Rock-Paper-Scissors CONGO - NBPES



Scream, Laugh, and RunPHE Canada Conference, May 9-13, 2012 Halifax, Nova ScotiaDr. Sandra Gibbons, University of Victoria (sgibbons@uvic.ca)Partners & Small Groups:ESPPlayers: PartnersFormation:Start standing back to backStarting back-to-back, pairs turn around to face their partners and physically demonstrate one of the three gestures, aiming to avoid matching their partner’s gesture. Each partnership must identify their own three gestures (e.g. touch nose, hands over ears, prayer sign). Gestures must be something the players can do quick as they turn around. Then, on the count of three, each person turns around swiftly to face their partner whilst demonstrating/performing one of the gestures. The object of the games is to “read your partner’s mind” and NOT do the same gesture.TIE YOUR SHOESPlayers:PartnersFormation:Face to faceEach pair should have at least one person with tied shoes or the ability to borrow a laced shoe from someone else. The shoe(s) are untied, and the task is to re-tie the shoe(s). The problem is that each person in the pair can use only one hand.ANTONYMIn partners, each partnership decides on their own “antonyms” (e.g. hot/cold, night/day) and chooses to be one of the two antonyms. Split up the partners moving each to opposite sides of the gym. Partners put on blindfolds and turn in place three times. ON signal from leader, partners must call out their antonym and move to find their partner (may call antonym only). (Reminder of the “bumpers up” protective strategy for the blindfolded person)Rock-Paper-Scissors CONGOPlayers:Minimum of 10 people to 50Formation:Scattered formation in large open spaceIn scatter formation as individuals meet another they have a quick game of rock-paper-scissors (use the count of 1-2 and on 3 show your choice). Winning partners invite their opponent(s) to follow them ‘Congo’ style as they continue to play on, aiming to build the longest Congo line possible (Congo line means walking behind with left hand on shoulder of person in front). Once a player joins a line, she/he stays with that line for the remainder of the game. Person in front of line is the rock-paper-scissors player. Game is complete when there’s ONE large Congo line! Extension: Congo line walks in Congo rhythm.FIVE FINGER FLINGPlayers:In groups of 3 or 4Formation:Each group standing in small circleHave members of each group face one another – one hand behind their backs and the other in front, fist closed. At the count of “One, Two, Three!” group members each fling out zero to five fingers. The challenge is, without any talking, to have the combined fingers add up to a certain number, such as 13 (leader picks the number). It’s likely to take several “flings” before they reach the exact number. Reminder NO talking amongst group members.Large Group Scattered:ME YOU YOU MEPlayers:Minimum six, not more than twenty.Formation:Scattered.Whilst meeting each person, try to meet as many other people in the room. First person says his or her NAME, other person says his or her NAME, first person repeats NAME of second person, then second person repeats NAME of first person (e.g. Sandy says “Sandy”, John says “John”, then Sandy says “John” and John says “Sandy”) Sandy, John, John, Sandy. When you have completed this sequence move on to a new person.Extension:Instead of shaking hands, bow and say person’s name Japanese style.FREEZE FRAMEPlayers:Minimum of twelve people.Formation:Scattered formation.Group spreads evenly throughout open space. Ask group to wander aimlessly within the boundaries of the space, observing other people as they wander. No talking, touching, just wandering. Explain at any point any one or more people can choose to “freeze” their movement, remaining absolutely still. This will trigger everyone who observes this freeze to freeze his or her movements too. The object is for the group to see how long it takes the entire group to freeze. Hold the “group freeze” for a second or two then start wandering again.Extension:Change to a jog.FILL THE SPACEPlayers:Minimum of twenty peopleFormation:Scattered formation.Group spreads evenly throughout open space. Ask each person to slowly mingle and attempt to “fill the empty spaces.” No talking or touching. Next, ask each person to secretly identify someone on the other side of the space. That other person doesn’t know you’ve selected them. Then, keeping that person in mind, follow as closely behind that secret person as possible. Maintain a walking pace at all times. After a few minutes resume mingling, then choose a new secret admirer.Extensions:Secretly identify a person close to you, and then keep as far away as possible (within boundaries) from this player.AURA Players:Minimum of ten peopleFormation:Large open space, no obstaclesEveryone in the group find an open space in large room (gym). Then puts on blindfold. On signal, group members must “find” as many people as possible by “touching” bumpers (have players turn three times in place after they put on blind folds). Once a player finds a person, they move as a partnership to find more. Remember “bumpers up.” (Rule: NO verbal communication or stomping of feet/hand clapping etc. is permitted)PSYCHIC HANDSHAKEPlayers:Minimum of ten.Formation:Scattered.Decide on number of groups you want (e.g. groups of 4), and then ask each group member to think of a number (1 through 4). Also, have each group member to write number on small piece of paper and put in pocket. The goal of the task is to get in a group with all the same numbers by shaking hands with other group members. NO TALKING or otherwise communicating. Rule when shaking hands with someone…as soon as you have done your number of shakes you must immediately draw your hand away. Must shake simultaneously. Game is over when everyone thinks they are in the correct group.COWS AND DUCKSPlayers:10-50Formation:Start in circle, then scattered.Bring the players together in a fairly close circle. Each player has to decide whether he/she is a cow or a duck (and must not let anyone else know). Have the group move slowly outward ‘til they are scattered around the gym. Once scattered tell them to shut their eyes (tight) and put their bumpers up (hands up in front). The goal if for all each species to find and join others of the same species by linking arms. Each player must make the sound of his/her animal to locate others (remember eyes closed). The game is finished when all the cows and all the ducks have found one another.SLEEPERPlayers:10-50Formation:ScatteredSomeone is secretly chosen as the Sleeper who winks at the other players to put them to sleep. The group starts walking around the room looking into one another’s eyes. The Sleeper tries to covertly wink at people. When someone has been winked at, they do not immediately fall into a slumber. They was for at least five steps – to give Sleeper a chance to get away—before giving a loud yawn and stretch and drifting off to sleep by lying down on the floor. The group tries to catch and thereby stop the Sleeper. If someone thinks he/she knows who the Sleeper is, he/she announces loudly “STOP!” while raising his/her arm. When everyone has stopped, the accuser points out the Sleeper. If correct, the Sleeper falls asleep. If not correct, the accuser must go to sleep. The game continues until all are sleeping or the Sleeper is caught.NEGOTIATIONPlayers:Four groups of equal numbers Formation:Large open space.Separate group into four groups. Explain to each group to go to their own area (e.g. corner of the room) and secretly agree upon a group physical gesture (e.g. jazz hands). After a minute, have all groups return to the center and on “Go,” every group member simultaneously demonstrates the gesture while at the same time observing all the other gestures. Now the goal is to establish consensus by having all groups show the same gesture within the fewest rounds as possible. Each group goes back to their corner and decides which gesture their group will show and returns to the center. On “Go,” all players show demonstrate their gesture. Communication between groups is not allowed.FOUR CORNERSPlayers:5-50Formation:Large space, four designated cornersThere are four corners that players can go to, each of which will be clearly identified with a number, one to four. One player starts in the middle, closes her eyes, and counts slowly out loud to 10 while the other players quietly go to one of the corners. At that point, the person in the middle will call out the number of a corner. Everyone who is in that corner joins the middle person. One of them will be chosen as the new caller. The process is repeated until everyone is in the middle. The goal is to try to be the last one left in a corner. (Reminder: All players in middle must shut their eyes).CUNNINGHAMPlayers:5-50Formation:ScatteredCunningham is a game where all players but one start as seekers. What everyone is trying to find is the Cunningham, the thing that everyone blindly seeks. One person is anonymously and secretly chosen as the Cunningham. This can be done in a number of ways: have everyone shut their eyes and the leader quickly tags someone on the shoulder (to become Cunningham). Once Cunningham is chosen, have step back and fill in the space. On signal, everyone shuts their eyes, puts bumpers up, and starts walking slowly. When one person locates another person, they shake hands and one asks, “Cunningham?” if the other person answers “Cunningham!” then it is NOT the Cunningham. Only when you get no answer have you found the Cunningham. (Cunninghams are like that, they say nothing, so you know it is him or her). When you find Cunningham, you also now join hands, with and become part of the Cunningham, so that if someone shakes your hand now, you do not reply. The game ends when everyone has become part of the Cunningham.Circle Formation:LOOK UP AND SCREAM1.The group stands in a circle.2.Tell everyone to look down at someone else’s shoes. When you say, “look up,” they should look that person directly in the face.3.If that person is looking as someone else, nothing happens.4.If that person is looking directly back – making eye contact – then both parties act surprised by letting out a little scream or yell.5.Those who make eye contact then meet in the middle for a high-five and switch places.THE WIND IS BLOWINGParticipants stand in circle. One participant stands in the middle of the circle (“the wind”). The “wind” then says, “The wind is blowing for--------“ (and adds a descriptor) (e.g. “The wind is blowing for everyone born in 1982”). Those participants who match the descriptor must run to a new space while the wind is going to one of the open spots. The participant with no space is the new “wind.”ZIP ZAPPlayers:Minimum ten, up to fortyFormation:Circle, standing side-by-side.Stand in center of circle with group facing you. Approach someone in the circle, look then straight in the eye and “Zip!” At the same time, press your two hands together with fingers pointing to person (NOT like a gun). Person you point at must duck down. This action causes his/her neighbours to face toward the ducker. Both must make a duck bill movement (fingers pressed together and quick jab toward ducker) and side players yell, “Zap.” If ducker and Zappers respond quickly, without delay or error, they each survive to play another round. However, if the ducker doesn’t duck quickly enough, or one of the Zappers doesn’t perform a Zap movement or yell Zap, then Zipper takes their place. And new Zipper continues.Extension:Add several ZIPPERS. Change ZAP movement continuously.GROUP SPEED RABBITPlayers:Minimum of ten people.Formation:Form circle; side-by-side facing inwardFirst, establish three animal moves that must be created with three people (middle and two neighbours). Sample animals: (1) Rabbit: center person does rabbit teeth and puts both hands by mouth in “hopping action”, neighbours raise inside arms for ears; (2) Fish: center person pushes cheeks together to make fish mouth, neighbours must reach inside hand around centre’s head to form gills, wave in gill movement; (3) Elephant: center person uses both arms to do the trunk movement, neighbours make big arm movements for ears. Have group practice animals. Pointer in middle starts the game by pointing at an individual a calling one of the animals, trio must make animal as quickly as possible. If one of them makes an error or is too slow, they take the place of pointer. Championship round: Pointer starts same way, if first group is successful; they immediately point at an individual and call animal. Identified group must make animal before pointing group counts to three; successful continues, unsuccessful group sits down.Extensions:Experiment with other forms, such as famous people, machines etc. Add more animals.YURT CIRCLEPlayers:Minimum ten yurtsFormation:Circle formation, hold hands firmly.Group forms an even circle, and then firmly grasp wrists of their neighbours (make sure it is a comfortable grip). Stretch the circle out, not quite to its limits (arms fully extended). With feet together, on signal, everyone leans back slowly, while maintaining circle. Consider starting in small circles and gradually increase numbers in the circle.Extension:With even number of people, number alternately 1 and 2. On signal, 1 lean slowly INWARD, and 2 lean slowly OUTWARD. Must maintain circle with counter balance.Quiet Games:ABOUT NOWPlayers:Minimum of ten peopleFormation:Open area, players standing in random scattered positions.Start with all group members standing. With your stopwatch ready, instruct the group to sit down when they believe exactly two minutes has elapsed. There is no talking permitted during this exercise, and each individual assumes responsibility for when they believe two minutes has elapsed. Task is over when all group members have predicted the time by sitting down. Purely, out of interest let the group know who was the closest.Extension: Starting at end line of soccer field, (eyes closed facing opposite goal), walk until you think you’ve walked for one minute (outdoor activity)ZEN TO 30Players:Minimum of twenty.Formation:Open space (indoors or outdoors). Standing or sitting in random positions.The goal of the task is to number off consecutively from 1 to maximum number of the people in the group (e.g. 1 to 32). If two or more players call the same number at the same time, numbering starts over at 1. Each person must call out one number only. No group member is allowed to speak, other than to say one number. Have group members look down or close their eyes to reduce the opportunity to communication.Extension:In groups of 26, same task using letters of the alphabet.Most games from: Collard, M. (2005). No props –great games with no equipment. Beverly, MA: Project Adventure.Collard, M. (2008). Count me in – large group games that work. Beverly, MA: Project Adventure. ................
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