Suggested Ice Breaker/Energiser Activities 1. Fear in A Hat
Suggested Ice Breaker/Energiser Activities 1. Fear in A Hat
Suggested Ice Breaker/Energiser Activities 1. Fear in A Hat
1. Fear in a Hat
Setting Up
Distribute a sheet of paper and a writing utensil to each person. Instruct them
to anonymously write a fear or worry that they have. Tell them to be as
specific and as honest as possible, but not in such a way that they could be
easily identified. After everyone has finished writing a fear/worry (including the
group leaders), collect each sheet into a large hat.
Shuffle the sheets and pass out one per person. Take turns reading one fear
aloud, and each reader should attempt to explain what the person who wrote
the fear means. Do not allow any sort of comments on what the reader said.
Simply listen and go on to the next reader.
After all fears have been read and elaborated, discuss as a whole group what
some of the common fears were. This teambuilding exercise can easily lead
to a discussion of a team contract, or goals that the group wishes to achieve.
This activity also helps build trust and unity, as people come to realise that
everyone has similar fears.
2. Call my Bluff
Ask all players to arrange themselves in a circle. Instruct each player to think
of three statements about themselves. Two must be true statements, and one
must be false. For each person, he or she shares the three statements (in any
order) to the group. The goal of the icebreaker game is to determine which
statement is false. The group votes on which one they feel is a lie, and at the
end of each round, the person reveals which one was the lie.
Variations to Try
“Two Truths and a Dream Wish.” - An interesting variation of Two Truths and
a Lie is “Two Truths and a Dream Wish.” Instead of telling a lie, a person says
a wish. That is, something that is not true — yet something that the person
wishes to be true. For example, someone that has never been to Europe
might say: “I often travel to Europe for vacation.” This interesting spin on the
icebreaker can often lead to unexpected, fascinating results, as people often
share touching wishes about themselves.
3. Unique and Shared
An indoor setting is preferable. Participants will split into groups of about five
people, so this activity works fine with medium, large, and even some extra
large groups. Each group of five needs paper and a pen. This activity is for
all ages.
Ask participants to form groups of five people with the people around them.
Pass out sheets of paper and writing utensil. The first half of the activity is the
Shared part. Instruct a notetaker for each group to create a list of many
common traits or qualities that members of the group have in common.
Avoid writing things that are immediately obvious (e.g. don’t write down
something like “everyone has hair” or “we are all wearing clothes”). The goal
is for everyone to dig deeper than the superficial. Allow about five or six
minutes and then have a spokesperson from each subgroup read their list. If
there are too many groups, ask for a few volunteers to read their list.
The second half is the Unique part. Keep the same groups or, optionally, you
can ask everyone to rearrange themselves into new groups. On a second
sheet of paper have them record Unique traits and qualities; that is, items that
only apply to one person in the group. Instruct the group to find at least two
unique qualities and strengths per person. Again, strive for qualities and
strengths beyond the superficial and past the obvious things anyone can
readily see. Allow another five or six minutes. When time is up, share the
unique qualities in one of the following ways: (1) each person can share one
of their unique qualities themselves; (2) have each person read the qualities
of the person to their right; or (3) have a spokesperson read a quality one at a
time, and have the others guess who it was.
After everyone has introduced their object and why they have chosen that
object, the teambuilding portion follows. Divide into smaller groups and ask
everyone to work together to improve their chances of survival by combining
the various objects that they introduced. If necessary, you can add more
objects, but be sure to use all the objects that everyone mentioned. If you
wish, you can reward the most creative group with a prize.
Prepare a card for each of your learners and write on it the name of a famous
man or woman. On arrival, stick a card on the back of each learner who must
then ask questions in order to find out their identity. Each question asked can
only be answered with a ‘yes’ or ‘no’ response e.g. ‘Am I a man’, ‘yes’.
As an alternative you could ask each learner to secretly write the name of a
famous person themselves and stick it to the back of another learner, this
encourages increased involvement.
6. ABCs of Me
1. First, take a piece of flipchart paper and write your name vertically
down the left side.
2. Next, choose a word that starts with each letter of your name. The
word should describe something about you. Write those words
horizontally across the paper, using the letters of your name as the first
letter of each descriptive word.
Variations
Narrow the focus of the words. For instance, all words must be adjectives,
nouns, or verbs related to work, related to foods you like, etc.
7. Tattoo
You have just arrived at Tony’s Tattoo Parlour for a tattoo. Tony is competing
for “Tattoo King of the Year,” a contest sponsored by Needle Knows
magazine. Every design is a potential entry, and Tony wants each of his
tattoos to say something about the person wearing them. From you, he needs
a little inspiration and a design before he can start his work. Tony is excellent
at lettering, animals, characters, band logos, maps, etc.
1. On your piece of paper, you are to design a rough tattoo that reveals
something about yourself, your work, your hobbies, or your family, in
order to help get Tony’s creative juices flowing.
2. You must also make a note about how big the tattoo should be and
where you will have it applied.
Variations
Narrow the scope of the tattoo design: what you do at work, an animal most
like you, favourite song, favourite band, adjective that best describes you, etc.
8. The Magic Lamp
You and your team have just found a lamp. You rub it, and surprise! A genie
appears. The genie grants you three wishes. You are allowed to make three
wishes relating to your working life.
1. The facilitator will soon divide you into groups of three to five people and
give your team a piece of flipchart paper and a marker.
2. Once you have your materials, design your wish list for your genie.
When you are finished, post it on the wall and feedback to the group
9. FILL IN THE BLANKS
Ask these questions in a group setting, this allows for group members to find
out more about one another.
Again, make up your own question to best fit the characteristics of your group.
Taken from:
www.funandgames.org/Games_icebreakers.html
www.completetrainer.co.uk/
www.businesstrainingworks.com/Icebreakers
10. Water Carry
Objective
To problem-solve as a group and to deal with frustration if the task is not
easily accomplished.
Group Size
4 to 12 participants (or break a larger group into small teams)
Materials
- 10 paper cups filled three-fourths full with water
- Cafeteria-type tray
Description
Prior to the activity, fill ten paper cups with water about three-fourths full and
place five at one end of the room (or outside area) on the ground and five at
the other end. The cups should be at least twenty feet apart from each other if
possible.
Gather the group together in the middle of the room with a cafeteria-type tray
placed on the ground and give them the following challenge. “You must
retrieve all ten cups of water and place them onto the tray without spilling any
of the water. You may only get one cup from one end of the room at a time.
Before getting a second cup from that side of the room you must travel to the
other side of the room with the tray and retrieve a cup from that side. When all
ten cups of water are on the tray you must place it on the floor in the center of
the room. By the way, each person can only use one foot and one hand for
the entire duration of this activity and if any water spills the whole group must
start over!”
Most groups will try to hop with the tray at first but this spills water. The best
way to accomplish the task is to pass the tray down a line and for the person
at the end to hop to the front of the line so that the chain can continue all the
way to the end of the line.
Discussion Prompts
1. Did anyone get frustrated at any time during this activity? Why or why not?
2. Did you try different things before you came up with a solution?
3. Are you ever a part of a team and you just want to quit? When and why?
4. How do you feel when you are a part of a team and you work together to
accomplish a difficult task?
11. Bridge of Life
Objective
For team members to work cooperatively in decision-making and planning.
Group Size
4 or more
Materials
- None
Description
Break the group into teams of four to ten. (This game may be played as a
race or as a one-team challenge.) Mark off an area that is wider than all the
team members standing side by side. The challenge is for each team to get
one member from one side of the area to the other without touching the
ground or being carried.
Discussion Prompts
1. How did you decide who would be the person who had to try to get across?
2. How did you decide on a method for getting this person across?
3. Did everyone contribute to the decision process? Why or why not?
4. What role do you usually take when part of a decision-making process?
5. Do you wish you had a different role? Why or why not?
Variation
- Tell the group they have to get half of the team across rather than just one
person.
- Simply challenge the entire group to get one person across a large open
area.
- Put obstacles in the area that the group must get one person around when
moving them from one side to another.
Pig Personality Test
1. Give each person a sheet of paper and a marker pen and tell them to
draw a pig
2. After everyone has finished drawing their pig, read out the following
information: “The pig serves as a useful test of personality traits of the
drawer. If the pig is drawn
• towards the top of the paper, you are positive and optimistic
• towards the middle, you are realistic
• towards the bottom, you are pessimistic and have a tendency to
behave negatively
• facing left, you believe in tradition, are friendly and remember dates
birthdays
• facing right, you are innovative and active, but don’t have a strong
sense of family, nor do you remember dates
• facing front on, you are direct, enjoy playing devil’s advocate and
neither fear nor avoid discussions
• with many details, you are analytical, cautious and distrustful
• with few details, you are emotional, you care lithe for details and are
a risk taker
with fewer than 4 legs showing, you are insecure or are living
through a period of major change
• with 4 legs showing, you are secure, stubborn and stick to your
ideals, if there are more than 4 legs, you are stupid!
• The size of the ears indicates how good a listener you are — the
bigger the better!
• “Who didn’t draw a tail on their pig?” The length of the tail indicates
the how much you think about sex! “OK, so who had the longest
tail?”
Fun Facts
• I've always wanted to (but never had the courage to) ....
•
• You have three minutes!
Animal Kingdom
Materials: None
Icebreaker Description
Young people will identify themselves as an animal the most reflects some
aspect of their personality. It's a great way for them to get to know a little
about each other.
Preparation: Choose 3-5 animals, one animal for each group you want to
have. Choose animals that are vastly different from each other. Some options
are:
Icebreaker Activity
1. Ask kids to introduce themselves by giving their name and then choosing
which of the selected animals they most identify with.
2. Then have kids group themselves according to the animals they chose.
(Combine the two smallest groups if either has fewer than three members.)
Debrief
Direct learners to answer one of the following questions in their small groups:
If you could watch your favourite movie now, what would it be?
If you could wish one thing to come true this year, what would it be?
If you could watch you favourite TV show now, what would it be?
If you could do your dream job 10 years from now, what would it be?
If you sat down next to Jesus on a bus, what would you talk about?
If money and time was no object, what would you be doing right now?
If you had one day to live over again, what day would you pick?
If you could eat your favourite food right now, what would it be?
You're the lone survivor of a sinking ship in the middle of the Pacific Ocean.
There's a deserted island in the distance, one serviceable lifeboat and plenty
of time for you to pick eight of the many items on board your stricken vessel to
take to the shore. Since the island is uninhabited you'll be totally on your own.
You have no idea how long it'll be before you're rescued, if ever. Pick your
eight items from the list below:
An electricity generator ( R )
A saw (G)
A hammer and some nails (G)
Your favourite computer or games console ( R)
A fishing rod (G)
An umbrella ( R )
Loads of bits of black polythene (G)
A sleeping bag (G)
Some snazzy shorts ( R)
A pair of shades ( R )
A telescope (G)
Loads of bits of thin cardboard ( R )
Twenty boxes of matches ( G)
A radiator bleed key ( R)
Five jars of Marmite ( R)
A spade ( G )
A small plaster bust of Paul Daniels ( R)
A ball of thick string (G)
A bathtub (G)
A fridge ( R)
Various bags of vegetable seeds (G)
A warthog (R )
Squares
Triangles
Stars
Squiggles
Circles
The house represents how you see yourself and the windows reveal how
open you are. Count your windows. The bigger and more numerous, the more
honest and open you are. None at all? You’re very secretive. If you've put a
TV aerial on the roof, you're quite a receptive sort of person. If there's a
chimney alongside it you might have pent up frustrations which you'll need to
vent sooner or later. And if there's smoke coming out of your chimney, you're
probably a little on the nervous side.
The tree represents your mum. Compare the size of the house (you) to the
size of the tree (mum). Does the tree positively tower over the house? Then,
you have respect for your parent and look up to them.
The snake's a goodie - it represents how you see your own sexuality. If the
snake is quite short it means that you're not particularly interested in sex,
while a longer one shows more interest and less inhibition. If the snake is jolly
looking then you're a bit of a flirty type - if it's scary then you find the prospect
of sex a bit frightening. The further away from the house the snake is, the
keener you are on sex.
The water is your emotional state. The more water there is, the more
emotional you are. If you drew a moat surrounding the house then you're
swamped by your passionate nature. A stream means you're hard on the
surface but soft underneath. A pond means that you keep your emotions
firmly in check.
Instruction to group: You have five minutes to devise a way of cutting the
sheet of paper so that it creates a ring - without any breaks or joins - large
enough to fit over both people, and then to step through the ring (in your
pair/three/as a group).
Depending on your purposes, situation and group, you can change this
exercise in various ways, for example:
• Issue the cutting diagram to all participants. This should ensure that the
activity produces at least one successful demonstration of the task.
• Do not issue the cutting diagram, but instead demonstrate the solution,
and instruct the participants to remember it. This tests people's
concentration and retention.
• Issue the cutting diagram half-way through the exercise when (as is
likely) participants fail to discover a cutting solution - which highlights the
importance of having instructions and knowledge for challenging tasks
which might initially seem quite easy.
• Ask people to do the exercise in teams of three rather than pairs, which
increases the brain-power available, but also the potential for confusion,
and also the size of the paper ring necessary to fit over three people rather
than two.
• Issue sticky tape, allow joins to be made, and add a two-minute time
penalty for each join in the ring.
• Change the task so that the group creates a paper ring large enough to
fit over the entire group - allowing for only one sticky-tape join per pair
of delegates. This opens the possibility for many different cutting solutions,
because each pair is effectively then required merely to convert their sheet
into a long length of paper rather than an unbroken ring.
Activity notes:
As facilitator it is recommended you practice the suggested cutting solution so
that if necessary you can demonstrate it (before or afterwards, depending on
your adaptation) to the group.
Beware of using this activity in any situation that could cause embarrassment
to overweight people or where delegates would be uncomfortable with the
inter-personal proximity required.
The qualification of putting the ring of paper over a given number of people is
that while standing (necessarily very close) together they are able to pass the
paper ring over their heads and down to the floor, enabling them to step over
and thereby through the ring without breaking it.
You will be surprised how large a ring can be created. An A4 sheet easily
makes a ring circumference of 3m. A big newspaper sheet easily produces a
ring circumference of 7m.
Defend the Egg
Defend the Egg (also known as the Great Egg Drop) is a teambuilding activity
that involves collaboration, problem solving, and creative teamwork. Groups
build a structure out of ordinary materials and try to protect a raw egg from
breaking when dropped from a high elevation.
This game works well with teams that are not too large. A good team size is
four or five people. Pass out one egg and a limited supply of materials (e.g.
four straws, a three foot strip of tape, one section of a newspaper, etc.) This
activity is more challenging with fewer materials provided, so decide how
challenging you wish to make it.
Explain the rules: the mission is to protect the egg from cracking using
teamwork, creativity, and a good design. You will drop each structure at least
fifteen feet, and so the goal is for each structure to be able to withstand such
a fall. Each team will only be given limited resources, and so they must be
wise with what they have. They may not use any other resources other than
what is given to them. Optionally, you can have other critera for judging
including:
When time is up, collect all the structures. Now is dramatic finale in which the
structures are dropped (or thrown!) from at least 15 feet in elevation and then
carefully inspected to see if the eggs survived. The winners are the groups
that successfully protected the egg. If you chose to have other awards,
announce those winners also.
This get-to-know-you activity is best done indoors. Any number of people can
participate. The recommended age is 7 and up. Materials required are:
several sheets of paper, pens, and coloured pencils/crayons/markers.
Pass out a sheet of paper, pens, and coloured pencils, crayons, and/or
markers to each person. Explain the activity: “We’re now going to draw flags
that represent or symbolize us. Please design your own flag of you – include
some symbols or objects that symbolize who you are or what you find
enjoyable or important.” You can show your own sample flag if you like. For
example, you could draw:
Give everyone a set amount of time to draw (e.g. 15-20 minutes or so) and
then reconvene. Ask for volunteers to share their flags and explain the
meaning of what they drew. If it is a large group, you can divide everyone into
smaller groups and ask them to share their flags with each other, or you can
just ask a small number of volunteers to share.
Variations
After everyone has finished sharing the individual flags, as a big group you
can ask everyone to brainstorm ideas on what to draw for a large class-wide
flag. Proceed to delegate individuals to draw certain parts of the class-wide
flag. Alternatively, you can collect the individual flags and paste them onto a
board to create a “quilt” of individual flags, representing unity.
Icebreaker Questions
Icebreaker Questions is simply a list of 20 great questions that you can ask
people to help them feel more part of a group or team. These questions are
fun and non-threatening. You can use them as an icebreaker for meetings or
classrooms, written on note-cards and adapted for other games, or simply as
a fun activity to help people get to know each other better.
A great way to help people open up is to ask them fun questions that allow
them to express their personality or interesting things about them. Here is a
list of twenty safe, useful icebreaker questions to help break the ice:
1. If you could have an endless supply of any food, what would you get?
2. If you were an animal, what would you be and why?
3. What is one goal you’d like to accomplish during your lifetime?
4. When you were little, who was your favourite super hero and why?
5. Who is your hero? (a parent, a celebrity, an influential person in one’s
life)
6. What’s your favourite thing to do in the summer?
7. If they made a movie of your life, what would it be about and which
actor would you want to play you?
8. If you were an ice cream flavour, which one would you be and why?
9. What’s your favourite cartoon character, and why?
10. If you could visit any place in the world, where would you choose to go
and why
11. What’s the ideal dream job for you?
12. Are you a morning or night person?
13. What are your favourite hobbies?
14. What are your pet peeves or interesting things about you that you
dislike?
15. What’s the weirdest thing you’ve ever eaten?
16. Name one of your favourite things about someone in your family.
17. Tell us about a unique or quirky habit of yours.
18. If you had to describe yourself using three words, it would be…
19. If someone made a movie of your life would it be a drama, a comedy, a
romantic-comedy, action film, or science fiction?
20. If I could be anybody besides myself, I would be…
21. What thought or message would you want to put in a fortune cookie?
22. You’ve been given access to a time machine. Where and when would
you travel to?
23. If you could be any superhero and have super powers, which one
would you like to have and why?
24. What award would you love to win and for what achievement?
25. In your opinion, which animal is the best (or most beautiful) and why?
26. Growing up, what were your favourite toys to play with as a child?
Name that Person
Divide group into two teams. Give each person a blank piece of paper and
tell them to write 3 interesting / unusual facts about themselves that will be
difficult for others to guess.
Examples:
Collect the paper in and place them in two team piles. Read out the
information on a piece of paper from one team and tell the opposing team
they have to guess which person wrote it – give the team 3 points if they
get it on the first fact, 2 points if they get it on the second and 1 point if
they get it on the third. The team with the most points wins.
Masks
You will need crayons, pens, coloured paper / card, scissors and glue. Ask
each person to draw a mask and to decorate it. The front of the mask should
represent what they think other people see / think about them, and the back of
the mask should represent what they feel / think about themselves.
This is best used in an established group where the young people already
know each other reasonably well. It can also be used as a good discussion
starter on self image and self worth.
Word Association
Ask the group to sit in a circle. The leader of the group starts with any word
i.e. red. The next person says a word that they associate with the first word,
and so on. To keep the game moving, allow only five seconds per person.
Anagrams
1. I snubbier jet
2. I am a weakish speller
3. Ya! On or weeny
4. Tackier pie
5. Cordial or on saint
7. Ha! In ran
8. An ill yell