This
month: Name
Games
(We'll archive these next month)
1 Name and adjective
This game helps participants learn
names quickly by association. Gather the group into a circle facing
inwards, then tell them that each person will introduce themselves by
using their first name preceded by an adjective that starts with the same
letter (Alliteration), for instance Jumping Jason, or Howling Hanif.
Nominate one person to start off. This person steps into the circle, says
their name and steps back. Going clockwise, the next person steps forward,
says their name and also the previous name before stepping back. The
person following steps forward, says their name, and the previous two
names, and so on until everyone has had a go. This will get more
'interesting' as the game goes on.
2 Sharks
Gather a group into a circle facing
inwards. Hand a sheet of newspaper to each person and tell the group to
follow your movements carefully so as not to get lost, then rip your sheet
of paper in two, stand on one half, violently screw up the other half and
throw it into the middle of the circle. You now have a lagoon of
shark-infested water and everybody is living on their own little island in
the sea. This is an ordered society and everybody must live in
alphabetical order, so tell the group where A starts and ask them to
rearrange themselves by moving from island to island without falling into
the shark-infested waters. The group must devise an effective way of
finding out each other's names - this will probably be quite simply by
shouting them out - and moving to their places.
3 Name Graffiti
Something a little less crazy now!
This is for smaller groups. With the group sitting in a circle, place a
flipchart sheet and marker pen on the floor and ask everyone to sign their
name on it and then tell the group about their name. For instance: they
like their name or its short for something else or they name
means something specific.
4 Zombies
Gather the group into a circle
facing inwards, from where they introduce themselves. Now find a volunteer
to be the zombie, or Frankenstein's monster, and tell them to walk towards
a person in the circle. That person must point out another person in the
circle and shout out their name before the zombie gets them. If they shout
someone's name in time, the zombie will turn and head for that person. If
they don't shout out a name before the zombie gets them, they will become
the zombie. Great fun with a younger group or qualified youth workers (!).
Notes All the icebreakers are
designed to work with any number of people, although each will work better
in some contexts than others. Workers should choose the exercises that are
most appropriate to their group dynamic and the individuals within the
group.
Taken from: Treseder, P
(1997) Empowering Children & Young People - Training Manual,
London: Save the Children. To order a copy of this book, contact Save the
Children Publication Sales on 0207 703 5400 or visit http://www.oneworld.org/scf/
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