Showing posts with label Team Dynamics. Show all posts
Showing posts with label Team Dynamics. Show all posts

84) Paper Airplane Target Contest

Supplies
* Paper
* Paper airplane book (s) (can get from library)
* Scotch Tape
* Some models require paper clips or pennies for added weight
* Chalk (or paper, pen, and duct tape)

Set-up
1) Designate a starting place, and several targets on the ground. Mark each target as being worth a different amount of points, allowing for the smaller targets and furthest targets to be worth the most.
How to Play

1) Allow group to look through the books and choose their favorite design
2) Give everyone the supplies, and allow them to design their plane.
3) After several minutes (depending on this size of the group and # of books), have participants split into 3 or four teams.
4) Have teams take turns (Person 1 from team A, then person one from team B, etc), throwing their planes at the targets. Unless you know of someone in the group with a medical inability to throw well, each participant should throw his/her own plane.
5) Points should be added up for each team.

Goal
Whichever team scores the most points, wins.

Alternative
Teams aren't necessary, but this will keep larger groups focused on more than only their own part, and can be used to encourage team building.

83) Dragon's Tail

Supplies:
*none

Goal:
To get everyone onto one team

How to play:
Start with teams of between 5 and 7 players on a team, with a minimum of 2 teams (no maximum).
Each team should form a line, holding the shoulders of the person ahead of them. Each line becomes a "dragon".
Have each dragon move around the room/field, with the first person (head) trying to tag the person in back (tail) of the other dragon(s). When a "tail" player is tagged, he/she goes to the front of the line of the dragon who tagged him/her, adding to the length of that line, and becomes the head of that dragon.
The goal of each dragon is to get everyone else onto their team. Once you become part of a different dragon, you become part of a new team. As with all New Games, no one is ever out, and no one ever loses.

82) Cuffs and Shackles

Supplies:
*1 piece of string, about 1 1/2 feet long, for each participant

Goal:
To become unattached from one's teammate.

How to Play:
Have participants form groups of two. Pass out the string to each player, demonstrating that they should tie one string (string A) to each wrist of one participant (player A), then tie one end of the other string (string B) to one wrist of the other participant (player B).
Player B should then put his/her other wrist under player A's string, sticking his her hand up in the area formed by player A's arms and string. Next, they should tie the lose end of string B over string A, to this loose hand. At this point, the players should be stuck together. Several players will need assistance to get this set up.
Without taking the strings off their wrists, the players should then work together to get free from each other.

Strategy
The trick involves one player pulling his/her arm through one of the loops of the other player's string. Make sure you practice and understand this well before you try it on a group, so that you can encourage the participants through it until everyone is freed.

79) Lap Sit

Supplies
* none

How to play
Have group form a circle, shoulder-to-shoulder, then turn their bodies so that their right arm faces inward. Tell the group that they must organize themselves in a sitting-position, each on the lap of the person behind them. No leaning; "sitting" means that their laps are relatively parallel to the ground. Time them to see how long they can last.

Alternative
While still positioned in a sitting-circle, have the group attempt to walk around together. Give this a few tries, and see if they improve.

78)Connections*

Supplies:
* none

Goal:
The challenge is to create a giant blob of interconnected players- or see how close you can get.

Note:
Instructions are confusing; read twice- worth the effort.

How to Play:
Have all participants gather in the playing area. Explain the rules below. Instruct them to move around within the group, shaking hands with and introducing themselves to as many people as possible. Tell them to be ready for your instructions.
At random, call out instructions. As soon as you begin to shout out instructions, everyone should listen.
Begin with easy instructions, and make it more complicated as the game goes on. The facilitator will call out a number and a body part (ie: 3 hands). Immediately, the participants should form groups, connecting themselves according to the number and body part (ie: three players with one hand touching, or two player, one with one hand and the other with two). When the groups are formed, have them leave, and move around the room again, this time, tipping hats/ nodding in greeting, and telling each other their favorite hobby. Call out a new command, this time with two different body parts affected (ie: 20 fingers and 8 feet). The trick is, the fingers that a player uses for the game must be connected to one group, while the feet must be used in another group. In other words, if you call out 2 types of body parts, the players will be part of two groups simultaneously. If you call out 3, they'll need to arrange themselves so that they fit into three groups. Because others will be surrounding them, many won't be able to make the connections. You can call those players out (after a few practice rounds), or challenge the group as a whole to see if they can make it work so that everyone is interconnected in one giant blob.

If this is too hard, change the rules so that there only needs to be one person different for each group (ie: for 5 hands, 3 feet, you can have 4 people placing a total of 5 hands together, and even though you have enough feet among you, call someone from the group next to you to help out by sticking a foot in while his hands remain with his other group).

Team Dynamics
As a team dynamics activity, cut out the initial "Mingling," and give them only one set of instructions (4 arms, 8 feet, 2 ears, 6 legs). Tell them to see how fast they can form a blob. It might take several minutes for them to arrange themselves, calling to other groups for help. You may call in a team of "doctors" from the group to move around and make suggestions- "you go there and do this." Not every combination of instructions will work perfectly, so the first attempt will be your chance to adapt it. See how close they can get, until you know what will work. Have them form a circle. Have them discuss what worked and what didn't, and make adaptations. Ask them if they can beat their time by making these changes. Have them try again a couple more times to until time runs out, or they feel successful at making the connections quickly.

* [My Invention] - inspired by "Mingle"

77) Chariot Relay*

Supplies:
* 7+ wooden poles(~1 1/2- 2 feet long) per team
* thin rope (probably 6-10 feet per group)
* 1 or more pocket knives that you know can cut the rope

How to Play:
Split group into teams (teams of 5 or more). Give each group the wooden poles. Set knives and the rope, which can be one long piece, a few feet away. Tell the groups that they will build a chariot that must be sturdy enough to carry anyone on the team. Point out the supplies, and give them 5 minutes to build a chariot. Tell them everyone must somehow be involved in making it. Let them figure out how to carry it out. If after 5 minutes, the groups aren't semi-ready, you can give them a little longer.
When the time is up, have the teams line up parallel to each other with a few feet in between. Set a destination, and tell them that the goal is to get everyone on the team to the destination and back, carrying them on the chariot. As many people as necessary can be involved in carrying the chariot, to get them back safely. If, in the end, no group gets everyone back before the chariot falls apart, the group with the most wins.

Strategy:
They can send a runner to cut the rope, a runner to bring it back, have one person give directions/keep time, have a couple build, have someone trouble-shoot. Don't tell them this, however; it's all part of the team-building experience.
If one or two people are taking over, shout out that those leading are now mute, and cannot speak, allowing others then to take the lead.

[*My Invention]

68)Left-Right-Across*

Supplies
* one ball (any size) for each player
- can range from tennis balls, to basketballs
* tape/construction paper/etc to mark each player's space.

Set-Up:
Create a square out of placemarkers, one for each participant. Each placemarker should be directly across from another.

How to Play:
Have group form a square, with one person standing on each spacemarker. Hand out the balls, one to each player. Facilitator may at any time, call out, "Left," "Right," or "Across." At that point, each player must throw his/her ball straight up, and rush in the direction called, to catch the ball from that position.

As a team-building game, explain the rules, and ask the group how many times in a row, they can suceed in getting everyone to catch the ball. Then have them try, and create a new goal based on how they do. Give them several tries at improving their numbers, then discuss how they worked together.

Hint: Try to let them figure it out themselves, but if after several attempts, they haven't caught on, help them to realize that they are more likely to succeed if they make the effort to throw the ball straight up, than if their primary goal is to get to the next spot.
Questions you can ask to get them thinking:
What's making it harder?
What would make it easier?
Where are the balls going?
Where should the balls be going?
Etc.
Team Builders: The point is to work together. If they come up with a solution that seems to break the rules, but it works (ie: moving placemarkers closer together), then congratulate them for coming up with a solution.

Variations
I've seen a similar game done without the teambuilding element, using thick dowels of sizes that varied from knee to waist-high. These dowels were held so that one end rested on the ground, as the command was called. The goal was to catch the next dowel before it hit the ground.

*(my invention) (well, kinda)

65) Joined

Supplies
* Pre-made lists, preferably in jumbo print (can use a flip-chart)
* optional: radio
* optional: index cards/ paper, 1 writing utensil for scorekeeping

Note
This game is similar to Mingle, but with a twist that makes it harder

How to Play
Have participants dance (or play Mingle). If score is kept, they should keep an index card/ small piece of paper with them. Facilitator should randomly stop the music, and call out directions, ie:
6 hands and 20 toes!
The players must quickly form groups, joining six hands and 20 fingers together.
This may be done using six players, each putting in a hand and three toes, with two players putting in four toes. Alternatively, a group of three may put in both hands, and six or seven toes. Any other combination that results in 6 hands and twenty toes may be used. Each player in the group, however, must use at least one body part, and each body part that is "in use" must be connected to those that are "in use" by the rest of the group.
When a group has met the requirements, they should shout out, "Joined!" The facilitator then will double-check, and if keeping score, each player in the group may get a point, which the facilitator may mark on their card.
The dancing will then begin again, until new directions are called out.

Try a few simple instructions, then make it harder:
6 hands, 8 fingers, 7 feet, 5 knees, or
5 ears, 22 fingers, 9 elbows
Obviously, 5 ears can't all touch, but if the group can rationalize a connection (both my ears are touching someone else's ears, and we're using both his ears, but only her left ear), then it can be accepted.
For these harder directions, it is best to have it written out in jumbo print for the groups to see, so that you do not have to continuously repeat yourself. Having it written will also keep you from forgetting what you just said.

Game of the Day: #50) Bumper Hockey*

Supplies
*rubber ball
*hockey sticks or brooms for each player (can tell everyone to bring an old one if they have it, from home)
*objects to stand at least a foot high, that won't slide when hit by ball, to serve as barriers (ie: trash cans, tires, weighted cones)

Goal
For the team to score the most goals.

Preparation
Set up playing area, with barriers at various positions throughout, and along the edges of the playing area. Have an area on either side, marked off as the goal.

How to Play
This is similar to regular field hockey, but with barriers set up around the field, for the ball to bounce off and add unpredictability.
Split group into two teams, and give each player a hockey stick or broom. Have the teams stand on opposite sides of the field. They're goal is to get the ball into the goal on the other side. Assign one person from each team, to be the goalie, guarding the goal behind them, from the opposing team. Set the ball in the middle of the playing area. At your command, they may begin, hitting the ball with their brooms/hockey sticks, toward their own goal, or to their own team mates, to get it into their goal. The team that scores the most goals, wins.

*(my invention)

47) Hoop Pass

Supplies
* 2 hula-hoops, or 2 large rings made from ropes with the ends tied together

How to Play
Have the group form a circle, holding hands. No one may let go. Put on hoop around the arm of one of the players, and tell the group that they must pass it all the way around. Once they get the first hoop around, add a second hoop at the other side of the circle, and explain that they must pass both rings in opposite directions, so that they cross over at two points.

Note:
This is a cooperation game, and is good for beginning work on team dynamics. You can follow it up with a discussion. Start off with the questions, "What worked?" "What made it easier?" Get them to talk about working together.

25) Orienteering/Compass Treasure Hunt

Supplies:
*compasses (no less than one for each group of 3-5, depending on the variation)
*pre-made written directions, explained below
*"treasure"

Options
Assuming that the group does not know how to use a compass, the first time this is done will be with guidance from the leader/leaders.
You may choose to either send one knowledgeable leader with each group (up to 6 youth, with a minimum of one compass per 3)
OR
You may take the whole group together (also with one compass per 3 youth), and have the leaders (who may also be unexperienced) disperse among the group to help anyone who needs it. This method is also the simplest, because it only requires one set of directions.

Preparation:
Choose a starting point, and make sure that it is either a spot that can be recognized as a landmark (ie: bush, front door of building, etc), or that you mark it off, such as with red tape. Stand at this location, and scan for a second landmark. (for younger kids, you may only choose direct, "north", "south", "east", "west", or include "northeast", and "southwest". For older kids, you can use degrees (30 degrees, etc) Take your compass, and find the direction of the landmark (instructions on how to use a compass are at the bottom). Then walk, counting each step, to that location. [As you walk, consider the stride that you are taking. If the youth are much smaller than you, try to step with strides that fit their size. This is going to be imperfect. What you walk in 50 steps, may be 60 for some of them. If you make sure that the landmark is prominent, they will figure it out. If you want to be more accurate, send the group shorter distances.] When you get to the second destination, take a piece of paper, and mark it as "Point A". Write down the direction you went, and how many steps it took.
From this location, repeat the process, for points "B", "C", etc. You may plan any number of destinations, with the final destination having a special "treasure". Now go back and place the directions at their respective locations. Hold them down with rocks, so that they don't blow away, but make sure they can still be seen, and place the treasure at the end.
If you are sending out multiple groups, make a different set of directions for each group, marking them as Group A, B, etc. You may wish to use all the same destinations, but have them arrive at these destinations in a different order, and have the tresures be at separate locations, marked with their own group's name.

How to Play
If the whole group goes together, take the lead. Explain how to use the compass, and have them practice by finding and pointing in the direction that you call out. Have any leaders help out with anyone who's having trouble. When it appears that everyone has it figured out, have someone read the directions for "Point A" out loud. When the group points in the right direction, walk with them, the number of steps required, encouraging them to call out with you, the number of each step. Let the group find the next set of directions. Continue in this manner, watching for anyone who is not really participating, and encouraging them by calling them over to help from the front.
For future games, once the group knows how to use a compass accurately, you can send everyone out in groups of 5, with one compass between them. Everyone could have a responsibility. Responsibilities can include reading the directions, finding the direction on the compass, and leading the pacing. They can then switch roles at each destination. You may also tell them that the first group back wins, so that they focus on the game if they may otherwise get distracted.

How To Use A Compass
Hold the compass face up, with the arrow and N, facing away from you. There is a rotating dial in the compass, which will turn as you turn your body, locking your arm so that the compass remains with the N facing away from you. Do not move the compass; only your body. Turn until the red arrow on the dial, lines up with the N. You are now facing North. From this position, you can read the direction of any point in site. Directly to your right is east, or 90 degrees. Behind you is south, or 180 degrees, to your left is west, or 270 degrees. You can also recognize points at 35 degrees, 200 degrees, etc. If you want to see to the south, you may turn the compass and your body, so that the N faces toward you, with the red arrow lining up with the N. Now you will be facing south, directly. Once you are familiar with this you may move the compass and your body more freely, but in order to read the direction accurately, you must keep the red arrow lined up with the N.

17) Acid River

Supplies:
* 3 coffee cans
* 2 boards, about 5 feet long

Set-up
Place the cans on the ground, about 5 feet apart (the board should be able to cover about half. They do not need to be in a line.

Goal
To get the group safely to the other side of the acid river

How to Play
Tell the group that they are a team, and that the area on either side of the cans is an acid river (or lava lake, etc). They must get their whole team to the other side of the river, safely. Hand them the boards, and let them negotiate the rest. To make it harder, have 4 cans and three boards, or tell them that they are a mute society from another planet, and therefore, cannot talk.

13) Escape

Supplies:
* pieces of paper with various injuries and problems written on them:
(ie: amputated or broken legs or arms, blindness, deafness, being pinned down by some heavy object, seisures, vomiting, non-responsiveness, delusions/ hallucinations, etc). It is more fun if the group doesn't know the range of injuries until they figure it out for themselves. Specify on the papers, that those who are non-responsive, delusional, or having seisures, should not be saying what is wrong with them. Someone who is blind would yell, "I can't see!" naturally. But someone who is delusional would not know to say so."

How to Play:
Facilitate by telling the group that you are going to tell a story, and they are to act it out as you are telling it. With the best dramatic flair that you've got explain that they are all close friends, hanging out at a party, the mall, etc. Suddenly, you hear air raid sirens, and the bomber planes are coming. The planes get closer, and closer, and then suddenly they are under attack, with bombs falling, and they are hit!
With everyone sprawled out on the ground, hand out the slips of paper to each player, telling them not to state their injury yet. No one should state their injury, except as they would in a real-life situation.
Now tell them that they need to get to safety as soon as possible. More planes may come any time. Set a time limit, and tell them that they must get themselves and all their friends to safety (in a location that you designate) in that time.

from 12/9/06, 4:52pm

5) Pass the Can

Supplies:
* 2 coffee cans or similar containers (keep one hidden)
* water (keep this hidden 'til later)

How to play:
Have group form a circle, sitting on the ground. Explain to the group that they must pass a can around the circle without dropping it. The can must get to each person. Everyone can help, but their butts must remain in the same spot.Then explain that they must only use their feet. Let the group try this until they perfect it. Then add a second can, headed the opposite direction, so that at some point, they must cross over. Tell them it has to cross over twice. This keeps the whole group engaged. After this is is perfected, take one can back, and put a little water- enough that no one would want it to spill, in the remaining can. For the final step, have the group pass both cans with some water (not enough to make it heavy).

Strategy:
Usually, the first round becomes easy when one person proudly comes up with the "brilliant" idea of sticking his or her foot in the can and passing it upside down. But when the water is added, they suddenly realize that the "perfect solution" won't work anymore. From here on out, it takes full concentration- and often several attempts before the cans of water make it all the way around. The way to success most often occurs when people on either side of the one passing and the one receiving, use their feet to help guide the can. Do not offer this solution, however. It may take ten tries, but they'll get it.

Purpose:
Group/Team Dynamics. This game challenges everyone to think of solutions to a seemingly impossible task, and when they figure it out on their own, it helps them to recognize their own ability to seek and find solutions, if they persist, as they work together.

1) Ring of Fire

Supplies:
* Tire
* Rope
* Tree or similar object

Set-up:
Secure tire to tree, tightly. For safety, it is better secured on either side (ie: two sturdy poles) so that it does not sway.

How to play:
Tell group that they are all friends, stuck on one side of the tire, that there is a fire on their side, and they must all escape to the other side. In front of them is a solid wall. The tire is the only opening through which to escape.
The group must find a way to make it through without touching the tire, which is "on fire." For safety purposes, do not allow acrobatics.

Strategy:
Allow the group to come up with their own solutions. Often, the first few attempts fail because they take turns without a plan. The larger kids may be picked to lift everyone else through, but when their own turn comes, they find that they are stuck. As the group works together, they find that if some go back through to help, putting themselves back in "danger," and if they plan for the last people before they start- considering the whole group instead of just getting themselves to safety, they are more likely to make it.

Variations:
As can be done in many team games, it can be beneficial to add restrictions. Perhaps no one can talk, or only one or two (the less talkative). This allows for everyone to participate and rely on each other. Also, blind-folding one person in the group may encourage everyone to consider the concept of needing to provide extra protection as they work together to get that person through.