16
Collaborative Drawing Objective of Activity: To draw different sections of a creature or person's body and pass them along the group to finish until they are completed, showing funny or unintended drawings of creatures or people. Benefits of Activity: Encourages creativity and gets players to work together, in addition to building camaraderie among group members through laughing and admiring the images created through this game. Equipment Needed: Paper, writing utensils, timer/stopwatch. Recommended Age of Participants: Ages 10 and up. Description of the Rules: Give paper and writing utensils to all players and have them sit in a circle. Tell each player to fold their paper into four equal sections, such as a letter. They then unfold the paper to make sure it is flat. Players then draw a head for the drawing in the highest section of the paper. It is not important what type of head or where it is on the top of the page, as long as the neck connects to the top of the second section on the paper. To players to fold their paper over to hide the head they drew, just showing the very bottom of the neck to assist the next player in their drawing. All players will then give their folded papers to the player on their left and take the paper being given to them from their right side. Every time a new paper is given to each player, they are required to draw the missing section, connecting it to the other person's previous section without really looking to see what it looks like. This process will go into place for all three of the other remaining sections: torso, legs, and feet. Ensure

portfolioforanthonybracken.files.wordpress.com  · Web view2018. 4. 20. · Examples include "Funny Fred", "Powerful Paul", or "Clever Charlene." Each person will then profess their

  • Upload
    others

  • View
    1

  • Download
    0

Embed Size (px)

Citation preview

Collaborative Drawing

Objective of Activity: To draw different sections of a creature or person's body and pass them along the group to finish until they are completed, showing funny or unintended drawings of creatures or people.

Benefits of Activity: Encourages creativity and gets players to work together, in addition to building camaraderie among group members through laughing and admiring the images created through this game.

Equipment Needed: Paper, writing utensils, timer/stopwatch.

Recommended Age of Participants: Ages 10 and up.

Description of the Rules: Give paper and writing utensils to all players and have them sit in a circle. Tell each player to fold their paper into four equal sections, such as a letter. They then unfold the paper to make sure it is flat. Players then draw a head for the drawing in the highest section of the paper. It is not important what type of head or where it is on the top of the page, as long as the neck connects to the top of the second section on the paper. To players to fold their paper over to hide the head they drew, just showing the very bottom of the neck to assist the next player in their drawing.

All players will then give their folded papers to the player on their left and take the paper being given to them from their right side. Every time a new paper is given to each player, they are required to draw the missing section, connecting it to the other person's previous section without really looking to see what it looks like. This process will go into place for all three of the other remaining sections: torso, legs, and feet. Ensure that all players know to leave the very bottom of their drawing visible so that the next person can proceed on. All sections should be timed in order to avoid spending too long on the activity. Once the drawings are finished, open the papers and look at the funny creatures or people that are on there!

Safety Concerns: None.

Reference: Icebreakers.

Psychiatrist Game

Objective of Activity: To act like other group members and come up with a pattern of doing so that the psychiatrist can not recognize or determine.

Benefits of Activity: Helps players to open up with others they do not know and work together to win a fun game of strategy.

Equipment Needed: None.

Recommended Age of Participants: Ages 13 and up.

Description of the Rules: Set up the group by making one player the "psychiatrist" and the others the "patients." To pick the psychiatrist, the leader can ask who has the closest birthday to the present date or something along those lines. The psychiatrist then exits the room and is then retrieved by one of the patients or the leader. When they are out of the room, the patients will talk with each other and determine who will act like whom. This has to derive from a pattern that will not change. As an example, patients can determine that they will all act like the person seated on their left. Regardless if they move or change places with another, the pattern will remain constant.

The psychiatrist will then be brought back into the room and line up the patients. Begin the timer (5 minutes is preferred). The psychiatrist has to ask patients questions to determine who is acting like whom as the patients are acting like others based on their hidden pattern. If the psychiatrist asks a question and the patient does not give the correct answer, the person they are imitating has to shout "Psychiatrist!" Everyone will then stand and reposition themselves. Even when everyone is repositioned, the pattern of who is acting like whom will stay constant. The game concludes when the psychiatrist determines the pattern correctly or when the allotted time runs out. When the game is finished the final person to have spoken with the psychiatrist will be the new psychiatrist if the leader wants to play another round. If the psychiatrist guesses the pattern correctly, he or she wins, but if they do not, then the patients win!

Safety Concerns: None.

Reference: Icebreakers

Memorable Catchy Names

Objective of Activity: To come up with an adjective to describe oneself that begins with the first letter of their first name and then memorize everyone's new name, such as "Funny Fred" or "Powerful Paul."

Benefits of Activity: Loosens up a group that does not know each other through a relaxing exercise that brings the group closer together than they were beforehand.

Equipment Needed: None.

Recommended Age of Participants: All ages.

Description of the Rules: Put the group into a circle. Tell everyone to come up with an adjective that they believe accurately describes themselves. The adjective has to begin with the same letter as their first name. Examples include "Funny Fred", "Powerful Paul", or "Clever Charlene." Each person will then profess their new name for the duration of the day. If the leader wants it to be a memory-based game, everyone should introduce themselves, and then later have everyone introduce themselves in addition to everyone before them. The final person to go has the challenge of trying to remember everyone's name and introduce them.

Safety Concerns: None.

Reference: Icebreakers

Assa Party Game

Objective of Activity: To correctly imitate the motion and finish a sentence with the allotted number of syllables perfectly.

Benefits of Activity: Helps players think of things to say in competitive situations, while also generating conversation among unfamiliar group members.

Equipment Needed: None.

Recommended Age of Participants: Adults (Age 14 and up).

Description of the Rules: All players make a two-syllable name and a hand motion to go along with the name. As an example, a person's name could be, "Su-per-man", or, "Fly-ing Dra-gon", with the hand motion serving as something that point to their name (in this case, lifting one's right arm up like a flying superhero for Superman). All players require a name and different hand motion. Before playing, everyone has to state their name and hand motion for others to memorize.

The game is played with a four-beat count( 1,2,3,4 etc.). With beat 1, players pat their legs. With beat 2, players clap their hands. On beat 3, everyone gives a thumbs up with their left hand, and on beat 4, everyone does a thumbs up with their right hand. One player (commonly the loser of the previous round) starts the next round by establishing the speed of the 4-beat count. Players first have to state their name and motion, and then "pass" the motion to a different player by saying their name and performing their hand motion. This has to be done accurately with exact rhythm. This sequence continues until someone makes an error.

As an example, let us say Adam, Bob, Cathy, David, and Evette are playing. To begin, pick a player to start the round. Everyone performs the 4-beat motion (pat, clap, thumb, thumb) in unison and says the word, "Aaaa...ssa, Awe-some Dan-cer (which completes the 4-beat count). The next four beats, Bob says, "Aaaa...ssa (name of another player)." Then he can say, "Aaaa...sa, I-love-pizza." This transfers the sign over to Cathy, who is, "I-love-pizza." Cathy has to first perform her sign (says "I-love-pizza" while performing her eating motion) and she can give the motion to another player to perform. This cycle goes on until someone makes an error (incorrect hand motion, timing etc.). The player who started the round can raise or lower the speed of the game as they wish. When a person makes an error, the round concludes and that person starts the next round.

Safety Concerns: None.

Reference: Icebreakers

Ghost Game

Objective of Activity: To try to continue to add letters to a fragment that still make a possible word.

Benefits of Activity: Encourages creativity and creative thinking skills through forming long, difficult words to spell.

Equipment Needed: None.

Recommended Age of Participants: Adults (Age 14 and up).

Description of the Rules: All players take turns adding a letter to a constantly growing word fragment. Attempt not to spell a word (of length 4 letters or more). Make another player spell a word or attempt to get a player to state a letter that makes it very hard to form a word.

Pick any player to start the game. He or she can state any letter of the alphabet. Each player then gets a turn to add a letter to the fragment. In place of adding a letter, a player is able to "challenge" the last player who added a letter, if they believe a word does not exist that begins with that fragment. If a challenge takes place, the last player has to state a word that starts with that fragment. If the player who was challenged can spell a word, the challenger loses a point. If the challenged player is not able to spell a word, the challenger receives a point. The round then concludes. After a round concludes, the play begins with the player who won the last round.

Safety Concerns: None.

References: Icebreakers

Telephone Pictionary

Objective of Activity: To draw an image based on one's interpretation of a phrase.

Benefits of Activity: Through seeing how people interpret phrases through what they draw, this is a way to relax nervous group members by being silly and making everyone feel comfortable through an enjoyable activity.

Equipment Needed: Paper, pens.

Recommended Age of Participants: Adults (Age 14 and up).

Description of the Rules: Set up the picture booklets through giving all players a pile of X sheets of paper, where "X" is equal to the total number of players who are playing the game. Each stack is a "flip book" for each player. Cut all stacks of paper down the center and then fold them in half. The books can then be stapled. All players get their own book. Players sit in a circle and receive their own blank picture booklet and a pen.

On the first page, each player writes a comical or peculiar phrase. The phrase can detail a scene, a quote or song lyric, or any phrase that would be unique to draw. Examples include: Elvis playing basketball, a cow in the desert, chicken dance, or hitting a homerun.

After this is done, everyone should give their booklet clockwise to the person on their right. This person reads the phrase that was written, flips to the next empty page, and draws a picture of their interpretation of what they read. Tell players to give their booklet clockwise to the next player, ensuring their drawing can be seen by all. The next player will just look at the most recently drawn picture, flip to the next page, and form a phrase that attempts to interpret the image that they saw. Then the booklets keep getting passed to the next player.

This player sees a phrase, flips the page, and draws an image based on this new phrase. He or she then give the book to the next player. This pattern goes on until the booklets get back to their original owner. The game then concludes by all players showing all of the other players their funny pictures and phrase booklets and how they changed over time.

Safety Concerns: Be careful not to accidentally poke another player with a pen.

References: Icebreakers.

Simon Says

Objective of Activity: To perform the commands from the leader Simon correctly and be the last one standing.

Benefits of Activity: Helps people develop their listening skills and interact with members they may not have otherwise in the group.

Equipment Needed: None.

Recommended Age of Participants: All ages.

Description of the Rules: A leader takes on the presence of Simon, and he or she is looking at the crowd. Simon gives a description of the rules: "I am Simon. I will give you instructions to do various actions, and you must imitate my actions. I will instruct you to do various things by saying, 'Simon says, do something', where something is an action like touching your head, waving your hand, and so on. If you do something without me saying, 'Simon says', then you are eliminated for that round."

Simon (the leader) goes on to say numerous commands (while showing the action), occasionally starting them by saying, "Simon says," and different times not. Examples of commands could be: pat your head, smile, wave hello, flex your biceps, touch your toes, or turn around. The goal is to be the last one standing with Simon.

Safety Concerns: Do not accidentally poke, kick, hit oneself or another through performing the leader's directions.

References: Group Games.

Two Truths and a Lie

Objective of Activity: To determine which of the three statements said by one player is false.

Benefits of Activity: Gets the rest of the group to learn more about their fellow group members through being creative in the lies they fabricate.

Equipment Needed: None.

Recommended Age of Participants: Adults (Age 14 and up).

Description of the Rules: Everyone sits in a circle. Each individual prepares three statements, two of which are true and one of which is false. They then say the three statements to the group, with the order not being important. The group must guess correctly which of the statements is the lie. Other players raise their hand to vote for which one they think is false. As a different version, called Two Truths and a Dream Wish, the player states two truthful statements, and one that they wish was true.

Safety Concerns: None

Reference: Group Games

Straws Question Game

Objective of Activity: To mark certain straws with a sharpie and have those that pick them from a cup answer the question.

Benefits of Activity: In a group with unfamiliar people, this serves as a good way to get to know fellow group members through sharing opinions and experiences that they may have in common with someone else in the group and that they did not know.

Equipment Needed: Many straws, a cup, and a sharpie.

Recommended Age of Participants: Age 8 and up.

Description of the Rules: Have one straw for all players. Put a mark on the end of a few of the straws with the sharpie. The amount of straws you should mark is contingent on the number of people you would like to participate in answering the questions. Having three or four marked is good for a group of 10-20 people. Form a list of questions for the group to answer. Questions can be, "What is your dream job?," or , "What is your favorite place on earth?" They can be humorous as well, like, "If you could be any animal, what would you be?", or, "What was your worst date experience?" Next, the leader will place the straws into a cup. They will then ask a question before distributing the straws. The participants that have the marked straws will answer the question. This process can be repeated for as long as the leader wants.

Safety Concerns: None.

Reference: Group Games

Homemade Pictionary Game

Objective of Activity: To correctly guess the word(s) on a card through a displayed picture.

Benefits of Activity: Generates ingenuity and gets the brain moving in a fun way to guess what word(s) the drawer is trying to illustrate.

Equipment Needed: Many sheets or two big pads of paper, notecards, pens, and a stopwatch/timer.

Recommended Age of Participants: Ages 8 and up.

Description of the Rules: A judge, a non-participant, has to write many words on individual notecards. These words will then be drawn and have to be guessed by teammates. Each word has to be labeled and filed under one of the following categories: Person/Place/Animal, Action, Object, Challenge, All Play. The pile is then shuffled.

The group is split up into teams of three. Every team makes a name. Give a big pad (or sheets of) paper and a pen to each group. Pick which team goes first. When it is a respective team's turn, they pick someone to draw. The judge sets a one-minute timer and says, "Go!." The player tries to draw a picture of the word(s). The task is for the team to accurately guess the word inside the given time limit. If the team guesses the right word, then they get a point. Then the next team goes. Also, during a team's turn, the drawer can not make any hand gestures or noises and can not write numbers or letters.

Safety Concerns: None.

Reference: Group Games