Team Building games help bond the team. Team building can be fun and at same time build synergy. The team leader needs to encourage every member to participate and not allow social loafers. Team building games improve communication, productivity, and builds stronger teams
Shoe Game – Have everyone take off their shoes and put them in a pile in the middle of the room. Mix the shoes up. Divide the your team into 2 groups. See which group can find their shoes and put them on first. When they have their shoes on the team done first must sit on the floor.
Ball of String - While standing in a circle; pass a ball of string from one member to another. The rules are only the person with the string can talk. After everyone has had their turn to speak and share their feelings, there will be a web of string. This web illustrates the interconnected nature of group process. Everything they do and say affects the team. Now toss a balloon in the middle and have them try to keep it. They are not allowed to touch it. This symbolizes “teamwork”.
Toxic River- Everyone is on one side. You measure a space about 5 feet and call it a toxic river. You want the whole squad to cross as fast as they can. They aren't allowed to cross the toxic river without special pair of boots and there is only one pair of boots. Each person can use the boots only once. The boots cannot be tossed over the river. Each person has to personally give the boots to he next person and if they touch the toxic waste without the boots, the team must start over. Hint: Carrying people over is the key
Tennis Balls: Divide the participants up into small groups of about eight to ten people and have them arrange themselves in a circle. Give a tennis ball to one person and explain the rules of the game:
1. Each group is in competition with the other groups in the room. The group who can complete the most "circuits" in a given time will be the winner.
2. A completed circuit occurs when every person in the group has touched the tennis ball.
3. Only one person in the group can touch the tennis ball at one time (therefore the ball must be tossed rather than passed.)
4. If the ball ever touches the floor, then production must stop for one-minute. Have the teams complete a few circuits to get comfortable and begin creating patterns that make them more efficient. The facilitator may want to stop the groups and get feedback as to how they are becoming more efficient and help them understand that this is a natural progression in business as well. Have the groups continue to complete circuits, but as time progresses, the facilitator will add additional rules to make the process more difficult.
· A Co-Worker calls in Sick--Remove one of the group participants and tell the group that the participant called in sick. After they complete a few circuits, remind them that just because someone calls in sick, doesn't mean that that person's work doesn't need to be completed. (They will probably have just continued to complete the circuit just as they had before the person left.) Remind them that each of their last few circuits have had one fewer touches than before, so they do not count. Someone will have to pick up the slack for the absent person. After a new pattern is established, have the person come back.
· Double Production--Throw a second ball into the mix and tell the group that our client wants us to double production. Only one ball can be held by any one person at a time. You can add a third or even fourth ball later.
· Diversity--New federal legislation states that we need to include more minorities and women in our production line, so every other person who touches the ball must be either a woman or a minority.
Use your imagination to come up with other rules and be sure to have a prize for the winning team. At the end of the game, ask the group how did the game relate to things they face in the business.
M and M Game
Summary: The M&M Game is an icebreaker that allows people to get to know each other. Each person grabs some M&Ms and shares facts about himself or herself.
Ages: All. Recommend number of people: Groups of 3-12. Messiness factor: No sweat. Materials required: A large bag of M&Ms or any candy with multiple colors (e.g. Skittles).
Do you need more game ideas for teambuilding? Try these links:
Style Play Game
Add excitement and impact to your style training with StylePlay - 12 Group Card Games. These quick, energizing games reinforce learning and build awareness in a fun, nonthreatening manner.
Understand the four personality styles. Learn how the four styles interact. Practice interacting with those of similar and different personality styles. Understand the strengths and weaknesses of each style.
StylePlay - 12 Group Card Games and the other titles in the HRDQ Style Series are based on the well-known research and personality theories of psychologists Carl Jung, William Moulton Marston, and others. Most research has identified two basic dimensions of style, which we refer to as assertiveness and expressiveness. Assertiveness is the effort a person makes to influence or control the thoughts or actions of others. Expressiveness is the effort that a person makes to control his or her emotions and feelings when relating to others.
How it Works
Each StylePlay card displays an adjective describing a characteristic that people usually demonstrate in daily interactions. Participants can take part in 12 different card games – or the facilitator can create a new game with the StylePlay cards. Each of the games allows participants to identify preferred styles – either their own, those of other participants, or those of famous people.
StylePlay - 12 Group Card Games can be used alone, in combination with any Style Series title, and with other training products. The Facilitator Guide features a brief overview of the Style Theory that is the basis of the games and the other Style Series instruments. In addition, Debriefing Questions and Key Learning Points are provided to help facilitators draw significance and participants to gain deeper insights.
Uses for StylePlay
Provide stand-alone activities such as ice breakers and energizers. Incorporate into a learning experience on teamwork, leadership, or communication. Include as an introduction or follow-up to What's My Style? and all the other Style Series titles. What to Order
For 8-12 participants, order one Complete Game, which includes a Facilitator Guide. For additional players, order an Extra Card Deck.
Complete Game includes:
2 reusable decks of 48 cards each, Sturdy game case, and Facilitator Guide (featuring an overview of Style Theory, instructions for conducting 12 group games, administrative guidelines, Debriefing Questions, and Key Learning Points) Go to HRDQ for mor info:
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