Use these Circle games to improve teamwork, build collaboration and develop effective communication skills. Your team members will develop working relationship with their team members. Action learning is important to team building
Everyone stands in a circle. The leader of this game is called "Big Buddy" The others, going clockwise, are numbered: 1, 2, 3 and so on. Big Buddy establishes a 4-beat clapping rhythm, saying "Big Buddy, Big Buddy, Big Buddy (followed by a rest) - repeat this until everyone got the rhythm. Each round begins with this rhythm.
The game then goes as follows: Big Buddy passes the buck to someone else, saying Big Buddy followed by a number, Number 7 for example. This takes 2 beats, one for saying "Big Buddy" and one for saying "Number 7."
Person Number 7 then passes in 2 beats to Number 4 for example, saying “Number 7 Number 4”. It then continues until someone makes a mistake or messes up the rhythm: if and when that happens everyone says (in 2 beats) “Oh Snap”, after which they repeat Big Buddy Big Buddy Big Buddy (+ rest on 4th beat). After that, the player that made the mistake goes to the end of the circle, immediately right of Big Buddy and becomes the highest number. This also changes the number of all participants that were after that person in the circle. The goal of the game is to become the Big Buddy by working your way to Number 1. Participants can also try to make Big Buddy mess up ("Big Buddy" can be used in place of a number in the calling sequence).
Have you ever?
1 spot marker (e.g. a post it note or piece of tape) for every member in the circle (one person is 'it' and they will be in the center of the circle, with no spot)
Set Up :
Have everyone except the facilitator form a circle and stand on their spot markers.
Start with the group standing in a circle, with their feet on a spot marker. The facilitator stands in the middle of the circle and presents the rules of the game. Whomever is in the middle of the circle is "It." "It" will ask a question "Have you Ever?" followed by something they have done. EXAMPLE: "Have you ever worn shoes?" Anyone in the group who has done the thing that was asked, must move to a different, empty, spot. No one may move to the spot right next to the spot they were standing on. The person who was "It" must move onto an empty spot. Whomever is unable to get to a spot before all spots are full, becomes "It."
Jedi Mind Trick
Stand in a circle with one person in the middle. The goal of the person in the center is to take another participant’s place in the circle. Members of the outer circle attempt to switch places without losing a spot in the circle to the person in the middle. To switch places, a participant on the outside makes eye contact with another member of the circle and then both members run across the circle and switch places. No talking or additional gestures can be used.
· 1 Throwable Object (Small Balls, Dog Toys, Etc.)
· Timer (stop Watch or Wwatch with a second hand)
Start by asking the group to stand in a circle and throw the ball back and forth from person to person so that everyone in the group gets it at least once, and it ends up back at the first person.. Without telling the group, time the activity. Once the activity is complete, tell the group the time in which they completed it.
Then explain: "We are now going to see how quickly we can send this one ball from start to finish through the system. The only rule is that the ball must pass through the system in the same order that we have already established. (IMPORTANT: how you frame this rule will define the boundaries for how this task can be accomplished.) I will start time as soon as the ball leaves the first person, and I will stop time when it returns to him/her. You may begin when ready." Time their first attempt. Applaud their attempt, whatever it is (one second per participant or longer is quite normal). And prompt them with "you can do better." Allow for planning, additional attempts and more planning. At some point the group will ask you how fast this can be done or how fast you've seen it done or what the ultimate goal is. Answer for most groups of 20 people or less - less than one second. Continue until the group attains the elusive "warp speed" or ceases to be actively engaged in trying to reach it.
Zip Zap Zop
Stand in a circle. Someone begins by pointing to another person in the circle and saying "ZIP!" That person then points to yet another person and says "ZAP!" That person points to another person and says "ZOP!" This continues, but the words must be said in order: ZIP, ZAP, ZOP. If someone makes a mistake and says a word out of order, that person is out of the game.
-This version makes it a Name Game: Someone begins by pointing to another person in the circle and saying "her name". That person then points to yet another person and says the previous name and "her name". That person points to another person and says the first 2 names and "her name". This continues, but the names must be said in order: Lisa, Sheree, Kim. If someone makes a mistake and says a name out of order, that person is out of the game.
-In stead of putting someone out of the game, make the whole group yell "WRONG!" and point at the one making a mistake. The participant that made the mistake has to step into the middle of the circle and say "I made a mistake". Notice the difference in the way people tell they made a mistake. Do they say it laughing, are they a bit angry, do they protest, are they confident or shy, do they say it like a little child that did something naughty, etc...
Do Your Best is a set of activities that demonstrates the key principles of setting direction in an organization, group, or team. The short, five-to-fifteen minute activities provide an active, stimulating means of uncovering the crucial principles of setting mission, vision, and goals.
Do Your Best contains three modules - one for mission, one for vision, and one for goal setting. Each module contains six to seven activities in which participants use acrylic blocks to build walls.
The facilitator can use any or all of the activities depending on time constraints and the particular needs for the training group. Each activity demonstrates a different direction-setting principle and can be run independently of the other activities. Each module, taken as a whole, builds to the point of having participants craft their own direction piece (vision, mission, or set of goals).
How It Works
The original Do Your Best exercise was developed as an experiential means of teaching well-researched goal-setting principles. The intent was to give participants a hands-on experience that was involving and fun yet demonstrated how goals should be set. The same involving aspects of Do Your Best that make it appropriate for teaching goal setting also make it appropriate for teaching mission and vision construction. Participants discover the principles through participation in activities rather than through lecture using the three activity modules included in the Do Your Best game.
Mission Module: Contains five activities, each demonstrating one of the five mission principles, plus one final activity that involves the group writing its own mission.
Vision Module: Contains five activities, each demonstrating one of the five vision principles, plus one final activity that involves the group writing its own vision.
Goal Setting Module: Contains six activities, each demonstrating one of the six goal-setting principles, plus one final activity that involves the group setting its own goals.
What to Order
Each Do Your Best kit contains:
convenient 3-ring binder
reproducible participant materials for vision, mission, and goal-setting sections
complete facilitator guide
4 boxes of 30 acrylic blocks
12 laminated "Instructions" sheets
heavy-duty HRDQ tote bag
Extra Game Packs, order one per team, which includes:
1 box of 30 acrylic blocks
3 laminated "Instructions" sheets
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