Escolar Documentos
Profissional Documentos
Cultura Documentos
Balloon Activities
Group Juggle
Categories
Human Knot
Fear in a Hat
Zoom
Animal Sounds
Helium Stick
Toxic Waste
Mine Field
Zoom
Pipeline/Gutter Ball
Keypunch
Warp Speed
Balloon Activities
Multi-Way Tug-of-War
All Aboard!
Survival Scenarios
Amoeba Race
Group Mandala
Helium Stick
Deceptively simple but powerful exercise for
learning how to work together and
communicate in small to medium sized groups.
Explain that the challenge is to lower the Helium Stick to the ground.
The catch: Each person's fingers must be in contact with the Helium
Stick at all times. Pinching or grabbing the pole in not allowed - it must
rest on top of fingers.
Warning: Particularly in the early stages, the Helium Stick has a habit
of mysteriously 'floating' up rather than coming down, causing much
laughter. A bit of clever humoring can help - e.g., act surprised and
ask what are they doing raising the Helium Stick instead of lowering
it! For added drama, jump up and pull it down!
1 thin, light-weight, 10 ft Helium Stick with activity guide & facilitation notes
Summary
Deceptively simple teamwork activity. Form two lines facing each other. Lay
a long, thin rod on the group's index fingers. Goal: Lower to ground.
Reality: It goes up!
Group Size
Time
Total time ~25 mins
Toxic Waste
Set-Up
Directions
The challenge is for the group to work out how to transfer the toxic waste
from the small bucket into the large bucket where it will be "neutralized",
using only the equipment provided and within a time frame. The waste will
blow up and destroy the world after 20 minutes if it is not neutralized.
Anyone who ventures into the radiation zone will suffer injury and possibly
even death, and spillage will create partial death and destruction. Therefore,
the group should aim to save the world and do so without injury to any group
members.
The rope circle represents the radiation zone emanating from the toxic waste
in the bucket. Emphasize that everyone must maintain a distance (circle
radius) from the toxic waste wherever it goes, otherwise they will suffer
severe injury, such as loss of a limb or even death.
Give the group some planning time with no action e.g. 5 mins. Then start
the clock and indicate it is time for action, e.g., 15 or 20 mins.
Facilitator Notes
Toxic Waste is not an easy exercise and most groups will benefit from some
coaching along the way.
The solution involves attaching the cords to the bungee loop, then guiding
the bungee with the strings to sit around and grab the toxic waste bucket.
Then with everyone pulling on their cord and with good coordination and
care, the toxic waste bucket can be lifted, moved and tipped into the empty
neutralizing bucket.
If someone breaches the toxic waste zone, indicated by the circle, enforce an
appropriate penalty e.g., loss of limbs (hand behind back) or function (e.g.,
blindfolds if a head enters the zone) that lasts for the rest of the game. If a
whole person enters the zone, they die and must then sit out for the rest of
the activity.
If the group struggles to work out what to do, freeze the action and help
them discuss.
If the group spills the waste entirely, make a big deal about catastrophic
failure (everyone dies), invite them to discuss what went wrong and how
they can do better, then refill the container and let them have another go.
Ideas for varying the level difficulty of the activity:
o Adjust timeframe
o Adjust distance between the buckets
o Include obstacles between the buckets
o Include red herring objects in available equipment
Processing Ideas
There are invariably plenty of key communications and decisions during the
exercise that provide for fruitful debriefing.
The exercise will tend to naturally expose processes and issues related to
many aspects of teamwork, including cooperation, communication, trust,
empowerment, risk-taking, support, problem-solving, decision-making, and
leadership.
Can be videoed for subsequent analysis and debriefing.
How successful was the group? e.g., consider:
o How long did it take?
o Was there any spillage?
o Were there any injuries? (Often in the euphoria of finishing participants
will overlook their errors and seem unconcerned about injuries and
deaths caused by carelessness along the way. Make sure there is an
objective evaluation of performance - it is rarely 'perfect'.)
How well did the group cope with this challenge? (e.g., out of 10?)
What was the initial reaction of the group?
What skills did it take for the group to be successful?
What would an outside observer have seen as the strengths and weaknesses
of the group?
How did the group come up with its best ideas?
What did each group member learn about him/her self as a group member?
What lessons did the group learn from this exercise which could be applied to
future situations?
More information on Facilitation and creative debrief and processing tools
Variations
Divide the group into leaders and workers. Leaders can talk but not touch
equipment. Workers cannot talk but can touch equipment.
Lends itself to being metaphorically structured and isometrically framed to
suit specific training contexts (e.g., see "Computer Disinfectant" by Gass &
Priest in Gass, 1995, pp. 151-154) and "Disseminating Raw Materials (Toxic
Waste)", activity #57 in Priest & Rohnke 2000).
For added drama, the toxic waste can be floated on a platform in a swimming
pool (Priest & Rohnke 2000).
A chemical reaction can be created by putting baking soda in the
neutralization container and vinegar in the toxic waste container. When
combined, they froth.
Object Retrieval is a variation in which a group needs to retrieve a heavy
object from the middle of a circle, without touching the ground in the
surrounding circle (Rohnke, 1994).
Equipment
1 Toxic Waste kit with activity guide, facilitation notes and daypack
Summary
Equipped with a bungee cord and rope, a group must work out how to
transport a bucket of "Toxic Waste" and tip it into the "neutralization"
bucket. Toxic Waste can be used to highlight almost any aspect of
teamwork or leadership.
Time
Total time ~30-50 minutes:
~5 minute briefing
~5 minutes group planning time, no action
~15-30 minutes of active problem-solving
~10 minutes discussion/debrief
Group Size
Group sizes of approximately 7 to 9 are ideal, but the activity can be done
with as few as 4 or as many as 12.
Alternative Names
Toxic Waste and several related activities go by many different names
including:
Alien Transfer
Atom Transfer
Bomb Removal
Chuck-A-Hunk
Commodore's Retreat
Computer Disinfectant
Grab-A-Hold
Great Pearl Capture
Nuclear Reactor
Nuclear Waste Transfer
Mission Possible
Object Retrieval
Object Transfer
Save the Baby
The Great Mississippi Lizard Egg
Three Mile Island
Toxic Waste Dump
Mine Field
A popular and engaging game involving communication and trust. The task
is very flexible, works for groups of various types and sizes, and can be
adapted to youth, adults, corporate, etc.
Select an appropriate area. Go outside, if possible. Can be done inside,
even in rooms with fixed furniture (which can become objects to be avoided).
Distribute "mines" e.g., balls or other objects
such as bowling pins, cones, foam noodles,
etc.
Establish a concentrating and caring tone for
this activity. Trust exercises require a serious
atmosphere to help develop a genuine sense
of trust and safety.
Participants operate in pairs. Consider how
the pairs are formed - it's a chance to work
on relationships. One person is blind-folded
(or keeps eyes closed) and cannot talk
(optional). The other person can see and
talk, but cannot enter the field or touch the
person.
The challenge is for each blind-folded person
to walk from one side of the field to the other, avoiding the "mines", by
listening to the verbal instructions of their partners.
Allow participants a short period (e.g., 3 minutes) of planning time to decide
on their communication commands, then begin the activity.
Be wary of blindfolded people bumping into each other. The instructor(s) can
float around the playing area to help prevent collisions.
Decide on the penalty for hitting a "mine". It could be a restart (serious
consequence) or time penalty or simply a count of hits, but without penalty.
It can help participants if you suggest that they each develop a unique
communication system. When participants swap roles, give participants
some review and planning time to refine their communication method.
Allow participants to swap over and even have several attempts, until a real,
satisfied sense of skill and competence in being able to guide a partner
through the "minefield" develops.
The activity can be conducted one pair at a time (e.g., in a therapeutic
situation), or with all pairs at once (creates a more demanding exercise due
to the extra noise/confusion).
Can be conducted as a competitive task - e.g., which pair is the quickest or
has the fewest hits?
The facilitator plays an important role in creating an optimal level of
challenge, e.g., consider introducing more items or removing items if it
seems too easy or too hard. Also consider coaching participants with
communication methods (e.g., for younger students, hint that they could
benefit from coming up with clear commands for stop, forward, left, right,
etc.).
Be cautious about blind-folding people - it can provoke trust and care issues
and trigger post-traumatic reactions. Minimize this risk by sequencing Mine
Variations
Processing Ideas
How much did you trust your partner (out of 10) at the start?
How much did you trust your partner (out of 10) at the end?
What is the difference between going alone and being guided by another?
What ingredients are needed when trusting and working with someone else?
What did your partner do to help you feel safe and secure?
What could your partner have done to help make you feel more safe/secure?
What communication strategies worked best?
For some more ideas, download Minefield in a Circle - Debrief (.doc)
Equipment
o
o
Summary
Time
Group Size
Keypunch
Participants must touch the randomly placed numbers, in sequence, within a given
time frame in multiple attempts.
Group Size
10-30 participants
Time
Warp Speed
Challenge the group to see how fast it can juggle one ball around the
whole group. Time the group, and ask them to "tender" for how fast
they think they can really do it.
Explain that the tender is like a business tender - they must put in a
really good bid, but they must be able to deliver.
Then ask them what their tender is & then ask them to deliver it.
If they make it, then ask them to think again, because they undersold
themselves. Ask them to come up with a new tender which better
reflects their capabilities as a group.
If they don't make it, then ask them to discuss what went wrong, and
say you'll give them a second chance to make their tender.
Equipment
15 tossable items in mesh stuff sack with directions
Several soft balls or throwable objects-The more, the merrier!
Time
~15 minutes
Variation
Group Juggle
Summary
A team building exercise based on the icebreaker "Group Juggle". Groups
are challenged to juggle as fast as possible. Invite group to "tender" a
time they can deliver.
Multi-Way Tug-of-War
Equipment
4 way powerpull with
20 loops for double
handed pulls or 40
Time
~30-60 minutes
Brief Description
: Fun, physically
demanding,
competitive team
activity. Several
teams pull against
each other, requiring
communication and
tactics as well as
strength to
outmanoeuvre and
win.
All Aboard!
Variations
Tarp Flip Over: With a group standing on a tarp, challenge them to turn the
tarp over without anyone touching the ground in the process. Can add a
time limit e.g., 15 mins for this activity.
Framing, e.g.,"The group must work together to ensure everyone manages to
get aboard the new management structure. As time goes by, the team must
become closer to deal with shrinking margins and
increased competition." [www.bushsports.com.au]
Team building variation of Tarp Flip Over: the group
discusses the present state of the team and a future
desired state for the team. One side of the tarp
represents the present state, the other side the future.
Name game: The activity can be used as a name game by
setting the rule that every communication to another
person must include that person's name.
Equipment
Time
~15-20 minutes
Brief description
Your plane crashed...your group needs to choose the 12 most useful items
to survive...
Choose / rank equipment items in terms of their relative survival
value:
o
o
Variations
Appoint a time keeper in each group and encourage them to be the person
who monitors the progress of the group towards achieving consensus within
the time frame.
To emphasise individual versus group decision making, split the session into
three parts:
o Individuals make their own selections first, on paper (5-10 minutes)
o Groups (or sub-groups) then discuss and create a group decision
o Compare individual and group performances, e.g.,:
For equipment scenarios, group decisions are usually more
accurate than individual answers, helping to illustrate the
importance of collaborative group decision-making.
For people scenarios, score individuals according to how close
the group's decision was to their own selections of who is to live
and die (an indicator of each person's influence over the group).
o
o
o
Equipment
Summary
Group Size
5-10
Time
Complex Scenarios
Wilderness Survival
Westward Ho!
o Westward Ho!
(classroom exercise)
o Westward Ho!
(basic computer adventure)
Can include the task of presenting a 30-second advert for the egg
package. This increases the complexity of the activity.
Equipment
For each group of approx. 4., straws, masking tape, egg and/or any other
items you want to give for creating the egg package. Can use only natural
materials - harder, but saves cost/waste.
Time
~30-45 minutes to build package
~15-30 minutes for Great Egg Drop
~15-45 minutes cleanup & debrief
Brief Description
Small groups design an egg package to save an egg from breaking when
dropped. Plus a 30 second jingle to sell their package. Followed by the
Great Egg Drop-Off.
Amoeba Race
Equipment
None
Time
Approximately 15 mins.
Brief description
Group Mandala
Allows symbolic
exploration of group
structure and
dynamics, and
revealing of personal feelings towards
others
Each person is represented by an
object they choose themselves;
objects are then "caste" like dice
Each person then shares how he or
she feels about the position in which
his or her object has landed (uses
psychoanalytic technique of
"projection")
Through various rounds, participants
get to modify/adjust the position of
their object until each individual is
satisfied with where they sit in
relation to the other objects (group
members)
Logistically, a simple activity;
facilitation-wise, a potentially difficult
and challenging activity; lots of
potential for subtle and deep group
work
Group sizes of approximately 7 to 9
are ideal, but can be done with as few
as 5 or as many as 12.
Equipment: Eac
h group member
to select one
personal object
or an object from
nature, to
represent
themselves
Time: ~30-40
minutes
Background
information
Description of
Group
Mandala
Facilitator
notes
Links to
other
description
s
watch or pen.
What is a Mandala?:
Mandala is Sanskrit for circle, polygon, community,
and connection. The The Concise Macquarie
Dictionary defines mandala as
a mystic symbol of the universe, in the form of a
circle enclosing a square; used chiefly by the Hindus
and Buddhists as an aid to meditation.
Mandalas, however, need not be so narrowly
defined. A Google Image Search for
Mandala reveals many traditional and contemporary
mandala designs, several of which go beyond a
circle enclosing a square. What seems to tie them
together is their patterned interconnectedness.
By the way, I don't share the title for the activity
with the students until afterwards, or possibly at
all. By leaving it nameless, it can help emphasize
the discovery of meaning via intricate patterns and
interconnectedness, both conscious and
unconscious, that seems to form even in the most
rudimentary of group structures.
2.
3.
4.
5.
6.
7.
8.
9.
Facilitator Notes
Participants could bring a surprising variety of
objects, for example an engagement ring, a
pocket knife, a stone bearing the inscription
inspiration, a teddy bear, necklaces and
rings, trinkets, and so on. Initially I did not
ask students to initially describe the
significance of their objects not asking this
obvious question can heighten the sense of
mystery and suspense in the activity. By the
end of the activity, the students responded
favourably and more richly to an earlier hint
that we might close the activity by sharing
with others the personal significance
associated with the object. This provided a
5. Can be a repeat of 4.
6. Arrange the objects to represent the ideal
group.
7. If they don't move to this in 6 anyways what, given the characters you have
developed - is an arrangement that
represents the best this group can be?
8. You could go on to - or introduce earlier objects that represent their own characters
explicitly.
Human Knot
a get-to-know-you
icebreaker
involves close
physical proximity
can be used as a
name game
Equipment: None.
Time: ~15-20 minutes
Brief Description:
Standing in a circle, group
members reach across
and shake hands - use
hand connecting to a
different person.
The group then tries to
unravel the "human knot"
by unthreading their
bodies without letting go
of each other people's
hands.
How to Run a Human
Knot Session
Set up & instructions (1st
round)
Facilitator notes
Links to other descriptions
awkward).
It is important to provide appropriate help if the
activity proves too difficult. This might be
encouragement that it can be done (some groups
lack confidence and would give up too early),
helping a couple of people communicate to find a
solution to part of the knot, etc. Or this might be
allowing an unclasp-reclasp. How much to give is a
fine balancing act. The task should be challenging,
but especially as an initial activity, it should give
the group some initial confidence and momentum
in being able to work together to solve problems.
Often this activity speaks for itself as an icebreaker.
However, because it can be quite challenging, and
people will often have been pulled in all sorts of
directions (literally), be prepared to have at least a
short debrief, e.g. by asking "How well did you
think the group worked together?" and "What
could have been done differently?" or "What do you
think you've learned from this activity which can be
applied in future activities?"
Chair Game
Equipment: 1
armless chair per
person. Robust
kitchen chairs are
ideal.
Time: ~10 to 60 mins
Brief description:
Hilarious, physically
engaging, strategic
group activity/game.
Create a tight circle of
chairs. The person in
the middle tries to sit
in the "vacant chair",
but it keeps moving
because group
switching themselves
into the vacant chair.
And so on....
Description
Directions
Allow the group several attempts if you have the time and they have the
motivation, or keep it to one attempt and draw out the key points in the
debrief
Variations
Challenge the group to see how fast they can get the marble through the
obstacle course. Time the group, and ask them to "tender" for how fast they
think they can really do it. Then give them another go. Requires debriefing.
For added problem solving under pressure, do not give the pipes and marble
to the group during planning time.
Can be done indoors with a height factor involved. Explain that the marble is
stuck to a point on the wall with blue tack and their job is to 'rescue' it and
bring it down safely to a container on the floor. Use the gutters more like a
ramp, and perhaps give one less gutter than the distance. Once they are set
up, allow the marble to be released from the blue tack.
Frame the activity in terms of a new project which the team needs to
respond to both efficiently and effectively, for example: a new client with
specific needs; a tender to be put together by a deadline; or a marketing
strategy idea that needs to be put into action.
Equipment
Time
5 mins planning
5 mins to 30 mins action
Brief Description