BREAK THE ICE
BREAK THE ICE
The first day of class is usually spent in part by getting acquainted and
establishing goals. Ice breakers are techniques used at the first session
to reduce tension and anxiety, and also to immediately involve the class
in the course. Use an icebreaker because you want to, not as a time
filler
or because teaching guides say one should be used. Listed below are
several examples of ice breakers.
INTRODUCE MYSELF
Participants introduce
themselves and tell why they are there.
Variations: Participants
tell where they first heard about the class,
how they became interested
in the subject, their occupations, home
towns, favorite television
programs, or the best books they have read in
the last year.
INTRODUCE ANOTHER
Divide the class into
pairs. Each person talks about him/herself to the
other, sometimes with
specific instructions to share a certain piece of
information. For example,
"The one thing I am particularly proud of
is..." After five
minutes, the participants introduce the other person
to the rest of the class.
CHARACTER DESCRIPTIONS
Have students write down
one or two adjectives describing themselves.
Put these on a stick-on
badge. Have class members find someone with
similar or opposite
adjectives and talk for five minutes with the other
person.
I'VE DONE SOMETHING YOU
HAVEN'T DONE
Have each person introduce
themselves and then state something they have
done that they think no one
else in the class has done. If someone else
has also done it, the
student must state something else until he/she
finds something that no one
else has done.
FIND SOMEONE
Each person writes on a
blank index card one to three statements, such
as favorite color,
interest, hobby, or vacations. Pass out cards so
everyone gets someone
else's card. Have that person find the person with
their card and introduce themselves.
FAMOUS PERSON
People write a famous name on a piece of paper and pin it on someone
else's back. Person tries to guess what name is pinned on his/her by
asking others around the room yes or no questions. Variation: Use famous
place instead of famous person.
MY NAME
People introduce themselves and tell what they know about why they have
their name (their mother
wanted to name me after her great aunt Helen
who once climbed Pike's
Peak in high heels, etc.). It could be the
first, middle or nick name.
HOW DO YOU FEEL?
Ask the students to write
down words or phrases that describe their
feelings on the first day
of class. List the responses on the
blackboard. Then ask them
to write down what they think you as the
teacher are feeling this
first day of class. List them on the blackboard
in a second column and note
the parallels. Briefly comment on your
feelings and then discuss
the joint student/teacher responsibilities for
learning in the course.
These are just a few of the
hundreds of icebreakers. Be creative and
design your own variations.
Don't be afraid to experiment and try
different approaches, and
above all, have fun and start that most
important first day of class
on the right foot!
GROUP GAMES
01.
Ping-pong, Bang-shoot
Divide the
participants in groups of 5. Each group 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 groups is out, any body calling
the name of the country which is out of the game will also be out.
02. Come
along:
All but one
stand in a circle, players standing three feet apart and facing. Having 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
was 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 of the circles
not necessarily the one he started. The player who fails to get a place now
starts the game.
03. Blowing
the T.T. ball:
Either 2
volunteers or 2 teams are formed. A TT ball is placed between them on a table
or on the ground. At the 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.
04. Blow
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 endeavours to
keep it there, by blowing. Each contestant must keep his hand behind his back.
The team which is able to keep its feather in the air longest is the winner and
the windiest. Reflection : On the danger of gossip.
05.
Creativity:
Participants
are divided into small groups of 4. Each groups is given a set of things, e.g.
an apple, matches, toothpicks, paper clips, rubber bands, cardboard, etc....
Scissors and felt pens can be made available.
The groups
are given 20 mts. 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. It should be explained that created items will be
judged on imagination of purpose and efficiency of design. At the end of 20 to
30 mits. of creativity each group through a representative, must verbally
`sell' the idea to the groups. Prizes are awarded to the most creative groups
with a beautiful explanation.
06. 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.
07. 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 tooth pick 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.
08. 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 be a clue, e.g. if the one who has gone out is to identify 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 amy then venture a guess. Whoever
gives the clue which leads to answering the object must leave the room the next
time.
09. Wild
animal hunt:
Cut out
pictures of wild animals and hide them in strategic places about your living
room. 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 hunter.
10. 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.
11.
Pipety-pop:
Players
stand or sit in a circle. The player who is to lead takes his place in the
circle. He points his finger at some player and says either pipety pop or
pipety pip. If the word pipety pop is used the player at whom he must respond by saying pip, before the word
pipety pop is completed by the leader. If the word Pipety pip is used then the
player to whom the leader points must respond pop before the leader can
complete the word pipety pip. If any player makes a mistake in giving the right
response then the players exchange places.
12. Have
you seen my sheep:
The
shepherd enters the group and asks one `have you seen my sheep'. The player
asks, `What does he look like, and he responds with 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.
13. Chinese
opera:
Select some
very well known song choruses. Write out the lines on separate slips of paper.
Have as many slips as will correspond with the number of players. Scatter the
slips on the floor in the middle of the room. Each player takes a slip, and
having read his line, goes off to find the people with the other lines
belonging to that particular song. In a short time all the players are grouped,
and at this point you announce that all are to sing their choruses - at the same
time. If there are, say, 20 players,
four line choruses could be used, so as to group them into five fours. If the
number is larger, six- or eight line verses could be selected.
14.
Completing quotations:
Give to the
women the first part of the quotation and the men the last. The woman who has
`Strong as an' looks for the man who has `ox'. other suggestions are:
Sure as
death Sweet as sugar Sour as vinegar
Hot as
Blazes Soft as mush tough as shoe leather
hard as
rock thin as a rail fat as a butter ball
light as a
feather fast as lightening cold as ice.
still as a
mouse green as grass sly as a fox
crooked as
a gourd sore as a boil yellow as gold.
slow as
cold molasses neat as a pin heavy as lead
slick as
glass slippery as an eel proud as a peacock
fit as a
fiddle mad as a wet hen stiff as a board
busy as a
bee flat as a pancake straight as a pine
clear as
crystal tree.
keen as a
whip clean as a hond's tooth.
PICNIC AND BEACH GAMES
01. Balloon
bursting:
Divide the
group into 2 or 3 teams. Make them stand in a line one after the other 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, take 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/she come back to the team. Once he/she returns the second person
runs and the game continues this way. The team which breaks all the balloons
first is the winner.
02. Dog and
the Bone:
Two teams
are formes 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 is
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 (bone). One who succeeds to
carry it away without being touched by the other is the winner; thus the game
continues.
03. Fox's
tail:
Select one
player to be the fox, (IT) and another to be the gender. The remaining players
line up in a file behind the gander firmly grasping the waist of the player in
front. `It' or the fox attempts to tag the last player in the file. 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.
Reflection: 01. Unity
is strength.
02. Members are strongly defended by the
leader.
03. When we place our trust fully in God he
will defend us from all evil.
04. The
Wind and the Flowers:
Players are
divided into two 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, Lily, 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 the wind chases. If the flowers
are caught they become the wind.
05. The
Treasure Hunt:
A thrilling
game to play. You can have a thrilling treasure hunt which ought to be
carefully prepared and planned. You must think upon the clues which one neither
too hard nor too easy. Players must hunt for the treasure in pairs. Each pair
is given a written clue to begin the game. This game can start indoors and lead
on to outdoors. Some possible clues are suggested here: Where the mouse ran up in a small bedroom.
This really refers to the nursery name, Hickory, Dickory dock where the mouse
ran up the clock; so the obvious place in the clock under which the second clue
to indicate the doormat you can just jumble up the words. All clues must be
left where they are found. The solutions to the clues must not be given to the
other treasure hunters.
06. 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
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 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.
In awarding
the prize to the winner take into consideration not only the team which first
completes its brigade but also the one that succeeds in transporting the most
water without spilling. In other words you might award two prizes - one to the
team which finishes first and the other to the team which successfully
transports the most water.
Reflection:
How do I fill another's cup?
What care do I take?
Have I got team spirit in me?
OBSERVATION GAMES
01. 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 he goes round searching, go opposite his direction and ask different
people to blow the whistle. The game continues until he recognizes that you
have the whistle.
02. Which
market is it?
Send two
volunteers out of the hall. Tell the group that this hall is a fish market and
each of them has to sell one variety of fish. When you give the signal all have
to shout ONLY ONCE what they are selling.
Call for
one volunteer and ask him to identify which market is it when you give the
signal and all of them shout together what they are selling. Give him three
chances to find out, failing which he is asked to do what the group tells him.
03.
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 blindfolded person identifies,
correctly, then that person will be blindfolded and the game continues.
04.
Identify your label:
Call for a
volunteer and paste a label on his forehead without his seeing it. For example,
`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 of anger. The person with the label has to identify the label he
possesses.
05. Pick
and Act:
Divide the
participants into four groups. Elect a leader for the group. Call for two
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 him,
a slip of paper is put in between his lips.
After his
acting out all the groups write 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
out : Rainy season; Railway station etc.
06. Drawing
the tail of the donkey:
Draw a
donkey on the black board but without a tail. Call for five volunteers.
Blindfold them and give each of them a piece of chalk and ask them to draw the
tail for the donkey. The one who is able to draw the tail correctly is the
winner.
07. Know
how sincere you are:
Draw seven
circles. Then close your eyes and make a cross inside the circles. It is not
always easy to mark in the right place. Find out the result of each player. The
one who gets the least correctly marked can be considered as the most sincere
person.
08. Use me:
A candle is
placed on a table. One student is blindfolded. She is given a match box. The
blindfolded should go to the table and light the candle. (OR) A lighted candle
can be kept on the table, and is asked to put it out.
09. 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 a similar soft object, and designate some one from
among the contestants to threw 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 the one who threw exchange places. If not
he must turn his back again and the procedure is repeated.
This game
can be included also in the guessing games. Reflection: Many times we keep
grudge or blame people without knowing the facts thus cause misunderstandings.
10. Changed
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 groups has two
of its members change ties, for example, OR two of the girls change shoes. The
first group then returns and endavours who has done the changing. The next time
the order is reversed.
11. What is
wrong with the room:
While your
guests are in another room, make a 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 a
number of small things, which you can do, which are not easily noticed but
which are definitely incorrect. Then bring your guests into the room and give
each a pencil and a 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.
12. Ankle
identity:
One group
sits behind the screen or curtain or a sheet. Remove the shoes. The other
groups enters and guesses whose feet they are. The one who guesses most owners
of the ankles wins.
13. Hand
guessing:
Girls
holding one hand up above the top of the screen. (The rest is as above).
14. Finding
out the leader:
One player
goes out. The others in the group select a leader who performs different
actions which are followed by the others. Meanwhile the `IT' using his/her
observation power guesses the right person. If he/she fails to guess he/she
takes up the penalty given by the leader.
15. Test
your memory:
The leader
writes down all the prices of articles that are present in the form. The girls
are asked to observe the articles that are present in the room for two minutes.
At the given signal they write down the things they observed. The leader then
reads out the list, mean time the girls correct their papers.
Pass around
seven articles. After they are passed around to all the hands the girls are
made to write them down according to the same order as they were passed.
16. 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 the second signal act flying. The observers
should guess the acted word.
17. Who is
my friend?
This can be
played with a group of 10 to 15 students. The players are given two minutes
time to look at each other and observe what they have on them. Then the leader
asks the players to sit backing (or facing away from the leader) with a paper
and a pencil. Then the leader describes something belonging to a person or the
person itself with a sentence and the players write the name of the person,
i.e. the leader says `my friend is wearing a pink blouse; or my friend is
having a big mole on the right cheek; or my friend is having a gold wrist
watch, etc. The players without turning
their heads guess the friend, and write his/her name, of course the winner gets
the points.
18. 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 talk 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 judgement 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).
19. Jingle
bells:
Seat your
guests in a circle, with someone who is `IT' placed in the centre. While `IT'
closes 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 and to keep his face
from telling on his secret; everyone does the same, thus making the selection
more conducing for `IT'
20. 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 to
establish its position in the room is to search the air for warmth. If you wish
keep a stop watch in each contestants efforts and award a prize to the one who
succeeds in the least time.
21. 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 towards 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 pass on to
another player.
22. 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.
23. Blind
men's choir:
Seat your
guest's in a circle, with a blindfolded choir master in the centre. After he is
blindfolded, everyone changes places. Then give the choirmaster a basion 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 choirmaster 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.
24. Unseen
Objects:
The
participants sit round a table, their hands beneath it. The leader passes one
at a time without much delay, twenty to twenty-five objects under the table.
When the last has come back to the leader, the players write their list of what
was passed. The player who scores the highest score wins the prize.
25. Guess
the calls:
This game
is good for pairing up girls and boys for some dancing game which shall follow.
The girls stand on the outside circle of chairs while the boys are out of the
room. A girl calls out the name or number (if numbered) of the boy outside. The
boy who was called should come and identify the person who called, if he is
right he sits, if wrong he goes out again.
26.
Something Smells:
The game
leader places a number of substances, each with a distinct odor, in cups, 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 individually, they are each blindfolded and led to the
table where the cups are kept. 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
correct identifications is declared the winner.
27. Feel:
Have ten
small, familiar objects, such as a comb, toothbrush, can opener or cigarette
lighter; a large bag or pillowcase, paper and pencil, put into a sack. The
objects could include one or two a little less familiar than the others 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 identifications wins the game.
28.
Smugglers and Inspectors:
Players are
divided into two teams, the smugglers and the inspectors. Each smuggler hide
their smuggled goods (toothpicks) on their person in such a way that a small
bit of the toothpick is visible.
The
smugglers stand in a line in the centre of the room, the inspectors walk along
slowly down one side of the line and then up the other side. As they walk, they
reach out and extract any toothpick they see, but may not touch the smugglers
in any other way. The inspectors are given three minutes to complete their
inspection and may not retrace their steps. The seized toothpicks are then
counted and the inspectors get a point for every detected toothpick while the
smugglers get two points for every undetected toothpick. The teams reverse
roles and the one with the higher combined score gets a prize.
MIXING GAME
PHRASES
Strong as
an ox. Fat as a pig. Hard as a rock.
Clear as
crystal. Thin as a
rail. Cold as ice.
Dead as a
doornail. Light as a
feather. Sly as a fox.
Pretty as a
picture. Black as coal. Sharp as a razor.
Sour as a
lemon. White as snow. Green as grass.
Yellow as
gold. Neat as a pin. Cross as two sticks.
Brave as a
lion. Dry as a
bone. Sweet as honey.
Hot as
fire. Huge as
an elephant.
Bitter as
gall. Heavy as lead. Soft as velvet.
Tough as
leather. Deep as the
ocean.
Spry as a
spring chicken. Funny as a monkey.
Tall as a
giraffe. Slippery as
an eel.
Still as a
mouse. Swift as a
hare.
Bright as
the sun. Tight as a
drum.
Quick as
lightening. Poor as a church mouse.
Mad as a
March hare. Fair as a flower. Ugly as sin.
Flat as a
pancake. Red as a beet. Crazy as a loon.
Brown as a
nut. Blind as a bat. Mean as a miser.
Full as a
tick. Plump as a partridge.
Clean as a
whistle. Hard as flint. Fine
as a fiddle.
Stiff as a
poker. Calm as a
clock. Busy as a bee.
Pure as a
lily. Proud as a peacock.
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