September 2009 Table of Contents SOUTH BURLINGTON HIGH SCHOOL MISSION STATEMENT ................. 3 SOPHOMORE ADVISORY MISSION STATEMENT .................................... 3 WHAT IS ADVISORY? ............................................................................ 4 ADVISORY STRUCTURE ........................................................................ 5 Year/Semester Outline ........................................................................ 5 Meeting Schedule ............................................................................... 5 Credit/Assessment ............................................................................. 5 ADVISOR ROLE ..................................................................................... 6 Who is an Advisor?.............................................................................. 6 Advisor Expectations .......................................................................... 6 What is/is not an Advisor?................................................................... 6 Advisor Support .................................................................................. 7 ADVISOR SKILLS ................................................................................... 8 Facilitation ......................................................................................... 8 Building and Maintaining Group Cohesion ........................................ 8 Discussing Tough Topics ................................................................. 9 Active Listening Skills ....................................................................... 10 Debriefing ........................................................................................ 13 GROUP DEVELOPMENT THEORY ........................................................ 14 Stages of Group Development ........................................................... 14 Characteristics and Activities ............................................................ 15 Forming ........................................................................................ 15 Storming ....................................................................................... 16 Norming/Performing ..................................................................... 17 Adjourning .................................................................................... 18 APPENDIX ........................................................................................... 19 Energizers ........................................................................................ 19 2 SOUTH BURLINGTON HIGH SCHOOL MISSION STATEMENT The mission of South Burlington High School, a community committed to excellence in education, is to ensure that each student possess the knowledge, skills, and character to create a successful and responsible life. We will do this by building safe, caring, challenging, and diverse learning environments, cultivating family and community partnerships and inspiring lifelong learning. SOPHOMORE ADVISORY MISSION STATEMENT Sophomore Advisory is a place where we create a safe and respectful environment in which to promote student self-reflection that will engage students as active and self-directed learners. 3 WHAT IS ADVISORY? During the spring of 2008, a group of faculty and staff met to prepare themselves for the Sophomore Advisory program. During one of the meetings, the participants came up with the following list of characteristics to help define the program. This is by no means an exhaustive list, but it certainly helps to paint a clearer picture of the intent of the program. Advisory is… Bonding A supportive and safe environment Problem solving An opportunity to develop social, academic and career goals Establishing relationships/being a resource Unconditional acceptance An environment that promotes respect and risk taking Helping students feel connected to community Student-centered Connecting, guiding A graduation requirement A structured, self-reflective process Advisory is not… Group therapy Doing things to build “college résumés” Case management A tutoring session Study hall Simply social time To apply pressure SLAM 4 ADVISORY STRUCTURE Sophomore Advisory Group Forming Activities Sophomore Career Unit Beyond Forming Activities Intro of Exhibition Goal Setting Having Fun Work on Portfolio Quarter 3 Quarter 1 Year/Semester Outline Work on Portfolio Work on Portfolio Sophomore Career Unit Quarter 4 Quarter 2 Complete Portfolio Practice Exhibition May 21: Exhibition, Day 1 May 22: Exhibition, Day 2 Closing Activities June 5: Exhibition, Day 3 Meeting Schedule Sophomore Advisory meets on Monday and Tuesday during FACE Time. The meeting runs for the entire period. Expectations in terms of attendance and behavior for Sophomore Advisory are the same as those for academic classes. Credit/Assessment Successful completion of the program, including the Sophomore Exhibition, is required to attain Junior status and to progress toward graduation. Students who have successfully completed Sophomore Advisory have met attendance requirements, the deadlines for Sophomore Exhibition, and have been assessed as passing Sophomore Exhibition. 5 ADVISOR ROLE Who is an Advisor? Any member of the faculty/staff is eligible to be a Sophomore Advisor. As the position of Sophomore Advisor is a duty assignment, the Principal determines who will be assigned to an advisory. Advisor Expectations The following is a list of minimal expectations for all advisors. 1. All typical procedural expectations (taking attendance, classroom management, teacher presence, plans for substitutes, etc.) are in effect for Sophomore Advisory. 2. Attend all professional development meetings. 3. Manage and support the Exhibition progress. What is/is not an Advisor? As an advisor, your primary focus is on the advisees in your care, not on content and assessment. You are not a counselor or social worker and should make referrals to the appropriate person should such a need arise. As an advisor, you are not an academic coach, nor are you a liaison between parents and teachers of any advisee. Advisors are encouraged to interact with students in a more personal, informal manner than is possible in the traditional classroom setting. Often in small groups people tend to take more risks when sharing personal information. It is important to note, however, that although advisors are expected to be friendly, they are not expected to be friends of their advisees. Advisors never cease being professional educators. 6 Different advisors will have different personal limits and boundaries as to what is appropriate information to share with advisees within the usual confines of the student-teacher relationship. This is as it should be; we are all different as people. The following ideas can be used to further your understanding of your role as advisor. 1. It is always acceptable to tell an advisee or the group that you simply are not comfortable discussing the particular issue at hand. If you choose to do so, please refer him/her to the appropriate resources for additional support. 2. Whenever you are considering sharing something of a personal nature, you should always ask yourself “Whose needs are being met?” and “What is the purpose of sharing this?” Unless sharing creates a safer environment, promotes learning or growth, or helps solve student problems, it is probably not advisable. If comfortable answers to these questions are not evident, the information should not be shared. Advisor Support The following structures are in place to support all Sophomore Advisors. Please use them as you see fit. 1. 2. 3. 4. 5. An advisory coordinator Guidance counselors SBHS Advisor Manual SBHS Sophomore Exhibition Manual SBHS Sophomore Advisory Activities Addendum 7 ADVISOR SKILLS Facilitation Facilitation is about process- how you do something- rather than contentwhat you do. A facilitator is a process guide, someone who makes a process easier or more convenient…Facilitation makes it easier to get to an agreed destination (from The Art of Facilitation). Facilitation is the art of opening doors and windows for others…facilitation helps the group discover its own wisdom and learning (from The Appreciative Facilitator). Building and Maintaining Group Cohesion Make sure everyone in the group knows everyone else’s name Foster a collaborative environment Develop a set of norms and expectations, and stick to them Respect the group development process (see page 14) When partnering/grouping students, be creative (avoid having students just choose their partners/groups) Set aside time for fun Establish positive and specific habits for all group work Debrief when appropriate Celebrate success Take time to integrate new members Set individual goals for participation If a group member leaves or is out for an extended period of time, facilitate the group through a supportive gesture (sendoff, card, etc.) Revisit norms and expectations periodically Reflect the dynamics of the group back to the group for consideration Encourage full and (reasonably) equal participation 8 Discussing Tough Topics Such topics may arise as the result of the day’s activity, or from an issue currently facing a group member. A group that is willing to address difficult topics is a group that is comfortable with itself. How you facilitate the discussion will dictate whether or not the group will be willing to tackle another difficult topic. Be open and honest; maintain a safe and respectful environment. Remember your role and that you are not expected to discuss anything outside of your comfort zone. Following are a few more suggestions to help you process tough topics. Be available; show you are paying attention Listen and invite participation Avoid polarized debate by encouraging students to generate a list of questions/consider various point of view Have a wait time between speakers Use a talking object Have advisees write down their thoughts and put them in a hat. Pass the hat around and have individuals pull out a slip of paper and read what is written. Give the group time to respond verbally. Quickly intervene and diffuse verbal aggression Be aware of participants who are especially quiet or acting out of character; check in with them Remember that you are not necessarily the expert on the topic at hand; make a referral or bring in an expert to help the group debrief. You can also use the group as a resource to compare perceptions and find information. Be aware of your own biases and how they may influence the conversation. Make sure you are listening and not lecturing. 9 Active Listening Skills 1. S.O.L.E.R. (five steps to attentive listening) 2. Squarely face the person Open your posture Lean towards the speaker Eye contact maintained Relax while attending Paraphrasing: Restating a message, usually with fewer words and more to the point To test your understanding of what you heard To communicate that you are trying to understand what is being said. If you’re successful, paraphrasing indicates that you are following what the speaker is saying and you’re beginning to understand the basic message. When listening, consider asking yourself: What is the speaker’s basic thinking message? What is the speaker’s basic feeling message? For example: S: L: S: L: I just don’t understand. One minute she tells me to do this, and the next minute to do that. She really confuses you. I really think he is a very nice guy. He’s so thoughtful, sensitive, and kind. He calls me a lot. He’s fun to go out with. You like him very much, then. 10 3. Clarifying: Bringing vague material into sharper focus To To To To untangle unclear or wrong listener interpretation get more information help the speaker see other points of view identify what was said For example: I’m confused. Let me try to state what I think you were trying to say. You’ve said so much, let me see if I’ve got it all. 4. Perception Checking: Request for verification of your perceptions To give and receive feedback To check out your assumptions For example: Let me see if I’ve got it straight. You said that you love your job, and that it is very important to you. At the same time, you can’t stand being there. Is that what you are saying? 5. Summarizing: Pulling together, organizing, and integrating the major aspects of your dialog. Pay attention to various themes and emotional overtones. Put key ideas and feelings into broad statements. Do NOT add new ideas. To give a sense of movement and accomplishment in the exchange To establish a basis for further discussion To pull together major ideas, facts, and feelings For example: A number of good points have been made about rules for the classroom. Let’s take a few minutes to go over them and write them on the board. We are all over the map this morning. If I understand you correctly… The three major points of the story are… 11 6. Primary Empathy: Reflection of content and feelings To show that you’re understanding the speaker’s experience To allow the speaker to evaluate his/her feelings after hearing them expressed by someone else Basic Formula: You feel (state feeling) because (state content) For example: You’re really scared of losing your relationship if things don’t get better. It’s upsetting when someone doesn’t let you tell your side of the story. 7. Advanced Empathy: Reflection of content and feeling at a deeper level To try to get an understanding of what may be deeper feelings For example: I get the sense that you are really angry about what was said, but I am wondering if you also feel a little hurt by it. You said that you feel more confident about contacting employers, but I wonder if you also still feel a bit scared. 12 Debriefing During the course of the year, you will facilitate activities that require some processing, or debriefing. During this time, individuals are encouraged to reflect, describe, analyze, and communicate what they have recently experienced. As the facilitator, your main role is to ask questions that help the group reflect and transfer their insights to other areas of their lives. The model below can be used to help formulate your questions. When leading a debriefing session, less is more. As the facilitator, you should speak the least; let the group respond and own the learning process. Have a few open-ended, focused questions that get at your desired learning outcome. Those questions should follow the model listed below. WHAT/HOW? What happened? How did the group operate? SO WHAT? What did you learn from this? NOW WHAT? Now what will you do differently? It is important to note that despite a well-planned debrief, the group may need to unpack the activity in a different manner. Flexibility is an important characteristic of a good facilitator. If the group seems to be going in a different direction than you had intended, go with them if you feel it is a productive one. The following model will help you maintain a focus in such a situation. Ask broad to specific questions about the activity to reel in the topic Ask questions that move away from the activity and put the focus on the topic Ask questions that get individuals to think about how they can apply what they have learned Elements of a good debrief Clear ground rules are established and followed Participants feel safe to share The group is ready to work on the desired learning outcome Participants do the most talking Facilitator keeps the debrief focused and on track Participants have closure and are ready to move on at the end Facilitator remembers topics that may need to be revisited 13 GROUP DEVELOPMENT THEORY Stages of Group Development Forming Getting acquainted, being polite Is it safe to be myself? Who is a member? Who is in charge? Group relies heavily on facilitator for direction Give information rather than solutions Storming Individuals voice opinions, disagreements arise What are the rules when we don’t agree? Group may resist ground rules, facilitator input Redirect as necessary; watch out for frustration overload Norming Group develops its own rules, begins to show support I’m comfortable…How can I maintain the status quo? Most groups never rise above this level Acknowledge successes; invite group into the “stretch zone” Performing Team mentality: member goals merge with team goals How are my choices for the good of the team? Members are more flexible, resourceful, cooperative Invite group to dream big/challenge themselves Adjourning (added about 10 years after the initial model was developed) End of the day or end of the group How can I get a sense of closure? Will I see you again? Members focus on relationships, not tasks Recap the learning Co-create an ending ritual Bruce Tuckman, 1965 14 Characteristics and Activities Forming Characteristics What Needs to Happen Eager, excited High expectations What’s my role? What’s our purpose? Goals? How will I fit in? Who’s who? Checking things out Cautious, hesitant, nervous Dependence on leader Low task productivity Low group skill competence Quick satisfaction important Clarify goals and purpose Set boundaries Include all members Demonstrate acceptance Encourage participation Get to know each other Active listening Develop decision making process Advisor sharing of him/herself Create security Find commonalities Activities to Do Activities to Avoid Name games Blind walks Line-up games Anything “heavy” Brainstorming Problem solving Be silly Discuss beginnings…how people get to know each other Discuss trust and lack of trust Goal setting Time capsules, letters to future self 15 Storming Characteristics What Needs to Happen Reality sets in Low morale Enlist rebel leader? Degree of resistance equates desire for advisor attention Revise and clarify rules Identify and acknowledge conflict and frustration Maintain open communication Frustration with group procedures Poor decision making Power struggles, competition Slow increase of skill development and task accomplishment Focus on “I”, not “we” Inappropriate behavior Polarizations, cliques Members withdraw physically and emotionally Feeling of being stuck Pecking order established Blaming Activities to Do Teach conflict resolution Support and encourage participation Foster relationships Share feelings Share leadership Break up cliques Activities to Avoid Individual skill development Sensitive personal issues Tasks that emphasize personal Overstimulation and group success Basic trust games Value differences Rely on each other Discuss and practice conflict resolution and problem solving 16 Norming/Performing Characteristics What Needs to Happen Increasing Increasing Increasing Increasing Increasing Acknowledge; celebrate Revisit norms Manage conflicts Identify differences Use differences to solve conflicts and resolve problems Include all members Revisit goals Focus on skill development Identify next steps Allow quiet time task accomplishment moral and harmony shared leadership inclusion skill development Increasing humor Decreasing tension/frustration Increasing trust, respect, optimism Increasing group cohesion More honest sharing of feelings Advisees ask for help from each other Unpacking of emotional baggage Successful conflict negotiation Effective use of time Group diagnoses/solve problems Plan for closure Support open communication Activities to Do Activities to Avoid Establish traditions Trying something new Keeping all control Interfering with group/individual growth Let advisees be the experts More complicated problem solving Community service 17 Adjourning Characteristics What Needs to Happen High task accomplishment Shared leadership High morale Evaluate and celebrate Identify closing process Discuss issue of closure; how people say goodbye Debrief tasks High skill development Feeling of appreciation High inclusion High trust/respect High esteem/confidence Activities to Do Activities to Avoid Plan final celebration Strength bombardment Minimizing closure 18 APPENDIX Energizers 1. SPEEDBALL: The group is instructed to form a large circle. A ball is then thrown from one person to the next based on the following rules: You may not throw to the person to your immediate left or right. You may not throw back to the person who threw to you. Throws must reach their target above the waist and below the shoulder. Throws must be caught. If a player fails to do any of these, she is eliminated. When only four players remain, the first two rules are dropped. When only two players remain, throwing and catching is done with only one hand. 2. CATCH/NO CATCH: A variation on speedball. The thrower says “Catch” or “No catch” when the ball is thrown. The target must do as instructed or he is eliminated. 3. SIT IN THE EMPTY CHAIR: The group sits in a large circle. One member stands in the center. Her goal is to sit in the empty chair. The group’s goal is to keep her from doing so by sliding one chair to the left or right. 4. THE GREAT FINGER GRAB: The group stands in a circle. Each member holds his left hand out, palm up. Each member also holds his right hand out, index finger pointing down into the palm of the person on his right. On the count of 3, everyone tries to grab the index finger of the person on their right while trying not to have their index finger grabbed by the person on their left. 5. AARDVARK: The group sits in a circle with the soles of their feet pointing towards the middle. One member (the Aardvark) stands in the middle with a (large) stuffed animal or other soft object. Each member chooses an animal as her call name. One person then calls out another’s animal, who then calls out another’s animal, etc. The middle person must whack the feet of the animal called out before she calls out another animal. If some one calls out the middle person’s animal or an animal that is not a member of the circle, she must move to the middle. Once the middle person is successful, she switches places with the animal she caught. 19 6. YEE-HAW: The group stands in a circle. One person starts the activity by yelling out “Yee--Haw” and swinging their left arm towards the person on their right. That person then does the same to the person on their right. Add in the following: Hay Barn: Make a roof over your head with arms - skip next person in circle Hoedown: Honk semi truck horn with arm - reverses direction of signal Alternating Gear Box: Call out on your turn, ALL yell “1-2-3-4” while punching forward with arms in alternating fashion. Stampede: Use your index fingers as horns on either side of your head, wander around the circle and poke the person of your choice. That person will continue sending the signal around the circle. 7. WAH: Participants stand in a circle with one person in the center. The center person begins the energizer by saying “WAH” and making one of the following hand motions: Antlers with hands…Moose Paws out with hands…Bear One arm up to form an “S” with other hand under elbow…Snake Circle-standers then respond by saying “WAH” and making one of the two remaining motions that the center person did NOT. Anyone making the same motion as the center person is out. This should be done very quickly, and participants need to self-select themselves as out when they slip up. 8. LEAN IN, LEAN OUT: You need an even number of people for this energizer. Participants stand in a circle and join hands. Keeping your body stiff, every other person leans in to the middle of the circle. To balance this, the other participants lean back. 9. SLOW TAG: Participants spread out. The person who is it calls out “step”, at which point everyone takes one step in any direction. All the rules of regular tag apply. Try SLOW FREEZE TAG as well. 10. COLD WEATHER CANDY BAR: Participants are split into two teams and stand around separate tables. On each table is a die; an unwrapped candy bar on a plate with a fork and knife; a winter hat, coat and mittens. When directed, each team begins rolling the die. When the number 2 is rolled, the roller puts on the winter gear, runs around the table once and begins eating the candy bar with the fork and knife (bitesize pieces, please). While this is happening, the team continues to roll the die. If the number 2 is rolled, that person must then don the winter gear, run around the table once and begin eating the candy bar with fork and knife. The energizer continues until the candy bar has been eaten. 20 11. ZIP ZAP: Participants stand in a circle, with one person in the center. At random, the person in the center points at some one in the circle and says ZIP. That person ducks and the two people on either side point at each other and say ZAP. The slower of the two zappers is out and the energizer continues until there are only 2 people left. 12. CLICK CLICK BANG BANG: The object of this energizer is to figure out the rule. Some one in the group says CLICK CLICK BANG BANG accompanied by any motions desired. The question posed to the group is “Who was shot?” The rule is THE FIRST PERSON WHO RESPONDS WAS SHOT. As group members figure this out, try to keep it a secret to allow others to figure it out as well. 13. ONE UP ONE DOWN: The object of this energizer is to figure out the rule. Participants sit in a circle and are instructed to say “one up, one down,” “two up,” or “two down” on their turn. Some one who knows the rule of the energizer tells each person whether or not she is correct. The rule is THE PERSON IS DESCRIBING THE POSITION OF THEIR HANDS AT THE MOMENT OF THEIR TURN. As group members figure this out, try to keep it a secret to allow others to figure it out as well. 14. THE OTHER PEOPLE LIKE: The object of this energizer is to figure out the rule. Participants sit in a circle and are instructed to say “The other people like ” on their turn (each person fills in the blank with something they think the other people like). Some one who knows the rule of the energizer tells each person whether or not she is correct. The rule is THE OTHER PEOPLE ONLY LIKE THINGS WITH DOUBLE LETTERS, LIKE BOOKS (EVEN THOUGH THEY DON’T LIKE TO READ), JOOGGING (ALTHOUGH THEY DON’T LIKE TO JOG). As group members figure this out, try to keep it a secret to allow others to figure it out as well. 15. CIAO: Participants stand in a circle. The group counts to 10 as follows: on his turn, each person is allowed to say one, two or three numbers in succession. The person who is stuck with saying ten says “ciao” instead and backs out of the circle. The next person starts over at 1 and the energizer continues until one person remains. 16. WHACKY: Participants sit in a circle around a large table. Each person puts their hands on the table, palms down, with her right hand over her neighbor’s left. To start, one person taps the table with his right hand. The next hand to his right then taps and so on. If some one taps out of order or waits to long, he must remove the offending hand from the table. Add in the double tap (reverses the direction), the fist pound (skips the next hand in order) and the double fist pound (reverses the direction and skips the next hand in order). 21 17. COUNT TO 20: The object of this energizer is for the group to count from one to twenty. There is no planning or communicating during this activity…members of the group simply call out the next number in order. If more than one person calls out the same number, the group must start over at one. Everyone in the group must say at least one number. 18. HUMAN KNOT: Participants stand in a circle and reach in their right hand. Everyone grabs a hand. Repeat the process with left hands, but make sure that two people don’t grab each other’s right and left hands. The group must then untie themselves…no letting go of hands. If the group is large (more than 10) try splitting into two groups to make the task more manageable. 19. STINGER: Have participants close their eyes and secretly select one person to be the stinger. Participants then open their eyes and mingle, shaking hands with each other. The stinger tickles participants’ palms with her index finger during a handshake, signaling a sting. The stung participant is then out, and signals this by falling to the ground (the more dramatic the better). The stinger is not required to sting during every handshake, and the stung should not immediately fall, so as not to give away the identity of the stinger. Participants may guess the identity of the stinger, but are out if they guess incorrectly. 20. WINK: Have participants sit in a circle with one person in the center. The circlesitters (there must be an even number of them) should turn to their right so that they are looking at the back of the person to their right. Every other person then turns only their head to look at the person in the center. The person in the center then winks at one circle sitter of his choosing. The winked-at then must get up and run once around the circle, at which time the circle-sitter looking at her back must tag her before she returns to her initial spot. If the runner is caught, she moves to the middle. If not, the chaser moves to the middle. 21. KILLER FROGGY: Everyone sits in a circle. One person is chosen to be the detective. He leaves the room or goes to a place where he cannot see or hear what is going on in the circle. Everyone in the circle closes her eyes. A leader walks around the circle and taps someone’s shoulder who now becomes the Killer Frog. But no one knows who the frog is at first. The detective comes back in. The frog sticks its tongue out at random people around the circle, trying not to be noticed by the detective. If the frog sticks its tongue out at you, you just lay down. The detective gets three tries to guess the killer frogs identity. If he succeeds, someone else is chosen for the next round. If he doesn’t, then he is the detective again. It’s okay if other players know who the frog is. 22 22. SMILE TOSSER: Players can sit in circle or through out the room as long as everyone can see each other. All players are to keep a straight somber face while one person that is chosen to be the Smile Tosser, smiles. No one is allowed to make any noise. The Smile Tosser will smile a big smile at all players one at a time - trying to get them to crack a smile or laugh. If anyone smiles or laughs they become smile tossers also. The Smile Tosser can wipe off his smile with his hand and throw it to another player if he wishes. The receiving player will put on the smile and be the new Smile Tosser. You can set a time limit on how long your Smile Tosser is allowed to keep his role. 23. BLOB TAG: One person is it. Each person she tags joins hands with her as they continue to tag other people. The “it” group continues to grow as they tag more people until one is left. That person is the new “it.” 24. FOOTHOLD: Split the group into two teams. Define a start and finish line. Both teams must move from the start to the finish line in the following manner: Only one person has both feet on the floor. Everyone else on the team has one foot on the floor and the other held up by the lone biped. The winning team crosses the finish line first. 25. MINUTE MYSTERIES: One of the leaders describes a situation with little detail. The group members must discern what transpired to cause the described situation by only asking yes or no questions. 1. A woman lives on the top floor of a high-rise building. Every day she takes the elevator to the ground floor to leave the building for work. Upon her return home, she will take the elevator to the top floor on rainy days. On clear days, she will take the elevator halfway up and walk the remaining flights of stairs to her apartment on the top floor. Why? The woman is very short. She carries an umbrella on rainy days, and is therefore able to reach the top button in the elevator. On clear days she has no umbrella, and therefore is only able to reach halfway up the panel of buttons in the elevator. 2. A man is lying dead in a bar surrounded by 53 bikes. What happened? The man was playing cards (with Bicycle brand cards) in the Wild West. He cheated (hence the 53 bikes) and was shot by another card player. 23 3. A man is lying dead in the middle of a field. He is wearing only his boxer shorts and is clutching a straw. What happened? The man was part of a group of people in a hot air balloon, which was about to crash. The passengers dumped as much weight as possible (including their clothes) to no avail. They drew straws (taken from the basket of the balloon) to decide who would jump from the balloon to dump more weight. The man in the field is the passenger who drew the shortest straw. 4. Batman and Robin are dead on the floor of a room in a puddle of water. There are shards of broken glass all around them. What happened? Batman and Robin were goldfish. Their bowl was knocked off the table by an earthquake. The bowl broke and the fish died. 26. ARM IN ARM: This energizer looks at the idea of cooperation vs. competition…but don’t tell your group that until they have completed the activity. Have participants pair up and stand on opposite sides of a table facing each other. Have one person put his hands out, left palm up and right palm down. Have his partner do the opposite so that their palms are touching. The goal for each participant is to touch his partner’s knuckles to the table as many times as possible by pushing down with his right hand. (Usually pairs will compete with each other directly rather than cooperate. Use this to bring up discussion.) 27. LEG BALL CIRCLE: Have the group sit in a tight circle with legs straight out pointing to the center. Each participant must have her hands on the floor behind her, palms down. A ball is placed in the lap of one participant and must be moved around the circle. Participants must keep their heels and hands on the floor. The ball is not allowed to jump over anyone. Have the group set a time goal for successful completion. Add another ball and have it travel in the opposite direction for an added challenge. 28. TRIANGLE TAG: Split the group up into fours. Three of the four people join hands to form a circle (or triangle, I suppose) and one of the three people is the chosen one. The fourth person must then tag the chosen one while the circle protects the chosen one by moving in any way necessary. 29. BIPPITY BIPPITY BOP (Make an Elephant): The group stands in a circle with one person in the middle. That person closes her eyes and spins in a circle saying “bippity bippity bop”. When she says “bop,” she stops spinning and points to the person in front of her. That person and the two people on either side of him must make an elephant as quickly as possible. The middle person is the trunk, the people on either side are the ears. 24 30. TOUCH MY CAN: All participants must touch a can with only one finger at the same time. Works best with larger groups and smaller cans. Add a challenge by having all participants stand only on one foot. 31. PULSE: Split the group into two teams. Have the teams hold hands and sit in two lines facing each other. At one end, a non-participant is flipping a coin or rolling a die. The two people at that end of each line have their eyes open. All other team members have their eyes closed. At the other end is a ball, set on the floor equal distances from the two people at that end. When the coin lands (or the die rolls) on the desirable outcome, the open-eyed end folks squeeze the hand of the person next to them, starting the pulse. That signal is sent down the team lines by hand squeezes (no talking, eyes still closed). Once the last person feels the pulse, she grabs the ball. 32. ELBOW TAG: An even number of people is required. Everyone partners up and hooks an elbow with her partner. Have the pairs spread out in the space. Each person in the pair must put his free hand on his hip. Select one pair at random to unhook elbows. One person of that pair is it and must tag the other person, who runs away and may hook elbows with any pair at any time. The person on the free end of the newly formed trio must then unhook and run away from the “it”. 33. TWO TRUTHS AND A LIE: Each member of the group comes up with three statements about himself, two of them true, the other false. He then presents them to the group. The group will then decide which of the three statements is untrue. A great get-to-know-you activity. 34. ZAPPER LOOK: The group sits in a circle with heads down. At once, everyone looks up at one person. If two people are looking at each other, they say each other’s first name. The slower person is out. Repeat. 35. BITE THE BAG: The team is instructed to form a large circle. The facilitator then places a brown grocery bag in the center of the circle. Each member must pick up the bag with his/her teeth while standing on one foot with both hands held behind his/her back. After the entire group has successfully completed this task, the facilitator cuts one to two inches off the top of the bag. If a team member touches the floor with his/her foot (or any other part of the body), the member is disqualified. After each round, more of the bag is cut. The last team member who successfully picks up the bag without falling, wins! This exercise, similar to a reversed limbo contest, can be a lot of fun and a great icebreaker for new team members. 25 36. CATCH ME IF YOU CAN: Players should be paired up. All players divide into two lines (facing in) shoulder to shoulder, with partners facing each other. Participants should be given approximately 30 seconds to look at their partners, taking in all details about the individual. The leader then instructs the two lines to turn and face away from the center. One or both lines has 15-20 seconds to change something about their appearance (i.e. change a watch to different wrist, unbutton a button, remove a belt, etc.). The change must be discrete, but visible to the partner. The players again turn in to face each other and have 30 seconds to discover the physical changes that have been made. Players get to interact with each other and have fun! 37. HUM THAT TUNE: Each person in the group is given a small piece of paper with the name of a nursery rhyme or other song written on the paper. (i.e. “Row, row, row your boat,” “Rock-a-bye baby,” etc.) All of the people who are given the song must hum that tune and fine everyone else singing the song. They then form a group. 38. SOLEMN AND SILENT: The instructor explains that this exercise will take self control. Members pair back to back. On the count of three, everyone must face their partner, look each other in the eyes, and then try to remain solemn and serious. No speaking! The first to smile or laugh must sit down. All who remain standing then take a new partner and the activity continues until only one person has not smiled or laughed. (Second round of playing can involve two teams competing to outlast each other.) If you get a pair at the end who are both keeping a straight face, the rest of the group can act ask hecklers to disrupt them. 39. LINE UPS: Have the group line up in order of birthday, alphabetical by name, etc. Up the ante by doing this mute, blindfolded, or perhaps both. 40. PRUI: Everyone stands in a group, closes their eyes and starts milling about. When you bump into someone, shake their hand and ask “Prui?” If the person asks “Prui?” back to you, then you have not found the Prui. Keeping eyes closed, continue milling until you bump into another person and repeat the handshake/Prui process. As the group continues, the facilitator whispers to one of the participants that she is the Prui. This person opens her eyes. When someone bumps into her and does the handshake/Prui process, she does not respond. Thus, the person inquiring becomes part of the Prui by opening his eyes and clasping hands with the original Prui (a line of people holding hands). Make sure to thoroughly explain the directions before you begin. 41. TEAM ROCK PAPER SCISSORS: Split the group into two teams and have them sit in two lines. Each person should be facing one (or two, if you have an odd number of people) person from the opposite team. At once, everyone faces off in the rock, paper, scissors fashion. The loser in the face-off moves to the other team. Repeat and continue as long as you wish. 26 42. BLACK MAGIC: Two leaders conference secretly before the group meets. The group then sits in a circle and one of the leaders leaves the room. The group quietly chooses an object in the room and the person outside the room must figure out what the chosen object is. The outside person is then invited back into the room and the other leader points to an object and asks “Is this the object?” Because of the initial conference, the outside person knows that when the other leader points to a BLACK object in the room and asks “Is this the object?” the NEXT OBJECT is the chosen one. 43. STORY LINE: The group sits in a circle. The first person starts telling a story…but only one sentence. The next person continues the story with another sentence and so on. Continue until everyone has gone at least once and the story comes to an end. 44. WARP SPEED: A fast version of the group juggle…group stands in circle, one person has a ball. Throws to some one and says “Hi (catcher’s name), I’m (thrower’s name).” Repeat until the ball is thrown back to the starter. For Warp Speed, see how fast you can go, throwing the ball in the same order. If you aren’t learning names, do it silently. 45. UP CHUCK: Participants stand in a circle, each holding a balled-up piece of paper. At the same moment, everyone throws her paper into the air. The goal is to have each person catch one paper (that is not his). 46. CIRCLE THE CIRCLE: The entire group forms and circle and holds hands. A hoola hoop is placed between two people (so that the hoop is part of the group). The object is to pass the hoola hoop around the circle as quickly as possible. Try two of three times, with the goal of decreasing the time that it takes to complete the task. 47. HEY CAPTAIN: One blindfolded person sits in a chair in the middle of the circle. A participant in the circle states "Hey Captain ...(adds a line such as "what time is it" or "when is the ship leaving?" The blindfolded student guesses who belongs to the voice. Once guessed, that person becomes the blindfolded captain. 48. QUESTIONS: Participants stand in a circle. The first person begins by turning to his right and asking a question…any question (that is appropriate). That person then turns to her right and asks a DIFFERENT question and so on. A question may not be repeated, and there must not be a pause between questions, otherwise the offending participant is out. 49. BACK TO BACK: Every group member must find a partner of approximately equal height and weight, if possible. The partners will lock arms with their backs to one another. With arms remaining locked at all times, the partners will sit down on the ground, kick their legs out straight, and try to stand back up. Then groups of four will try the same thing. Then groups of eight, sixteen, and eventually, the entire group together. This is the perfect activity to begin a trust sequence. 27 50. CHALKBOARD SENTENCES: This exercise asks the participants, working in teams, to race against one another to formulate a sentence to which each team member has added a word. The facilitator begins by explaining that the participants will be competing to see which team is the first to complete a group sentence. Next, the participants are asked to divide into two teams. If the group contains an uneven number, one participant may compete twice. The group leader sets up blackboards or newsprint for each team. The teams then are to line up 10 feet from their board. After giving the first person in each team’s line a piece of chalk or marker, the leader explains the rules of the game. The rules are as follows: Each team member is responsible for adding one word to the sentence. The players take turns; after they go to the board and write one word, they run back to give the next player the marker, and then go to the end of the line. (The sentence must contain the same number of words as there are members on the team.) A player may not add a word between words that have already been written. The group leader may wish to process the activity with a discussion on the most serious aspects of the exercise (i.e. the value of anticipatory thinking, the individual cooperating in a group task, etc.). 51. HA, YUK, HAR, TEE HEE: Stress that this is a very serious energizer. The group stands in a circle and the first person says HA (or YUK, HAR or TEE HEE). The second person says HA twice, the third says HA three times, etc. Start over if some one says the wrong number of HA’s or if anyone laughs. 52. WALK & TALK: On the signal “Walk”, everyone walks around in the room. When the leader says, “Talk”, participants stop and talk to the closest person about the topic the leader gives them to discuss. When the leader says, “Walk”, they continue walking. 53. THE LAST WORD: The participants should stand in a circle. One participant moves and stands randomly in front of another. He/she makes a statement (e.g., “It is such a lovely day”). The person spoken to will move to another person and make a statement starting with the last word in the statement he/she received (e.g., “Day one of the course was very tiring”). Each participant takes turns to ensure that everybody gets a chance to participate. 54. FOLLOW THE LEADER: The participants sit in a circle. One volunteer leaves the room. One of the circle-sitters is secretly appointed the leader. That person then begins an action while seated (clapping hands, stomping feet, etc) and the others do the same action. The volunteer is then invited back into the room and asked to guess who the leader is in 3 tries. The leader is allowed to change the action at any time, and all others must follow that action. The leader and followers should change their action in a manner that makes it difficult for the volunteer to identify the leader. 28 55. INNY/OUTY: The participants form two circles, one inside the other. The inner circle faces the center of their circle, the outer circle faces out. A ball is given to a member of each circle. On command, the circles hand the ball around their circle. The circle to send their ball all the way around three times is the winner. 56. LADDER: The participants sit in two lines facing each other. The bottoms of each person’s feet should be in contact with the bottoms of some one else’s from the opposing line. Each pair is then given a number. When the facilitator calls the number of a pair, the two participants get up run to the top of the “ladder”, around the outside and then back up the middle to their original spot. 57. DRAGON TAIL: Split the participants into two teams. Each team should join hands. The person at one end is given a long piece of fabric that serves as the tail of the dragon. The person at the other end is the head. The object is for the head of one dragon to grab the tail of the other without a break in the chain of hands. 58. BRIDGE BALL: Players are in circle formation, facing in. Each is in wide straddle step with the side of the foot against the neighbors. The hands are on the knees. Two balls are used. The object of the game is to throw one of the balls between the legs of any player before they can get their hands down and stop it. Each time the ball goes between the legs of an individual, a point is scored against that individual. The players having the least points against them are the winners. Be sure the players catch and roll the ball rather than bat it. Players must keep their hands on their knees until a ball is thrown at them. Once mastered, a variation can be played. Variation: Player is in the center with a ball and is it. The other players are in the same formation as above. One ball is used. The center player tries to roll the ball through the legs of any player he or she chooses. They should fake their intent, using feints and changes of direction. Any player that allows the ball to go through their legs becomes it. All players start with hands on knees until the ball is thrown. 29
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