The Food Project: Youth. Food. Community.

Skip to main content

Ice Breakers

Ice breakers are used to facilitate teamwork, help participants get to know each other, energize a crowd, or calm down participants.  For more ice breakers to use with your group, please see our book Growing Together.  For a PDF version of the following games, click here.

 

TITLE: Attention Getters
IMPACT: Gets people’s attention in a crowd
RISK: Low
GROUP SIZE: Any
TIME REQUIRED: Less than a minute

 
DIRECTIONS:
  • Use a buzzword. Let the group choose a word that has some meaning for the group or the event (for example: respect, community or compost), and use it as a way to bring the group back together and keep it focused. When someone yells, "What's thebuzzword", the entire group responds with the buzzword as loudly as possible.
  • Use a cowbell. A cowbell is any device that can attract people's attention towards you. (For example: a bell, chime or routine noise). 
  • Hold up two fingers. At the beginning of the day tell everyone that you will be holding two fingers over your head when you want to get people’s attention. People should be on the lookout for it and raise their fingers up to join you when they see it. They should stop talking as they do so. Read more
 
 
 
 
TITLE: Australian Jig
IMPACT: Fun, energizer, ice breaker
RISK: Low
GROUP SIZE: 2 or more
TIME REQUIRED: 5 – 10 minutes
 
DIRECTIONS:
  • Everyone should find a partner.
  • The facilitator demonstrates the Australian Jig with a partner first and then breaks it down for everyone else.
  • Partners face each other, raise their right feet a few inches off the ground, and tapthe insides of their right feet together. Then they return the right feet to the ground.
  • Then they do the same with their left feet.
  • Next they both turn slightly to their left and tap the outside of their right feet together. Read more
 
 
 
 
TITLE: The Captain is coming
IMPACT: Gets people loose & laughing
RISK: Low
GROUP SIZE: 10 and up – great for big groups
TIME REQUIRED: 10-15 minutes
 
DIRECTIONS: 
This game is like Simon Says with a twist, where the “captain” is the caller. If the captain says, “The captain is coming!” then participants need to follow the next command. If the captain says a command without saying “The captain is coming!” first, then participants who move are out.
 
If the captain calls:
  • “The captain is coming”, everyone salutes. 
  • “Man overboard”: people join in twos, one person stands behind, shading their eyes, one person kneels in front shading their eyes as they search the horizon for the man overboard.
  • “Crows nest”: people join in threes, facing out with their backs together and arms linked at the elbows, circling slowly around.
  • “Captain’s Table”: people join in fours, two facing the other two as if at a table, and pretend to eat.
  • “Walk the Plank”: people join in fives, lining up in a straight line all facing the front person in the line.  Read more
 
 
 
 
TITLE: Chain Reaction Tag
IMPACT: Energizes a group, gets participants warmed up physically, breaks the ice with a new group, and can be used as a name game
RISK: Low           
GROUP SIZE: 10 or more
TIME REQUIRED: 5-10 minutes
 
DIRECTIONS:
  • Put the group in pairs of two and have each pair link arms. Tell pairs that once they have linked arms, they are “frozen,” and can’t move.
  • Pick one pair and ask them to drop arms. Designate one person (person A) “it.” Person B then has to run away from A. B can run in and out around all the pairs that are standing in the playing area but cannot run outside the boundaries.
  • B’s goal is not to be tagged by A. If A tags B, then B becomes “it” and chases A.
  • In order to escape from A, B may attach him/herself to one of the pairs that is standing. When B links arms with one person in the pair, the person on the other end of the pair detaches him/herself and becomes the new B. That person now must run from “it.”
  • The game continues with B running from “it” or attaching to a pair, thus setting a new B running.  Read more
 
 
 
 
TITLE: Clap Laps
IMPACT: Focuses and energizes a group, builds teamwork and develops individual initiative
RISK: Low
GROUP SIZE: 8 or more
TIME REQUIRED: 5 minutes
 
DIRECTIONS:
  • The group sits or stands in a circle. 
  • Two people who are sitting or standing next to each other begin by facing each other and clapping in unison. 
  • Then one of the two people ‘takes the clap’ and turns 180 degrees and claps with the next person in the circle. The clap then travels around the circle, always with two people next to each other, looking at each other, and clapping in unison. 
  • The clap should increase in speed and intensity as it travels around the circle. It is important that the two people who are clapping clap in unison. If they do not, the clap must return to the beginning of the circle.  Read more
 
 
 
 
TITLE: Eliminate
IMPACT: Breaks the ice in a new group; calms down a rowdy group; focuses attention.
RISK: Low
GROUP SIZE: 8 or more 
TIME REQUIRED: 5 minutes
 
DIRECTIONS: 
  • Everyone stands in a circle with eyes closed and hands behind their backs.
  • The facilitator walks around the circle and taps one person on the hand. That person becomes “it.”
  • Now everyone can open their eyes and hold hands.
  • The person who is “it” quietly squeezes the hand of the person to the right or left as many times as s/he wants.
  • The “squeezed” person passes the squeezes to the next person, but squeezing one fewer time than s/he was squeezed (i. e., if “it” passes 5 squeezes, the next person passes 4 squeezes, and so on).
  • The person who gets one squeeze announces it and guesses who was “it.” If s/he guesses wrong, s/he is out. If s/he guesses correctly, “it” is out.
 
 
 
 
TITLE: Find Your Feet
IMPACT: Icebreaker, energizer
RISK: Low - medium, involves some body contact and trust
GROUP SIZE: 10 or more
TIME REQUIRED: 10 – 20 minutes
 
DIRECTIONS:
  • Ask everyone in the group to sit in a circle and place a blindfold on. (This can be done with closed eyes if no blindfolds are available). Once the blindfolds are in place, no one is allowed to speak except the facilitator.
  • Ask everyone to remove one shoe and toss it into the center of the circle. The facilitator should then mix these up.
  • When the facilitator says “go”, everyone must find a shoe and put it back on its owner without seeing or speaking.
 
 
 
 
TITLE: The Fishbowl
IMPACT: Communication, listening
RISK: Medium-high, depending on the topic of discussion
GROUP SIZE: 10 or more
TIME REQUIRED: 20 minutes
 
DIRECTIONS:
  • Ask for five participants from the larger group to sit on the chairs. 
  • Pose a scenario or question. The five sitting in the chairs should respond and discuss. 
  • The sixth chair is open to anyone in the larger group who wants to contribute. In order to contribute the person must leave the outer circle and sit in the chair. If someone from the larger group wants to participate he or she must wait until a chair becomes available.
  • A person can chose to leave the inner circle only after contributing something to the discussion. However, no one can say something and then leave the semi-circle without waiting for reactions from the other group members.
 
 
 
 
TITLE: Go Bananas
IMPACT: Energizes a group, gets participants warmed up physically, encourages laughter and vocal expression
RISK: Low           
GROUP SIZE: Any number
TIME REQUIRED: Under 5 minutes
 
DIRECTIONS: “Go Bananas” is an energizing cheer/dance. The words and moves are as follows:
 
  • Bananas of the World Unite!:
    • Clasp hands over head in a temple pose
  • Peel Bananas, Peel Peel Bananas: (say twice)
    • Do the back stroke/dance.
  • Chop Bananas, Chop Chop Bananas: (say twice)
    • Make chopping motions with your hands.
  • Shake Bananas, Shake Shake Bananas:(say twice)
    • Do the twist/shake.
  • Eat Bananas, Eat Eat Bananas: (say twice)
    • Pretend to eat bananas.
  • Go Bananas, Go Go Bananas: (say twice)
    • Go crazy and dance
 
 
 
 
TITLE: Gotcha
IMPACT: Breaks the ice in a new group; can be used to re-focus a group
RISK: Low
GROUP SIZE: 4 or more
TIME REQUIRED: 5 minutes
 
DIRECTIONS:
  • Ask the group to stand in a tight circle. Ask the participants to put their right hand, palm facing up, in front of the stomach of the person to their right.
  • Next, ask them to take their left index finger and point it into the middle of the hand that is now in front of their own stomach.
  • Explain that on the count of 3 they have to multi-task: to catch the finger in their right palm, and to have their own index finger escape from the palm it is pointing into.
  • Count to three (skip two if you want to grab their attention). Then tell the group that if they caught someone, they turn to that person and say “Gotcha!” Read more
 
Project Adventure, used by permission.
 
 
 
 
TITLE: Head, Hands & Heart
IMPACT: Identity, ice breaker, sharing
RISK: Low- medium
GROUP SIZE: Any
TIME REQUIRED: 10-15 minutes to prepare chart, 3-5 min. per person to present
 
DIRECTIONS:
  • Give each participant a sheet of paper and a marker(s).
  • Ask everyone to represent on their paper their Hands, Head and Heart in any way they want. (As a word, drawing etc.)
  • Next to these words, participants should list or illustrate the following: Hands = things they are good at doing (building, gardening, skiing, cooking, cleaning the sink, learning new languages, being organized)
Head = things they know a lot about (art history, hip hop, Thai food, yodeling, hamsters, growing vegetables)
Heart = things they are passionate about (running, family, social justice, ending world hunger, Red Sox)
  • Items may appear in multiple headings (I am very good at fishing, I know a lot about fish, and I am passionate about it too). Read more
 
 
 
 
TITLE: Hit & Run
IMPACT: Energizer, fun, gets people laughing at themselves, gets aggressions out, good to use after straight talk, requires good listening skills and strategizing
RISK: Low – medium, participants are blindfolded, involves some body contact
GROUP SIZE: 6-12
TIME REQUIRED: 20 minutes
 
DIRECTIONS:
  • Ask all participants to find a seat, and hand each a blindfold if they are being used.
  • The facilitator should define the playing area, show the rolled up newspaper to everyone, and explain the game.
  • The object of the game is to be the first person to retrieve the rolled up newspaper and hit an opponent with it before the opponent can get across the room into the first player’s chair. All this must be done blindfolded or with eyes closed.
  • Once everyone understands the game, they should put on their blindfolds or close their eyes. Read more
 
 
 
 
TITLE: I Love You Baby, But I Just Can’t Smile
IMPACT: Tests a player’s willpower while keeping everyone else smiling, encouraging good humor, laughter, and silliness                       
RISK: Medium
GROUP SIZE: 6 or more
TIME REQUIRED: 5-10 minutes
 
DIRECTIONS: 
  • Members of the group stand in a circle with one person in the middle.
  • The person in the middle says to one member of the circle, “If you love me, baby, smile.” 
  • The person that is addressed must respond, “I love you, baby, but I just can’t smile.” The person tries to say this without even cracking a smile.
  • Meanwhile the person in the middle is trying to do anything s/he can to make the person in the circle crack a smile. (No touching allowed.) If the person in the circle does smile, s/he becomes the person in the middle. 
  • If the person in the middle can’t make the person on the outside smile, s/he moves on to another person in the circle and repeats, “If you love me, baby, smile”, and the game continues with him/her in the middle until the person in the middle makes someone smile.
 
 
 
 
TITLE: King Frog
IMPACT: Fun, creativity
RISK: Moderate 
GROUP SIZE: 8-12
TIME REQUIRED: 30 minutes
 
DIRECTIONS:
  • Start by telling the group to think of an animal that has always interested you and come up with a sign or noise that represents that animal for them.
  • Have the group sit in a circle and ask everyone to introduce their sign. Include yourself in the introductions. You will be starting out as King Frog. Your challenge is to come up with as wacky a sign as possible to represent the King. 
  • Encourage everyone to come up with expressive signs. When everyone has introduced their sign, go around once more to practice them. Tell the group that they must remember and be able to repeat everyone’s sign. Read more
 
 
 
 
TITLE: Line Ups &Group Sorting Games
IMPACT: Get people to line up or sort a large group into small groups or pairs in a fun and energizing way
RISK: Low
GROUP SIZE: Any size will work
TIME REQUIRED: 1-15 minutes
 
DIRECTIONS:
A. Lineups
  • In order to get people into a line try asking them to line up by: age, date of birth, the time you got up this morning, the distanced traveled to get here, the number of people in your family, alphabetically by first or last name or month of birth, shoe size, height, or telephone number.
 
B. Groups
Categories: To get people into small groups ask people to get together with others who have the same: Read more
 
 
 
 
TITLE: Loaded Questions
IMPACT: Group bonding, tests how well a group knows each other, fun
RISK: Low
GROUP SIZE: 6 or more  
TIME REQUIRED: 20 – 30 minutes
MATERIALS: Paper and pencils
 
DIRECTIONS:
  • Give everyone a paper and pencil.
  • Designate someone to be the first questioner.
  • The questioner asks a “loaded question” of the other players. Loaded questions can be straightforward or imaginative, but should inspire creativity. Examples include “Describe a new room that you would like to have built in your home or apartment that can include anything imaginable,” “What is the first line of a song you would like to sing to your girl/boyfriend,” “What is your dream vacation”. 
  • Everyone, except the questioner, writes down a response to the question and passes their paper to the person sitting to the right of the questioner.
  • The person to the right of the questioner mixes up the papers and then reads the answers out loud. It is often necessary to read them twice.
  • Now the questioner must see how well s/he knows the group by guessing who said what.
  • The game continues until everyone has had a chance to be the questioner.
 
 
 
 
TITLE: Look Down, Look Up
IMPACT: Creates a fun atmosphere; can lead to spontaneous and random bonding as individuals are paired in being “out”
RISK: Low
GROUP SIZE: 8 or more 
TIME REQUIRED: 5 minutes
 
DIRECTIONS: 
  • The group forms a circle.
  • Each person stares at the shoes of someone else in the circle.
  • When the facilitator says, “Look up,” everyone must look at the eyes of the person whose shoes they were staring at.
  • If a person makes eye contact with another member of the group, both people yell and are out.
  • Those participants who do not make eye contact with someone are still in.
  • The facilitator then says, “Look down,” and participants must look at the shoes of a different person.
  • The game continues until only a pair or one person remains.
 
 
 
 
TITLE: Mafia
IMPACT: Focus, calm down a rowdy group, fun
RISK: Low
GROUP SIZE: 6-12
TIME REQUIRED: 10 – 30 minutes
 
DIRECTIONS:
Roles: The roles are as follows one detective, two mafia members, and citizens.
  1. The role of the detective is to figure out who are the mafia members and get the citizens to vote them out. 
  2. The two mafia members try to figure out who is the detective and also try to act as regular citizens. 
  3. The citizens are the ones who have the voting power and with a majority vote, they vote off who they think are the mafia members. Read more
 
 
 
 
TITLE: Meet and Greet
IMPACT: Creates a fun atmosphere in which people meet many others and can learn their names
RISK: Low
GROUP SIZE: 8 or more
TIME REQUIRED: Less than 5 minutes
 
DIRECTIONS: The facilitator gives participants a series of directions, such as:  
 
1.     Walk forward without bumping into people.
2.     Walk backwards without bumping into people.
3.     High five as many people as you can.
4.     Low five as many people as you can.
5.     Walk in a circle milling around for 30 seconds making eye contact with as many people as you can.
  1.  
  2. Walk and shake hands with as many people as you can, saying your name to each.  Feel free to make up any new direction that gets people moving and interacting.
 
 
 
 
TITLE:   Moose
IMPACT: Icebreaker, quick energizer, fun
RISK: Low
GROUP SIZE: 7 or more
TIME REQUIRED: 5 minutes
 
DIRECTIONS:
  • Ask everyone to stand in a circle facing in towards the center.
  • The facilitator should start by placing her open hands with thumbs touching her temples, four fingers up and palms facing forward on either side of her head so that she looks vaguely like a moose with antlers. 
  • Immediately the two people on either side of her should raise the hand closest to the facilitator and make their own antler on half their head. Now the facilitator has a full set of antlers, and the people flanking her have one antler each.
  • Now the facilitator has three choices. She can: Read more
 
 
 
 
TITLE: Motion and Commotion
IMPACT: Energizes and breaks ice in a new group
RISK: Low to moderate           
GROUP SIZE: Any number
TIME REQUIRED: Around 10 minutes
 
DIRECTIONS:
  • The group stands in a circle. 
  • One person begins by creating a motion and sound. 
  • The person to his/her right repeats this sound and motion, followed by the next person, until the motion and sound have traveled around the circle back to the original creator, who then does the motion and makes the sound for a second and final time. 
  • Then the person to the right of the first “creator,” creates his/her own new sound and motion, and these then travel around the circle. 
  • This activity happens at a fast pace and high energy level. It continues until everyone has created an original sound and motion.
 
 
 
 
TITLE: Murderer
IMPACT: Creates playful suspense, challenges people to watch closely, encourages dramatic play, and facilitates close interpersonal interactions through hand shaking
RISK: Low
GROUP SIZE: 10 or more
TIME REQUIRED: 10 minutes
 
DIRECTIONS:
  • Everyone should be directed to stand outside the designated playing area.
  • The facilitator shakes the hand of each person in the group as each enters the room or playing area one by one. 
  • As the leader shakes hands, s/he squeezes one person’s hand twice without the other players noticing. The person who received the squeezes is now “the murderer”, and s/he must keep his/ her identity secret.
  • Group members circulate in the room, intermingling and shaking the hand of each person they pass. Read more
 
 
 
 
TITLE: Nobody Knows
IMPACT: Creates a quiet and reflective atmosphere and facilitates group members’ thinking about their individual responsibility for the group and the wider world; introduces storytelling as a powerful medium for conveying important concepts
RISK: Low           
GROUP SIZE: Any number
TIME REQUIRED: 15 – 20 minutes
 
DIRECTIONS: The group leader reads the following story to the group.
 
Once upon a time in a faraway land, there was an old man. He lived in a small log cabin hidden deep in a dark forest. Nobody knew just where the cabin was, which was just the way the old man wanted it. Many others tried fruitlessly to find the place, but the old man told Nobody.  The old man had a special secret; he had a rainbow collection that was very dear to him, and he shared it with Nobody. It was a magnificent, magic collection of the most beautiful, real rainbows anyone could ever see. Read more
 
 
 
 
TITLE: Red Handed
IMPACT: Focus, calms down a rowdy group, restful, fun
RISK: Low
GROUP SIZE: 10 or more
TIME REQUIRED: 10-20 minutes
 
DIRECTIONS:
  • Ask the group to sit in a circlefacing in.
  • Ask for a volunteer to be the first “IT”. IT should sit in the center of the circle and close his eyes.
  • The other players begin to pass a small object (e.g. a pebble) from person to person in the circle. Even those who are not passing the object should pretend to be. The sneakiest pass is to hold the pebble in one fist, palm down, and drop it into the palm-up hand of the next person in the circle.
  • After the object has begun to make the rounds, IT opens his eyes, and searches for the object. If IT suspects someone, he taps that person on one of the person's hands. If the suspect is empty-handed, the game continues with IT searching. If the person has the object, that person becomes the new IT, and the old IT joins the circle.
 
 
 
 
TITLE: River Bank
IMPACT: creates excitement and energy; develops listening skills and rewards following directions quickly and accurately; builds team unity when played as a team game.
RISK: low
GROUP SIZE: unlimited
TIME REQUIRED: 5-10 minutes
 
DIRECTIONS: 
  • Lay a long piece of rope in a straight line on flat ground. One side of this rope is designated the “river” and the other is designated the “bank”.
  • The goal of this activity is to be the last person left standing on the right side of the River Bank.
  • Participants line up single file facing the same direction on the same side of the rope. Participants can be facing toward the rope or be turned sideways to it if there is not enough room. Read more
 
 
 
 
TITLE: Russian Finger Fencing
IMPACT: Energizes a group, breaks barriers between group members through physical touch and play, and encourages creative use of one’s body
RISK: Low to moderate           
GROUP SIZE: 2 or more
TIME REQUIRED: 5 Minutes
 
DIRECTIONS:
  • Pair off in twos.
  • Stand facing your partner and lock right thumbs. Point your right pointer finger at each other. Your pointer finger is your sword.
  • The object of the game is to touch the other person with your pointer finger and not to get touched yourself. The person who touches his or her partner first wins. Read more
 
 
 
 
TITLE: Scavenger Hunt
IMPACT: Icebreaker, gets everyone to talk with everyone else
RISK: Low
GROUP SIZE: 10 or more
TIME REQUIRED: 10 minutes
 
DIRECTIONS:
  • Give each player a pencil and a scavenger hunt sheet.
  • Ask them to mingle and find one person who can answer yes to each of the questions. Write that person’s name in the space on the appropriate box.
  • Each box must have a different name in it.
  • They have 10 minutes to fill in as many boxes as they can. Click here for handout
 
 
 
 
TITLE: Slap Happy
IMPACT: Challenges group members to concentrate and pay attention to other group members while engaged in a seemingly simple task; energizes through the physical activity and rhythmic nature of tapping 
RISK: Low
GROUP SIZE: 6 or more
TIME REQUIRED: 5 - 15 minutes
 
DIRECTIONS:
  • Group members kneel in a circle with hands flat on the floor in the circle. (This can also be played on a large table.) Each person places her right hand to the right of the left hand of the person to her right and left hand to the left of the right hand of the person to her left. In this way, each person’s hand is flat on the floor between hands of the two people on either side of her.
  • The game begins with one person tapping the ground once with one hand. One tap sends the tap in a clockwise direction. The person’s hand immediately next to the first person’s tapping hand taps next and so on around the circle. Read more
 
 
 

 

TITLE: Steal the Bacon
IMPACT: Energizes a group through physical activity; builds teamwork
RISK: Low
GROUP SIZE: 10 or more
TIME REQUIRED: 10 minutes
 
DIRECTIONS:
  • Divide the group into two even teams. Each team assigns members consecutive numbers from one to the number of people on the team. For instance, a team of ten will be numbered one through ten.
  • The two teams line up on either side of the room (preferably a large space) facing each other. They must stand behind a designated “safety line”. Teams do not have to line up in consecutive order.
  • The facilitator places the bacon in the middle of the space between the two teams and calls out a number. The person from each team assigned that number runs into the space and tries to get the bacon. Read more
 
 
 
 
TITLE: String Theory
IMPACT: To let everyone meet and find ways to network constructively
RISK: Low
GROUP SIZE: 15 – 45 participants
TIME REQUIRED: 30-60 minutes, depending on number of participants
 
DIRECTIONS:
  • Have participants stand in a big circle. Explain that each person will have a minute to say their name (if relevant: and organization) and explain one of their skills, and then identify something they need help with (e.g. how to speak Spanish, how to make healthy food for lunch, tips on fundraising from institutions, etc). 
  • Someone who can help calls for the string (encourage new people each time to connect everyone). When you ask for help, hold onto the string and toss the ball to the person who can help. Read more
 
 
 
 
TITLE: Transformer Tag
IMPACT:  Warm up, listening, communicating, building allies, group identities, gender and sexual orientation
RISK: High
GROUP SIZE: 10-30 people 
TIME REQUIRED: About ten minutes or enough time for everyone to end up out of breath
 
DIRECTIONS:
  • Tell the group that before we transform the world, we have to transform ourselves and so we are going to practice just that.
  • Demonstrate to the participants two body positions that won’t affect their running. Typical choices are one hand on top of the head and one hand attached to the gluteus (right or left behind). Each person gets to decide which accepted body position is “right” at the start of the activity. Read more
 
 
 
 
TITLE: True Confessions
IMPACT: Icebreaker
RISK: Low
GROUP SIZE: 5 or more  
TIME REQUIRED: 10 – 30 minutes, depending on size of group
 
DIRECTIONS:
  • Give everyone some scrap paper and a pencil.
  • Ask them to write down 3 questions, each on a separate scrap of paper, that they want to ask the group.
  • Questions can range from “what are the names of your siblings”, to “would you rather have a mullet, rattail or bowl cut hairstyle” or “tell a story about your best birthday”.   Yes or no questions should include a “why” with them to generate more interesting responses.
  • Remind them that this should be PG-rated since they may have to answer their own questions. Funny is definitely good.
  • Put all the questions in the bucket.
  • Pass the bucket around the circle three times, and let each person choose and answer one question on each pass.
 
 
 
 
TITLE: What’s In A Shoe?
IMPACT: Icebreaker, name game, fun
RISK: Low
GROUP SIZE: 8 or more
TIME REQUIRED: 1 – 2 minutes per person
 
DIRECTIONS:
  • Ask everyone to remove their shoes, put one to the side of the room or playing area, and hold onto the other.
  • Assemble the group in a circle, and ask them to toss their shoe into the center.
  • Once the shoes are in the center, everyone should pick up a shoe that belongs to someone else.
  • One by one each person should describe the owner of the shoe based on what the shoe looks like. They can include size, gender, hobbies, fashion sense, favorite sports etc.
  • When they finish describing the person, the owner should step forward and introduce himself. (Or the describer can guess the owner).
  • The real owner can verify or deny any of the things that were said about him or her.
 
 
 
 
TITLE: What’s Your Numbah?
IMPACT: Icebreaker that involves everyone; medium energy, fun, name game
RISK: Low
GROUP SIZE: 8 or more
TIME REQUIRED: 10 minutes – more for larger groups
 
DIRECTIONS:
  • Give everyone a nametag with a different number on it. Numbers should be sequential.
  • Give everyone an info sheet and a pencil, and ask them to write their own name and number on the first two blank lines.
  • Then they should write the numbers that follow their own in the successive blanks. For instance if Person A’s number is “4”, s/he should write “5” in the blank after “Introduce yourself to” and “6” in the blank after “Shake hands with” and so on down the list.
  • Now everyone should mingle, following the instructions on the info sheet. People may want to check off numbers as they meet people.
  • End the mingling when everyone has had a chance to interact. Click here for the handout
 
 
 
 
TITLE: Yeehaw
IMPACT: Gets people loose and laughing
RISK: Low
GROUP SIZE: 10-25
TIME REQUIRED: 10 minutes
 
DIRECTIONS: 
Ask everyone to stand in a circle. The person who is “it” can make a variety of actions to pass the “itness” around the circle:
 
  1. To continue to move “it” in the same direction, or to start moving “it” after a break, you say “Yeehaw!” and move your fist over in the direction you want “it” to pass.
  2. To skip the next person after you, you say “pitch-fork”, and hand it towards the 2nd person as if you were poking a pitchfork at them.
  3. To reverse it, you say “Sterrrrrn as a mule”, with your legs wide and your elbows out, and your fists towards each other so you’re showing off your muscles.
  4. To send “it” ALL the way across the circle, say: “Ford Angular Gearbox,” to which EVERYONE replies: “1-2-3-4.”
  5. To send it to a specific person in the circle, say, “Git along, little doggie”, and point to the person across the circle who will be next.
 
Once you get people started with this, there are 2 things to add to mix it up:  Read more
 
 
 
 
TITLE: YES cubed
IMPACT: Energy builder, focus, connection. Learning the importance of saying “yes”, agreeing, and helping out peers
RISK: Low - medium
GROUP SIZE: 10 or more
TIME REQUIRED: 10 minutes, but could be shorter or longer
 
DIRECTIONS: There are three levels to YES cubed. They can be played individually or all together. In all three levels, everyone stands in a circle. If all three levels are played together, the facilitator can change between levels 1, 2 and 3 at any point; when the facilitator changes levels, the person who’s turn it is, starts the next level.
  • Level One: One person begins by turning to the person to the right making eye contact, and saying, “YES”. The second person then says, “YES” to the person on his right. This passing of “yes,” continues around the circle at a fast, focused pace. Read more

The Food Project is a 501(c)(3) non-profit.

Tax ID: 04-3262532

follow:

Follow The Food
      Project's RSS feed Follow The Food Project on Facebook

share:

click here to share this page
footer:
  1. privacy policy |
  2. contact us