Thursday 3 November 2011

Games


INTRODUCTION GAMES:

1. Sinking ship: All are moving in the hall. Music is played. When the music stops the leader calls out 'rafts available for two only', so all form pairs and introduces themselves again the music is played....stops...calls out. rafts available for 3,4,6 etc.
2. Family Game: Each participant is given a slip of paper with names of a member of a family e.g. Mr.Ram; Mrs.Ram; sister Ram; little Ram etc. Each one goes to find out his family. Once they find out they introduce themselves.
3. Meet the press: The participants are form dyads with members  they do not know. The dyads will interview each other for ten minutes. The interviewer may ask any questions. After 20 minutes the group reforms and each member introduces his partner to the group starting any thing he feels important.
4. Round table introduction: From two circles facing each other. The inner circle moves in clockwise and outer circle moves in anti; clockwise. The music is played. when it stops they got to introduce each other who comes face to face.
5. Learning names while introducing: The first person begins introducing himself like this: I am Arun; I come from Udupi; my hobbies are fishing, stamp collection; The second person first tells the name of the first person and then introduces himself. like this: you are Arun; I am Arathi. The rest continues likewise each calling the names of the other in order and finally introducing themselves.
6. Mystery name: As guests assemble, have each prepare a name tag to wear in plain sight. Divide groups into teams and give each team five slips of paper on which are written, in jumbled form, the names of five of the guests present. At the signal to go, players rush around trying to figure out what the jumbled names are. By looking at the name tags of other players they may be able to figure them out faster. As soon as a team has five names correctly, the game is over.
7.What is my name: The names of famous men and women are printed on small slips of paper, and one of these slips is pinned to the back of each person entering the room. The players are not told the names.  To determine his famous identity, each player circulates around the room, letting other players read the name on his back. He may then ask questions that will be answered only by a yes or No by asking general questions- am I alive ? am I a man ? the player gather information to rake a guess at the name. When guesses correctly, he may continue to play by answering the questions  of other players until all of the guests guess their identities.
8. Likes and dislikes: Each player is given a sheet ;of paper, on which he writes his name, followed by a list of five likes and dislikes. This may cover his taste in sports, fashion, politics, food, personalities. The leader collects the papers and reads them aloud one at a time without revealing the player's name. Participants try to figure out who wrote each set of likes and dislikes before the leader tells the name. The game continues until all the lists are read out. There are no winners in this game, what is most enjoyable about is that everyone comes to know each other in a better way.

HOW TO FORM GROUPS
1.Animal kingdom.
2. Beauty parlour: In a large room arrange tables according to your want of making groups. Then place on them the catch words of an advertisement of a product from T.V. or magazines. Then write the name of the products on a slip of paper and distribute at a random. Then allow the participants to move around and find the table of his product. E.g. super whitening toothpaste and mouthwash in one (Close-up). A luggage that know it's business, (safari) etc.
3. Flower vas: Take six names of flowers write them one by one on a slip of paper and distribute. Then place six chairs at a distance with a variety of flower on it. Then tell the participants to go and find their group.
4. Song groups: Take familiar songs and write them down on slips of paper and distribute. Ask them to sing and go around till they find the others who are singing different lines of the same song.
5.Number groups:
6.Dad, Mum and Junior: Prior to the game, write surnames on slips of paper, three of each name, and prefix each surname with 'Dad' or 'Mum' or 'Junior' E.g. Dad smith. mum smith, junior smith. Ensure that the number present will enable each family to be complete. This slips of paper are scattered on the playing area, and on a given signal each player grabs one slip and tries to find his other two family members around. Once they find their own family allow them to sit down in a place for further action.

GROUP GAMES

1. Ping pong bang shoot...:Divide the participants in groups of 5. Each group would name themselves after a country. As soon as the name of their country is called out, the first in the group calls ping. the second, pong, the third shoot etc and the last in the line calls out the name of another country. The procedure continues. If any in the group mispronounces what they ought to say or anticipates before the ;others in the line or fails to start immediately the whole group is out. Once one group is out, any body calling the name of the country which is out of the game will also be out.
2. Come along: All but one stand in a circle, players standing three feet apart and facing. Have each player mark the place where he stands. Place the extra player on the outside of the circle. The extra player goes around the circle, touching one or more player as he passes them. When he touches a player, he says, come along. The player at once leaves the circle and follows behind the first player. In this way those who have been touched follow the first player. This goes until there are six or eight players following the first. When he says 'go home' each of the player including the first player then attempts to get any on the circles not necessarily the one he started. The player who fails to get a place now starts the game.
3. Blowing of the T.T. ball: Either 2 or 2 teams are formed. A TT ball is placed between them on a table or on the ground. At a given signal they have to blow the ball to their opposite sides respectively, while their hands being held behind. The team which succeeds in blowing is the winner.
4.Blowing the feather: divide your guests into teams of equal number. Give each team a small feather. As the game gets under way, each team tosses its feather into the air and endeavors to keep it there, by blowing. Each contestant must keep its feather in the air longest is the winner and the windiest.
5.Creativity: Participants are divided into small groups of 4. Each group is given a set of things. E.g. An apple. matches, toothpicks, paper clips, rubber bands, cardboard, etc...scissors and sketch pens can be made available. The groups are given 20 mints to create some object that would be useful in any time. They are limited in their creation to the use of these items supplied but they do have to use all of them. If should be explained that created items will he judged on imagination of purpose and efficiency of design. At the end of 20 or 30 mts of creativity each group through a representative, must verbally 'sell' the idea to the groups. Prizes are awarded to the most creative group with a beautiful explanation.
6.Human machine: Ask each of the groups to present a machine how it is assembled or how it works etc. The group comes  and performs the human machine. Let others guess what the machine is. Tell the name of it, only if they cannot guess. E.g. Motor cycle, jeep, rice mill, tractor, printing press, cooker, grinder...
7. Ring pass: Divide the participants into two or more teams of equal number. Each contestant is given a toothpick which he puts in the mouth. The first member of each team is given a ring, which is placed over the toothpick. At the go signal, the first member of each team turns and attempts to put his ring over the toothpick of the person next to him. If the ring falls down then one who last had it must pick it up, put it on the toothpick and again attempt to pass it until the ring reaches the last member of the team. The team who manages to get the ring till the end gets the prize.
8. Hunter, rifle, and rabbit: The group is divided into two teams standing in a row facing each other. Both teams elect a leader. When the whistle is blown the groups have to perform their decided actions. There are three actions based on the following arguments. (1)Hunter is greater than the rifle(he is the owner of the rifle). (2)Rifle is greater than the rabbit(It kills the rabbit). (3) Rabbit is greater than the hunter (It runs faster).
9. Musical partners: This is a very active game which is fun to put into the programme to help wear off excess steam so that the children will be ready to enjoy a few quiet games. It's musical chairs without the chairs but with a partner instead, and with or without music. Have the guests choose partners. If music is available have someone play the piano. The guests, as soon as the music begins, walk away from their partners. When the music stops, each rushes toward his partner and takes his partners hands in his; then both squat. Both are up and away the moment the music starts again. If music is not available, use a signal to leave partners and another to come back to them. Do not use this as an elimination game, as the purpose is to keep all the guests playing. Just call out who the last couple down was. The guests will play this until they are exhausted, but you as the wise leader will call it quits long before that time. The most fun of the game is when short intervals between getting up and coming back are made. Start the music and then stop it almost before the guests have had a chance to get on their feet and move away.
10.Figuring the coin: Four groups of 3 members in each are formed. They kneel one behind the other in the four corners of the room facing the centre. The first two members of the team are blindfolded. A coin is placed at a short distance(2 to 3 feet) from the first person. The third member of the team who is not blindfolded has to guide the first person to reach the coin. He does so by nudging and tapping the second person who is turn passes the required signals to the first person who execute the same to find the coin. The first person however is not allowed to place his hand on the floor and feel the coin. He has to keep his index finger above the ground and place it on the coin when he receives the required signal. The group which discovers the coin first is the winner. Play in silence.
11. Flying feather: Not more than ten players in a group. The players join hands and try to keep a downy feather up in the air by blowing. A leader, or one of the group, may toss the feather into the air. Often players can keep the feather up for a long time. Players must not break hands. In a large crowd divide into small groups and see which group can keep its feather up longest. In this case the feather would be tossed into the sir when leader blows a whistle.
12. Dumb Guesses: Divide your guests into two groups, and one group goes out of the room. The remaining group chooses some verb. And when the other group returns, it is told what word rhymes with that verb. For example, supposing the verb chosen is cry, the returning group will be told that it rhymes with fly. The group trying to guess the identity of the verb and then try to act it out in various ways. NO words must be spoken. In the example given , when they suddenly strike upon the right answer, all of them will begin to weep. The players from the inside group will then give them a husky cheer. Then that group goes out and the other one decides on a verb which must be identified.

GAMES FOR CHILDREN

Finding the Treasure: Let the children scatter themselves over a limited area. One child is ‘it’. He hides his eyes while everyone is ready. With the guilty person trying to look innocent and the innocent guilty, all the children begin clapping their hands softly. It then begins to search for the child hiding the beanbag. The close he comes to the guilty person the louder the clapping becomes. The farther he gets away from the hidden beanbag the softer the clapping becomes. This is  a popular game as it is full of the qualities of fooling and suspense, both so dear to the hearts of children. When ‘it’ finally locates the beanbag, the child who is caught with the beanbag is ‘it’ for the next turn and the game begins over again. Try humming or stamping feet as variation to clapping.
Going on a Holiday : This is a memory game. A says, I am going on a holiday and am taking with me....(mentioning the name of an article.). B repeats the same sentence, mentioning A’s article and adding another. The game continues, a fresh article being added to the list each time until the memory of one of the players breaks down.
Heading Balloons: Line up the competitors at one end of the room. Give each a balloon. They have to head the balloons down the room pass a given line. If they allow the balloon to drop to the floor, they must return to the starting point.
Lucky Number Dance: Each couple is given a slip of paper with a number written on it. Slips with matching sets of numbers are then placed in a container. Every minute or two, the leader stops the music, draws two or three numbers from the container and calls them out. The couples holding those numbers are eliminated. When there are only a few couples left, the leader calls out one number at a time to build up suspense. The last couple to remain on the floor is declared the winner.
What is it Like: Someone goes out of the room, and while he is gone, the group selects some object in the room which he is to identify when he returns. When he returns, he goes to anyone in the group and says, “Got any ideas?” That person must answer, “yes”. Then he asks, tell me something about it. That one will then say something which will give a clue. E.g. if the one who has gone out is to identity a chair, the person to whom he comes might say “it is like you”. He will then ask, “how?” He will then answer, because it has legs. He may then venture a guess. Whoever gives the clue which leads to an answering the object must leave the room the next time.
Wild Animal Hunt: Cut out pictures of wild animal and hide them in strategic places about your living room or outside. Then send your children out on  a wild animal hunt to see who can find the most pictures.  Award a box of animal biscuits or sweets to the prize winner, or hunter.
Simon Says: Players stand about with plenty of room between each player for action. The leader calls commands, such as Simon says, ‘position, and jump forward’. Players obey the command of the leader. However if the command is not preceded with Simon says, the players do nothing. Any player failing to obey a Simon says, must get out of the circle and be the new commander while the former one gets into his place.
Pipety-Pop: Players stand or sit in a circle. The player who is to lead take his place in the circle. He points his finger at some player and says either pipety pop or  popety pip. If the word pipety pop is used the player at whim he points must respond by saying pip, before the word pipety pop is completed by the leader. If the word is popety pip is used then the player to whom the leader points must respond pop before the leader can complete the word popety pip. If any player makes a mistake in giving the right response then the players exchange places.
Have You Seen My Sheep: The shepherd enter the group and asks one ‘have you seen my sheep.’ The player again asks, ‘what does he look like’, and he responds with the details like blue tie, brown shirt, black shoe etc. And the player guesses the sheep and verifies with the shepherd. If his guess is right he chases the person who was described as sheep. If the sheep is caught before reaching the place, becomes the shepherd; otherwise, the chaser becomes the shepherd.
ELIMINATION GAMES
Pumpkins:  Count all the participants from 1 to as many as there are. The animator also gets a number, he begins this way: ‘I went to the marker and bought 7 pumpkins. The one whose number is 7 responds: ‘7 pumpkins ?’ the animator responds: ‘then how many ?’ the person then says any other number. For example, 14. Then person whose number is 14 then responds: ‘14 pumpkins ?’ and the game continues as above. In this whole process if someone stutters or does not respond in time is out. Once people are out, if someone calls out number of people who are out, then that  person is also out.
Ship Sails Laden With One Two Three: The players are seated in their places. They choose a letter from the alphabet. I.e. ‘B’ then the leader throws a paper ball or anything that does not hurt a person on one of the player saying at same time ‘ A ship sails laden with one two three’ and then calls out the name of the person on whom he had thrown the ball. The players should at once name a thing beginning with that letter ‘B’ which can be taken in a ship. I.e. books, bangles, bottles etc. If the person gives the name at once the game should be continued by him. If not he is out.
Mr.Match is Dying: Participants, as they are sitting in circle a lighted match-stick is being passed round. Each person says ‘Mr.Match is dying’ as he passes it to the other. By chance the flame extinguishes. The person caught has to do what the group asks him to  perform and the game continues.
Bombing the City: This can be played in 2 ways. Either using playing cards or using only a whistle where the designated places are named after different cities.
            In playing cards, designated places in a hall are called as according to the signs used in cards. Either music or a whistle can be used as the participants move around in the hall. When the music or whistle goes they choose to remain on assigned places. Then the cards are shuffled and one is picked. People who are found on that sign are sent out; and the game continues.
            Corners of the room are given the names of cities. As the music stops players gather themselves at different cities. Lots are drawn to determine which city has been bombed. Players at that city are eliminated.  (Names of flowers or fruits or animals can be used for other variations)
Sudden Death: Players join hands in a circle around a mat. Then by pushing, pulling each player tries to make someone else to step on to the mat without doing so himself. Players are out once they touch the mat. It can go on for about 25 minutes.
King of the Circle: Make a circle with a radius of 7 feet. Place a dozen guys inside, at a given signal each tries to push everybody else out, while trying to stay in himself. Once the guy is pushed out, he retires from the game. The last person wins.
Pass the Poison: Seat your guests in a circle. A music is played, have a bean bag or similar object passed around the circle. When the music stops, the one holding the object is eliminated.
Crossing the Bridge: A certain area is marked as bridge. When the music is being played the players run round. When the music stops, all stop where they are. Those players are found on the marked area are out. The game continues till all are out.
Testing the Cloth: Circle formation with players facing center. All elbows linked, by all players pulling back, the circle becomes tight. Players pulling attempting to break the circle. When a break drop out of the game. The circle is renewed and the process repeated until the circle can no longer be broken. None of the players are allowed to release hold to take a rest. If they do they drop out. At the command of the leader the circle will relax and move to center and then back swiftly. This sudden and hard pull is likely to break the circle at some point.
Musical stick: The stick is passed on to the other. The whistle will help to eliminate the players.
Musical Hat:
Musical Security: Draw a few rings on the floor in the playing room. At the start of music, players (couples) go moving round in the room. When the music stops each one runs into one ring for security. There should always be one less ring than players. The player without a ring is eliminated. You could replace pieces of rags for rings.
Heads or Tails: A real or imaginary line is drawn down the center of the dance floor. The coupes dance until the music is stopped, and then remain in place. The host asks a couple to call Heads or Tails. Then he flips a coin and calls out the result. If the couple has guessed correctly the couples on their half of the floor resume dancing and the couples on the other side are eliminated. If the couple guessed incorrectly their half of the floor is eliminated and the other side continues to dance. A few minutes later, the process is repeated with another couple being asked to guess on a toss of the coin. When there are only a few couples left, the leader may divide them evenly, each group on its own side of the floor. By repeating this action, a point is reached when two couples are left, dividing the floor, for the last coin toss.
Match Box Relay: A player is given a match box and asked to light a match at the first stroke and pass it to the person on his right saying, ‘I give you living stick.’  The next person passes the same to the person on his right saying the same; this goes on till the match stick dies off. The person who has the dead match stick is eliminated. The last man who never had a dead match stick is winner.
GAMES FOR COMMUNICATION

Place the Coin at the Right Place: Ask for 6 volunteers who will be blindfolded. 6 more volunteers will be then guides. The animator will place a coin for each blindfolded person at different corners of the hall. The blindfolded will be situated at one end of the hall. The guides will be situated where the coins are placed. The guides job is to direct their blindfolded partners to the coin only verbally. The one who reaches and gets hold of the coin first is the winner.
Hands Off: Divide the players into couples. One person in each couple is given a short stout stick while the other person is blindfolded. Place chairs in a circle. There should be one chair less than the number of couples. Each couple  holds on the either end of  the stick. Music is played. The players must keep on moving around inside the circle of chairs. When music stops the person who is not blindfolded guides his partner to a chair. He should be guided only with the stick but not taking or holding his arms. As there is one chair less, one couple will be out.
Spreading the Rumour: 12 or more volunteers are invited. A rumour or a story or a secret is communicated to one of the volunteers, and he inturn is to communicate to the other. This sort of communication will continues till the last person. And the last person has to narrate it aloud to the audience. By that time the rumour must have been totally distorted. Then the first volunteer is asked to repeat what he was told. The audience will know the difference by now.
Thread the Needle: Here is a game for husbands and wives. Have the husbands stand on one goal, the wives on the other. Each husband is given a piece of thread, each wife a needle of identical size. At the go signal, the husbands run to the opposite goal where their wives stand, holding needle. Without the help of the wife each husband must thread the needle and as soon as he succeeds in getting the thread through the needle’s eye, he takes the needle and thread and runs back to his goal from which he came.
My Left Hand, Your Right Hand: At your anniversary or Christmas party, you can have an unusual lot of fun by dividing your guests into couples probably a man and a woman in each pair. Each couple is given a box, some wrapping paper and cord with instructions to complete a package. The tough part of the procedure is that one partner must stand with his right hand behind his back, the other with his left hand behind the back in trying the package.

INTELLECT OR PROVOCATIVE GAMES

1. Memory Test: The first person in the group begins, ‘I went to the market and brought a hat’ . The second continues and says, ‘I  went to the market and brought a hat and a pen’. The rest continue likewise each adding an item. If anyone forgets any of the items in the order said, then that person becomes Monkey no.1.  The game continues likewise and thus all those who make mistakes become monkey nos. 2,3 and so on .The test lies in memorizing all the items.
2. Figure It Out: Write the figures 1089 on a piece of paper, fold the paper and keep it. Then ask the students to write no. of 3 figures. Reverse the figures and subtract the less from the greater. Reverse their result and add to the subtracted result. Then open the folded paper and show the  no. to the group 1089 will be the answer no matter what the figure we started with.
3. Test Your Memory: pass round 7 articles. After they are passed round to all the hands the girls are made to write down according to the same order as they passed.
4. Sense  Of Touch: Hang a large sack somewhere in the room and allow each guests one at a time to go to the sack and, while you count to ;ten, move his hand about inside. He may not look inside of the sack, or take any notes which he is examining the contents. After he has held his hand in the sack, ;he is to sit down and see how many of the objects he can identify of a piece of paper. Objects might include such things as toothbrush, pencil, safetypin, watch and pocket knife.
4. Intelligent Touch And Remember: Seat your guests in a circle and give each a blindfold. After every one is securely blindfolded pass twelve or fifteen familiar objects,  one after another, around the circle. As soon as each object out of the room, remove the blindfolds, and then see how many of the objects each guests can list on a piece of paper within ten minutes time.
5. Test Your Hearing:  Stand behind a screen, holding in your hand several familiar objects. Call off the number of each object then drop it. By listening to the sound, your guests must try to identify each object and write down the identity on a piece of paper opposite the objects number. Suggestions to things you might keep are book, newspaper, spoon, tin, coin, pin, ball, large string of beads.
6. News round up: At your new year’s eve or late December party, pass around paper and pencil and see who can list the largest number of main news events which occurred during the year. Limit the news, if you wish to local events, or to significant happenings in your own church or if you wish, break the news features into sections, allowing a limited amount of time to each section. This game can be used to write some other matters also as creative.
7. Coffee-pot: A player leaves the room while the others pick a secret verb, such as kiss, sniff, or tickle. The player returns and tries to find out what the secret verb is by asking questions that may only be answered by yes, no or  something. In each question he must substitute the word coffee-pot for  the verb. He might ask, Do you coffee-pot indoors ? Or is it fun to coffee-pot.  When he thinks he has a clue, he may take guess at the verb. If he is correct, then the last person t answer the question leaves the room while the others think of a new verb. If he is incorrect then he continues until he takes two more guesses, and if still no answer is got he may be told the answer and given a forfeit.
8. It Reminds Me : All the participants are seated round and one of them begins. ‘I am thinking of......’(name something e.g. tree) so the next one says, ‘It reminds me of roots, next one says, ‘It reminds me of the trunk’. Next one says it reminds me branches and so on. It continues; if any one fails to say what it reminds him of, he is out of the game and the next one continues. It is interesting to hear sometimes astonishing, and you will see how each one’s mind works. They have hardly any time to think.



ICE BREAKERS

1. Fruit Salad: Count all participants from 1 to 5 successively. Give each number  the name of a fruit. E.g. 1. Orange; 2. apple; 3. Grapes; 4.Jack fruit; 5. Gvavas.  Whenever any of the above mentioned fruits are called out, the persons who are named after the fruits exchange the places. Meanwhile the animator occupies one of the chairs which leaves one participant without a chair. That person, continues the game. In case the animator calls out 'Fruit salad', all change their places.
2. The Storm Blew: The animator chooses any of the belongings that must the participants possess in the group and calls out for example, the storm came and blew all those who gave black trousers. All those who have black trousers exchange places. Meanwhile the animator occupies one of the chairs which leave one participant without a chair. That person continues the game. In case the animator wishes that all in the group should exchange places, he can call out some items which belongs to all in the group e.g. hair.
3.Ping Pong( Zip Zap): Participants are seated in round when the leader  points or calls one name and says Zip, he has to say the name of the person sitting on the left. When he says Zap he has to say the name of the person sitting on the right. One who fails become the leader and continues the game.
4. Big Elephant, Small Elephant: The animator goes around and when he points at a person and says 'big elephant' the person will have to say small elephant but his action should be as big and vice versa. The verbal expression and the action should be quite opposite. If anyone fails in doing so, he become the animator and continues the game.
5. How do you like your Neighbour: The group sits in a circle. Our neighbours are the persons who sit to one right and left. when the animator asks anyone, 'How do like your neighbour ?' that person can answer in two ways; either 'I like my neighbours very mush' or 'I do not like my neighbours'. In case the player says, I like my neighbours very much, all in the group except he and his neighbours will change the places. In case the player says, I do not like my neighbours, then the animator will ask then whom do you like ? He will then have to give the names of two people in the group. At this all the four people, exchange places. Meanwhile the animator will occupy one of the places. The one who does not get a chair becomes the animator and continues the game.
5.Loot: Seat your guests in a circle leaving someone in the centre who has been appointed as it. Make a number of familiar objects in the centre enough for all two or three of your contestants depending upon the number. Objects may be such items as a spoon, book, a golf ball any thing in fact which has a blunt edge. No one in the circle must hold more than one  of these items at a time, as the game proceeds the items are passed from one player to the other, moving to the left. Provide 'It' with a list of all the objects and at any time he may call out two of the items. If he calls out, spoon and book, for example, then the player who at time is holding the spoon must exchange place with the player who is holding the book; when this being done 'It' tries to steal one of the chairs. If he succeeds the one is standing in the centre becomes 'it'.
6. Rhythm: You can play this game with any number of players. Sit in a circle on the floor. Beat time or rhythm by clapping hands first on the knees, then hand together and knees again. After the third beat the first player calls out a word, to start the game any word will do. Suppose he says 'start' the group goes through the rhythm clapping knees, hands, knees, right after the third beat the player to the left of its player calls out a word, beginning with the last letter of the previous word. The second player may say talk. The group goes through the rhythm again, the third player calls out a word beginning with K perhaps knife. The players must not use words already called out or names of the people or places. If shoe does so, 3 times, she is out. He must also answer immediately after the third clap.    
7. Number change: All players, except one, form a circle facing in, space between each player being 3 feet. Appoint the extra player the 'it' and place him in the centre of the circle. At the signal the 'it' calls two numbers not greater than those held by the players. The 'it' must always stand in the centre of the circle, when calling numbers. The players holding numbers called, must exchange places at once. During this exchange the 'it' tries to get one of the vacant places. The new 'it' comes to the centre and calls out two numbers and the game continues.
8. Partners: Players form two concentric circles. Players standing in the outer circle stand, behind those of the inner circle and thus form pairs or couples. Then the inner circle   players face clockwise and the other face anti clockwise. At the signal, they start running or going forward or skipping as per instructions keeping the circles formation. When partners are well away from each other, teacher calls 'partners'. Instantly all race to sit holding their partners. Last couple to sit gets a mark. These marks retire a couple from the game.
9. Attention please: The group stands in a circle, each one is given a number. 'it' stands in the centre of the circle. 'It' calls out two numbers. e.g. 2 and 4. So the middle number 3 runs to catch the 'it', it runs out of the circle and takes no.3's place without being caught by no.3. Then no.3 becomes the 'it' and calls any other two nos. e.g. 7 and 9 etc. Thus the game continues.
10. Human Housie: Give each participant a sheet of paper which has, say, 15 columns and goes around filling in names. After five minutes all are seated. Then the leader calls out the names at random. All those who get the vertical lines filled first gets a prize. Again all those who get the names filled gets the prize. (this time horizontal line, 3rd, all columns).
11. Talking stick: Participants are formed in a circle sitting or standing. A stick is passed from hand to hand. When one passes the stick he has to tap twice on the floor and call out the name of the person on his right and give him the stick. If he fails to tap all have to change their places. If you go on for 15 mints then all will learn the names of the others. For a change you can also use a hat. Then when you pass the hat clap twice, call the name of the person standing on your right and pass the hat. If he fails to clap all have to change places.
12. Spark Plug: Each participant on his arrival is given a sheet of paper with various instructions on it for him to follow. To do this everyone must circulate and speak to all those present. This game is a good conversation starter in a strange group. Questions could be as follows: (1) find out who has the strangest hobby in the room ? (2) who made the longest trip ? (3)who are the girls wearing pajamas ? (4) who are the boys in T shirts and jeans ?  Try and find out who know what trichology is. When the lists are complete the leader reads out any amusing answers.
13. Magical Handshake: Before the participants gather, secretly give a number of persons (4 to 6) a small bar of chocolate. When everyone is ready to begin tell them that there are a number of those present who have a bar of chocolate and the tenth  person to shake hand will be given the chocolate. Players must announce their names each time they shakehand. Many people who are shy will move about shaking hands.   
14. Sinking Ship: Participants form a big circle. As the music is played they move around. Place three or four charts according to the number. The music is stopped, the leader calls out and says 'ship is sinking' now all have to try to stand on the chart or life boat. All those who fail to get a place are out. Again music is played. This time remove one chart... music is stopped players get in the life boat. Those who fail are out. It can go on for some time.

OBSERVATION GAMES

1.Whistle Game: Ask for two volunteers and send both of them out. Call for one and ask him to find out who has the whistle. The whistle will be tied inside the animators shirt at the back. As the player goes around searching, the animator goes opposite his direction and ask different people to blow the whistle. The game continues until he recognizes that you (animator)have the whistle.
2. Recognize the voice when blindfolded: Ask for a volunteer who will be blindfolded. He will be taken around and when he points to any in the group, that person should make the sound of any animal in such a way so as not to reveal his identity. If the blind folded person identifies correctly, then that person will be blindfolded and the game continues.
3. Identify Your Label: Identifying goes like this : Call for a volunteer and paste a label on his forehead without he seeing it. e.g. 'thief' or 'police'. Tell him to go round. Seeing the label the group has to react to the label appropriately. If the label is thief, they shout signs of contempt, anger. The person with the label has to identify the label he possesses.
4. Pick And Act: Divide the participants into 4 groups. Elect a leader for the group. Call for 2 volunteers from each group who can act very well. The first volunteer from the first group is shown privately what he has to act out and he stands in the middle and acts. In order that he does not whisper and reveal what is told to him, a slip of paper is put in between his lips. All the groups after his acting out writes on a slip of paper what they think he has acted out and the leader gives the paper to the animator. Those who identify it correctly are the winners and get a point each. Examples of items to be acted : rainy season, railway station etc.
5. Live Target: Designate some one to be 'it' and have stand with his back to your contestants. Then pass around a been bag pillow or similar soft object, and designate someone from among the contestants to throw the object at the 'dummy', that is, the person who is 'It'. As soon as the dummy is hit, he turns around and tries to guess who hit him. If he succeeds, he and that one exchange places. If not he must turn his back again and the procedure is repeated.( This game can be included in the guessing game also).
6. Change Attire: Divide your guests into two groups. One group goes to another room. Before it leaves, however, members are instructed to carefully study the clothing of the group which is to remain. While the first group is gone, the remaining group has two of its members change ties, for example, or two of the girls change shoes. The first group then returns and endeavour who has done the changing. The next time reverse the order.
7. What Is Wrong With The Room: While your guests are in another room, make s number of changes, all of them erroneous in your main playing area. You might do such obvious things as to turn lamp shades upside down, turn pictures upside down, and the like; but there are also number of small things which you can do, which are easily not noticed but which are definitely incorrect. Then bring your guests in to the room and give each pencil and paper. See how many can list the incorrect items in the room. Caution your guests not to get bright looks on their faces every time they see something wrong as this might be a giveaway to someone else.
8. Ankle Identity: One group sits behind the screen or curtain on a sheet. Remove the shoes. The other group enters and guess whose feet they are. The one who guess most owners of the ankles, win.
9.Hand Guessing: Girls holding one hand up above the top of the screen. the rest is as above.
10. Finding Out The Leader: One player goes out . The others in the group select s leader performs different actions which are followed by the students. Meanwhile the 'It' using her observation power guesses the right person. If he fails to guess she takes up the penalty given by the leader.
11. Test Your Memory: Pass round 7 articles. After they are passed round to all the hands the participants are made to write down according to the same order as they were passed.
12. Acting Word: A few girls come forward at the command of the leader. They start acting the word which they have previously decided upon. e.g. the word butterfly at the first signal they act, applying butter. Then at second signal act flying. The observers should guess the acted word.
13. Guess Me: One person is sent out of the group, she is 'it out'. One from within the group is selected to be the 'It in'. The rest of the participants told of the qualities of the 'it in'; by listening to these qualities the 'it out' must be able to find out who the person is; the power of judgment is tested in this. ( this game must be played only after the group has built sufficient confidence with each other, know one another sufficiently. Otherwise you may cause harm in describing individual qualities.)
14. Jingle Bells: Seat your guests in a circle, with someone who is 'it' placed in the centre. While 'it' closes his eyes a small bell is passed around the group. While his eyes are closed, it counts aloud to ten. As soon as he reaches eight or nine, of course whoever is in possession of the bell will put his hands behind him try to keep him face from letting on his secret; everyone does the same, thus making the selection more conducing for 'It'.
15. Blow Out The Candle: Each contestant is shown a lighted candle on a near by table. Then he is blindfolded, turned round two or three times and instructed to go to the table and blow out the candle; the only means to  find the candle over he has established its position in the room is to search the air  for warmth. If you wish to keep a stop watch in each contestants efforts and award a prize to the one who succeed in the least time.
16. Mystery Person: Players stand in a small circle facing in.  'It' is blindfolded and given two large serving spoons. 'It' turns around three times in the centre of the circle and then advances  toward the players. Using only the spoons to feel with, he attempts to identify the player he is spooning. The player may stoop to disguise his size, but otherwise he cannot back away from the spoons. If 'it' can identify the player the two exchange places; otherwise 'it' must move on to another player.
17. Ring On A String: Seat your guests in a circle, and unroll sufficient string so that each can hold it, comfortably. Then tie the string making it also a circle.  Before you tie the string, however slip a ring on to the cord. Then appoint someone to be 'it' and stand in the centre. As 'it' moves around, the ring is pushed from hand to hand on the string each contestant holding the string with both hands. At any time, 'it' may point to someone, and say, open your hands. If that one has the ring in either of his hands, he and 'it' change places. If not, the passing of the ring continues, and 'it' guesses again.
18. Unseen Objects: The participants sit around a table, their hands beneath it ( or sit in a line or circle blindfolded or eyes closed holding hands behind ). The leader passes one at a time without much delay, 20 to 25 objects under the table ( or pass through hands holding behind ). When the last has come back to the leader, the players write their list of what was passed. the player that scores the highest score wins the prize.
19. Blindman's Choir: Seat your guests in a circle, with a blindfolded choir master in the centre.  After he is blindfolded, everyone changes places. Then give the choir master a baton and instruct him to  begin the group singing some chorus. At any given moment, he may point to one of the choir members, when he does this, the remainder stops singing, but the one to whom the choirmaster has pointed must continue humming the melody. The choir master then attempts to identify the one who is humming. If he succeeds, the two exchange places. If he fails, the singing continues and he tries again.
20. Something Smells: The game leader places a number of substances, each with a distinct odour, in cup, he places the cups on the table. The players are divided into two teams and both the teams leave the room. Members of each team are called back individually, they are each blindfolded and led to the table where the cups are set up. The game leader holds each cup to the player's nose. In turn each player is supposed to identify the various smells. The score is kept of the many smells that are named correctly. When all of the players have had a chance to guess the smells, the team with the greatest number to correct identification is declared the winner.
21. Feel: Have ten small, familiar objects, such as a comb, toothbrush, can opener or cigarette lighter; a large bag or pillow case; paper and pencil, put into sack.  The objects could include one or two  a little less familiar than the other like an egg cup or a napkin ring, are placed in the bag. Each player is given a piece of paper and a pencil and is then allowed to put his hand into the sack for one minute. When the minute is up he writes down all of the objects that he was able to identify. When all the  players have finished, the one with the largest number of correct identification wins the game.

PICNIC AND BEACH GAMES

1.Balloon Bursting: Divide the group into 2 or 3 teams. Make them stand in a line one after another at one end of the hall. At the other end place two chairs for each team. On one chair keep a few balloons according to the number of people in each team. When the whistle is blown one member from each team will run to the other end of the hall, rake a balloon, blow it and place it on the chair and burst it by sitting on it. Only when the balloon is burst, can he come back to the team. Once he return he second man runs and the game continues this way. The team which breaks all the balloons first is the winner.
2. Dog And Bone: Two teams are formed and are numbered equally. These teams stay parallel at a distance of 12 to 14 feet. A small circle is drawn between them and small piece of stick placed in it. When the animator calls out the number, 2 opponents of the same number come to the circle and snatch away the stick. One who succeeds to carry it away without being touched by the other is  the winner; thus the game continues.
3.Bucket Brigade:  Divide your guests into two or more teams of equal number and supply each member of each team with a paper cup.  Each team has two milk bottles, one filled with water and one empty. The empty bottle is placed on another table opposite end of each team line.  At the 'go' signal the first member of each team fills his cup with water from the milk bottle. He then proceeds to pour the water into the cup of the contestant standing next to him. This contestant then pour the water from his cup into the cup of the contestant next to him and this proceeds on down the line. The last contestant of each team pours the contents of his cup into the empty milk bottle.  this continues until one team has emptied its bottle, poured the contents from cup to cup down the line and then into the other bottle.
4. Fox's Tail: Select one player to be the fox and another to be the gander. The remaining players line up in a file behind the gander firmly grasping the waist of the player in front. The fox attempts to tag the last player in the line. The gander attempts to keep the fox away from touching the tail by moving in front of him, thus protecting the line. When the fox succeeds in tagging the last player he becomes the fox and the fox takes the head position as gander. The last player in the line may be required to tuck a handkerchief under his belt. He is not tagged until the handkerchief is removed.
5.The Wind And The Flower: Players are divided into 2 equal; groups. The wind and the flowers. They stand at each end of the allotted space behind a line. The flowers decide among themselves upon the name of one common flower such as rose, daisy, lilly, etc.  And then stand in a line facing the wind. The wind group members guess the name of the flowers and call out the names of the flowers. As soon as the right one is called the flowers turn track to the garden behind them; wind chases. If the flowers are caught they become the wind.
6. Treasure Hunt.

OUTDOOR GAMES

Crocker: Two stools or cardboard boxes as stumps kept apart a distance. One man continuously bowls under arm only keeping the other arm behind. The batsman bat and if it touches makes one round the other stump (It is compulsory and for each round one run each) this time the bowler continues bowling . Clean bowled or catch is out and the next person comes for bating. Batsman can bat in anyway, with left hand or right hand. When one person is out, he keeps the bat down and another comes and continue but there is no halt for bowling so the next player should be ready to come at any moment.
2.French Cricket: Draw a circle of 3 to 4 meter radius. Batsman at the centre of the circle and anybody in the circle can bowl from any direction. Below knee is the stump. After batting the runs is by rotating the bat or stick around the body (If ball has touched then he must rotate the bat). Minimum number of the players are 10. Legs have to be kept together because stretched legs will make difficult to hit his leg. He cannot move. Behind balls should be hit without turning. Catch out rule is there and if the ball falls inside the circle then bowlers can take but bowling only from outside of the circle.
3.Stool Cricket: Stool is stump and bowling is from 5 to 6 meters away from the stump. It should bounce in all plays. Batsman stands over the stool and hit the ball. Scoring run by rotating bat. If he falls down or hit by ball on the stool or catch is out.
4.Blind Volleyball: Let a curtain cover between two teams. If the legs are seen no problem. All other rules. People don’t know what is happening in the other side. Referee should be there. Through ball for girls.
5.Malesian Football: Tie the volleyball net down touching the ground like in the tennis court. Serve the ball with leg then hit directly or after one bounce. Can chest and kick, can head and kick. 3 chances like volleyball. (Only the servicing man or team gets point). If it twice bounce or goes out or on net is considered as out. Each time it can bounce.
6.Double Football: Using two footballs. All other rules but no goal keeper. When goal happens, no coming to the centre but starts from there. Two referees are needed. Choose  different colours for the convenience of  referees. Make rules like shoot goal only from out of goal post area because there is no goal keeper.
7.Crab Football:  Smooth surface basketball court or big room. Only for boys, use small ball and small post. Suitable for high school students.
8.Rink Cricket: A rectangle square separated as two by drawing a line on the middle. Underarm bowling and spin is allowed. Ball should cross the line and after batting, ball should bounce once in the court. All other cricket rules.
9.Aba-dhubi:  Team makes a chain standing in line and holding each other. Bowlers bowl from the circle has to hit the behind persons. The front person has to defend by moving the team. Whoever gets hit is out and bowling team get points. If chain breaks, then the entire team is out. Use smooth ball.
10.Football Cricket: A goal post and bowler bowls football by kick. No bounce and no raising of ball but rolling only. Batsman can kick out to any where. Goal post as wicket and in both sides can take runs. If the kicked ball goes up, touching with head is out. Hitting post or passing through the post is also out. There is run out also.


GAMES FOR FUN /GAMES FOR RECREATION

1. Pillow  Fight: Call for two volunteers. Blindfold them and give them two pillows. Each will have to hit the other with the other. When the fight is in progress, get another pillow and beat both without their knowing that a third party is beating them . It will be interesting to note their reactions when they are hit in either side.
2. Pillow fight: Same as above. After blind folding both give pillows but untie the blindfolding of one allow them to fight. It will be interesting to see that fight.
3. Kerchief in the air: When the leader throws a hand kerchief in the air the audience laughs loudly. When it touches the ground then there should be pin-drop silence. One who is caught will continue the game or is asked to perform something as a  punishment.
4. Walking blind folded escaping obstacles: Call for three volunteers. Send two of them out of the hall. Place small obstacles like buckets, clubs, or sticks. Tell him that he has to walk blindfolded without touching the obstacles. Once he is blindfolded and starts walking cautiously, remove the obstacles one by one. It will be interesting to watch him doing all sorts of cautious actions. The same procedure is repeated for the other two.
5. Identify the different parts of the body- tomato : Ask for 2 volunteers and send them out of the hall. Call for one and blindfold him. Then taking him around only with his finger let him identify the different parts of the body of different people in the group. Finally bringing a nicely cut tomato and force his finger into the tomato.  It will be interesting to note his reaction. Remove the tomato and ask him to identify what it was. Then remove the blindfold and ask him again to identify. His different reactions of smelling etc., will send the group into peals of laughter.
6. Kiss the magic book: A volunteer is brought before the group on a false charge and told that he can be forgiven only if he kisses the magic book 3 times blindfolded.  He is allowed to kiss 2 times without any problem; but on the 3rd time place a saucer of flour on the book and the victim gets a mouthful.
7. Drying the Floor: A guy is induced to sit on the floor with the legs spread wide apart. With a pool of water between his feet. He is armed with a paper cube. The leader approaches him with a large towel and claims that he will be able to wipe up the water without getting a hit from the guy. Suddenly the leader grasps the ankles of the victim and  pulls him forward wiping the pool.
8.Balloon shaving: Select 4 couples. Have the male members of each couple seated on the chair with the neck of a inflated and tied balloon in the mouth, a towel wrapped around his front. The balloon is then covered with shaving cream and at a given signal the female member attempts to shave it off with a razor blade. It cause suspense and amusement, especially if the balloon breaks. (If it doesn't break, make sure that you use a pin.)
9. Monkey game: 2 players are given 2 table spoons and an orange (lemon)each. In one hand each player must hold one spoon with the orange on it. In the other he holds the other spoon, which he uses to defend and to knock at other person's orange. If you want more fun have 2 teams or have more participants for the game.
10.Orange chin Pass: Teams are arranged with alternative boys and girls. On the whistle the first person hugs under his chin an orange (lemon) and then turns to the girl behind him, now without using his hands, he must transfer the orange to beneath her chin, and so on.... to the last person in the team. If the orange is dropped down then again it goes back to the first person. The team which manages to reach the orange till the end at first is the winner. Make sure that the players do not use hands at all.
11.Hide your name: 4 to 6 volunteers are asked to stand inside a drawn circle on the floor. On the back of each volunteer a slip, on which some thing is already written, e.g. a name of thing etc., is pinned. Then each one is asked to copy from the other without allowing his own slip being copied. Also they should by no chance should step out of the circle. One who finishes first (with correct names) is the winner.
12. Praying to Allah: The caravan man asks for 4 volunteers to pray with him to Allah to give him camels for his journey. HE kneels down to pray. The volunteers are asked to imitate him. At a certain point he gets up suddenly and announces to the group ‘I prayed to Allah to give me camels but he has given me 4 donkeys here.’
13. High tension wire: Wound a rope across the throat of two person and say that it is high tension wire and if touch it will give shock. Again add person in between them as much as possible. Then one can loudly ask whether the donkeys are got or not. Then the conductor says that he had tied 5 or 6 donkeys.
14.  Washing the Elephant: Call out for 4 or 6 volunteers. Teach one of them how to wash an elephant in the absence of the other volunteers, only through actions. Then that  person has to teach the other one. Likewise one by one performs the action. The last   person should be asked, what action is he performing.
15. Elephant crossing over a man: Three volunteers are called forth. 2 among them will act as an elephant. The third one lies on the floor. The elephant boasts by saying that it can cross over the man without touching him a bit.  Then the elephant crosses the man, lifts its trunks and does all sorts of actions having not touched the man slightest. But later it really walks over the man and pours water on him.
16.Blowing the Boat: A paper boat is placed in a water tub. 2 or more participants are called out. Forming equal teams they stand face to face and the tub between them. At a given signal they all try to blow the boat to their opposite side. While the fun goes on the animator then gives a sudden frantic punch on the water so that the water splashes on everybody.
17. River and Bank: A team stands in a horizontal line. A line is drawn before them. Jumping forward is called river and backward is bank. When the animator calls river jump inside; when calls bank jump outside; If any mistake done is considered out of the game.
18. Bun Eater: Ask for three volunteers who would be suitable for a game, have three of them blindfolded and seated on a chair, with a packet of bun in front of them. Tell them that it is a competition and that winner is one who eats the most number of buns. Give the signal for starting. Let the audience shout encouraging slogans. Slowly remove the blindfolding of the two without any noise. Let the audience continue to shout. After two or three minutes give the signal to stop and remove the blind folding.  Then he will realize that  only he was competing and not the others.
19. Banana Duel: Two players stand back to back each with a banana in his pocket. On the signal both draw out their banana and try to peal it one handed trying to be the first to turn around and squash it on the other players face. It could be done with more players.
20. Snake tails: Form two teams by players holding the waist of the  person in front. The last person of the snake tucks a handkerchief under his belt at the back to form the tail. When the whistle is given each snake attempts to grab the tails from another snake without losing his own. Only the head of each snake can make the grabs. The more snakes the more fun.
21. Smile Please: The players are divided into two groups and lined up facing each other. One team is designated as the smilers they simply smile as broadly and as winningly as they can, at the non-smilers. The non-smilers, meanwhile must keep straight faces for a full time. If they fail they loose a  point and then reverse.
22. The Top Guys: A parcel is handed to anyone in a hall. On opening the first wrapping, he finds a slip ;which could be read something like this, 'hand this parcel to the most popular chap in the hall'. He hands it over to one whom he thinks is popular. Then remove the next wrapping to discover another slip. e.g. to the most dangerous revolutionary hero, to the most handsome man, to the best singer here. This goes on for another few rounds till when the final slip should read ' to the biggest fool'. Give an attractive prize to the fool. (Other variations are like pass the parcel like musical chair or passing hat and when music stops the man who has the parcel opens and do the action written in the slip. the last man gets a prize. Parcel can be passed and when the music stops one who gets the slip becomes what is written in the slip.)
23. Pussy wants your corner: The children stand in the corner of the room or any decided spots. Pussy goes from one child to the other;, says, 'pussy wants your corner and the children refuses pussy to give their corner. So pussy goes round and round, meantime the children exchange places. Pussy must be alert to get any empty corner. If she succeeds the one left without a corner becomes 'pussy'.
24. Blindfold bucket toss: Give each contestant a dozen potatoes or paper ball and stand him eight or ten feet from a basket, a box or a bucket. Let him take one or two practice thoroughly at the container. Then he is blindfolded, after which he tries to see how many of the potatoes he can throw into the container. We can even remove the container.
25. Who is the Windiest: Place about twenty five or more lighted candles on a board. then announce you are going to find out who is the windiest person at the party. Each in his turn sees how many candles he can blow out with one breath; perhaps award the winner a toy horn to blow on.
26. Grunt pig grunt: Players stand in small tight circle. 'it' stands in the circle blindfolded. Someone turns him around several times to confuse him and then lets him go. 'It' then walks forward with arm outstretched until he can touch    a player with his index finger. It then commands the player he is touching to grunt, pig grunt. the player must comply by grunting. It tries to guess his identity. He may ask him only three times. If he cannot guess the person, he must move on to another person. 'It' is permitted to poke a player with his finger only. He cannot feel his clothes or face in his attempt to identify.
27. Balloon Bursting: Tie inflated balloons to the ankles or at the back and allow them to stand in a circle holding hand inside a circle. When the whistle goes, all tries to burst the balloons of others. One whose balloon is burst or went out of the circle is out of the game. Give time out for a minute or two as this is a very strenuous game. Play until two players are left and give each a prize.
28. Scram: Players stand in a circle holding the left hand in toward centre. The player who is 'it' starts moving around inside the circle, counterclockwise. As he goes he takes hold of some players hand and that player takes hold of another hand, and so on until most of the players are moving inside the circle. Then 'it' yells scram all players rush to get back to position; the last player back is 'it'.
29. Unwanted Gift: Each one comes to the party with an unwanted gift which is well wrapped. Every player's name is folded in piece of paper and put in a hat. Two names are drawn out and they exchange their gifts. At the end when all receive their gifts and when the signal is given they all unwrap the parcel.
30. Consequences: This game shall add a lot of humour to your party. Each guest is given a sheet of paper and asked to write at the top an adjective. He then folds the paper and passes it.  Then each is asked to  write a girl's name and pass it.  Another adjective, fold and pass. Then name of a boy, fold and pass. What did he do ? what did he say ?  What did she do ? What happened ? The guests must write humorous things. The sheets are then opened and read out loudly.
31. Hidden Articles: Twenty articles are hidden in the room; the list of these articles is put up.  The players have to site the articles and slowly put it into their pocket. Do not tell anyone else except the leader. One who find the most articles wins a prize, which he reproduces, telling the place where he found it. The following articles could be hidden. Rubber band; cello-tape; bulb; postage stamp; drawing pin; button; adhesive tape; crucifix; ball pen; wrist watch; safety pins; sponge; blade; snap-shot; and lipstick case.
32. Magic Chair: A chair is kept in the centre, which is called as the magic chair.  The animator sits on this chair, and when he gets out of this chair he gets contaminated with a strange sickness. e.g. leg limping; stomach pain, head ache etc.  He will go round with this sickness. After taking a round, he will touch one of the participants and the moment he touches somebody the sickness leaves him and the person who is touched gets contaminated by lit.  If that player has to be relieved from this, he has to go back to the magic chair and sit. But again when he leaves the chair he gets some other sickness, which he transmits to a different person. In this manner the game continues.  For more fun, try to imitate any participant in the group, or act out anybody's funny mannerisms; or try to do most difficult actions.
33. Pussy Wants You: One volunteer is called for; and becomes 'it'. He is considered as pussy. The pussy will go round in fours, to each and every person, 'mewing'. The other participants or players are to maintain when the pussy nears them and mews.  The pussy will go to any person and mew, looking straight into the eyes of the player. Maintaining his seriousness, he will respond: 'get away pussy, from here, I do not like you'. If one player succeeds in doing this, the pussy will move on to different player. But if the person laughs, or smiles, or in any manner fails to maintain his seriousness, he becomes the place of pussy. Thus the game continues.
34. The Bear: Have 10 volunteers lined up in a straight line with their shoulders touching each others. The leader stand at the beginning of the line. He says 'I saw a bear'. Then the next person asks where? and the leader replies, there, and points the right arm, and then the next person says I saw a bear, the next person asks where? he replies there by showing his right hand. This goes on till the end of the line. Second round starts by the leader points his left arm, this process is carried on till the end of the line. It is essential that the arms are left outstretched. The question and answer goes right down the line. Then the leader starts a new dialogue, and has the group squatting down and pointing in the same direction with both the hands stretched. Finally the leader says I saw a bear. the next person asks where? The leader answers here, and gives a good push as a result the whole line of guys goes down like a pack of cards. It is important to keep in mind that the straight line is maintained.
35. Crows and  Cranes: Divide the participants into two teams, standing in a line opposite sides of a line drawn. All the players should look at the leader while placing a foot on the line touching the foot of an opposing player. Give the name for one team as 'crows' another as 'cranes'. The leader then calls one of the two words by stressing the cr-cr-cr, so that both sides will be in suspense, not knowing if crows or cranes will be called. When one name is called out, that team turns and runs to its side wall. The other team chases and tries to touch as many opponents as possible. Those caught are out. The leader may call anything besides the command words like crabs, crocodiles, crayfish etc. Players who move when this happens are also out. When one team eliminates the other team the game is over.  Substitute team names like 'rats', 'rabbits', etc. and command words like rattle snake. This can be repeated if there is time. In malayalam 'kakka','kala'can be used.
36. Voluntary Fear: This is probably at its best when it is played after a nasty game. Ask for two volunteers and send them out of the room. Tell the rest that when you call in the volunteers nothing at all is going to happen. You are just going to ask them to sit down in their places and that you are going to carry on as if nothing has happened. Also ask your group to say nothing if they are asked anything by the volunteers. The unknown fear of what is going to happen will make the volunteers very unhappy and uneasy.
37. Find your Puzzle members: Using as many pictures as there will be groups, cut each of them into 8 pieces.  Mix up and distribute. Each person being one-eight of a puzzle, will look for the puzzle pieces corresponding to his to put the picture together again.  No one should surrender his piece.
38. Bus Ride: Players are seated in two rows of chairs facing each other at a  distance of 3 feet like the old buses.  One player is the conductor.  If he calls a plain stop all players must get up, exchange the sides. If he calls a name with street attached, the players do not move.   If he calls a name of a road each  player must get up and run around the row of chairs in which was seated and try to get another chair in the same row.   The conductor tries to get a chair. The person left out becomes the conductor.
39. Loop Pass: Make a loop by a thread and pass from head to down and pass to the next person when the music is going on. When music stops whoever has the loop is out. Pair also can be in mixed group with a big loop.
40. Pass Under the Thread: Make some volunteers to pass under a thread and  reduce the height of the line for each round. Just for fun.
41. Blind Folded Walking: Keep some objects and allow a girl to pass with stretched legs blind folded. After passing make a boy to lay looking up and then only untie the blindfolding. Girl with skirt is good and do it only in understandable group.
42. Put the Coin Down: Put a coin on for head of a volunteer and tell him to put it down inside his banian. While he is trying pour some water into his banian. Best time at the end of a day’s session.
43. Scooter: Two volunteers. Tell them to act as starting a scooter. Tell the others to assume the chair put in the middle as an European closet. While he is trying his best bring a bucket of water and keep near to him then he will understand it better.
44. Stand and Sit for Particular Letter:  For particular letter participants just stand and then sit. A story or song or quotation can be read. Whenever that particular letter occurs then they stand and sit. As a variation two letters also can be used.
45. Myaoo.....  Keep the palm like the mouth of a cat and when the animator opens it, all make the sound ‘Myaooo..’ Can do it fast and slow. Best for small children.
46. Reach the Gift:  Tell the person to hold his nose with his hand through under one of the legs and make five rotations in a circle then move or walk through a straight line to take the gift. Circle and a straight line to the gift should be drawn on the floor. It is not easy to walk straight after 5 rounds of rotation.

FORFEITS

1. Place a candle so theat everone can see it but not you  yourself. ( on your head ).
2. Say the alphabets backwards.
3. Kiss yourself in the mirror.
4. Spell constantinople backwards.
5. Damce with shoes on wrong feeet.
6. Go all round the room with one foot and one leg.
7. Mention six things that youcan purchase from a chemist.
8. Blow a candle blindfolded.
9. Revolve your hands in a circle but in an opposite direction.
10. Blow a piece of chalk down the beer bottle which is kept sideways.
11. You are lucky, no forfeit.
12. Walk an obstacle course blindfolded.
13. Lie on the floor and wriggle a ten paise coin off your  nose, no shaking your head.
14. Sit on a bottle (lenghtnwise) and with only one heel  touching the floor, write your full name on a piece of paper.
15. Place two chairs in a row, take off your shoes and do a high jump over them. (over shoes).
16. Sing a melody of one line each from filve different   songs in a continuous fashion.
17. Boy and a girl stand on thelir news paper. each time  fold it half and continue standing till asked to stop.
18. Say ‘mixed biscuts’  ten times fast.
19. Put off a candle that is on the floor using only a spoon  that is hanging on string tied to your back.
20. Separate yourself from the one your hands are tied to by two loops of cord.
21. Stand in the center of a circlek; whistle will be tied to your back. you are blindfolded. you have to catch               anyone of those who blows the whistle.
22. This pillow is your baby; rock it and croon it to sleep.
23. Imitate an animal soundlessly till someone guesses  which animal .
24. Sing at least four lines of any common song omitting every second word.
25. Move your leg as when you are stamping out a cigarette,and your arms as when you're rowing, together fast.
26. Blindfolded, taste the things that are given, give five  items, last a teaspoon of salt. Name the items.
27. Get on your fours, go up to anyone and mew like a cat till you get that person to smile.
28. Pat your stomach with one hand and rub your head with the other fast, reverse when you are told.
29. Eat a moving lunch; suspend a bun so that it reahes the victim's lips. He must eat it without using anyhing ,but his mouth.
30. Ask a question of each member of the group till second word.
32. Shake a ten paise coin off your forehead.
33. Mexican bullfight; the victim is asked to sit near a puddle of water. M.C. has to mop this water with a towel, victim must guard the water with hils legs; and two forks in his hand. (mc pretends to try to mop, throws towel over victims face, then grabs his legs and pulls him into the puddle of water.
34. Hold ice cube in hand till told to leave it.
35. Spell the words, minimum, maximum,and malayalam back words.
36. Which is the longest word in English. (Honorificabilitudinitatibus or smiles because between the first and the last letters there is a mile.)
37. Lay a woodem match or toothpick across teh nail of the middle finger of either hand, and raise the two adjacent fingers over it. Now try to break the match by exerting pressure on it with the three fingers only.
38. Lap up milk from a saucer like a dog.
39. Put your right hand where left hand cannot touch (left elbow).
40. Kiss the girl or boy the best you ever like in the room.
41. Sing in one corner, cry in another, laugh in the third and dance in the fourth.
42. Kiss your shadow.
43. Stretch out your left hand and place a coin on your left palm and with a brush in your right hand try to brush it out.
44. Lie down flat on your back, gather your hands together beneath your head and then try to get to your feet wothout using either elbow or hands.
45. Throw five tooth picks in a heap on the table. Now try picking up the toothpicks one at a time as follows:
-the first toothpick between your thumbs.
-the second one between your two first fingers.
-the third one between your two second fingers.
-the fourth one between your two third fingers.
-the fifth one between your two fourth fingers.
the toothpicks have to be lifted lengthwise and at the finish you should have a toothpick between each finger of each hand.
46. Ask your victim to stretch his hand with the palm facing upwards. Bend back forearm so that fingers touch shoulders by the back side of the palm. Place a small object on the elbow which means it must by unbreakable. let your victim remain like this for a couple of minutes.
47. Place a marble on the floor without any obstacle and then give your victim a foot ball and ask him to try and touch the marble. (place the marble in the corner of the room, the ball size will prevent it from reaching the marble.
48. Stand for five minutes while blindfolded.
49. Stand with both heels together against the wall and pick up something from the floor.
50. Light a candle while balancing your weight on one knee.
51. Turn around rapidly five times and then walk a straight line.
52. Place an ice cube in a glass of water and then ask your victim to try and lasso the ice with a piece of string.
53. Say a nursery rhyme with actions.
54. Compose and sing a song.
55. Hold a piece of ice for 15 seconds, if you can't another.
56. Get into a sack and prop around.
57. Give a sentence and dump charade.
58. Never spare a bender, dump charade.
59. Imitate any railway station hawker.
60. Eat this sandwitch fast.
61. Commentary on kite flight.
62. Put cells in torch and light it.
63. Eat a banana sideways.
64. Hawaian dance - provide garland and paper flowers for  head.  
65. Imitate bus conductor.
66. I bet you can't touch your toes.
67. Sleep on floor (on back) and show back stroke.
68. Sleep on floor (on stomach) and show butterfly stroke.
69. Repeat ten times, very fast without drawing your breath, 'Quizzical quiz, kiss me quick'.
70. For a boy,imitate a girl; for a girl, imitate a boy.
71. Pause a football player kicking a goal.
72. Bow to the witiest, kneel to the prettiest, and salute the one you love the best.
73. Yelp like dog that has been whipped.
74. Say three times with increasing speed, 'eleven elephants, elegantly equipped stooped eleanor's equipage'.
75. Repeat three times: 'i feel a feel, a funny feel I feel; If  you feel the feel that I feel you feel that I feel, a funny feel you feel.


Ice Breaking:
Aim: to mix freely
            to remove inhibitions.
            to enliven the group.
Possible games: Fruit salad, Do you love me, Ping pong, World tour,..
Analysis and conclusions:
a) need to mix
b) need for unity
c) finding new friends- broadening horizons
            e.g. Fruit salad; song etc. richness of unique individuals coming together. ice-cold, needs warmth to reach others.
e) need to have family atmosphere in the camp.  In a family we do not make too much efforts to relate to each other. It happens. In a camp situation  too it must happen. But one must be open towards this happening.
4. Instructions: to the participants
a) respect for the whistle: if indoor for silence. If out door for gathering. Whistle represents the camp-conductors(animators)
b) Punctuality
c) Not to speak when serious discussion or session in progress
d) Not to take as a retreat but a personality development camp
e) Book and pen should be brought everyday
f) Timings - discuss the time-table with the participants
g) Co-operation and active participation - regarding the given home work
h) Regular attendance
I) Going out/ late coming/ absenting/ and sick/ or in such cases inform the animator- in- charge.
j) Play while you play- but take the sessions seriously
k) Meet us for any personal clarifications, doubts, and any help whatsoever
l) Your presence here makes our existence and efforts in the camp meaningful. Therefore you are KEY to the camp
m) Be generous in giving time, energy and co-operation.
Announcements: About competitions- singing, debate, elocution etc.
Variety entertainment and preparation.
Prizes
Things to remember: Arrangement of closing ceremony
- Arrangement of Mass, prayers etc.
5. Self Introduction:
Aim: to know each other.
Possible ways of knowing:  
a) Introducing to a person: Inner circle- outer circle: 2 circles are made (concentric) members of the inner circle facing the members of the outer circle While one circle move clockwise, other circle moves anti-clockwise. Stop the movement when the whistle goes. and introduce oneself to the person in front.
b) Introducing to a smaller group: Moving around in the hall; form groups as the whistle goes, according to the numbers announced and self introduction begins.
Self introducing through the family game: Every participant is given a slip bearing the names of  a family and relation (status) (e.g. mother dog, father cat, daughter pig etc.)
c) Introducing to the larger group:  Introduce oneself by turn-information
- Increasing volume each time.
Partners introducing - After gathering information
* Passing the parcel - the person who gets the parcel introduces him/herself.
* Mister match is about to die: A match stick is lit and passed on to the participants - Procedure of passing the parcel is followed. In whose hand the fire dies, comes forward and  introduces him/herself.
Follow-up of self Introducing games: * Ping pong
* reciting the names of the other participants
Observations: The animator could make some observations to the group like shyness, not being clear, not opening the mouth fully, not looking at the audience.        When one goes for an interview, seeking for a job, it much matters how one introduces oneself and how one sits or stands.
6. Division of group:
Group leaders 4 or 5 are selected and are asked to form the groups as best as they can. But their membership to particular group is decided on the basis of lots after the formation of groups. (e.g. sharing a cake between two persons; how both could be satisfied ? One cuts the cake, the other chooses.)
group meets to decide upon- a permanent leader - a name to the group -to prepare a list of the names of the members.
             The group  leader submits the names of the members of the group to the animator.
            The group will function till the end of the camp.
Groups are for the healthy competition and not for rivalry; this will be continued till the end. It is something like in an industry- division of labour is done to intensify the production and output and to create mess. Here too divisions are made for convenience and easy and effective functioning and not to create ‘groupism’.
7. Leader ship:
Aim: to create a basic awareness about the leadership in the participants.
Questions for the group discussions:
a) name any 5 great leaders that inspired you in any way.
b) Name 5 good qualities of a leader - why ?
c) Is Jesus a leader ?
d) If you consider Jesus a leader name instances in the Bible which affirms your stand.
e) Which is the quality that has to be present in all the leader to be true leaders - SERVICE (The commandment of Jesus)
i. Individual will write the  answers.
ii. Go to the groups, read whatever is written and then form a group answer.
iii. General session.
Summing up: * give any idea of true leadership; distinguish between the false and true leadership.
* The need for it.
* What are the various categories of leaders- Political, social, religious, other fields.
* Stress service as the mist essential and 'the quality' of a leader. (take the e.g. of Jesus washing the feet of his disciples, as the quality of good leader).
* The characteristics of Christian service is that does not exclude any one (Peter and Judas receive equal attention and share in the service) And no reward is expected for any form of service.
8. Leadership: (2)
Aim : To give an experience of crisis situation - an essential experience that a leader has to go through.
Tell the story of Ravi and Arathi
Ravi: Rich, scientist, loves environment- was a 'village boy'. Marries Arathi, rich, city bred girl, social by nature.. Go on a honeymoon, to a remote place.(forest). Within 2 days Ravi gets an important call to the states, for a seemingly unlimited period of time.
Promises wife, he will be back in five days, leaves some instructions: enough food in the house, novels, T.V., and V.C.R. and all possible facilities, a car and lot of petrol but not to be used. Not to go out anywhere because there can be danger. He does not leave behind any money.
Arathi: Manages and happy for 2 days; longs for someone to talk to, disobeys instructions, takes the car out, drive across the bridge to a house.
Artist: Lonely man in the house, painting whole day. Arathi admires spends a day with him and returns. Follows the same pattern everyday. Friendship thickened.
One day telegram arrives announcing arrival of Ravi, within 2 days. Arathi goes to say last goodbye to the artist; After tearful farewell returns.  Guard at the bridge stops saying bridge is defective and no one is allowed to cross. Alternative is to cross the river - boatman offers two choices: pay 20/- or lie with him. Arathi chooses to pay, goes to the artist and asks for Rs.20. Artist's argument: 'money spoils the friendship; one becomes the debtor, the other, creditor; therefore one low, other high'.- total refusal. Returns to the bridge; drives across the bridge, bridge collapses and she dies.
Questions:  Who ils responsible for Arathi's death? Ravi, Artist, Guard?, Boatman?, or herself? why ?
* Individual articulate their personal answers and then a group decision is formed; followed by a general session for the whole group- arguments; debate.
9. Role Play:
            Give roles: a) Leader: Co-ordinates, facilitates the group.
                        b) Clown: talks unnecessarily, out of point, dominant.
                        c) Critical: opposes everything.
                        d) Yes men: Accepts everything.
                        e) The silent:
Ist play: no leader, 2 clowns, 5 members altogether.
IInd play: All leaders.
IIIrd play: A role for each of the five.
            These roles will be played by any 5 participants. They are given roles secretly. and asked to discuss on a topic for a specific period of  time, with a theme for discussion. e.g. Youth picnic.
            The group is then asked to guess who played what role after each of the three plays.
The animator at the end brings out the significance of the success of the IIIrd role play.

HUMAN HOUSIE:
Aim : To create an awareness about the significance of human name. Recreation.
Procedure: -Select any 15 names of the participants(+animators). The full name ought to be written with the necessary clarification from the persons concerned.
- The fair-copy is signed by the animator. No further corrections by the participants are allowed.
- The procedure is same as housie, housie but names of the participants written on chits are used instead of numbers.
- The prize will be  JULDY FIVE, JULDY EIGHT AND FULL HOUSE. If more than one winner the prizes/scores are equally distributed.
-The prizes carries points which will be added the group points.
- When you get a name in your list indicate it with a check mark( )against the name and do not strike out the names.
Analysis and Conclusions:
* Respect for somebody’s name.
* Name includes personality of a person.
* Harm done by nicknames.
* Need for  proper pronunciation of names. (damage by mispronunciation)
* Pet names, meanings of the name.
* Importance of name; all have, given in love; personality effects.
* Names once spoilt, very difficult to re-build.
* Quality of a leader to know the members of group by name.
* Seclusion if unknown in the group; if no appreciation, etc.
* In the book of Genesis, God named each of his creation. To name someone is to respect one’s uniqueness; it also indicates that one is equal to the other. Therefore in Indian custom wife does not call husband by name as he is (mistakenly) considered greater than her.
* Name also indicates intimacy. Therefore Jesus calls God ABBA which was unthinkable for the Jews.
* Only in the case of human beings, name has more than a mere functional significance.
BAZAAR
Aim: Necessity of clarity in communication. To give an experience of goal orientations.
Procedure:
            Participants are selected from each group; 3 pairs are selected from each group. Pairs are then divided into : the communication partners and the listening partners.
            All the communicators stand in a row at one end of the hall. Similarly the listeners form a row at the other end of the hall facing the communicators. The distance between the 2 groups ought to be 35 to 40 feet.
             Each communicator is asked to note his listening partner and vice-versa. Ask the ‘listening partners’ to write their group names and numbers on their list. All listeners will have a paper and a pen whistle all the communicators will be given lists of things which are bought in a market. e.g. 2.5 mtr rope, 10 litters of milk etc.
            Make the readers stand facing against the listeners and only when they hear the whistle they may turn facing the listeners. when the whistle is blown, the communicators read their lists aloud in the given order.  The listener is expected to write down the list announced by the communicating partner in the given order. Points will be allotted based on the perfection of the reproduced list.  No observers may prompt any answers to the listeners. If done, they will lose their points.
N.B. If you have some extra lists, give them a practice, and only then conduct the real game. This will give you greater results.
Rules to be followed: Non-participants are not allowed to prompt or help.
* Participants are not allowed to cross the barriers.
* No writing is allowed after the final whistle is given.
* Half written carries no scores.
Analysis and Conclusions:
- Importance of listening, concentration.
- Examples of market, look for the item you need, tuning the radio.
- Listening to various voices when you reach the cross-roads of life and are ‘deciding a way of life or profession’ - various voices are heard but ultimately what is necessary is the voice of the conscience and the voice within us. The requirement of mind and heart.
- No ‘gumpinalli govinda’ attitude in life. One acts on one’s personal decision and takes responsibility for all his actions.
VALUE EXERCISE
Aim: To make the participants reflect on values.
            In life one cannot eat the cake and still have it. One is called to make continuous decisions. One must have reasons for one’s choices and must not function at the level of likes and dislikes.
Procedure:
            The building is on fire; and there are 7 people caught inside; you can save only one. What is the order in which you would like to save ?
i. Block development officer: 40 years old; very nice man, has helped a lot of people, there are floods in the village and the people need him. However, he received bribes.
ii. Retired Military Officer: 55 years old; has served the country faithfully. Recipient of the Param Veer Chakra for his acts of bravery in the war against Pakistan. But is divorcee and he is living alone.
iii. Lady Lecturer: 30 years old; married, has  a 3 year old child at home and is  pregnant now. However, she is a boring teacher, and takes no interest in extra-curricular activities.
iv. Social worker: 28 years old; very committed and works relentlessly for the poor and the downtrodden. He has a girl-friend and will be getting married within a few weeks. But he holds Communist ideologies.
v. College student: 17 years old; girl, extremely intelligent, good looking; but very proud.



vi. Priest: 70 years old; has done lot of good in his young age. Many poor people feel indebted towards him; a very holy man. But he is suffering from cancer and doctor has given the time of a few months.
vii. Play-back singer: 34 years old; extremely good singer; and a great asset of the country; many people forgotten their sorrows by listening to his songs. However, he cannot sing without drinks; gets drunk often.
Analysis: * one has to act in such a conflict situation. Not to act is to run away from one’s responsibility.
* There are many voices calling for our service. We need to decide who must receive our services. We cannot do all the good.
* In Indian context who should receive our love, concern ?
* Between evil and good, choose good, between greater and lesser evil choose lesser evil; in  a conflict situation choose any one but act. E.g. : I. Train passing with soldiers, villagers under the bridge; would be killed if noticed; a child in the hands of mother crying.....ii. Twins born with one head... whom to keep, whom to kill... one may become a good man, other may turn out to be a criminal.....

Value Exercise: (2)
            Assume that the following hypothetical situation is real. You and ten other people are in a bomb shelter following an atomic bomb explosion over the city. It would be fatal for anyone to leave before at least one month because of fallout and radiation. But there is only enough food, water and oxygen to last two weeks for all 11 persons, or one month for 6 persons. As the owner of the shelter you have been elected by the group to decide who are the five person (excluding yourself) who have to be sacrificed so that others can survive, among the following.
* Mrs.Patma: 33; psychology professor, who has a good grasp of the situation and has calmed the group’s nervousness. She can be most valuable in organizing and pacifying the group, although she seems to be cold and impersonal.
* Beena: 20; sexy and attractive home economics student, expert on nutrition and diets. She knows how to ration and stretch the food supply and can fix up canned goods appetizingly. She is efficient but domineering and bossy.
* Rincy, 21; brilliant college student who has done much research on nuclear radiation. Her scientific knowledge should be vital but she is sort and spoiled and can not bear the thought of sleeping in the same room with five other people and wearing the same clothes(no baths) for one month.
* Irma, 19; literature major, widelyread and good writer, she has been entertaining the group with stories which helps the group to relieve their fears.
* Nita, 25; very kind person but extremely nervous and temperamental partially due to the fact that she is excepting her first baby in two months.
* Pradeep, 26; Nitha’s husband, a medical student with a lot of practical experience in his father’s clinic, his first services could be critically essential but he will only stay if his wife can remain.
* Bading, 20; only a graduate, but a great mechanic, needed to handle the air filtration and oxygen purification system. The trouble is he always feels hungry and does not seem to understand the need to preserve water and food.
* George, 27; a religious man, whose calmness, optimism and faith is an inspiration to the group. Somehow , his mere presence is a source of comfort, but he needs special diet for his diabetes, and fainted when excited.
* Jess, 20; big bodied athlete, the only one who can lift off the heavy metal plate which seals the shelter door. He is respected by all but he cannot control his temper. Once he and Bading almost came to fist flight over some disagreement.
* Mars, 17; happy-go-lucky guy whose lively guitar music and sense of humour have helped maintain group morale. He gets along with others he is rough especially with girls.
WHICH FIVE WILL YOU CHOOSE TO REMAIN WITH YOU IN THE BOMB SHELTER ? Be honest, concentrate on the talents, weakness and capabilities of each one. Defend your decision with a good reason.
Value Exercise (3)
            Imagine your house is on fore and you have only 3 minutes to save most valuable possessions. Don’t consider persons because they look after themselves. Write down any ten items that you would grab. Be as realistic and honest in your selection as you can.
            Take a look at the items you have jotted down and now put them in order of priority. Then think of the items you have rated, and find out why you have found them valuable.
            Is it for economical reasons, for sentimental, spiritual, social, occupational, jot down the reason for each. See whether your are ready to give up any article back, when you discuss in the group at large for their sake.
Queen of Sheeba:
Aim: To create a healthy group spirit; also a vigorous exercise.
Procedure:  A person is made s queen, four judges and a minister are appointed. The animator plays the role of minister. Groups are expected to fetch or submit whatever is asked for within the given time. The groups may possess their book and pens.
Rules to be Followed: * The group can disperse to fetch a thing only after the complete announcement of the requirement.
* The groups elect a leader who alone can submit the required thing to the minister.
* Judges decide who comes first; and check on any fraud.
* No one must leave the church premises and do to roads.
* In cases where special decision is required the queen is the only and final judge.
* No member of the group is allowed to enter the queen’s palace(the circle drawn round the queen). Anybody who does so forfeits points of the group.
* Not allowed to enter the church, school, father’s house etc. Or to damage any plants or trees in the garden.
N.B.: As far as possible ask for such items which involves a creative contribution ( e.g. names of 10 religious leaders, drawing of a person, etc.) and allot definite time. Let all the groups give the items and then choose the best. This will reduce the tension and conflicts.
Possible wishes of the Queen: Egg shell, match stick, white shell, dry cowdung, coin of a particular year, boy’s pants, longest leaf, longest hair, longest or most beautiful chain, most beautiful ring, oldest slipper, live ant on a leaf, handful of water, a fly, fresh cowdung, drawing an elephant in one minute.....etc.
Analysis:
*  Need for co-operation, sacrifice.
* Following the rules of the game.
* Listen carefully and fully.
* Be active and not half dead.
* Today who are our kings ? to whom do we serve ?
*  Is our king - money, power, good name, fame, pleasure ? or
                   - values of Christ, the poor, needy, less fortunate, suffering,  
                      Christ in my neighbor ?
* Do we pull out, snatch away from other ( as that may happen during 
   the game). Do we fill our homes and make others beggars ?
 Swallow:
Aim:  To create an awareness about the consequences of our independence.
            There lived some swallows who used to migrate to warmer countries for the winter. However, this particular swallow who wanted to be different from others and unconventional. So when all the others swallow flew away she tried to make herself at home in a cosy net. Everything went on well until the winter became severe. The bird could not face it any longer, got frozen and died.
Questions:
* what opinion did the swallow have of itself and of others?
* what are the short-comings that we find in the swallow ?
* what are the lessons we learn from this story?
Analysis:
* Need to question conventions and culturally set patterns of behavior.
* However, it is necessary to discover the validity of a tradition.
* Acting independedly is a value but, it should be with due discernment and not a rash over independence.
* Neither over dependence nor over independence is desired. There must be independent (free) dependence. One must listen to all, reflect all, but choose what is best and act on it.
The Longest Possible Line:
Aim:  To bring out group unity in achieving a goal.
Procedure:  The participants are asked to form a longest possible line by placing articles that belong to them or which they carry on their persons. (In the end they allowed to lie down to form the longest live). Common objects like stones, leaves etc. are not allowed in the line.
Questions:
* what did you contribute to the line ?
* how did you feel about it ? happy, shy etc.
* did you give freely or forced ?
* was it easy, did your efforts fail ? If yes, what did you feel about it ?
Analysis:
* need to have a goal and be committed to it.
* need to  sacrifice personal interest for the sake of the group. i.e. To give until you have nothing left to give, is the greatest ideal of love.
* effort is more important than achievement of the goal.
*  everyone has something unique to contribute for the richness of the line, which if not given others cannot give.
* It matters not quantitative element of giving (how much) but qualitative element of giving (how).
Hands Up:
            The participants are asked to stand in a circle facing each other, raising their hands sideways. They are asked to remain in this position as long as possible. When any one member of the group lowers his/her hand/hands, the whole group is out of the game. The whole exercise is done in silence.
Questions: 1. What did you feel during the exercise ?
2. What made you encourage to hold on ?
3. Imagine yourself as a young child, adult and as and old man. What would have been your reaction to such an exercise at each of these stages ?
Analysis:  * Commitment towards a group; a feeling not to let down the group.
* Encouragement received from the group to carry on and face struggles.
* What can’t be done individually can be done in a group because of motivation and encouragement. Therefore the need for others.
*  However, understanding for each other is required. And we cannot sacrifice and individual for the same of the group.
Prisoner’s Dilemma:
Aim: To become aware of competitive nature, in us and how this become self-defecting while collaboration and be more productive.
Requirements: 4 red and 4 black playing cards.
Procedure:  Two groups form a pair to play the game. There can be 2,3, or 4 pairs depending on the number of participants. E.g. group A will interact with group ‘B’ in the game. Similarly ‘C’ with ‘D’ and so on.
             There is one neutral person for every pair, who handles the transactions during the game. Every group chooses its representatives for the purpose of transaction and negotiation.
             Each group is handed 2 cards, one red and the other black. Each group must decide whether to play a red card or a black one. The way money is earned is by combination of cards, and the points they earn depends on what card they receive; can be as follows:
Group A          Group B          Group A          Group B
Red                 Red                 - 2                    - 2
Black               Red                 0                      +5
Red                 Black               +5                      0
Black               Black               +3                    +3
            Each group submits to the neutral person one card at each round in secret, the neutral person announces the transaction and the animator accordingly calculates the score and write it down on the score board. After three rounds the leaders are asked to make negotiations with each other. I.e. leader of group A meets leader of group B to negotiate and plan out how well they can increase the score.
            After 2 more round once again negotiation is made and the scores are doubled. At the last round, after possible negotiations the score is redoubled. After 10 rounds the scores are calculated.
Questions: 1. What were your feelings while playing ?
2. What were your tactics in the beginning and the later stage ?
3. Was there a change of attitude ?  what brought about the game ?
4. What are the maximum amount of points that would have been earned?
Business Deal
Aim: Awareness of the helpful and hindering behaviors (between groups and of individuals within a group and inter group) in the attainment of a goal or achievement of a task(camp, retreat, home, office, community etc.)
Requirements: Trading cards (5 different colours as many as participants and group paper symbols)
Procedure:
            Participants are divided into groups of 5 persons or more each . Any extras can be asked to be observers or scores. The purpose of the game is to make money by means of trading the cards given to each participant. Each participant is given 5 trading cards (one yellow, one green, one pink, one blue, one white) and paper symbol of the group - as many as groups and members in each group, namely, if there are four groups, one needs 4 different paper symbols for the number of members in each group.
            The trading cards have the following points:
                        Yellow... 50 points
                        Green...    25 points
                        Pink...      15 points
                        Blue...      10 points
                        White...     5 points
            Paper symbol - triangle, square, circle, etc. drawn on small pieces of paper.
            There are 10 trading rounds, each taking 5 minutes. After the 10th round the game is finished. To trade and bargain, each member must hold hands with  another paper; no taking is allowed except while holding hands. Those who doesn’t wish to bargain or trade, fold their arms across their chest.
            Once players hold or join their hands, a legal trade must be made (exchange of 2 cards -one card each). Only one card for one exchange are allowed.  A player must not show his cards, except for the card that he is trading with another player. Bonus points are awarded as follows:
            3 cards of  the same colour=10 points
            4 cards of the same colour=20 points
            5 cards of the same colour= 30 points
e.g. If a player has, during the counting, 3 blue cards and 2 yellow cards, he gets 140 points.
3 blue x 10 = 30 +2 yellow x 50 = 100 + 3 cards of same colour(blue)= 10 == 140.
            If the game is played by three groups and the cards are distributed unequally so that one group gets more money than others, the game will be star power.
            The trading can be done within the group and outside the group. There are 2 kinds of winners: individual winner: i.e. individual whose cards have the highest value at the end of the final round. Group winner: i.e. the group with the highest total of individual and group score are taken by each group and recorded by the leader. The three highest individual scores from each group and the group score are written on the BB after each round.
            After the 3rd and 8th round, the groups are given time to discuss their strategies. After the 5th round the groups may consult with each other, through their leaders, if they wish. The total score is declared after the 10th round and the group winner is announced.
Analysis:
* What do you think of the behavior of individual and groups ? desired or disliked; what was the effect?
* Is there a parallel with real life ? give examples.
* Role of co-operation and competition and get us anywhere in life ? What kind of behavior was found more fruitful ?
            In any group task or activity, there are behaviors that help or hinder the achievement of the task or the performance of the activity. Hindering behaviors, such as competitive spirit, power seeking, self aggrandizement (increasing self score at the cost of others)are obstacles for the achievement of a goal or the performance of an activity. Therefore a collaborative spirit where everyone shares their best talents for the others is to be encouraged.
Animal Kingdom
            Once upon a time there was a group of animals who were great friends. They were not very educated, so they decided that what they needed was a school, a school for animals. So they started one. Somebody said that the first thing to be done was to set up a curriculum committee. The bird said that flying should be in the curriculum so they entered that. The fish said swimming should be in the curriculum. The squirrel said that perpendicular tree climbing should be offered. The rabbit said running was a must. All the animal suggested their specialties for the curriculum. But then they made the terrible mistake of making all the courses compulsory.
            The rabbit was a great runner. No one could run like the  rabbit but they took him up to a branch of a tall tree and said, ‘fly, rabbit’. The rabbit jumped, tried to fly, broke a leg and suffered brain damage. He got pass marks in flying because of effort but he couldn’t even run as he did before and received only pass marks there also. The birk was a great flyer. He could fly loots and dive like a freak but they had him dig holes in the ground like the field-mouse and he broke his beak and wings. He failed in hole digging and barely passed in flying. And so it went. The squirrel almost drowned in his swimming course and the jackal broke his back in perpendicular tree climbing, but they all got pass marks for effort and attendance - when they were physically fit. The gold medalist was a bat who could do a little bit of everything but nothing well.
Question:
            Should a teacher or trainer build on a learner’s strengths or weakness ? Can a person be excellent in many fields ?
A Fair of Bullocks
            The instructor asks all participants to stand and form groups of three. He gives each group a number (group 1, 2, etc.) While they are standing, he gives the following instructions:
            “I am now going to give you a problem. One minute will be given for you to answer for yourself individually and in silence. Thereafter you should discuss the problem with the other two members of your group till all three of you agree on the answer. Do not say you agree unless you honestly do. When the three of you have reached complete agreement, your group should send one of its members to me with a piece of paper on which is written both your group number as well as your group’s answer.”
            Here is the problem. (The instructor should recite the problem clearly and loudly three times):
            I bought a pair of bullocks for Rs. 600/-
            I sold them for  Rs. 700/-
             I bought them back for Rs. 800/-
            I sold them for Rs. 900/-
            Did I make a profit or loss ? How much ?
The instructor waits for the groups to respond to him. When any group submits its answer, he sends this group  with the instruction: “Discuss your answer to the problem  with group- when all the member s of both your groups agree on the answer, please report tome again with your common answer.” As far as possible he forms the new groups from groups who have submitted differing answers.
            The instructor keeps putting the constantly enlarging groups wilt one another till all the participants are in two large groups. If these two groups come to agreement on the answer, the exercise is finished. If they do not, one spokesman from each group should sit in the center of all the participants and exchange viewpoints. After a few minutes of this, the instructor should end the exercise and then ask all to reflect on what happened in the exercise, what they felt and noticed. “Any comments on the exercise ?What did you notice happening? ”
Discussion:
            There are many ways of doing the problem : some may do it mentally, others with pencils or on the blackboard, other may use and exchange rupee notes; and  still others may use stones. The point to be made is that, if the person or group which I am attempting to persuade wishes to use a certain method or approach, my persuasive attempts are likely to be more fruitful if I start with the same approach and find the flaw in that approach rather than if I insist on using my approach (even if superior). Start from where the other person is.
            A second learning is that groups tend to defend and maintain decisions they have made together. Not just our minds, but our feeling get attached to solutions in which we have invested. Change is people.
            A third point is the productivity of disagreement. It may be that some group came to the correct answer only because of one person who honestly disagreed and whose  refusal to go along easily with the rest, brought them all to a better answer.
N.B. The answer is Rs. 200 gain but the instructor should not reveal it to the class, even if asked. Appeals for the answer should be turned into occasions to consider that : 1. The right answer was not the key learning point in the exercise
2. Increasing self-reliance is a mark of growth and maturity.
The Mynah and the Elephant
            Once there were two friends, a mynah and an elephant. One day the elephant said : “you know, all my life I have wanted to fly. I have always dreamt of what fun it would be to fly over the village and look down at the horses and people, to glide over the river and jungle. Do you think I can fly ?” “Sure, you can “ said the mynah. Reaching back with his husk, he pulled a feather from his tail. “Here”, he said, “take this feather and hold it firmly in your mouth. Then flap your ears as hard as you can and you will fly.”
            The elephant did as he was told. He put the feather in his mouth, flapped his ears as hard as he could and, lo and behold, he began to fly. Holding the feather tight in his mouth, he flew over the village. He looked down at the people, he glided over the river and over the trees. He did things he had never done, Saw things as he had never seen them before.
            When at last he glided back to earth, he ran to meet his friend, guarding the feather carefully with his brunk. “Mynah, you’ve changed my whole life”, he said, “I really can’t thank you enough for this feather.”
            “That feather ?” said the mynah. “You didn’t need that. That was one of my old ones. I just gave you something to believe in. It was your flapping your ears that did it, not the feather.”
            Good leadership brings out the best in people and with it, ordinary people can do extraordinary things.
Leadership : Your Idea
            We get our ideas from things, from what we see, smell etc. feel, taste and hear - from actual situation and concrete events. That’s how ideas are formed from things, not from abstractions.
            What is your idea of leadership ? Your idea, not somebody else’s. Where did you get it from ? Perhaps by doing the following little exercise, your real thinking on leadership will become clear.
            Look back on your life and think of the following three experiences. If you do it with two or three of your friends, share your findings.
1. Your father or mother, or whoever exercised leadership in your home. What kind of leadership did he or she exert ? Does that still affect you in any way ? Share your recollections with the members of your group.
2. One incident where you witnessed someone else exercising leadership. Describe the incident. What kind of group was it ? What was the situation ? How did you feel ?
3. One instance where you feel you yourself exercised leadership. What was the group ? What was the situation ? How did you feel ?
            Reflect on your answers. Why do you think they were instances of leadership ? Describe in your own words what leadership is meant to you.
The Path of the Calf
            Once upon a time there was a calf. one evening he walked home through a thick jungle. The distance to his home was only one kilometer but he walked three since, like all calves he wandered here and there, left and right, up and down.
            The next morning a shepherd’s dog passed that way and saw the calf’s hoof marks and followed that path of this calf thorough the woods. Shortly after, the first sheep of a flock followed the path and behind him all the other sheep. Thus a path through the woods was made. Men began to use that path, cursing its twists and  turns as they did, but doing nothing about it.
            The path gradually became a lane, the lane because a road and horses and bullock carts followed it - followed the steps of the wandering calf. A century later the road became a street, and then a city’s crowded thoroughfare, with thousands following in the footsteps of the wobbly calf.
            Three centuries later the road became the main street of a very large city. Busses, lorries, trams, and cars followed the path of the zigzag calf.
The Friendship Quiz
            The following statements will help you to clarify your ideas ;on friendship . It is up to you to decide which statements are true and which are false. If you agree with a statement, please circle ‘T’ if you disagree with a statement, circle ‘F’
1. Friendship is necessary for a happy life.
2. A true friendship never causes pain.
3. True friendship requires that the friends be of the same age and background.
4. True friends never disagree.
5. True friendship are rare.
6. A friend should be ready to do whatever I ask him/her.
7. Friendship involves sacrifice.
8. Friendship involves risk taking.
9. The chief demand of a friend is that I agree with him/her.
10. A true friend helps me to see myself more realistically.
11. Friendships can come to an end.
12. If someone says, “he/she is so good looking; I like him/her so much,” this is a sign of true friendship.
13. If you like someone mainly because he/she is useful (e.g. a teacher, a relative, a cook... ) this is not yet a true friendship.
14. Friends may experience quarrels, misunderstandings and anger towards each other.
15. The chief demand of  a true fiend is that I be true to the best in myself.
16. A true friend sees my good qualities and helps me to see them.
17. A true friend notices my mistakes, but hides them from me.
18. A sign of friendship is speaking well of the friend in his/her absence.
19. A true friend is willing to forgive.
20. A true friendship means that I should not be very friendly with anyone else.
21. The best test of true friendship is the pleasure I experience in the friend’s presence.
22. A true friendship opens me to many more friendships.
23. A true friendship may lead me to god.
24. A strong and talented person does not need friends.
25. A very good way to make friends is to be friendly.
26. The quality of a friendship depends on the quality of the friends.
27. If I expect my friend to be faultless and perfect, I will always be disappointed.
My Social Values
            Read carefully through the following list of values. Choose five that you feel are most important by ticking them. Now rank order these five values by putting them in the order of importance to you by numbering them, 1-5.
1. Freedom from violence and crime ( such as theft, dacoity, rape, murder, etc.)
2. Elimination of caste, communal, religious and sexual discrimination in employment, educational opportunities, housing etc.
3. Adequate concern, respect and care for the old, handicapped and sick persons.
4. A job for every family with a salary sufficient enough to provide for the basic needs of food, clothing and shelter.
5. Equal opportunity for adequate education for all people.
6. A world without civil and international wars.
7. Perfect communal and religious harmony.
8. Freedom from all fear and good physical and emotional health.
9. Elimination of all corruption and exploitation in social and political life.
10. Prevention of all pollution of air and water.

UNDERDEVELOPMENT - DEVELOPMENT
1. Mass poverty is the most striking feature if our society. What do you think are the reasons for this ? Rank the following statements in order of importance to you.
* It is the will of God
* The poor are ignorant and have no motivation to change.
* The rich will never part with their wealth.
* It is because of corruption and malfunctioning of the government.
* The rich are selfish.
* The poor are happy as they are.
* The framework of ownership in society.
* The poor are not politically aware and are unorganized.
* Others causes.....(Mention)
2. To change our present situation we need:
* to teach the poor.
* to westernize our country.
* to modernize our country.
* to get more aid from other developed countries.
* to plan more welfare projects for the poor.
* to educate the poor.
* to educate the rich to give the poor.
* to organize the poor for their rights.
* to have a different society.
3. To work for development we need:
* to learn to relate to the people.
* to understand the culture of the poor (culture of silence, domination etc.
* to live poorly.
* to understand the functioning of the society.
* to be a practical person.
* to understand how to change a society.
* to take a stand for the oppressed against the oppressors.

Women:   Equals or Victims ?
Aim:  To understand the situation of Indian women, especially the injustices committed against them.
To inspire greater respect and concern for women.
Materials: Slides on Indian women, photolanguage pictures on this theme, news paper clippings and pictures depicting the various aspects of and Indian women's life, particularly the injustices.
Procedure: The animator gives a short introduction.... The most influential persons in our lives are often woman; our mothers, our sisters, many of the teachers in our childhood... In India, as elsewhere, we pay lip service to women's rights and greatness, but often treat them as second class citizens.
1. Lower wages for the same work.
2. lesser voice in family matters.
3. Molested in buses and trains.
4. Hundreds of them burnt alive for lack of  an adequate dowry.
5. Young girls forced into prostitution.
6. Beaten up by drunken husbands.
(ask the students for other instances)
Questions:
1. Do women get a fair deal in our society ?
2. What are their just grievances ?
3. What are their main contributions ?
4. Do men in general treat other women as they expect other men to treat their mothers, wives and sisters ?
5. (for boys - for silent reflection) Are you a young man a woman can esteem, love and trust ?
Are you worthy of her love and confidence ?
6. (for girls - for silent reflection) Are you the kind of  young woman a boy or man will respect, love and trust ? Do you deserve a man's love and confidence ?
* A woman is not an object to be used.
* A woman is not just a pretty (or ugly) face.
* A woman is  a person, a human being, like you.
If that sounds too theoretical, think of your mother, and your sisters - and of what you expect from your future wife.

Communal Conflict- A Case study
            In village, situate on the suburb of a big town, two communities, Hindu and Muslim, lived in comparatively good  harmony for many generations. Even though there was not much mutual co-operation or common activity, there were never any violent clashes, spark from some minor conflicts. Their peace was broken by an unexpected incident. When the Muslim community was taking out a religious procession late at night, some miscreants, allegedly belonging to the Hindu community, pelted some stones at the processionists. Their complaining was that blaring loudspeakers disturbed their sleep. No one was seriously hurt but the members of the community felt outraged and took it as an insult against their religion and their God. some of the hot tempered fanatics in the group waited for an opportunity to retaliate. Soon the opportunity came when the Hindus were having a religious festival and were taking out a car procession. Some miscreants, belonging to the other community, threw chappals and brickbats at the car carrying the deity. Panic and confusion followed. Violence erupted. People from both communities attacked each other senselessly. Many people including some woman and children, were injured - some seriously. The police did not intervene in time.

            After the violence, there was an uneasy calm. Mutual mistrust and suspicion grew day by day. Rumors spread that some groups on both sides were gathering deadly weapons and hiring rowdies from the city for another showdown. The local leaders feared more bloodshed and violence and felt that preventive steps should be taken. In the Hindu camp, the groups was clearly divided. Many of the upper cast Hindus were not ready for reconciliation, while the lower castes Hindus were very keen on a peaceful settlement, as they were more vulnerable in the conflict situation. Intra-groups controversy raged. Other serious differences between the two groups of Hindus surfaced. The lower caste Hindus had several serious grievances against the others. For example, they were not allowed to draw water from some of the village wells, to use common cremation grounds or to enroll children in the school. Minor clashes within the group were reported.

            In the meanwhile political leaders, with vested interests, tried to fish in the troubled waters. They sought a quick solution to the deep-seated problems by inviting both the communities for a public meeting. Passionate speeches were delivered but real issues were ignored. During the meeting some young men belonging to the upper caste Hindus, intent on sabotaging the efforts for unity of the politicians, started a fight with the members of the other community. Violence spread. Four were killed and many were injured. The situation became worse than ever.
            Now, the religious leaders from both communities felt they had to intervene to avert a more serious tragedy. As a first step, they met together with a few of the local leaders to discuss and identify the real issues involved. Then they met different groups in the respective communities, thrashed out the differences and searched for constructive solutions. In the Hindu camp, the religious and the local leaders took pains to bring about a reconciliation between the caste groups, arriving at mutually acceptable solutions to their problems. Thus, the leaders of both communities, after preparing the minds and hearts of the people and getting their maximum involvement and cooperation, called for a public meeting as a demonstration of unity and reconciliation. People from both communities and castes participated and peace and harmony was re-established. In fact, it was remarked that after the conflict, their mutual relationships became even better.
* Analyse the causes of conflict between the two communities and the two caste groups. What were the values and assumptions involved ?
* Evaluate the politicians’ attempt to bring about reconciliation; why did they fail ?
* Evaluate the religious leaders’ efforts to bring about peace and harmony. Why do you think they succeeded ?
* What lessons do you learn from this case ?

FLOWER EXERCISE
Aim: To realize one's unique and responsible role in building a true humanity.
Things required: A flower vase, with fresh flowers.
Procedure:
            The flower vase is placed on a table in the centre, each participant takes turn to go up to the table,to do what he desires with the flowers and the vase. Each participant is given 45 seconds to one minute time.
            silence is observed all though the exercise. The participants are asked to do that he desires. e.g. arranging it, rearranging it, spreading it on table, etc. However, let the animator refrain from giving too many suggestions as to what was to be done.
Questions:
What were your feelings when you did the exercise?
What connection does it have on real life?
Why did you act in that particular way?
Analysis:
- Need for an expression of person's uniqueness and 
  at the same      time co-ordination with the group.
-Everyone has some ideas, and something to 
 contribute.
- Need to be constructive than be destructive.
- Expression of self and creativity.
- Vase welcomes all sorts of flowers God accepts all
  his  creation. Can a human heart (yours and mine) be 
  like that of vase?
- Everyone ( it is easier) tries to put order with the
  given flower and leaves and rarely does any one 
  think of going out and getting fresh flowers.
- It is easier to curse the darkness but it requires a
  creative mind to light a candle.

AUCTIONING
Aim: To realize the nature of our values. consistency and inconsistency unveiling a value.
            The participants are given a set of values from which they choose the values which they want to hold as their own.
The set of values from which to choose:
To be the prime-minister of India.
One year complete peace.
Be a richest man in the world.
Have the best delicacies to eat (whatever I wish to eat.)
To get a rank in exam.
To be a film actor/ actress.
To have a good relation with everyone.
To see the whole world at least once.
Be mister and miss India.
To have an intimate friend.
To have a beautiful house and a foreign car.
A year's freedom to do what I like.
A free ticket to see all the possible movies I like.
Procedure  1st Stage:
- Each participant is asked to imagine that he/she has
   Rs. 300/-
- Each value is announced and auctioned. Any one
   can bid for it for any value below Rs. 300/-
- Each one is asked to write down the value that
  he/she has purchased.
2nd Stage:
- Each one is asked to purchase any three values for the price they think off. But the total cost should not exceed Rs. 300/- neither should it be less than Rs. 300/-
- Then see the discrepancy in the price of a particular value that given in the 1st and find stage in the case of a particular participant.
- There can also be a consistency hence i: Inconsistency and ii:     consistency in accepting a value.
Question:
Why did I choose this for the highest value?
Why did I choose this for the lowest value?
if you were given freedom what other things would you have chosen?
Analysis:
- Are you  satisfied with what you have chosen.
- we realize that we can't have all the things we want.
- Choosing is necessary (e.g. if I were to be a very
  good cricketer and want to be a rank holder in
  exams.)
- We need to have certain criterion in choosing.
- Risking is essential.
- We can't keep quiet and bury our talents.
- Short term desires drinks, drugs, etc.
- What do you say about your connsistency/ 
  inconsistency in valuing a particular value in life.

BUILDING A SOCIETY
Aim: Being aware of the ideals of a society that we have within us and preparing to work towards it. Awareness of the discrepancy between our ideals and reality.
Procedure:
Participants form groups and they are asked to imagine that they are the first and only society on earth. keeping this in mind they frame laws, rules, etc. regarding religion, educational system, marriage, government, family, culture, entertainment etc. They have to share it in the bigger group.
Questions:
What do you feel about the laws you have framed?
How do  you think these laws be implemented in real life?
Why can't we build an ideal society now? What are the barriers?
Analysis:
- All of us hold certain ideals regarding building a new society.    But there are various obstacles. These obstacles should not lead us to frustration. But they must enthuse us to determine to build a better society to live in.
- Therefore it is better today dream this way than have no ideas at all. e.g. the wright brothers must have day dreams about flying before they invented the aeroplane.
- Our lives are like the suit-cases. All are of same size.  It depends on us how much and what to fill in them. some fill more and others less, some fill it with pervious pearls whereas the other with tomatoes.
- If you want to build a society, build yourself(story about a boy who fixed the pieces of a human figure and thus managed to bring out a world man.)

FIGHT BETWEEN TWO PEOPLE
Aim: To give an experience of crisis, conflict, embarrassing situation and to see how do we react to such situation.
Procedure:
            Two participants are secretly called aside and give instructions to pock a quarrel in the beginning of the session on any issue of the recent past. Very soon the fight turns to be serous and the participants will react in many different ways. When the fight reaches a climax, it is stopped by the animator intervening, by giving a definite signal to stop. (the animator then announces that it was an arranged fight and not a spontaneous one, during the analysis) this secret must be revealed only at the end of the reflection session.
Question;
What are your feeling now?
What are the things you observed, content of words, style, how the fight changed, etc?
What are the different types of people?
Why do fights occur?
In such a situation what can a christian do? Who must take the leadership?
Analysis:
- Fights often take place, but develop due to different reasons, like improper language used, past references made, the prejudices about others, pent up anger and hatred, etc.
- People react in different way: supporting and pacifying.
Passive: Commenting from far, worried and upset, frightened.
Indifferent: Not involved.
- Fights occur because of controversy and differences of opinion on a rational level which becomes an emotional issue leading to a fight.
- When we have controversy with others we should refrain from fighting by being aware of our words and by being open to the truth.

Strategy        Teddy bear                owl

                                 fox
                Tortoise                       Shark

CREATIVITY  SESSION
Aim: To bring out the creativity in us in expressing an symbolizing idea.
Procedure:
            The participants are asked to work on theme and present it in a form of a creative symbol by making use of things like bangles, stones, leaves, etc. they are given an are of 6 to 10 square feet at the 4 corners of the hall. The themes could be poverty, injustice,helplessness, relationship, today,s educational system, today's political system, religion etc. This session can be conducted on a competitive basis and the criterion for judging the best creative work would be participation, creativity i.e. how symbolic it is and how original it is.
Analysis:
- Importance of bringing out an idea in a form of a picture, cartoon etc.
- Importance of  a symbolism, the evocation the symbol gives e.g. anger- cobra, oppression-octopus.
- Increasing of social awareness through this medium and driving the lesson straight away.
- The animator must make his observations and then should ask questions on them. Ask the participants about what and how they have done.
- Being creative -the best ‘medicine’ to grow as healthy human  beings.
                                                                             

CASE STUDY
Aim: To create awareness of the structural social sin of which   many are just victim.
Case: Gopal was a drunkard, having a wife, Janaki and 2 kids,Mohan and Seeta. Gopal hardly worked but gambled whole day long. Very often the family went hungry. One evening Gopal won a lot of money in gambling but his mates killed him, robbed him of his money and ran away. Mohan and seeta see their dying dad in a pool of blood. They are helpless and dumbstruck. The mother very soon out of sheer desperation of no getting a job and not having enough to eat takes to prostitution. The whole village comes to know about the same. And Mohan and Seeta are fooled. The teachers and neighbours point accusing fingers at the children and their mother. The children fail to understand what it all mean since they only know that certain man visit their mother in private in the evenings. They grow with guilt feeling  and inferiority complex and a feeling of not being wanted.
Questions:
Do you come across such instance in society today?
Do you have any suggestion to counter such situation?
What would Mohan and Seeta be in their future life to come?
What is the role of a society in such circumstances and what should be the role?
Can you blame any one of these? Who is the cause for Gopal's weakness?
Analysis:
- It is advisable to analyses and conclude this session based on     the case study done by the group and the reactions and             answers. - However, some points can be as follows.
- we see such instances very often.
- Mohan and Seeta could have had a deviant future. How far are       they responsible for it?
- The society and we individuals in it have an important and responsible role to play.
- We find it easy to condemn deviants and accuse people. But we      fail to understand the root cause of deviant behaviour. 

HUMAN MACHINE
Aim: The uniqueness and important role of each one in society.
Procedure  The groups of participants (preferably 8 to 10 people) are asked to creatively present a machine. There can be no use of articles but the participants will position themselves as various parts of machine. Possible machines suggested are : Sugar can crusher, Rice mill, Type rubber.
Questions:
What does the machine stand for?
What happens if there is no cooperation by some?
Which is more important: a part of a machine or as whole?
(Can we call apart  a machine? or apart from a part does the machine exist or function?
Analysis:
- Cosmos has a system. Each one is part of system, playing his unique role.
- No one can be forced but if someone does not play his role there is problem.
- Role: a way of life, married, bachelor, spinster, vocation.
        a profession, doctor, teacher, priest, social worker.
- Everything is a call. We have a call for a way of life and a profession we are free to respond positively or negatively.
- How do we hear our call. How do we nurture it . It is based on our talents, potentialities, capacities, values or Is it due to    force or as a fashion.
- However we need to keep in mind that we have an important role to play, contributing  to the growth of society.
- The underlying motivation for every call ought to be a build up solid commitment to build a better humanity.
- We have a ripple vocation : To be human. to be a christian and  to become a parent or celibate.
Variation:
Participants are asked to form a symbolic design with all possible things. They have on their person, e.g. kerchief, bangles, etc. Each one has something to contribute through their call to a particular way of like and profession. How much are you ready to give. The rest as part one.
Variation II
A house is being constructed. The participants asked to write to about the house they would like to  be why ?
Analysis:
- A part has to play its unique role. Therefore it can't be serving too many purposes at the same time e.g. a window cannot  be a door and ventilation etc.
- However, the role given to each part should be
  fulfilled to its fullest capacity.
- If one part of a house is damaged, the whole house is damaged.  Therefore in a society if we don't contribute according to our role we play the role of a destructive element.
- Our life is like a tennis game. We cannot win
  unless we serve.

GROUP PICTURE
AIM: Recognize oneself in relation to other in symbolic and non verbal way. How far we can understand others without a verbal communication.
Procedure:
            Participants are asked to go to the clack board as their turn comes, and draw a curve or three straight lines on the blackboard. Each one tries to develop  the group picture by drawing curve or 3 straight lines. The whole exercise is done in silence.
Analysis:
- We live in a society and we need each other.
- we are not isolated beings but social beings. We interact with each other, so we need to contribute to the growth and development of society in a very creative , thoughtful, and        responsible way.
- Lack or clarity in the picture signifies, a lack of
  understanding, proper interaction, etc.
- I am I only when you are you. Therefore I must
  help you to become you and not like me.
- There are three levels of communication:
  The things which others tell us.
  The things which others want to tell but do not do so.
  The things which cannot be told without by help.


PEE-NUTS
Aim: Self awareness.
Things required: Stones  big as goose-berry, as many as number of participants.
Procedure:
            Each participant is given a stone and asked to feel it and touch it and study it under close observation. and get familiar with its colour, size, shape and other particulars.
            Once the participants get familiar with his/her stone they are asked to mix it with the participants’ sitting next, and rediscover his/her stone.
            The second step would be forming groups of five or more and mixing the stone in the group and re-discovering the stone. This is repeated with a merger of 2 groups and ultimately the stone is discovered with closed eyes.
Questions:
1. How did you feel about the game?
2. Was it easy to rediscover your stone?
3. Did you feel attached to the stone; if so why?
4. Did you develop any attachment to your stone?


Analysis:
* Stones stand for our own selves.
* We have to feel come home to ourselves, be aware of our selves and get in touch with ourselves.
* Only when we grow in self awareness we grow as human; being.
* Only when grow in self awareness we grow as human beings with the unique qualities, therefore even when we are lost we can rediscover ourselves.

ANALYSING NEWS PAPER:
Aim: To be aware of the media around us and it's effects.
Things required: news paper, scales, pencils, etc.
Procedure:
            A tylpical page of a newspaper with advertisements, news items, reports, etc, are presented to defferent  groups of pariticipants. They are then asked to measure the pages, then they will measure how much the newspaper speaks of different thlemes, such as politics, economics, entertainment, advertisement, crime, culture, accidents and so on. They will measure the items and calculate the propertion of a theme in that particular page.
Questions:
1. What is the general limpreswion after analysing the
    news paper.?
2. What theme has received ilmprotance in the paper?
    Is it justified?
3. What should be t;he contents of an ildeal news
    paper?
4. What should be the ideal measure should a theme
    should receive?
5. W;hat is the ilntention or purpose of the news
    paper?
Analysis:
* The prupose of the news paper? It is to educate the
   public a;nd give authentic news without destortion;
   to ventilate  public gdrievances; to give information;
   communicate social value etc?
* Today’s news papers are biased, politically
   controlled backed by a political party a;nd therefore
   supporting it.
* News exaggrated, crime highlighted, and other
   personal interests sought.
* Therefore do not take newspaper news as authentic
   news.
* Discover the enouragement to consumarism in
   advertisement rather than an authentic inmformation
   about the products.
* Notice the waste in newspaper;by giving unimportant
  and unnecessary news.
* Do you think the paper your money’s worth?
* How much should you really pay for the news paper
  that you read?
* Who controlles our mass media? What o/o of
  coverage is given for rural struggles, III world
  nations and rural developements.
* Is our mass media independent? Do we really have
   ritht to express?

IF I WERE FREE FOR A DAY
Aim : Use of freedom.
Procedure :
            The participants are told that they; have a day at their disposal to do what they wish. They have enough money; and every possible thing. The day will not be supervised by anyone. Neither will anybody question about the activity of the day even afterwards. Hence the day will be forgotten. You will not have laws on that day;  there is no sin, no law enforces and therefore its a day of absolute freedom. How would you spend such a day ? Plan out your won time-table. Individuals may do this exercise or the same can be done in a group.
            (Since this is a very personal exercise, the animator must refrain from seeing the pages of participants and also must not ask anything to be shared in public.)
Questions:
1. How would you spend the day?
2. Was it easy to spend the day?
3. Were there conflicting choices and options?
4. Was there any fear, and of what nature?
5. What restricts your freedom in real life?
6. Do you feel free to plan out the day?
7. Do you feel forced in real life as other people want
    you to?
Analysis:
* Absolute freedom is not possible but we do have
  certain amount of freedom. How to utilize the given
  freedom to us ?
* Freedom does not mean doing what I like and not
   doing what I don’t like
* It would mean opening oneself to do what is right.
   Human.
* Therefore true freedom produces growth.
* True freedom respects freedom of human beings
   around us. True freedom is also based on love e.g.
   mother for going a meal for the sake of hungry child;
   - a free act of love.
* What is the criterion to call freedom true and good?         

TRUST WALK:
Aim: Awareness orf our trust in our neighbour.
Procedure:
            All participants form pairs. One of the partners is blidfolded and the other leads the blindfolded int ehgarden or ground etc. after a specific thime the paartners change role.
Questions:
1. How do you describe the inner feelings oyu had
    during the walk?
23. Was your partner helpful and could your trust
     him|her?
3. What did you discover about yourself?
4. Did the trust walk reming yiou any of yoiur past
    experrience?
Analysis:
* Trustwalk is kbowing oneself and kbowing how
   much you trust others.
* You come to know the trustworthiness of people.
* You discover your reaction towards people who
   disregard the trust you have in them.
* Laack of trust leads to fear, incecurity, doubt
   suspecion etc. and spoils relationship. This has
 become the cause of maby social evils.

TRUST FALL.

Procedure:
            A participant stands erect and four participants stand around him/her at the distance of approximately 2ft. Two of them stand by side, one behind, and one in front. Each of the for is given a number 1,2, 3 and 4. The participant in the center closes his/her eyes, calls out the number of any one of then and falls towards direction of the number called without shifting the feet and keeping direction of the  body erect e.g. if the person behind is no 4., participant who closes his eyes calls out no 4 to caution him and falls backwards and falls in to the arms of no 4.
N.B     This game requires seriousness. Take care to put strong people in the surrounding circle, who are capable of supporting the weight of the person at center while falling.

SLOGANS OF LIFE
Aim. Self awareness and an awareness of others’ character and temperament.
Procedure:
            A few slogans will be put up on the black board. The participants are asked to choose any slogan which appeals to them most.
The slogans can be as follows:
1. Busy...do not disturb.
2. Touch me not.
3. Beware
4.....Help.
5....Give respect and take respect.
6. welcome.
7. Learn from me.
8. I’ve the right answer.
9. Come to me.
10. Please put up with me.
11. Trespasses will be prosecuted.
12. Look at me.
13. Please don’t loot at me.
14. Kick me.
15. I’m the savior.
16. I’m not a child.
17. I’m an adult.
18. Business!!! Come to my chamber.
19. Time is precious....I can’t afford to waste.
20. I’m a wreck....don’t dare to involve with me.
21. Private property.
22. Keep distance please.
23. Believe me.
24. It’s impossible.
25. Please understand me.
26. Failures are stepping stones to doom.
27. Mind your business.
28. I am good enough.
            After individuals make a choice of slogan they are asked to share the slogan with their group and give the reasons for choosing this slogan.
Analysis:
* It can be very revealing about ourselves, why we
   choose a particular slogan.
* All of us have a slogan in life and we express it in  
   different ways -words, actions, deeds, attitudes. E.g.     if the secret slogan of my life is ‘ I am busy ‘ we fail to give time to people in life; when we believe that people don’t treat us well and people don’t listen to us we develop a slogan “please understand me ”, and our behavior becomes like martyr-like.
* It is good to know ours as well as others slogans of  life for a co-operative living..
* it can be very revealing about ourselves, why, we
   choose a particular slogan.
* All  of us have a slogan in life and we express  it in different ways-words, action, deeds, attitudes e.g. If the secret slogan of my life is I'm busy we fail to give time to people in life. When we believe that people do not treat us well and people do not listen  to us we develop a slogan "Please understand me" and our behaviour becomes martyr-like.
* It is good to know our as well as others' slogans of
   life for a cooperative living.
EPITAPH ON TOMB STONE
Aim: To work towards the ideals we hold in our life.
Procedure:
            The participants are given an example f an epitaph on a tombstone like "I will not rest until every tear is wiped out from every eye" is the epitaph on Gandhi's tome. Similarly the participants are asked to frame an epitaph to their tombstone. Each participant is given enough time to discern the goal in life and frame an epitaph. It is later shared in the group; and if the whole group is too beg they share in the smaller groups.
Analysis:
* We wish to gave an epitaph on our tomb that which
    we hold as a great value in life.
* It reveals our inner selves and what we hold precious but it would remain meaningless if we do not work towards it in our life time  to that extent the epitaph framed by us will be irrelevant and a contradiction on our tomb. Therefore we need to work towards a fuller realization of the goal of our life.
* If you wait people to write such an epitaph that you have in mind you need to live such a life. If you are clod towards the needs of others do not expect people to write "here lies a warm heart".
DISCUSSING ON CONTROVERSIAL TOPIC.
Aim: To bring out the need for proper listening and speak to the point.
Procedure:
            The participants are given a debatable topic which calls us controversy e.g. “religion is a bone to society”. A person is asked to speak in favour of topic giving two or three reasons for his stand; the person speaking against has to repeat what the former has said and then give his/her counter arguments. In turn the first person or the 3rd person has to repeat the arguments and then give his arguments. The process continues accordingly.
            I can be noted that the persons will not merely forget the arguments to repeated but also not bothered to repeat. Ion other words the counter arguments will be independent of the arguments put forth.
Questions.
1. How long did you repeat the arguments. Was it easy to do so. Was there an attitude of listening and speaking to the point.

Analysis.
* We often get into arguments in daily life since we are unique individuals we have our own ideas, ideals, opinions, etc. based on required therefore, is an understanding of the person involved in the controversy and an openness to the views of the others. In arguments we often tend to bombard our ideas rather than listen to others. When the others speak we are busy framing our arguments. This leads to misunderstanding, misquoting, etc.
* The consequences of such controversies turn out to be a hot argument culmination in a fight instead of a healthy open-minded debate for a better understanding.

THE REAL TEACHER: YOUR IDEA.
            What is your idea of real teaching? See whether the following questions help you to sort out your own thoughts. If you wish to this with a couple of friends and share your answers.
1. Who was the greatest teacher you ever had? Why do you choose that person?
2. Think of the best time that you actually were learning something (In school or out). How long ago was that? Why did you learn? How did you learn?
3. Think back to the last class that you went to? What happened? How did you feel about going to it? What did you do in it?
4. What do you want most of a teacher?  Personally.
5. Suppose you were principal of a school that had thousands of applications for a teaching post finally the choice narrowed down to two splendidly qualified teachers, but one has a special quality that makes you choose him. What is that special quality?
6. In the light of your reflection complete the sentence below within 25 words;
The real teacher is one who.......................

LETTER TO GOD
Aim-- to give an experience (Awareness ) of the down-to-earth-ness of  'God reality'.
Procedure:
            Participants are asked to write a letter to God. One can write anything he/she wants to write.
Note... Animator must avoid reading any of their letters. This is strictly a personal exercise.
Analysis:
( Do we feel free to express everything that we feel deep within us to God If yes--that is true prayer.
* True prayer is telling Him everything-- joyful and sorrowful freely.
* Reverence to God should come out of love and not out of fear.

HEALING SESSION
Aim: To give an experience of inner release and serenity that glows from accepting ourselves as we are and by experiencing an unconditional acceptance from Jesus.
To realize the social dimension- the only dimension of our sin.
Things required: all should carry a paper and pencil/pen. a pot of fire.
Procedure:  All sit in a circle.
1. Introduction .
            sin is always and necessarily social...etc. we are here to get reconcile to each   other to ourselves and to feel the deep acceptance of Jesus. We all form one community and therefore any breakage should be repaired etc.
ii.         An appropriate bhajan should be sung to create a reflective mood.
iii         A short talk on the kindness of Jesus is given in  an appealing way.
iv.        Participants are asked first to recall to mind and then to write down to 6 of their bitter experiences with regard to their relationships or the experiences that make them feel guilty etc. on a sheet of paper.
v.         All come back and sit in a circle.
vi.        Take Jesus and your bitter neighbor and show tell them your feelings. Offer all of them together   with your neighbors to Jesus.
vii.       Then participants are left free to make 
     spontaneous prayers.
viii.      Then participants  come one by one and put
    their papers into the fire pot that is kept in the   
    center of the circle.
ix.        A thanks giving prayer is made.
Note... The animator should make it clear that healing session is not a problem solving session; hence problems will not be solved. But it is like cleaning wounds and bandaging them again.... Time should not exceed 40 to 45 minutes.           

GROUP AT WORK
1. Leadership and Group dynamics.
            The animator while animating a group may come across many types of groups which at times are quite difficult to handle. By identifying the group the animator may be in a better position to deal and help out to reach the goal that ;they may have set at the very beginning or the group meetings. same thing s regarding the ;budding leadership qualities that surface during a group discussion. It is the duty of the animator to recognise and allow those qualities to blossom. In order to facilitate, the animator need to account, the dynamics and dilemmas of leadership. Recent years there is a new thrust that is been brought in, the aspect of the participation of the group. How let us see the dynamics of leadership in a nutshell.
The basic dilemmas we face :
a. How democratic can I be Vs How authoritarian                                                        must I Be ?
b. Efficiency      Vs Growth of persons in the group.
c. time factor    Vs Want participate decision making
d. Quick results  Vs   Shared responsibility.
            We can place all these dilemmas no a leadership coterminous.
1. Leader decides.
2. Leader sells his decision.
3. Announces his decision and invites suggestion.
4. Presents problems and asks for ideas.
5. Presents problems and chalks out boundaries and leaves the decision to the group.
6. Presents a tentative decision and opens to suggestions.
7. Gives the group as much freedom as possible.

Task Oriented (Leader)              People Oriented                                                                   (Group)
The leadership depends very much on certain other factors which are as important as the above ones. They are as follows :
A. focus on the self : The motive that works behind. Needs that are there.
My assumption about the others.
Leader also has to look into : the value system that he holds. Confidence in the group. Leadership styles.
B. Focus on the situation: Type of organisation. Efficiency of the group.
Leader has to look at the : time factor. Consequence of the action.
C. Focus in the group: their needs for dependence and independence. Their readiness to assume responsibility. Their interest in the topic.
The leader has to look at: their understanding of the goal. Their competence. Their expectations.
            These are the few things the leader has to keep in mind when he/she  conducts a meeting or a discussion.

2. GROUPS, HOW ARE THEY FORMED.

I. Lonely talks.
Ii. One sided conversation.
Iii. Unnatural closeness.
Iv. Lazy group.
V. Fighting group.
Vi. Unsociable group.
Vii. Possessive group.
Viii. Accidental group
ix. Intentionless group.
X. Disinterestless group
XI. Tough and rude group.
XII. Group ideal.

            The above mentioned are the usual type of groups that emerge in a group discussion. It is necessary to identify the group, then you can help them to become an ideal group. Here, I suggest a technique that you may use.. Give every participant three match  sticks each with an instruction that when they want to speak they have to throw a stick to the centre. Once the match sticks are over neither they are allowed to speak nor allowed to borrow from others. Have the group discussion for five to ten minutes. Then  stop, make them aware what had taken place. This will surely enlighten them.

3. GROUND RULES FOR GROUP SESSION.

            The following series of ground rules for group sessions are promulgated as an informal kind of constitution which members of the group can amend, add to or delete from. Each participant in a group is given a copy to take home and study. (One might put these things differently).
A. Everyone who is here belongs here just because he is here, and for no other reason.
            (his is our top rule).
B. For each person what is true is determined by what is in him. What he directly feels and finds making sense in himself, and the way he lives inside himself.
C. Our first purpose is to make contact with each other, everything else might want or need comes second.
D. We try to  be honest as possible and express ourselves as we really are and really feel - just as much as we can.
E. We listen to the person inside living and feeling.
F. We listen to everyone.
G. The group leader is responsible for two things only : he protects the belonging of every member and he protects their being heard, if this is getting lost.
H. Realism : If we know things are certain way, we do not pretend they are not that way.
I. Whatever is confidential : no one will repeat anything said here outside the group, unless it concerns only himself. This applies not only to obviously private things, but to everything. After all, if the individuals concerned wants others to know something he, can always tell them himself.
J. Decisions made by the group need everyone taking part in some way.
K. New members become members because they walk in the remain. Whoever is here belongs.

4. WHAT IS THE GROUP ATMOSPHERE.
            Most persons leave a group meeting with certain overall general impressions or feelings about the meeting. One might have the impression that not much work has been done, owing to general inability to get started or disinterest on the part of the group members or one might have the impression that  a lot of work was accomplished ;but that in the course of work, tempers flared or members touchy.
            These types of impressions relate to group atmosphere, i.e. something about the way a group works which creates an atmosphere reflected in a general impression. Too often we do not talk about the atmosphere during the group meetings, but grumble about it afterwards. It might be helpful to look at some of the various felling s about the way the group is working. The atmosphere might change in a single meeting. Thus several words may be used to describe the meeting.

Rewarding : When group members have worked together well and accomplished the task set for themselves a rewarding atmosphere may be reported.
Sluggish : Often a group ‘‘just can’t get going’.
Competitive : When several members seem out to win their own points with the result that group action can proceed only on a win - loose basis, the session might be described as competitive.
Play : The opposite of being task or work oriented is play., This condition exists when the group avoids its tasks and can’t seem to shake off a light-hearted unserious attitude long enough to get anything done. The ball session might be described as ‘Play’.
Work : When the group devotes itself to its task in a purposeful manner, the group atmosphere is on of ‘task orientation’. This might be true regardless of what other impressions result as well. E.g. . It is possible to fight and still work hard.
Flight : When the group pursues a topic other then the significant topic affecting the group of engages in the horseplay or bull session as  a means of avoiding the real task at hand (which may be threatening or unpleasant), The group atmosphere may be one ‘Flight’ means to run away from the people.
Fight: Often group members will find themselves in complete disagreement regarding the topic to be discussed, decisions to be made, or action to be taken, or members will be antagonistic toward each other.
Tense: when pressures are felt which may be due to limited time, conflict between members, personally threatening topics, resistance or blocking of some members, etc., atmosphere may be tense. The inability to move or to accomplish the perceived task may be frustrating.

5. INDIVIDUAL ROLES IN THE GROUP.
            What has more generally been found is that the leaders emerge in groups as a function of the ability of an individual to contribute in groups to the needs of the group. When the needs of the group change, leadership also changes, unless the social structure is so rigid that the leadership cannot change. Hence, it is more fruitful to consider leadership in terms of the various behaviours that occur in a group and to examine these in terms of their contribution to the group's and to examine these in terms of their contribution to the achievement of the group's goals. these functions  or behaviours can be classified in to the following categories ;
Task functions :
1. Initiation, contributing;
            Suggests or proposes new ideas or an alternative way of regarding the group problem or goal. Tries to get the movement started toward the goal.
2. Information or Opinion Seeking: Asks for clarification or suggests or information or facts pertinent to the problem being discussed. Seeks clarification of values, opinions, feelings and attitudes pertinent to the problem or task.
3. Information or Opinion Giving
Offers information, facts or generalisations which are the authoritative views or relates his own experience in relation to the group problem. States his beliefs, feeling or attitudes relative to the group task.
4. Elaborating clarifying: Elaborate suggestions through examples or developed meaning tries to anticipate and examine effectiveness or consequences. Illustrations and clarifications are given to the relation among the various ideas and suggestion; tries to integrate ideas into a consistent, unified approach, or to co-ordinate the positions of various members or sub-groups.
5. Orientation, Summarizing, Evaluation: Defines the position of the group with respect to its goals by summarising what has occurred. Tries to assess progress toward the goal, raises quests regarding the direction the group is moving, question the practicability, logic, facts, or procedure of current or suggested approaches to solution of the problem.
6. Standard setting: Expresses standards the group should attempt to meet or applies standards in ovulation the group's progress.
7. Acting as procedural technician: Expedites accomplishment of the group goal by doing things for the group-performing routine tasks, seeing that things are in order, keeping a record of the proceedings., writings down suggestions, ideas etc.

Maintenance Functions;
I. Supporting, Encouraging:
            Encourages others to participate, offer suggestions, submit ideas. Praise when appropriate, shows appreciation for contribution, even if he disagrees with the content. Displays warmth and acceptance toward group members.
ii. Gate keeping, Expediting
            Attempts to keep communication channels open by insuring that everyone is heard, is given a chance to participate.
iii. Harmonising, compromising;
            Mediates disagreements between or among other members attempts to reconcile differences and relive tension in confection when his idea or position is involved, offers to compromise to maintain harmony.
iv. Observing and providing feedback:
            Observe group process and feeds this information into the group for evaluation of its effectiveness as a  working team.
 Express his perceptions, reactions and feelings.
v. Tension reducing:
Player at the appropriate time, jokes, calls for coffee, breaks, etc., to reduce tension or to allow time for tampers to cool.

Self-Oriented Functions;
I.Following:
            Games along with the movement of the group, more or less passively agreeing and accepting ideas and suggestions of others, but contributing little or nothing. Acts more as spectator than a participant.
ii. Aggression:
            Attempts to reduce the status of others, belittles, disapproves ridicules, attacks ideas and suggestions, jokes aggressively; cynical and sarcastic. Reverts to personal attack in conflict situation rather than objective exploration of issues and differences.
iii. Blocking:
            Tends to be activist and stubbornly resistant, disagreeing and opposing beyond reason; attempts to bring back issue and after group has rejected it . Negative and critical toward goals of group. Dichotomises-everything is right or  wrong, black or white, no in between, no alternatives, etc.
iv. Nit-picking:
            Tends to magnify and dwell on insignificant details, at the expense of significant aspects of the problem.
v. Domination:
            Tries to dominate the group or certain members by manipulation, coercion, flattery, asserting authority, taking leadership etc..
vi. Recognition seeking:
            Works in various ways to call attention to himself by boasting, relating personal exploits and achievements, etc. struggles to avoid being placed in an inferior position. Makes certain he is given the credit, recognition, reward for his contribution.





No comments:

Post a Comment