CHAPTER 15
The educational activity must be lively and enjoyable. The following games can contribute to creating an appropriate atmosphere.
15.1. Sardines
Materials needed: none.
Game rules: The game is similar to “hide and seek”, but in reverse: one player (appointed by the instructor or volunteer) hides, and upon a signal, the rest of the group starts searching for them. Whoever finds the hidden person squeezes in and hides together with them in the same spot. The game ends when the hiding place becomes visible due to the crowding.
15.2. Rock – Paper – Scissors
Materials needed: none.
Game rules: This is a large-scale version of the classic game, where, upon a signal, both players simultaneously make the hand gesture that symbolises one of the objects: rock (closed fist), paper (open palm), and scissors (two fingers in a V-shape).
The winner is the one who made the “stronger” gesture: paper covers rock, but is beaten by scissors, while rock beats scissors.
In the new version, upon the instructor’s signal, members of both teams simultaneously mime the object they have chosen beforehand, then members of the winning team rush to catch (embrace) members of the losing team. The latter flee to escape beyond the edge of the playing area. The caught players join the winning team, and then the round is repeated. The game ends when all participants become members of a single team.
For the game, the group is divided into two equal teams. Two parallel central lines are drawn on the ground with chalk, 1.5 m apart (where the teams line up), and two additional lines outside these, which establish the boundaries of the playing area. Each boundary line is at an equal distance from the respective central line (approximately 5 m). Before a round, each team secretly decides what object to mime, then both teams line up face to face in the middle of the field, at a distance of two outstretched arms.
15.3. Let’s Catch!
Materials needed: none.
Game rules: This is a variation of the well-known game of “tag”. A volunteer (or a player appointed by the instructor) runs to catch the others, who save themselves by seeking refuge outside the playing area (previously marked). The caught player holds hands with the catcher and forms a “net”, which then runs to catch other players. The “net” grows bigger and bigger.
Variations: The “catcher” and the other “caught” players (participants in the “net”) are different from the other players: they hop on one foot, wear a scarf around their neck, wear a cap, etc.
Instructions for the instructor: When interpreting the experience, it will be suggested that the “catcher” represents the individual who supports an initiative or is a catalyst for change (in mentality, habits, etc.) within the group. The course of the game shows that once it starts, the “change” occurs at an increasingly rapid pace. Just wanting is enough – and you will succeed!
15.4. Hooray, Hooray, for the Symbol
Materials needed: Cardboards, each with the name of an organization represented in the lesson by their members (for example: Class 12B; or Ibnu Sina; or Faculty of Chemistry, etc.).
Game rules: Each participant receives a cardboard and must find those who have a similar one, then the respective group will organize itself and shout in unison “hooray! hooray! hooray! for… (the name of the organization).”
15.5. The Odd Theatre
Materials needed: none.
Game rules: Some of the players are actors, the others are spectators. Any spectator can shout “stop!” at any time. Upon this command, the actors freeze in their positions, and the spectator who shouted takes the place of one of the actors, who becomes a spectator, and the “play” continues with the new cast. The command is given by whoever has a great idea to continue the “theatre play” with more humour.
Here are some examples of “theatre plays”:
15.5.1. The Human Machines
Materials needed: none.
Game rules: One of the players steps in front of the group and mimics, portraying a “machine” performing a “manufacturing technological operation” (imaginary), while also making appropriate sounds. The “operation” will be a sequence of mechanical movements, a cycle that repeats endlessly. When another player is “inspired” with the idea of a new “operation”, they will join the first actor to mimic another machine, interpreting a new imaginary “operation”.
However, the “operations” will have a logical (technological) connection between them. For example, if the last movement of the first cycle resembled the throwing of a processed piece, the first movement of the second operation will be “catching” that particular piece to be further processed within the second cycle. And so on.
The “human production line” starts with one machine, then two, then three, and so on. The more, the merrier!
Instructions for the instructor: Sometimes the participants’ creativity exceeds expectations, resulting in a splendid performance. You can record it with a video camera to admire, marvel, or inspire the group on another occasion, when morale may be low.
15.5.2. Emotional Chores
Materials needed: none.
Game rules: Two volunteers will interpret the subjects given by the group. After they are chosen, the “actors” move away (or leave the room), and then the rest of the group establishes the “subjects” of the “play”: three household chores and three emotions.
Examples of chores: washing dishes, doing laundry, cleaning windows, walking the dog, hanging a picture, taking out the trash, cleaning the bathroom, mending socks, painting a wall, making the bed, dusting the room, moving furniture, sweeping the stairs, shoveling snow, etc.
Examples of associated emotions: happiness, sadness, remorse, guilt, melancholy, love, hatred, joy, disgust, sympathy, etc.
The actors are called in front of the group, and a player announces one of the three household chores, and the actors begin to interpret it. After a few moments, another player announces one of the three emotions, preferably something in total contrast with the ongoing action. The result is comedic scenes, with household activities performed in a peculiar manner: walking the dog with admiration, or taking out the trash with remorse, or doing laundry with hatred, etc.
15.5.3. The Recital
Materials needed: none.
Game rules: We find ourselves in a bustling café in the heart of Kuala Lumpur, Malaysia (or a vibrant square during a local festival), set amidst the city’s lively atmosphere. Patrons are gathered to enjoy various forms of artistic expression, from music to poetry.
Four volunteers are selected to take centre stage and perform a “show” in front of the gathered audience, with no prior knowledge of what they will be asked to do (with one exception – see below). The proceedings are orchestrated by the instructor, who acts as both presenter and director, guiding the unfolding performance with impromptu instructions.
The “presenter” introduces the first volunteer (the only one briefed in advance) as a “foreign poet” who will share a “wondrous” poem of their own creation. However, to the surprise of the audience, the “poet” begins reciting in a language entirely unfamiliar to them – creating a delightfully perplexing spectacle. After a brief moment of confusion, the presenter (instructor) intervenes, apologising for the misunderstanding, and invites the next volunteer to join the “poet” as an “interpreter”. As the “poet” continues, the “interpreter” provides a whimsical “translation” into the local language, injecting humorous interpretations along the way.
Following this, the presenter enhances the performance by introducing the remaining two volunteers, who discover they are tasked with interpreting the “poetry” through dance. Amidst the laughter and applause, the show continues to unfold, with each participant adding their unique flair to the performance.
Note: Occasionally, the presenter may need to employ persuasive tactics to encourage the volunteers, who may be taken aback by their unexpected roles. After each round of performance, any member of the audience can call out “stop” to take the place of one of the actors, ensuring the entertainment remains dynamic and engaging throughout.
15.6. Guess What They’re Doing?
Materials needed: None.
Game rules: Four volunteers are selected, with one offering to be the “guesser” and stepping outside the room. The other three discuss in front of the group and decide on different scenarios or situations, each of which will be acted out by one of them. The more diverse and bizarre the situations, the more successful and entertaining the performance will be. Examples include: grooming a dog, performing heart surgery, driving a race car, moving a piano, extracting a tooth, rock climbing, grape harvesting, making sausages, attending a funeral, giving a political speech, etc. The group knows the themes to be interpreted and acts as the referee.
Afterwards, the volunteer returns, and the three actors start miming, including appropriate sounds, each performing their scenario. The “guesser” must then figure out what each of them is doing. They suggest various solutions, and the audience responds to whether the guess is correct or not, and how close it is to the truth. The group doesn’t speak clearly but expresses themselves collectively, using a method agreed upon beforehand and known to the “guesser”: applause or murmurs (stronger for closer guesses), sighs (for incorrect solutions), suggestive gestures such as a finger up for near or correct, and down for wrong, etc. Throughout, the three “actors” continue their performance without speaking to the “guesser”. Optionally, a spectator can assist the guesser by shouting “stop!” to take the place of one of the actors (to mime more vividly).
Variant: A more complex version involves the three actors setting up a scenario with four characters, knowing their roles and actions, while the “guesser” also becomes an active character without knowing their role. The scene and the actions of the three will involve the “guesser” in the action, who will obviously participate involuntarily and puzzled. The “guesser” has to guess “who they are”, consulting about the proposed solutions only with the group (not with the actors).
15.7. Five Changes
Materials needed: None.
Game rules: Participants form pairs and carefully observe each other. Then, the members of each pair turn their backs to each other, and within 1 minute, each person makes 5 changes to their appearance. At the instructor’s signal, everyone turns to face each other again, and each person tries to identify the 5 changes made by their partner. Partners switch, and the process repeats.
15.8. Please Smile
Materials needed: None.
Game rules: A volunteer stands in the center of the circle formed by the other players, who stand close to each other. The volunteer approaches a “victim” and, looking them in the eyes, says, “Darling, if you love me, smile for me!” The volunteer is not allowed to touch the “victim,” but otherwise can do anything. The “victim” remains impassive and responds, “I love you, but I can’t smile.” They are not allowed to smile or even grimace in any way. If the volunteer fails to make the “victim” smile, they try with another player until they succeed. The smiling “victim” exchanges places with the one in the center of the circle. It is not allowed to use obscene, vulgar, or cheeky words, nor to make explicit sexual proposals.
15.9. VIP Secret
Materials needed: A5-sized cards, each bearing the name of a well-known person: VIPs, celebrities, etc.
Game rules: The instructor attaches a card with a name to the back of each participant. Each person will try to guess the name they are wearing on their back by asking their neighbours about the characteristics of the character, or by guessing from the behaviour of the neighbours towards them.
The game is especially suitable for situations when the group has to stand and wait in line.
15.10. Get Rid of the Ball
Materials needed: 3-4 balls or plastic bottles; a cassette player with music.
Game rules: The participants form a circle, standing with their hands on the shoulders of the person in front. The instructor introduces the balls one by one, which must be passed to the neighbor, forward or backward along the circle, using the feet, while the music plays. When the music stops, whoever has the ball (or bottle) is out of the game (circle). As the number of players decreases, one ball is removed from the circle at a time. The game ends when there are two players left with only one ball in play
15.11. Draw Blindfolded!
Materials needed: A4 sheets of paper, pens.
Game rules: Everyone sits on the floor and receives a sheet of paper and a pen. The instructor commands them to close their eyes (they may be blindfolded) and draw a subject specified by him. The best drawings are displayed for the rest of the day.
15.12. Let’s Catch the Tail!
Materials Needed: 1-3 brightly coloured cloths (scarves, etc.).
Game Rules: Players gather in a line, standing up. Each player grabs (hugs) the waist of the person in front of them. The cloth is tucked into the belt of the person at the end of the line. Now the group forms a sort of “snake”, with the “head” tasked with biting the “tail” (taking its cloth). The tail must avoid being caught. The rest of the players assist either the head or the tail, as they wish, without letting go of their hands from the person in front of them.
The “head” that successfully snatches the cloth moves to the end of the line and becomes the new “tail”, while the player number 2 in the front becomes the new “head” of the snake. And so on.
Variations: A large group can be divided into 2-3 groups (snakes), whose heads will try to “bite” the tail of their own snake or another’s.
CONTINUE READING:
Malaysian Guide to Team Building
- CHAPTER 1 : Non-Formal Civic And Entrepreneurial Education
- CHAPTER 2 : The Team Spirit
- CHAPTER 3 : Team Building Education
- CHAPTER 4 : Guidelines for Team Building Instructor
- CHAPTER 5 : Safety & Accident Avoidance
- CHAPTER 6 : Understanding The Experience
- CHAPTER 7 : Introductory Games
- CHAPTER 8 : Warm-up Exercise & Games
- CHAPTER 9 : Calming Games
- CHAPTER 10 : Relaxation Games
- CHAPTER 11 : Creativity Games
- CHAPTER 12 : Cooperation Games
- CHAPTER 13 : Communication Games
- CHAPTER 14 : Trust Games
- CHAPTER 15 : Fun Games
- CHAPTER 16 : Closing Games
- Conclusion
- ANNEX
- Proofreading & Editing