out load giving each them a number. Pre-make paper hearts that either hinge or

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    can be folded. Each child can decorate a heart. Provide various prizes that can be won

    if the right heart is found such as heart erasers, heart pencils, chocolate bars, Cracker

    Jacks, fruit snacks, stickers and other fun items. On the inside of each heart write the

    prize that the player will receive if they open that heart. Seal the heart closed with a

    piece of tape so no one can see what they might win. Select music that applies to the

    theme like Written On My Heart and Here In My Heart, both by the new group Plus

    One are great songs. Have each player start by holding onto a heart while all players

    are standing in a circle together. The players will pass the hearts to the next person in a

    clockwise fashion while the music plays. Pause the music and pull out a number. The

    person having that number will open the heart that they are holding and receive the

    prize written in it. Once they receive their prize they will be out of the game along with

    the heart that they opened. Start up the music again and pull out another number. Keep

    playing until you run out of prizes or time. If you run out of time towards the end, the last

    remaining few can open their hearts at the same time.

    13.Messy Twist

    Required: Paper or plastic plates, oatmeal, whip cream, chocolate, vanilla and other

    flavored puddings, paper, pencil, two small containers and clothes to get dirty in

    Players: Small to medium groups

    What you need for this game is warm weather, so it can be played outside with noshoes on. It's a game mainly for those youths that like to get messy and enjoy havingfun. (It is played like the game of Twister but with a BIG twist.) Fill up 6-10 plates withthe same items like oatmeal and then 6-10 plates of another item, try to have at least 5different items that would give you 30 to 50 plates. If you have a large crowd have themplay in shifts. On a sheet of paper make tags, which will be pulled out of two separatecontainers. One set of tags will name the items in the plates, like chocolate pudding,vanilla pudding, whip cream, applesauce, mashed bananas, oatmeal or other itemspossibly non-staining items. The other set of tags with will go into another container thatwill be what they will use, right hand, left hand, right or left foot, head or even bottom.Lay out the plates in rows and have one person draw out a tag from each container.Players are to do what the tags state, example is Vanilla Pudding, Right Foot. Theplayers are to put their right foot in the vanilla pudding and then another tag is pulled. Ifany player falls or fails to get a plate before some else gets it, they're out of the game.The last standing player is the winner and you can give him rights to hose off otherplayers if necessary. Messy Twist is a great game for the wild Youth Groups, partygame or picnic game if you have a lake to wash off in.

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    14. CHINESE WHISPERS

    Materials: None

    Aims: Positive feedback, good for closing exercise

    Procedure: Members mill around. When you see someone you'd like to

    communicate

    with, send them a message via someone else: e.g. 'Tell Joan I said

    thank you for helping me yesterday.' Continue until messages run out.

    Variations: Do as graffiti on large paper on walls. Do with bits of paper being

    delivered. Do at a run, speed up, slow motion, etc.

    15. MRS O'GRADY

    Who: Small Group

    Where: Inside or outside in roomy area

    Aids/Equipment None

    Objectives: To assess social skills, ability to communicate, willingness to

    participate

    To encourage group bonding, relax with each other

    Leaders Hints: Observe who is enthusiastic, imaginative with suggestions

    Observe who seems confident, shows group spirit, who becomes

    competitive.

    Instructions: 1. The group stands in a circle and tells the story of Mrs O'Grady

    and accompanies with actions:

    First person: "Did you hear what happened to Mrs O'Grady?"

    Second person: " No. What happened?"

    First person: "She died."

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    Second person: "How did she die?"

    First person: "She died with her hand on her head" (places hand

    on head)

    2. The second person puts their hand on their head too, says thesame speech to the third per son and adds another action, so the person at the end has

    all the different actions.

    Conclusion This is a silly game intended to relax the group and begin group

    bonding.

    16. TRAIN GAME

    Who: Large groups (approx 20)

    Where: Outside

    Aids Nil

    Objectives To get people to mix

    To have the person in the centre of the circle try to catch the train

    Leaders Hints Appoint your most vocal people as stations and crossings

    Instructions Group stands in circle with hands joined

    One person stands in the middle of the circle

    The train moves by a squeeze of the hand, so if a person feels a squeeze of the

    hand on the left side, they must squeeze the hand of the person on their right side

    Appoint a few people around the circle to be crossings (these

    people shout ding-a-ling as the train passes through them) and

    stations (these people shout Toot as the train passes through, and

    they also have the power to change the direction the train is

    travelling)

    The person in the middle catches the train by pointing at a person

    who has received the train on one side but has not passed it on to

    the other side of them.

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    Conclusion A good game for groups of people who know each other well

    enough to feel comfortable holding hands, or for groups who are

    beginning to be bonded (eg new directors at a national conference)

    17. TRUST WALK

    Who: Large Group

    Where: Walking outside

    Aids/Equipment: Blindfolds

    Objectives: To develop group and individual trust

    To communicate without words

    Leaders Hints: Who is willing to trust the person in front of them? (step

    confidently)

    Who communicates with the people behind?

    Instructions: 1. Everyone lines up in a single row behind the leader.(Group

    leaders should be spaced every couple of students to ensure they

    remain safe)

    2. Each person puts on a blindfold.

    3. Each person puts their hands on the shoulders of the one ahead

    of them. Explain that when they walk outside, if they need to step

    up the person in front will tap their right leg, and if they need to step

    down, the person in front will tap their left leg. They must do the

    same to the people behind them and pass the message along.

    4. The leader leads the line outside and around the grounds.

    Conclusion This activity can be used after contemplative reflection (Sundaymorning) or towards the end of the camp, when people are more

    familiar with each other.

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    18. STRAW GAME

    Who: Small Groups of 5-7

    Where: Enough room for each group to have plenty of room around them

    Aids/Equipment: Lots of drinking straws

    Objectives: To get new participants working as a team

    To introduce participants to each other in a non-threatening way

    Leaders' Hints: Observe who talks the most, who is quiet, who just does

    what they are told

    Instructions: Workers sit together on thefloor with a pile of straws in the centre.

    The workers are instructed to work as a team & use the straws tomake a big beautiful design on the floor.

    Conclusion: A simple team building game ideal for groups of strangers.

    Variations

    on this game include giving them teams each 30 rolled up

    newspapers

    and seeing which group can make the tallest construction.

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    3.3. ENERGIZERS

    1.Banana Pass

    Summary: A high-paced, messy relay race in which players pass a banana using theirfeet and the last person must eat the mushy fruit.

    The Banana Pass Game

    The banana pass is an outdoor action game that is essentially a messy relay race. Thebaton is a banana except the catch is that you can only use your feet to pass it!Eww..

    How to Play

    Players lie down on the grass, head to toe in a straight line with each persons toesabout 2 feet away from the next teammates head. When the game begins, the firstpeople in line grab hold of the banana with their feet and pass it over their heads to thenext personsfeet. The next person receives the banana with his or her feet and passesagain until the entire team is done. When the banana has been passed to the lastperson, this person must peel the banana and eat it (ewww!). After eating it, the personthen must run back to the starting line, finishing the race for the team.

    2. Capture the Flag

    Summary: A team based action game in which the goal is to locate and recover theopposing teams flag before they do the same. A jail houses those who have beencaught (tagged by the opposing team).

    Capture the Flag is a popular team-based action game that is typically held outdoors. Itis a fast paced cousin of It Tag, with lots of running and chasing, and some strategy. The following is the traditional version, although there are many variations of the game.

    How to Play

    Divide the players into two teams. Agree upon the legal boundaries of play, determinethe location of two jails (one for each team) and set up a middle boundary between thetwo teams. At the beginning of each round, each team hides and defends their ownflag, which is any object that is durable and safe to toss around and run with (e.g. abright T-shirt or cone). The flag must not be obscured; it needs to be more than 50%visible. Optionally, you may have more than one flag if there are enough people. Theobject of the game is for one team to grab the flag of the other team and bring it over totheir own side. When a member of the opposing team crosses over the middle

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    boundary into the opposing teams territory, the other team is allowed to tag the personand take them to a jail where they stay until they are released (tagged) by one of theirown team members who has not yet been captured.

    Be sure there is plenty of space outdoors, as there will be lots of running involved. Also

    remember: safety first. Clear the area of any dangerous obstacles or hazards.

    3. Giants, Wizards & Elves

    Equipment:A large space (60-120 feet wide), rope to mark the central line and the safezones

    Important: Participants should be dressed for exercise and physically warmed up forshort bursts of fast running

    Time:~15 minutes

    Brief Description: Fun chasing game with suspense, laughter and exercise. Giant(arms up, roars) beats elf (hands to ears); elf beats wizard (waves wand & "kazaam");

    wizard zaps giant.

    Variations: A less physical version involves participants using the character "dyingactions" in place of running. Make these rather dramatic and embarrassing if you can -increases the motivation to "win". Instead of one team chasing and absorbing the otherteam, keep score. First team to 5.

    Giants are electrified, frazzled and then freeze in motion (or drop to ground)

    Wizards clutch chest, struck by pain in the heart

    Elves shrink and shrivel up, moaning

    ctive, all-engaging game -- fun way to get a group physically

    and mentally alert Handy precursor to activities on teamwork and cooperation

    Requires large space

    A creative team variation of "Rock, Paper Scissors"

    Teach everyone the following three characters:

    o Giant- Tip-toes, raise hands above head, curl fingers,growling sounds

    o Wizard - Crouch slightly, wave and point a magic wand, shouting"kazaam!"

    o Elf - On haunches, hands cupped for big ears, shrill screeching noises

    Give people plenty of practice by calling out the characters and having theminstantly become that character - offer lots of positive encouragement fordramatic effort

    Form two teams - each team convenes to decide on a character

    Teams then line up facing each other (use a rope on the ground to separateteams). Have ~ 4 feet between teams.

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    Facilitator dramatically announces "1....2.....3.....", then teams adopt their poses,revealing their identity

    Immediately, the winning characters (team) must chase the losing team and tryto capture (tag) as many as possible

    o Giant wins by 'squishing' an Elf

    o Elf wins by 'outwitting' a Wizard

    o Wizard wins by 'zapping' a Giant

    o Identical characters are a draw

    The losing characters try to reach a "safe zone" (e.g., over another rope) about30-60 feet away without being captured

    Teams then reconvene and decide on their next character

    Continue until one team entirely consumes the other

    Variations

    Superheroes, e.g., Spiderman, Superman, Wonderwoman

    4. Multi-Way Tug-of-War-Equipment

    4 way powerpull with 20 loops for double handed pulls or 40 loops for single handedpulls by a large group Or make your own 4 way tug of war with several good qualityropes each ~60ft+ with attachment e.g., via knots, splicing or ring/karabiners

    Time

    ~30-60 minutes

    Brief Description

    Fun, physically demanding, competitive team activity. Several teams pull against eachother, requiring communication and tactics as well as strength to outmanoeuvre andwin.

    Fun, finale-type activity. Physically exhausting and emotionally climaxing! Works for kids through to corporate programs. Ideal for adolescents and

    possibly youth at risk. Especially with older adults, be careful with this activity,especially if they are unfit or if overexertion is contraindicated (e.g., heartproblems).

    Use for any size groups, indoor or outdoor. Ideal is largegroup outdoors. Pick a soft location e.g., grass/beach.

    In traditional 1 on 1 tug-of-war it is mostly strength thatwins, with a few tactics.

    In multi-way tug-of-war it is mostly tactics that wins, withsome strength.

    Lay out the ropes, etc. as shown in diagram below. Participants should prepare appropriately e.g., watches and hand jewellery off.

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    Divide into groups and make sure the groups appear to be of similar strength. Brief group on normal tug-of-war safety rules, basically:

    o no wrapping or tying rope around anyone or anything - only hold ropewith hands

    o watch out for rope burn on hands - let go if rope is moving

    through handso watch out for rope burn on body - let go if you lose footing

    First command from the Tug-of-War master is "take the strain". This is only totake up the slack, that's all. The Tug-of-War master makes sure the centre ringis stable and centered. This needs strong leadership because teams are alwayskeen to add extra strain!

    Second command is "Go!!" Teams attempt to pull the center ring or knot over their finish line. This can rarely

    be achieved by strength alone and instead will require guile. Teams can swivelto cooperate / compete with other teams, then switch directions, etc.

    Conduct several rounds. Continue, say, until one team earns 3 victories and the

    Tug-of-War title. Allow teams plenty of time to physically recover and debrief/plan after each

    round. Team building groups may wish to discuss what the secrets to success were in

    this activity - and whether these lessons apply elsewhere.

    5. Wall Ball

    Summary: Wall Ball is a classic playground game that involves throwing the ball againsta wall, catching it without fumbling the ball, and trying to get others out! Many variationsexist for this simple group game.

    Ages: 8 and up. Recommended # of people: At least 4. Messiness Factor: Get ready tobreak a sweat! Materials required: A small bouncy ball of some sort (e.g. a racquetball,tennis ball, etc.). Recommended Setting: Outdoors or in a very large room with a flatwall (e.g. side of a building) and a hard, flat floor.

    Rules for Wall Ball

    Wall Ball is a classic playground game played by children everywhere. Its fun for adultstoo!

    The object of the game is simple: a person throws a ball against a wall, and anyone cantry to catch it. The person who tries to catch it must catch it cleanly (no drops). If aperson drops the ball or touches the ball in any way without catching it, that person

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    must quickly run up and touch the wall before another person can catch the ball andthrow it against the wall.

    If the ball hits the wall before the player is able to touch it, the person is given a strike.Each player gets three strikes before they are out of the game (or you can as sign

    some form of mild punishment, like making the person do the chicken dance).

    Variations

    Many different various exist for Wall Ball. For example, when someone catches the ball,they can assign rules such as:

    one handed catch only catch on one foot left handed catch only

    And so on. If someone forgets to follow the rule, they must also run to the wall andtouch it to prevent getting an out.

    6. Wobbly Broomstick

    Equipment:~6ft stick and a large area without walls and soft ground for falling, e.g,sand or grass.

    Time:~5 mins per person in group

    Brief description:Creates wicked dizziness. Put a 6ft stick in the middle of a circle. Challenge: Holding

    stick vertically on end of chin, looking at the top, spin around 20 times, then throw thestick to the ground and jump over it. Its almost impossible!

    This exercise makes people wickedly dizzy - perhaps dizzier than they ever beenbefore. Choose the time and place carefully. Its best if the following activitydoesn't require too much order! e.g., end of a day's paddling, on a sandy riverbank, and you have a spare 30 minutes.

    Use a large, flat area with soft landing e.g., on sand. Peopleshould know how to "spot".

    Use a stick about 6ft long - anything long and thin can be used -

    a paddle, broom, etc. Invite people into a wide circle and put a stick in middle.

    Demonstrate the main parts of the challenge which are to:

    1. hold stick upright, on end of chin;

    2. twirl around X times (10 is mild; 20 is extreme);

    3. throw the stick on the ground and jump over it.

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    The group's responsibility is to:

    1. count the number of twirls out loud;

    2. remind the person to keep looking at the top;

    3. maintain a safe circle of spotters and ensure the person lands safely.

    If a person can longer balance upright, they are better off laid out on the ground.Group members should break the fall if its risky due to awkward balance. This isadvisable for about 1 in 5 falls. And there usually a slightly dangerous fall in asession which is comfortably handled by a group which is alert, caring and knowshow to "spot" and "catch" people.

    Most people, especially kids, will fall over before 10 twirls and almost certainlysuccumb before 20 twirls. After a few practices, however, many adults can learnhow to spin 20 times and complete the jump over the stick and perhaps evenstay upright - that's the ultimate challenge.

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    4. INDOOR & OUTDOOR GAMES

    1. A child on television

    Introduction

    An activity showing the power of the selection of images and words for television.

    Allows consideration of some practical, creative and ethical issues about the Media. It

    is also about the importance of education and upbringing in early childhood.

    Process

    Start either by introducing the topic of the child or by the method of television story-

    boarding (a plan of the words, images and timing of a television broadcast).

    1. The child

    "Childhood is a time of innocence"

    "Give me a child until he is seven and I'll create the Man"

    Say or give out these old quotations about children, (You can explain that it is about

    women also, but in older times they were not mentioned). Say that they may seem

    contradictory to some people and complementary to others.

    Split people in small groups of, perhaps, four or five. Give some groups the Six

    Statements and some the Seven Statements. Ask them not to talk with, or show their

    statements to, other groups.

    Six Statements

    A child who is criticized - learns to condemn

    A child who is punished - learns to fight

    A child who is insulted - learned to be shy A child who experiences shame - learns to

    feel guilt

    A child who is abused - learns self-loathing

    A child who sees loved ones killed - learns to fear and hate

    Seven Statements

    A child who meets tolerance - learns patience

    A child who is encouraged - learns confidence

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    A child who experiences security - learns trust

    A child who experiences fair play - teams justice

    A child who feels friendship - ]cams to show kindness

    A child who is accepted - learns self respect

    A child who receives care and love - learns to love

    Ask each group to discuss the meaning of their statements and what they think about

    them.

    2. Television story-boarding

    Explain that story-boarding is a planning grid. People working on a television

    programme or advertisement use storyboards to organize themselves. (Show them the

    Picture, Time and Sound diagrams). The storyboard shows what pictures the viewerwill see at any point during the progrannne or advert and the words and sound effects

    that will go with the images. A useful tip is that it takes about 1 second to say 3 words.

    Images and sounds should match.

    3. The task

    Explain that each group needs to create a two minute news item, advertisement or

    small feature for television about their six or seven statements by story-boarding. They

    can either have many copies of the Picture, Time and Sound diagrams from you or

    create their own. They need to sketch the images, estimate the number of seconds andwrite in any words or sound effects.

    The following points need to be discussed:

    What do you want to communicate with the audience?

    What are the three main points you want to make?

    How are you going to explain what is happening?

    Are there any images or words you cannot or will not use?

    How are you going ten keep your audience interested?

    How can you compete with an action-adventure film, a football match or a prize-winning

    show?

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    Give a time limit for the group to discuss and prepare. An hour or an hour and a half at

    least. Explain that at the end the groups will display their storyboards for others to see

    and will give other groups a brief description.

    4. The show

    Put all the sequences on the wall. Ask people to look at the storyboards of all other

    groups. They should try to notice if there are similarities and/or differences. They

    should see if each one makes an impression on them. After some time for this, ask

    people if there are any questions they have for a certain group. What something

    means? Why they chose it? (Ensure that questions are directed at all groups, not just

    one or two). Ask if differences can be seen between the groups who had the six

    statements and those that had the seven? Consider why this might be. You may need

    to ask someone from each group to read the six and seven.

    Ask each group whether they were able to agree on their storyboard easily and about

    their discussion on which images and sounds could be used and how they were going

    to interest their audience in this topic.

    There can then be a broader discussion on whether any of these sequences would be

    likely to be broadcast; the difficulty of interesting people in topics like this; the need for

    television to be entertaining and whether it is possible to remain true to your principles

    and to compromise with the reality of the Media.

    5. Variations

    You could make a competition between the groups. This would clearly reflect the reality

    of the media. The best one being judged on how it grabs and holds the interest of the

    viewers. A small prize, of some kind, could be offered.

    Such an exercise can be done with any topic. Refugees. Gypsies. Disaster relief.

    Famine. In each case some visual or verbal input needs to introduce the topic.

    Instead of television story-boarding, a front-page of a newspaper could be laid out or a

    cassette recording of a two-minute radio spot made. The structure of the exercise

    would be the same.

    Conclusion

    Humanitarian work needs the Media and vice versa. The relationship between the two

    is not always easy because they have very different goals and practices. Some

    understanding of this reality can prove useful and illuminating.

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    2. ME AND MY ENEMY

    Introduction

    An activity that looks at links between our "enemies" and ourselves and how our view of

    our "enemies" can tell us a lot about ourselves.

    Process

    1. Ask all participants to write down three things that they hate or fear about their

    enemy. They should try to think of someone or a group of people that they really

    dislike, either for themselves or for what they represent. If they find it impossible to

    think in those terms, they can use as an enemy someone or a group of people they

    were taught to hate or fear as a child. (5 min).

    2. Then participants should draw up a list of things they dislike.about themselves.

    Ask them to find things that they are genuinely uncomfortable about, or would really

    rather not acknowledge. They then add to the list things that they feel they are not, and

    would like to be. This list will not be shared with the whole group. (5 min).

    3. In pairs, partners look at their lists, stating the three things that they dislike about

    their enemy. Ask them to see how many links they can make between the two lists.

    What do their