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| Best
of Energisers and Pacechangers 100 fun and quick activities for getting and keeping participants in a great learning state! | ||
| 1: Mexican wave | ||
| Great fun, and effective as an energiser or a pacechanger. Most participants will be familiar with the Mexican wave, but it takes teamwork and practice to reach the maximum speed. | ||
| 2: Mind-reader | ||
| Participants use mental arithmetic and quick thinking to answer this brain-teaser. A trainer-led activity that may surprise. | ||
| 3: Flipchart islands | ||
| A lively way to relieve tension. Participants compete to escape shark-infested water and reach the safety of a dwindling number of islands. | ||
| 4: The blind men and the elephant | ||
| This activity highlights the importance of having a full
and accurate picture before reaching a conclusion. Participants listen to a poem based on a Hindu fable; it is amusing but it certainly makes the point. | ||
| 5: Spy master | ||
| Participants work in teams to prepare a route to allow their spies to rendezvous. This enjoyable and absorbing activity highlights a wide range of skills. | ||
| 6: Team identity | ||
| This practical and creative activity encourages team building and competitive instinct. Participants work together to create an identity and logo for their team. | ||
| 7: Pass it on | ||
| A fun energiser using different motor skills, this is a version of the well-known party game Îpass the parcelÌ. Participants pass a bag without using their hands, but can they guess what it contains? | ||
| 8: The dog, the rabbit and the carrots | ||
| An enjoyable mental energiser that will test participantsÌ teamwork against the clock. They must think creatively to solve this version of the classic river crossing problem. | ||
| 9: Move your feet | ||
| This short activity calls for creativity and staying power.
Participants stand face to face, hands palm to palm, with
their partners; but can they make them move their feet? | ||
| 10: How the robin got his red breast | ||
| Participants listen to a well-known story and look for
parallels their own organisations. A thoughtful activity that is ideal for changing the pace of a training session. | ||
| 11: Brainteasers | ||
| A series of word puzzles that can be solved only by
creative thinking and looking at things in a different light. An ideal energiser for individual or team work. | ||
| 12: Water torture | ||
| Participants need creativity and teamwork to solve this
tricky brain-teaser. It involves filling a container with a specific amount of water; there is no direct way of measuring, but it can be done. | ||
| 13: Battleships | ||
| An excellent activity for changing the pace of a training session. Most participants will be familiar with this game which can be played in pairs or teams. | ||
| 14: Magic trick | ||
| In this activity, participants work in pairs or small teams to solve a magic trick. An effective energiser that calls for creative thinking and ingenuity. | ||
| 15: People letters | ||
| A fun energiser that should cause some amusement. Participants work in teams and each team has to make a word, spelling each letter by representing it with their bodies. | ||
| 16: Relaxation | ||
| Participants are guided through a short relaxation
exercise, allowing them to return to the task in hand calm and refocused. An excellent way to change the pace or relieve tension. | ||
| 17: Exotic fruits | ||
| This fast-moving game will test quick thinking and
memory. Participants each choose the name of an exotic fruit; but can they remember whoÌs who? An excellent pacechanger at any stage of a training session. | ||
| 18: Laughter | ||
| Laughter is infectious and a great tension reliever. Participants may be slow to start but will soon join in. A brief and hilarious energiser! | ||
| 19: Tented city | ||
| A fun activity to develop participantsÌ verbal
communication skills. One team member is blindfolded and asked to construct a paper tent, guided by instructions from the rest of the team. | ||
| 20: Emergency rescue | ||
| This activity highlights the various skills needed to run
and contribute to a successful planning meeting. Participants represent the emergency funding committee of a major hospital; their task is to decide areas for cutback. | ||
| 21: Add a letter | ||
| Participants are asked to solve some brain-teasing word puzzles. Can teamwork improve the process? | ||
| 22: Music energiser | ||
| Music is a wonderful energiser! Teams of participants compete to identify well-known songs. | ||
| 23: Bingo | ||
| In this version of the game, participants aim to place as many of the same numbers in a row as possible. An enjoyable test of decision-making skills. | ||
| 24: Rabbits | ||
| A fast-moving, fun activity that takes participants back to a childhood action game. This amusing energiser leads to a discussion of the role of fun and humour in the workplace. | ||
| 25: The tale of the crab and the fishes | ||
| Participants work individually to solve a series of riddles,
but discover that they need to pool their resources to find the final solution. | ||
| 26: Tower of pegs | ||
| A creative energiser that calls for teamwork to solve a problem. Working against the clock, teams of participants compete to build the tallest tower. | ||
| 27: Problem solving | ||
| In real life, this activity would be a nightmare! Can
participants work as a team to solve this motoring problem and get their vehicle back on the road? | ||
| 28: Creative quiz | ||
| A fun way to test creativity. Participants work in small teams to solve word puzzles. | ||
| 29: Relaxation technique | ||
| A calming activity to clear the mind and body of tension. Participants sit comfortably as the trainer guides them through simple mental and physical relaxation exercise. | ||
| 30: Practice makes perfect | ||
| Participants work in teams to make the longest paper chain
of words; a practical task with a competitive element. This is an ideal activity to emphasise task management and continuous improvement. | ||
| 31: Pairing syllables | ||
| In this word game, participants are asked to pair syllables to make two-syllable words. Can they remember their answers or would pen and paper help? | ||
| 32: Mummy | ||
| Working in teams of three, participants use a roll of toilet paper to wrap one team member to represent a ÎmummyÌ. Teamwork and cooperation are required; if the paper is broken, the team is disqualified. | ||
| 33: Working in style | ||
| This activity can be introduced at intervals throughout a training event. Participants speak for 1 minute on a given topic and in a given style. An effective pacechanger that encourages selfconfidence. | ||
| 34: Team performance | ||
| A lively and potentially hilarious activity to develop self confidence and presentation skills. Participants put on an audio and visual performance with a nautical theme. | ||
| 35: Stress management | ||
| Participants try out three different techniques to combat stress at work. An excellent activity for relieving tension and changing the pace of a training session. | ||
| 36: Human table football | ||
| This activity is a fun way to emphasise the importance of teamwork.
Participants form two lines facing each other for a game based on table football. | ||
| 37: Objective setting | ||
| An enjoyable game that calls for imagination and diverse skills. Participants work in teams to set objectives for each other to achieve, using only flipchart paper and coloured marker pens. | ||
| 38: On tap | ||
| Test participantsÌ sensory acuity and attentiveness for developing personal awareness to physical communication and team spirit. | ||
| 39: North, south, east or west? | ||
| Confusion reigns as participants attempt to follow the
trainerÌs ambiguous directions. What a difference a compass can make! An amusing energiser that brings out the importance of setting clear objectives. | ||
| 40: Fruit salad | ||
| A lively energiser that creates a fun atmosphere. This is a version of the childrenÌs party game of musical chairs, but with a difference; all the participants remain in the game. | ||
| 41: Thirty-second sound bites | ||
| An activity that can be used at intervals throughout a
training session to increase self-confidence and presentation skills. Participants are given a topic and asked to give a 30-second talk. | ||
| 42: YouÌre having a laugh! | ||
| Laughter is excellent therapy! In this activity, each participant in turn attempts to keep a straight face while a colleague tries to make them laugh. | ||
| 43: Hole in my bucket | ||
| Participants work outdoors to achieve this team challenge. A fun energiser involving creative problem solving and quite a lot of water! | ||
| 44: Rope tricks | ||
| An absorbing energiser with a competitive element. Participants work in teams to create as many words as possible using a 5-metre length of rope or string. | ||
| 45: Stepping stones | ||
| An active way to relieve tension. Participants work together to get every member of their team safely across the river. | ||
| 46: Mr Smiley | ||
| This activity may produce amusing results. Working in pairs, one participant follows their partnerÌs instructions to draw a smiley face. A simple task, but they must do it with their eyes closed. | ||
| 47: Flipchart charades | ||
| A fun and fast-moving competition for teams of participants. Using
only pictures and symbols, one member of each team communicates a given message to the others. | ||
| 48: One to ten in Japanese | ||
| An excellent activity to energise a group. Using sounds and actions, participants learn to count in Japanese. | ||
| 49: Mirroring | ||
| A practical exercise to highlight non-verbal communication.
Participants work in pairs, but only one partner in each pair knows the objective of the exercise; an excellent way to demonstrate the phenomenon of mirroring. | ||
| 50: Strange shapes | ||
| Participants work in teams, and in silence, to solve a problem, but discover that collaboration between the teams will be necessary. An energiser that brings out the need for trust and clear communication. | ||
| 51: The power nap | ||
| This is a very effective activity to use after a lunch
break. Participants go with the natural flow and take a 5-minute power nap followed by some shaking around to music or with musical instruments. | ||
| 52: Valuable words | ||
| A competitive word game to test participantsÌ staying power. To stay in the game, they take turns to make three-letter words that must continue a numerical sequence. | ||
| 53: Message in a bottle | ||
| Participants work in teams to decide how to retrieve a message from a bottle that is in a prohibited zone. A fun energiser with a competitive element; the first team to decode the message wins. | ||
| 54: The jug | ||
| A quiet activity, ideal for changing the pace of a training session. Participants may have heard this story before, but the plenary discussion that follows gives them opportunity to explore its implications. | ||
| 55: Fox and geese | ||
| Participants need planning skills and staying power to win
this chequer-board game. Can the fox pass the line of geese, or will the geese trap the fox? | ||
| 56: The young alchemist | ||
| An excellent activity for changing the pace of a training session. Participants listen to a thought-provoking story that enables discussion on a range of themes, particularly communication and people-management skills. | ||
| 57: What do we delegate to whom? | ||
| Participants work in pairs or small teams to prepare an induction programme for nine new employees. An exercise in planning and delegation, this activity requires time-management and organisational skills. | ||
| 58: Circulate | ||
| A lively activity for which participants need negotiating
and planning skills. They work in teams to create a circular track around which a marble can travel, but first they must barter for materials. | ||
| 59: Paper cups | ||
| An exercise in communication that calls for active listening and effective questioning. Participants are asked to reproduce a design that only one of member of the team has seen. | ||
| 60: All change! | ||
| This activity is a search for information concealed in the housemove plans of several people. Participants work in teams, against the clock. A variety of skills are needed, particularly leadership, task management and the ability to manage change. | ||
| 61: Symbolic values | ||
| In this activity, participants work individually to solve a numerical puzzle. The first to finish is the winner. | ||
| 62: Super team! | ||
| An enjoyable but highly competitive activity that highlights a range of leadership and team-building skills. Participants are awarded points for each success and try to achieve 100 within a tight time frame. | ||
| 63: Move along the coach | ||
| This exercise in teamwork brings out leadership and empowerment skills. Participants imagine they are travelling by coach; an exit door jams and they are no longer seated in the right order to get off the coach. | ||
| 64: Internet research | ||
| An excellent activity to change the pace of a training session.
Participants use the Internet to verify their answers to a list
of questions. | ||
| 65: Draw what I say | ||
| Participants are asked to follow verbal instructions to draw a picture, but no questions are allowed. An activity that may produce hilarious results! | ||
| 66: What do these numbers mean to you? | ||
| This activity is a brain-teaser against the clock. Participants are shown a number and told that they will all be able to relate to it. Their task is to explain why. | ||
| 67: Work it in | ||
| Working in small groups, participants engage in conversation and try to introduce given words and phrases. An excellent energiser that also develops communication skills. | ||
| 68: Crickets in New York | ||
| Change the pace of a training session with the story of a Native American amidst the rush and noise of New York. This activity is ideal to promote discussion on a range of business skills. | ||
| 69: LandÌs End to John OÌGroats | ||
| Team communication is an important element in this
absorbing energiser. Each team of participants represents a group raising money for charity by travelling between LandÌs End and John OÌGroats by the most cost-effective route. | ||
| 70: Consecutive squares | ||
| A fun activity with an element of competition. Participants work in teams to solve a grid puzzle. | ||
| 71: Word search | ||
| Teams of participants compete to find as many words as possible within one long word. | ||
| 72: The metaphor game | ||
| A team game where participants guess the identity of a colleague from clues that are all metaphors. This activity may allow them to see how they are perceived by others! | ||
| 73: Smiling | ||
| This brief activity asks participants to make each other smile just by smiling at each other. An enjoyable exercise that really works; effective as an energiser or as an icebreaker. | ||
| 74: Cascading words | ||
| Participants work in teams to make a cascade of 25 words. The first team to complete the task correctly is the winner, but this calls for accuracy under pressure. | ||
| 75: Number crunching | ||
| In this mental energiser, participants are asked to solve a series of brain-teasers involving numbers and related words. A timed exercise that brings out creative thinking and teamwork. | ||
| 76: Star numbers | ||
| In this activity, participants work individually or in teams to solve a numerical puzzle. The first to finish is the winner. | ||
| 77: Square dance | ||
| A lively energiser to relieve tension and restore focus. This classic square dance movement calls for concentration, and knowing left from right! | ||
| 78: Witches, giants, goblins | ||
| Participants play five rounds of this hilarious game to find a winner. In each round, they choose to be witches, giants or goblins and must perform the appropriate sounds and actions! | ||
| 79: Word stairs | ||
| A fun way to assess team working and assertiveness. Teams compete to build the longest word stair; all words start with the same letter, but each word must be one letter longer than the previous word. | ||
| 80: Three words | ||
| In this energiser, participants have 10 minutes to solve a word
puzzle. They work individually to rearrange three-letter combinations to make three English words. | ||
| 81: Pass the ball | ||
| A lively way to review learning. Participants must answer a question correctly to stay in the game. | ||
| 82: WhatÌs on top? | ||
| This brief activity allows participants to talk about the concerns that are uppermost in their thoughts. A powerful way to clear the mind and restore concentration for the task in hand. | ||
| 83: Origami | ||
| A fun energiser thatÌs very easy when you know how! Participants will have to think creatively to find the solution to this paper puzzle. | ||
| 84: Tension reliever | ||
| Participants learn to massage each otherÌs shoulders in this practical
exercise. An excellent activity to relieve tension and manage stress. | ||
| 85: Managing your time | ||
| An absorbing activity where participants work in small teams to prioritise an account managerÌs activities for the following week. Excellent for developing organisational and time-management skills. | ||
| 86: Word teasers | ||
| In this activity, participants need to think creatively to find hidden words and phrases in a series of word puzzles. ItÌs easy when you know how! | ||
| 87: Observation | ||
| This is a test of observation and memory. Teams of participants are given 1 minute to study a Lego* tower before working to produce a replica. | ||
| 88: Boxing match | ||
| Participants work in pairs to join up dots on a grid to form squares. A simple game that calls for clear decision making and will bring out their competitive instinct. | ||
| 89: Word grid | ||
| A competition against the clock. Which participant can make the most words from a given grid of letters. | ||
| 90: Odd one out | ||
| Successful teamwork is the key to this activity. Participants are given 1 minute to pair off words and finds the odd one out. | ||
| 91: Apples and oranges | ||
| This fun energiser creates the atmosphere of a party game but raises important issues for inter-group relationships. A practical and different activity that may produce a few surprises. | ||
| 92: Consecutive letters | ||
| An enjoyable activity that will assess delegation and taskmanagement skills. Teams compete to produce the longest list of words containing two consecutive letters in alphabetical order. | ||
| 93: Lemon story | ||
| A mouth-watering exercise to illustrate the power of the mind. Participants listen to a short story and find themselves transported to a sunlit lemon grove. | ||
| 94: Connecting words | ||
| In this activity, participants need quick thinking to complete a word game in just 30 seconds. A fun way to explore working under pressure. | ||
| 95: Triggering | ||
| An activity that is very effective for managing stress and changing the pace of a training session. Participants learn a powerful technique for remaining calm and in control in difficult situations. | ||
| 96: No ÎAÌ | ||
| Working in pairs, participants read a short piece of text and are asked to decide what makes it unusual. They will need to think creatively to find the correct answer. | ||
| 97: Batons and balls | ||
| An excellent activity to energise or relieve tension. Participants form teams to race against each other with improvised batons and balls. | ||
| 98: The gugulunga tree | ||
| Change the pace of a training session with this folk tale from Africa. A memorable story that enables discussion on the pros and cons of delegation and the importance of staying focused on the job in hand. | ||
| 99: How many squares? | ||
| This activity is a visual challenge that requires participants to think creatively to find the solution. | ||
| 100: Creative leap | ||
| An enjoyable word game in which participants are given two unrelated words and asked to make a connection between them. This requires two creative leaps, finding two new words to make the link. | ||
504 pages, with 101 OK to copy pages.