Kp Energizers

the tempo starts slow and ends in a loud outburst of a team MAAZOOKA ---

Learning Objective: time management Activity Category: Energizer Time Available: 10 minutes Space: large classroom, fits 45 students Explanatory Notes: an energizer activity right after a short break. It is for approx. 45 students already divided up into six groups. Activity Instructions:

  1. Provide your students each with the attached "Quick Draw! page 1" face down. [Download the Quick Draw! pages as a pdf file here]
  2. On your signal, all students turn over their pages and attempt to circle the numbers is numerical order, i.e., 1,2,3,4,5…. They will have 30 seconds to do so, and they must do so in silence. Any questions? Ready, set, go!
  3. At 30 seconds, tell the students to stop but keep their pages face up. Ask the students to add up and tally their combined scores within their small groups. Poll each small group as to how many numbers total each group was able to circle within the given time frame. Now ask them to study their pages, and discuss within their teams how they might improve their scores. After a minute or so, ask the teams to share their strategies with the larger group. The key item that they need to realize here (or that you should point out, if they fail to voice it) is that there is a pattern to the layout of the numbers. 1What might that be? So how might you improve your performance in these kinds of tasks?
  4. Provide your students with the attached "Quick Draw! Page Two" also face down. Instructions are the same as in the first round. Any questions? Ready, set, go!
  5. After 30 seconds, have students stop, tally and total their scores in small groups, and compare their first and second attempts. What you should see is that, even though the layout of the numbers on "Page Two" was in a different pattern, students performance should have improved because they invested the time, even when the clock was ticking, to look for patterns and to come up with a plan2.
  6. If the second round didn’t work as you expected, i.e., scores did NOT improve over the first round, then don’t start the discussion here. Ask them to study their sheets silently to discover the pattern. Conduct a third round using the same "Quick Draw, page Two" sheet so that they are dealing with a known pattern, but this time ask them to mark an "X" over each number. Performance will definitely improve, and you can then make the case about investing time up front in looking for patterns and planning ahead.
  7. Pairs Tag - What: A wonderfully active way to begin a workshop or raise sagging energy. Loads of fun! Group Size: Depending upon available space, from ten on up. Time: For both variations, 10 minutes. Can be done in as little as five. A "quick hitter." Props: None, except open space. Instructions: Instruct each participant to find a partner and go stand by him/her. Explain that as a group, we are going to play a game of tag, with three significant modifications:

  8. one-half of the participants in the room, or one person in each pair, is IT;
  9. each IT is only chasing after his/her own partner; and
  10. there is NO RUNNING - this is a "walking only" game. When any IT tags his/her partner (gently above the waist and below the neck in non-sensitive areas), the tagged individual must spin around in place two times - this avoids endless "tagbacks" - and then give pursuit to his/her partner.

Facilitator Notes:

  1. Although participants will initially forget that the game is "walking only" or will creatively reinterpret what the word "walking" means, verbally remind participants throughout play to walk. If necessary, use the STOP word.
  2. All tags should be above the waist and below the neck for safety.
  3. Position yourself in the exact middle of the playing area. Participants will begin to "swirl" around you as the pivot point. This allows for good game play even given a small space. In fact, this game plays best with lots of participants in relatively small spaces. Lots of ducking and hiding behind others.
  4. Before playing Pairs ask if anyone in your group has had any shoulder injuries. If so, they may want to hold hands with their partner or sit this one out.
  5. MASSAGE - For understanding -the definition Massage (derived from the French massage "friction of kneading," possibly from Arabic massa "to touch, feel, handle" or from Latin massa "mass, dough" [1][2][3]) is a treatment and practice of manipulation of the soft body tissues with physical, functional, i.e. mechanical, medical/therapeutical, and in some cases emotional purposes and goals.[4] The massage is a manipulation Create the calming atmosphere, of a forest per say, or a buddhist temple silence and serrenity is key for this, important refresher course in the technique of applying correct pressure to muscle relief-

The muffin man The muffin man is an energizer and these are the rules: -people gather in a circle -one is in charge, goes to the middle and then walks to a person, beginning to dance and chant:

-the person replies and becomes in charge as well

-this keeps on going until everyone is infected and there is no circle

The melody is found here http://www.chinababy.com/china.portalmng/userinterface/portal/upload/2007427162024410.swf

Gunvor name game -people gather in a circle -everyone picks an animal or other pseudonym and in clockwise turns people walk to the middle, mention their association and act it before walking back -afterwards one person at a time stands up saying all the names in a row

Spin the bottle Spin the bottle is a party game in which several players sit in a circle with an empty bottle in the middle. The game starts with one player in charge. This player mentions a challenge and then spins the bottle. The player to whom the bottle points must take on the challenge and will afterwards be in charge.

Homebase: KpEnergizers (last edited 2007-10-22 11:21:48 by EsbenValløe)