Ice Breaking Exercises: Icebreakers
Ice Breaking Exercises: Icebreakers
Ice Breaking Exercises: Icebreakers
Ice breaking and team building exercises can be useful tools to manage cross-cultural
communications and help integrate different cultures participating in the group.
This document contains the following exercises:
Icebreakers
Generic Icebreakers
Engergiser
Team Building
Please note that it is intended onl as a basic guide.
Icebreakers
Name and Adjective
Time: !" minutes
#umber of participants: $arge group
%ethod: Participants sit or stand in a circle and gi&e their name together with an ad'ecti&e that rhmes
or starts with the same letter. The then ha&e to repeat the names and ad'ecti&es of the people earlier
in the line. Eg( )ane-)ane( Thirst-*irst( +uper-+ao( +unn-+ol( %ight-%att etc. The person who
forgets has a small penalt ,eg( the ha&e to wear a sill hat-
Ducks in a row
Time: !. mins
#umber of participants: /nlimited ,in groups of at least 0 people-
%ethod: Participants are told the ma not speak. Participants are told to line up in order of height
,shortest to tallest-. #ext( participants must line up in alphabetical order of their first name( again
without speaking. 1inall( participants must line up in order of their birthda using onl actions. ,In
large groups( steps ! and 2 ma be omitted.-
Noahs Ark
Time: !.-2" mins
#umber of participants: 3n e&en number of people ,to form pairs- The example below assumes 4"
participants.
%ethod: The goal of this game is for each participant to find their pair b making the noise of the
animal the ha&e drawn out. Before the game starts( the organiser will prepare 4" small pieces of
paper ,one for e&er participant-. The leader must then identif !. animals and write down the name of
each animal on two pieces of paper. Participants must then select a piece of paper( and make the
noise of their animal to find their pair. The final couple to pair up is the loser 5 so participants must
work 6uickl. #o bod language or additional speaking is allowed. ,This is especiall interesting in
cross-cultural situations where the sounds of animals are mimicked differentl-
Show and Tell a avourite thing
Time: 2 mins per participant
#umber of participants: +mall to medium si7ed group
%ethod: Each participant brings an item that is of importance to them and explains its significance to
the group.
!uman Bingo
Time: !. mins
#umber of participants: +mall to large groups
%ethod: 8oordinator prepares a one page bingo sheet in ad&ance with columns and rows of 6uestions
such as do ou pla a musical instrument. The ob'ect is to talk to a different person for each s6uare(
ask them the 6uestion in the s6uare and ha&e them sign their name if the box applies.
"lock #ace $ame
Time: 4" minutes ,depends on number of participants-
#umber of participants: Ideall 29( but can adapt as re6uired
%ethod: This game re6uires each person to draw a clock face( marking in a !2-hour clock. Each
participant then must find !2 other people to put down on the clock( one for each :hour; ,Person 3 and
Person B must put each other down for the same time slot-. Each :hour; is smbolic of a time when
the participants will meet each other. <nce the clock face has been filled in with names( each person
must find their partners for each of the !2 :hours.; =hen the time is up ,approx 2 to . minutes for each
discussion-( the group recon&enes. 3 person is picked at random to introduce their partner for the !pm
timeslot( mentioning their name and countr( and 4 things about them. Then this person introduces the
person the met at 2pm( and so on. This game is particularl useful for determining :partners; for later
acti&ities( as the facilitator can sa :e&erbod in groups with their .pm partners.;
Blind old game
Time: !"-!. minutes
#umber of Participants: +mall to large group
%ethod: Groups are split into pairs( with one person blind folded. The other person leads the blind
folded person around the boat( introducing them to other blind folded people. =hen the team
recon&enes( the blind folded people must each find who the were introduced to while blind folded.
These games work well because the re6uire people to go back or go o&er their findings and
remember who the met. This helps consolidate the names and people.
!ave %ou ever
Time: . minutes minimum
#umber of participants: +mall to medium groups
%ethod: Participants sit in chairs arranged in a circle( with one person standing in the middle. The
person in the middle finishes the sentence :>a&e ou e&er ?@; with an acti&it or experience that sAhe
has had. 3ll participants who ha&e shared this experience must 6uickl lea&e their chair and mo&e to
another empt chair. The person in the middle also 6uickl finds an empt chair 5 so the last person to
find a chair is the new person in the middle( who continues the game.
A &uestioning 'ine
Time: !.-2" mins ,depending on si7e of group-
#umber of participants: %edium si7e group
%ethod: In preparation for this game( the leader must make a long list of simple 6uestions.
Participants make two lines facing each other. Participants face each other and introduce their name.
The leader then asks a simple 6uestion that each participant must answer the 6uestion that the leader
poses ,eg( what makes ou feel happ-. The lines then mo&e down one person( and again introduce
themsel&es and answer the next 6uestion.
Two truths and a lie
Time: !. mins
#umber of participants: small to large groups
%ethod: <ne person from the group is chosen to tell 4 stories about themsel&es( ! of which is not true.
The others must decide together which of the stories is not true.
$eneric Icebreakers
#inding similarities
Participants are gi&en 0-!" criteria where the must find ,in a limited time span- people who ha&e
similar experiences or background to them( and to fill this out on a sheet. This could include: relati&e
position in the famil( number of brothers and sisters( month or ear of birth( pets( hobbies and
interest( etc. =hen the group recon&enes( a BlottoC tpe game can be plaed to see who can fill in their
s6uares first.
Singing rounds
Time: !" minutes
#umber of Participants: +mall to large groups
%ethod: %an countries ha&e simple songs that can be sung as a canon ,round-. Eg( a participant
from Dapan could teach :*aeru-no-uta(; or an 3ustralian could teach :*ookaburra sits on the old gum
tree.;
'imited time activities
If time is short( the clock game can be simplified b ha&ing e&erone sit in a circle( and speak to the
people either side of them. Each person must then present the person to their right to the group(
introducing them to the team with name and background( and 4 interesting things about the person.
Generate the :warm( fu77ies; b standing in a circle and each massaging the otherCs shoulders or
neck before an discussion has occurred
Energiser
Bonnie B Song
Time: !" minutes
#umber of participants: %edium to large groups
%ethod: 1irst( teach the song :% bonnie lies o&er the ocean; to the group. The group is then di&ided
down the middle into two groups. <ne group is sitting( while the other group stands( and the both
begin singing the song. =hene&er the group comes to a word beginning with the letter :B;( the group
that is standing must sit( while the group that is sitting must stand. This becomes progressi&el more
difficult( ending with BBring back( oh bring back( oh bring back m bonnie to me( to meC x 2. This is a
+cottish song 5 :m bonnie; in this sense means m bonnie lassie( or sweet lad-friend.
Blind train
Time: !. minutes
#umber of participants: +mall to medium groups ,0 works well-
%ethod: Participants must line up with their hands on the shoulders of the person in front of them. The
person at the back of the line is the leader( and all other participants must be blindfolded or shut their
ees. The person at the back must then guide the participants around the room gi&ing instructions onl
&ia the hand( eg( tapping the right hand on the right shoulder of the person in front to encourage the
line to turn right. This message must be transferred up the line with each person tapping the person in
front until the person at the front of the line recei&es the message and turns accordingl. If the person
at the front of the line hits an obstacle( the person end of the line must then come to the front of the
line.
(usical chairs
Time: !"-!. mins
Participants: +mall to medium si7e group
%ethod: >a&e chairs in a circle facing out( with one chair fewer than the number of participants. The
coordinator plas the music and all people must mo&e in a circle around the chairs. =hen the music
stops( participants must 6uickl find a chair and the last person standing is out. <ne chair is remo&ed
and the game continues until there is onl one person sitting. This person is the winner.
Breaking the )i*ata
Time: . mins
Participants: +mall to large group
%ethod: 1irst a piEata must be made ,an interesting group acti&it in itself-. +econd( one person is
blind folded and gi&en a stick. The blind folded person must then be guided b words onl to find and
hit the piEata. =hen the piEata finall breaks( e&erone scrambles to collect the sweets or tos that
ha&e been stored inside.
#ree+e tag
Time: !" mins
#umber of participants: +mall to medium group of people
%ethod: The group decides on 2-9 people who are taggers( the rest of the group is running around.
=hen someone is tagged( the must free7e with their arms held out. The people who are free and still
running around can then BfreeC the tagged people b running under their outstretched arms. If all
members ha&e been tagged and Bfro7enC( the game is o&er.
,alm tree- ele)hants- giraes and toilets
Time: .-!" mins
Participants: +mall to large group
%ethod: This is a fast-mo&ing( phsical game that is good to use when people need to be re-
energised. 3 group of people stand in a circle( with one person in the middle. The person in the middle
randoml points at someone in the outside circle( and sas :Palm Tree; 5 at which point( the person
needs to pretend to be a palm tree ,b putting their hands in the air-. The two people either side of this
palm tree need to become BcoconutsC( b placing their heads near the armpits of the person who is the
palm tree. The slowest person of the three to get into place then runs into the middle( and points at
another group BPalm TreeC ? 'ust as this routine is becoming to be understood b the team( two
additional aspects are factored in 5 the Elephant and the Giraffe. The person in the middle can now
choose between Elephant( the Giraffe and the Palm Tree 5 the Elephant needs to use both fists in
front of the nose to make a trunk of the Elephant( and the two people either side need to make the
ears of the Elephant with their hands. The Giraffe is made b the person in the middle standing with
both hands abo&e their head and the people on either side s6uatting to act as the legs of the Giraffe.
The game continues at a fast pace 5 and after a few more times( the final aspect is factored in 5 the
Toilet. The person pointed at has to s6uat as if the were on the toilet( with the two people either side
using their arms behind the other person to simulate the bowl or pull the chain. =ith four aspects to
the game( and the 6uick change o&er of the person in the middle( this is a good game to get people
laughing and working 6uickl together. It is also works well as it re6uires speed and memor( rather
than language abilit.
'a).sit
Time: . mins
#umber of participants: +mall to large group
%ethod: Participants gather in a circle standing &er closel behind each other. +lowl( the tr to sit
down on the lap of the person behind them( while supporting the person in front of them on their own
lap. If participants are standing closel enough together( the circle will support all participants. The
next challenge is for the circle to slowl walk around together( b mo&ing one leg at a time( step b
step ,eg( all participants first mo&e their outside leg together-.
Sharks and islands
Time: .-!" mins
#umber of participants: $arge group with se&eral sub-groups
%ethod: Before the game begins( a certain number of people are identified as :islands;. <ne :island; is
associated with each sub-group of people ,approx !"-. Then( 4-. :sharks; are chosen ,approximatel
! :shark; for e&er 4-9 :islands;-. %usic is plaed and when it stops( participants must run to touch
their respecti&e :island;( before a :shark; touches them. People who ha&e been caught b the shark
must sit out( and the game is repeated .-F times until onl a small number of people are still standing.
Team Building
!uman machine game
Time: !"-!. mins
#umber of participants: +mall to large group of people ,broken into teams of .-!"-
%ethod: The facilitator decides which machine the are going to make. The team then decides
together who will be which part of the machine. <nce the team has made the machine( the must
show how the machine works ,eg( after making a car( the team must :dri&e; it-. If there are man
teams( the ma ha&e a competition to determine which is the best.
Trust game
Time: .-!" mins
#umber of participants: +mall to medium group of people
%ethod: 1orm a small( tight circle with one person in the middle( who has their ees closed. The
person in the middle keeps their bod straight without bending their knees and slowl falls back. The
people around the circle ha&e their hands at shoulder height read to support the fall and gentl pass
the person in another direction around the circle. The person in the middle ma also be twisted slightl.
The aim of the game is to work together and trust each other.
/ho am I0
Time: .-!" mins
#umber of participants: +mall to medium group of people
%ethod: The group leader places the name of a participant on the forehead of each participant. Each
person must guess who the are based on :GesA#o; 6uestions the can ask other participants ,eg( am
I female@ do I come from H countr@-
Standing u) with linked arms
Time: .-!" mins
#umber of participants: +mall to medium group of people
%ethod: The participants sit back to back and link arms with the persons on their left and right( while
the people on the end link their free arm with the person behind them. The goal then is to ha&e
e&erone stand up without the use of their hands( using each other for support. ItCs not necessar to
tell the group what the are about to do beforehand.
,eo)le )ass
Time: !. mins
#umber of participants: %edium to large group
%ethod: People lie on their back on the floor( with their heads next to each other but their legs facing in
opposite directions ,like a 7ipper- 5 their hands are raised up to the ceiling. 3 strong person must
assist at the front and end of the line. 3 few &olunteers are found( who are carefull lowered onto the
raised hands of the people ling down. The &olunteers are then passed slowl along the line b the
hands of the people ling down. =hen the reach the end( another two strong people assist in helping
them off the line.
!uman knot
Time: !"-!. minutes
#umber of Participants: %edium to large group
%ethod: Each participant stands up and takes the right hand of another participant in their left and the
left hand of a third participant in their right. The group will come together making a human knot. The
group must figure how to undo the knot without speaking( forming a linked circle in the end.
<ccasionall it happens that it is not possible( but is still useful for group problem sol&ing.