Inadvertently, a period of work has ended. Our work will have higher difficulty and higher work goals. For this reason, we need to plan well and write a planning book. I believe that writing a planning book is a headache for many people. Below is a group icebreaking activity planning book (5 general articles) that I compiled. It is for reference only. Let’s take a look. Group icebreaking activity planning book 1
1. Activity outline
1. Activity theme: "Ice-melting" sorority
2. Activity purpose: Under the guidance of the teacher Under careful leadership and with the active participation of students, in order to better enrich student life, more quickly integrate freshmen into the large group of the Student Union, and better carry out exchanges between various departments of the Student Union, This activity is specially carried out to promote mutual understanding among student union members.
3. Activity location: the fourth floor of the new cafeteria
4. Activity target: all students in the student union
5. Activity time: April 27, xx ( Friday)
2. Early preparations
1. The presidium is responsible for notifying the ministers of each department
2. The Propaganda Department is responsible for the layout of the venue, and the Literature and Art Department The sports department is responsible for the safety measures of on-site activities
2. Activity content:
1) The teacher (chairman) will speak first, and then the head of each department will introduce me one by one.
Then introduce the situation of his own department.
2) Grouping format: Randomly select numbers
Each minister serves as the captain of each team and is responsible for explaining the rules of the game and coordinating the work of the team. Members of the Communications Department are assigned to each group in random order and are also responsible for coordination.
Note: When the chairman introduces himself, complete the grouping situation and then introduce himself to each group in a group.
3. Activity games:
In-group games (using points system)
Game 1: Number counting rules:
1. Two people from each group form a circle on the stage, with the two people in each group spaced apart (not allowed to be next to each other);
2. The host randomly writes down any number from 1-100 A number, not disclosed; one person in the first group will start to guess the number written by the host, and then the host will prompt whether it is higher or lower, and the cycle will be clockwise, and the next person will continue to guess according to the host's prompts until Until you guess right.
This game is played 12 times, 10 points each time
Performance link: Song "Under Mount Fuji" Performer: Wang Xiaobo (Propaganda Department)
Game 2: Me Let’s compete and guess.
Rules:
1. Two players from each group will participate, one person will make gestures and the other will guess;
2. Each group will have 20 words. The time limit is three minutes;
3. You can only use body language to convey information to the guesser, and you are not allowed to say any words;
4. If you can’t guess, you can shout pass , can only shout 5 times;
5. The audience cannot remind. Note: Prompted by the slide
Game 3: Heart to Heart (Back-to-Back Ball)
Rules: Group the members of each group into two groups. Hold a ball on your back, walk forward in unison, pass through obstacles, go around the turning point and return to the starting point, and the next group begins to move forward. When walking forward, your hands cannot touch the ball. If you touch the ball, you must restart the game from the starting point; if the ball drops, the game restarts from the starting point. The first one to finish wins.
Points rules: first place - 50 second place - 40 third place - 30 fourth place - 20 fifth place - 20 sixth place - 20
Announcement of scores: Award ——Each winning group will get a lollipop bookmark penalty——Decided by the host
Group game
Game 1: Squirrel and the big tree
Rules:
1), random combination, three people in groups. Two people play the role of a big tree, facing each other, with their hands forming a circle. One person plays the role of a squirrel and stands in the middle of the circle.
2) If the host calls "Squirrel" and the tree does not move, the person playing the role of "Squirrel" must leave the original tree and choose another tree; the person who is left alone will be punished.
3) If the host calls "big tree" and the squirrel doesn't move, the person playing the "big tree" must leave the original companions and regroup into a pair of big trees, and trap the squirrel. People accept punishment.
4) The host shouts "earthquake", and the people playing the role of the tree and the squirrel are all broken up and regrouped. The person playing the role of the tree can also play the role of the squirrel, and the person playing the role of the squirrel can also play the role of the tree. , the lone person is punished.
Game 2: One dollar and five
Rules: The members of the group form a circle. In the game, boys represent 1 yuan and girls represent 5 cents.
Before the game starts, everyone stands in a circle. When the game starts, the host calls out the amount of money, and the people in the game must form a group with the amount of money in the shortest possible time! After 15 seconds, the slowest group or the group that did not make up the money will be eliminated and finally receive the punishment!
Game 3: Concentric Circles (hosted by the chairman)
Rules: All the people in the audience stand up and form a circle, hosted by the chairman, with the front and back dependent on each other, and the people in front sit behind
p>Do this one by one on the lap of the person, without breaking the person. After everyone sits down, the chairman will preside over and let everyone turn in a circle.
3. Activity requirements
1. Follow the arrangements of the team leader, listen clearly to the activity rules stated by the host, carry out the work in an organized and disciplined manner, and pay attention to safety during activities.
2. During the activity, you must pay attention to your words and deeds, unite, be friendly, and work together.
3. Preparations must be made before the event to ensure the safety of props.
IV. Expected results of the activity
All members of the student union actively participated in it, and each activity was carried out in an orderly manner. Everyone works together to achieve great results. During the activities, we experienced frustrations together, enjoyed happiness together, understood the importance of unity and cooperation, and enhanced the collective sense of honor and responsibility of each member of the student union. Let them truly feel the charm of the Student Union and truly realize that the Student Union is a "home".
5. Activity Budget
Reward items: candies, small gifts, etc.
Total: 100 yuan Group icebreaking activity plan 2
1. Time
September 21, 20xx
2. Participants
All members of the 13th level and the 12th level senior citizens.
3. Activity location
Lover’s slope lawn (emergency plan: West District teaching building corridor)
4. Activity process
(1 ) Game session
1. Biscuit guessing: 5 or 6 biscuits with the same shape, one of which is added with chili or mustard, let everyone guess who ate it
2. "Fly" is yours: Divide into two teams, each team has 8 people. Each person in one team is given a piece of white paper with the name of each member of the opposite team, and each person folds it into a paper airplane, and then flies the airplane to the name. The designated area next to the corresponding person is a success. The distance between the two teams will be adjusted according to the situation)
3. Throw the handkerchief
4. Pass the water from the paper cup (8 people per team, each person A paper cup. The first person holds the paper cup filled with water in his mouth and pours the water into the paper cup held by the person behind him. Then the second person repeats the action of the first person. The team that completes the pass first wins. There should be no water left in the paper cup during the process, otherwise it will start again)
5. Cross the rope (a group of 8 people, two people will straighten a rope to a certain height, and the members of the group will work hand in hand to find a way to use it) All members pass the rope)
6. Balloon stepping: 10 people each hold a balloon at a fixed position, and 8 people participate in the game.
In groups of 2, after watching the balloon After reaching the position, one of the people blindfolds them and runs in a circle for 10 seconds. Then the other person uses words to guide the blindfolded person to step on the balloons. The one who steps on the most balloons within the specified time wins.
7. Who is Xiao Huihui: 16-20 people participate. Each person has a game card with their identity and game rules written on it. They are not allowed to be seen by anyone except themselves. They form a circle with their backs turned. Circle, each person can check the identity of one person at a time in order, and they will be eliminated according to the rules of the game. If someone meets the victory conditions, he wins. (The winner will be rewarded with a White Rabbit toffee)
8. Chair competition: Place three chairs on the stage and invite four people to come up and play music. The four people will circle around the chairs to the music. When the music suddenly stops, When the music stops, grab a chair and those who haven't sat down will be eliminated; one chair is reduced and the three people continue the previous action. When the music stops suddenly, they grab two chairs and those who haven't sat down are eliminated. In the end, the two people grab a chair and sit down. The one who wins.
9. Action Solitaire (Alternate)
10. Song Competition (Alternate)
(2) Punishment Measures
A (Individual Punishment category)
1. Lie on the ground, put 5 coins on your face one by one to make faces, do not drop the coins, otherwise add another coin and let everyone watch and take photos.
2. Pick the person of the opposite sex on your right, clasp it with both hands, and look at each other for 30 seconds without smiling.
3. Laugh crazily during the performance but no sound is allowed.
4. Select a random passerby of the opposite sex and ask for their phone number for various reasons in the shortest possible time.
5. Twist your buttocks with your hands behind your back, half-squat and walk around people like a duck.
6. Take a break from the performance to think about the problem until you suddenly realize it.
7. Give a stranger a phone number (please provide it from your senior) and chat (or talk) with him or her for at least one minute (turn on the speaker so everyone can hear).
8. Five people lift up one punished person.
9. Do your sexiest and most charming expression or movement (based on whether the audience is satisfied or not).
10. The host will mix the drink on the spot and let the punished drink it.
11. Pinch the left earlobe with your right hand, bend down and turn it clockwise ten times. The golden rooster must not fall over for another ten seconds.
12. Sing "Today You Will Marry Me" to the third person of the opposite sex on your right (lyrics: Listen to me, walk hand in hand with me, live a stable life, yesterday was too late, tomorrow will be It's a pity, today you want to marry me, listen to me, let's go hand in hand, give your life to me yesterday, don't look back, tomorrow will be the end of the world, today you want to marry me).
13. Kiss the sculpture affectionately for 5 seconds.
14. Pull out the first member of the opposite sex on the left and shout, "Buying slippers, two yuan a pair, buy one, get three free."
Corresponding to B (Group Punishment Category)!
1. (Corresponding to holding a paper cup) Boys are punished to apply lipstick, while girls use a brush to draw patterns such as wreaths or beards on their faces).
2. (Corresponding to stepping on a balloon) A man and a woman hold balloons on their backs and run a certain distance (if the balloon falls, they will start again).
3. (corresponding to the rope) perform the four little swans.
5. Dinner Party
1. Location
Off campus
2. Activities: Eat and drink.
6. Arrangement of event personnel
1. Game planner: Qian Yi, Cheng Xi, Feng Wei, Kang Ning
2. Host: Qian Yi Kangning
p>3. Dinner venue reservation and food ordering: 12th grade seniors can handle it
7. Purpose of the event
In order to let the 13th grade students who have just joined Qingsu get familiar with each other so that they can be familiar with each other in the future. The work proceeds smoothly.
8. Time arrangement
1. Afternoon: games from 3 to 5 pm
2. Dinner time: around 5:30 to 7 pm
9. Activity budget
1. Purchase of game props: paper cup 5 yuan; 3 biscuits 15 yuan each; mustard 5 yuan;
Balloon 5 yuan; writing brush and Ink is 7 yuan; a bag of White Rabbit toffee is 7 yuan; a rope; four black cloth strips; three chairs (taken in the activity room) lipstick (sponsored by the senior sister); music required for the game; ten coins; total *** About 45 yuan
2. Three large bottles of drinks are about 20 yuan
3. Lunch: 600 yuan
10. Preliminary preparations
1. Game planners purchase props in advance and conduct site visits.
2. The ordering staff should book the restaurant one day in advance and go to order half an hour in advance. Group ice-breaking activity plan 3
Activity time and place
Time:
Location:
Activity target: General Management Department of the Academy Art Troupe , External Propaganda Department, School Heart Association
Preliminary preparation
1. 1~2 digital cameras, laptops, stereos
2. Host’s narration (The host prepares it by himself)
3. Game props
4. Others
Specific process of the event
1. Social activities can be held at A multimedia classroom or a relatively open grassland.
2. The host delivers the opening speech and the activity begins
3. Entertainment and game sessions Note: The selection and order of the programs can be adjusted accordingly according to the specific situation
Program 1: Team name competition (ice-breaking program)
Purpose: to break the ice, let the team members get to know each other, and improve the team members’ desire to win and their sense of mission to defend the team’s honor
p>
Time: 5 minutes Props: large white paper, large pen (for writing team names), prizes
Rules:
1. Each group thinks of a representative The team name is chosen, and the captain is selected to take the lead in commanding the group
2. The captain tells the host the name of the team.
3. The host will preside over the competition, and each group will vote for the best team name and distribute prizes to the group.
Program 2: Brain Teasers and Prize-winning Answers (Brain-Using Cooperation Program)
Purpose: To ignite the atmosphere, make members of each group active, test their teamwork spirit, and enhance Objects for group members’ cohesion: Each group member Props: Brainteaser questions, prizes Game rules:
1. On average, each group has two to three questions.
2. The host asks questions, and each group rushes to answer. The first group to answer will send a representative to answer.
3. Puzzles that are answered incorrectly can be answered again.
4. For each group that answers the question correctly, the host will distribute prizes.
Program 3: Heart to heart, I will challenge you in guessing (brain-hands-on cooperative program)
Props: paper and pen, prepare some animals, characters, and idioms that can be expressed in sign language Or items
Number of people: Two people in a group, multiple groups can participate
Game rules: The two people in a group performing at the beginning of the game must face each other first (one person is the planner for the performance, and the other person is the Guesser), then the host will write the idiom or word to be guessed on a piece of paper, and let the performer do it for the guesser. When the performer finishes the performance, the guesser can guess the action performed by the performer. If an idiom or word is used, it is considered a pass. (Note: The actor can use words to explain, but cannot say the words in the action) (difficult, all-pervasive, golden rooster independent, dog jumping over the wall, looking around, making things out of nothing, smiling, confident, chicken flying and egg beating, groveling) . A number of referees are needed, please sign up on site voluntarily
Program 4: Blowing balloons together (hands-on cooperation program)
Purpose: Communication and cooperation skills, through division of labor and cooperation Number of people: Each group Limited to six people
Props: The host prepares six lots for each group, with the words: mouth; hands (two); butt; feet (two) balloons (one for each group)
Game rules:
1. Divide into two groups, but each group must have six people.
2. The host asks each group to draw lots.
3. First, the person who was hit in the mouth must blow up the balloon with the help of the two people who got the hand (the person who was hit in the mouth cannot blow up the balloon by himself); then the two The person who was slapped on the foot lifts the person who was slapped on the buttocks to pop the balloon.
Program 5: Other regular entertainment programs (university unique talent show)
In advance Find some students with talent performance experience and prepare entertainment programs, such as guitar, harmonica, hip-hop, solo singing, etc.
Program 6: Piecing together
This game is suitable for the end of the party and sets off a climax.
Requirements: The number of participants is preferably 30-50 people, divided into 4-5 groups. Props: trays, background disco music, and one prize can be exquisite candy (can be divided)
The host asks everyone to sit in groups (there must be men and women)
Tell everyone the rules of the game. Each group will first select a recipient and stand on the stage holding a tray.
Other team members provide items and put them on the tray as requested by the host. The first team to collect the items wins.
As the background music starts, the host begins to read out the items, preparing each item for the team members at a certain interval, and slowly speeding up.
Collect items from everyday items, such as glasses, watches, belts, socks, lipstick, money, etc. Be sure to put the more difficult items at the end, such as pills, candies, and dimes. The smart host is okay. Choose something temporarily.
Other alternative game programs:
1. Multi-player multi-legged purpose: Cooperation and coordination props: ordinary red rope, a stopwatch, and a whistle. (One referee) Number of people: 4 groups, 8 people per group. Game rules: Participate as a team, and the whole team stands in a row. Tie a rope to your feet and walk from one side of the field to the other. Each group sent 8 people to participate, and four groups performed at the same time. Team members who are not participating in the game should help tie the rope. In the end, the team with the shortest time wins.
Each of the four teams that reaches the finish line last will perform a short show.
2. Purpose of balloon riding: to activate the atmosphere and enhance coordination and collaboration. Number of people: The number of people is ten, half men and women, one man and one woman form one group, and there are five groups. Game rules: Select ten people on the spot, half male and half, one male and one female, and tie three to four balloons to their left and right feet. After the activity starts, they step on each other's balloons and keep their own balloons from breaking or breaking. The one who gets the least will win (the winning party can ask a question to the losing party, (note: not too much)
3. Group rabbit dance (requires multimedia support) Purpose: to cultivate the feelings of students and Enhance mutual understanding and let them experience the beauty of communication and cooperation Number of people: Two/three groups form a team, one team has about 16 people Venue: Open flat ground Props: Rabbit dance songs, MP3/laptop, stereo p>
Game rules:
1. This game is suitable for more than 16 people. The number of people should not be too large, otherwise it will reduce the fun of the game.
2. Divide the game. The groups form a small team and ask the students behind to put their hands on the shoulders of the students in front.
3. Play the rabbit dance song and give the order: jump twice with the left foot, jump twice with the right foot, and jump with both legs. Merge and jump forward once, jump back once, and jump forward twice in succession
4. Continue the game with the other team
Follow-up work group icebreaking activity plan 4.
1. Objectives of the activity
1. Preliminarily strengthen understanding and communication among members
2. Cultivate team awareness and cooperation
3. Strengthen the cohesion of the community
2. Activity arrangements
1. Activity time: October 22, 20XX, 8:30-10:00 am
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2. Activity location: Zhengda Plaza
3. Activity target: all members (about 35 people)
4. Personnel arrangement: two hosts (He Bingbing, Liu Sa), and more than 2 facilitators (Xiao Sang, Ye Sumei, xx). Responsible for activating the atmosphere, controlling the rhythm, handling emergencies, etc.
3. Specific steps of the activity
1.) The host briefly introduces the management members, introduces the purpose and process of the activity, and mobilizes everyone's enthusiasm.
2.) Game
Game 1: Apply plaster
Time: 15-20 minutes (plus 5 minutes of penalty time)
Purpose: Because this game is highly athletic and stimulating, it can enhance everyone's enthusiasm.
Rules: (Super Imitation Show)
1. Game method: Students stand in a double-layered circle facing the center of the circle. Two people in front and back are aligned as a group. Choose 2 from the participants. One person is the leader, one chases and the other escapes. Both the chaser and the chaser can move around inside and outside the circle and between groups. During the chase, if the chaser pats any part of the chaser's body with his hand, the chaser will The roles of the escaper are reversed, but if the escaper sticks in front of any group of people, the escaper will be immediately freed, the pursuer can no longer shoot him, and the person being stuck will be the new escaper. During the escape process, the escaper will You can make any action, the pursuer must imitate the actions of the escaper, and the escaper can take the opportunity to escape.
2. Game rules: The pursuer must imitate the actions of the escaper, otherwise it will not be counted as caught.
3. Game evaluation: The chaser must imitate any action the fugitive makes, and the fugitive takes advantage of the time difference between the chaser's imitation and escape, and adds rich fun to the tense game, often making the surroundings The students laughed so hard that they could experience the fun of the game and the passion to participate in it. It was also conducive to the development of students' creative thinking, which is consistent with the learning style of "autonomy, cooperation, and inquiry" that promotes students.
Punishment: The person caught plays truth or dare.
Big adventure (such as: 1. Find 10 classmates on the spot to hug ~ strengthen friendship! 2. Find a tree on the spot, hug you, and say I love you. 3. Use your butt twist to write a number, and everyone guesses correctly to pass.) Sincerely (For example: 1. The person of the opposite sex or the same sex that you most admired at the scene 2. The most embarrassing thing) You can give your opinions and suggestions~
Game 2: Pick up the song
Department A big battle!
Time: 10-20 minutes (plus 5 minutes of penalty time)
Purpose: to activate the atmosphere, break the deadlock, and accelerate understanding among students.
Rules: Everyone divide into groups and sit down. The host names a theme (for example: numbers, flowers, love, animals). Come up with a song about this word and sing it. One group tells each other to take turns~ No repetition of songs is allowed. Whichever group loses in the end, the whole group will be punished~
Punishment: expression test
The losing group, Line up, frog jump
The losing group will send someone to perform a talent show~
Group again! ! ! Everyone’s favorite fruits~ (apples, bananas, watermelons, oranges, grapes~)
Game 3: Joy, Anger, Sadness
Time: 15-20 minutes (plus 10 minutes of penalty time) )
Purpose: To increase the atmosphere of joy, bring out the limitations of non-verbal communication, and increase team understanding
Materials: Notes
Rules:
①The members of the "Expression Passing" team line up and look forward, but they are not allowed to look back.
②The host wrote expressions such as "burning with anger" and "all kinds of charming" (smiling hidden in a knife, crying with laughter, serious in speech, crying like a ghost, angry, smoking from all the orifices, looking for death and seeking life, heart like a knife, tears like a fountain) ) and let the last team member draw one. When ready, communicate the contents of the note by any means without making any sound.
③The "expression" has been passed to the front one, and the host will give him an answer list to choose, and see if he can guess the true meaning of the expression.
④After playing one or two times, select another group of people and continue the game.
Note:
1. In this game, everyone should have the opportunity to be a bystander and a person who conveys expressions, because the process of conveying expressions often makes bystanders laugh.
2. It is best to choose a lively and naughty team member as the first person to send expressions.
Punishment: For the losing group, all team members must spin in place 7 times with their eyes closed? Find someone from other groups to hug and hug~haha
Game 4: Untie the Bracelet
Time: 10-20 minutes (plus 5 minutes of penalty time)
Purpose: Understand the steps to solve team problems, the importance of listening in communication, and the team spirit of cooperation.
Rules: ① The host asks each group to stand in a circle to form a centripetal circle.
②Everyone first raises his right hand and holds the hand of the person opposite; then raises his left hand and holds the hand of the other person; (Hint: Now you are facing a complicated problem. When it is loosened, try to find a way to untie this tangled web)
③The host told everyone that it can be untied, but there are two answers. One is a large circle, and the other is two nested rings.
④ If it is really difficult to untie during the process, the trainer can allow the trainee to decide to disconnect two adjacent hands once, but they must be closed immediately when doing it again.
Note: Be fast and not foul, pay attention to supervision.
You can play it twice if time permits. The second time you can increase the difficulty, divide it into two large groups.
Punishment
3.) Summary and communication
Everyone forms a circle, and the host guides everyone to recall what they learned during the activity, and then each group assigns The team leader talks with a team member about their gratitude experience of this activity, and then allows individual active members to come up and express their feelings.
IV. Precautions for activities
1. Pay attention to controlling the time rhythm.
2. The management should pay attention to guiding new members during activities and activity summaries.
5. Things to prepare
1. Notes to use when feeling happy, angry or sad. Group ice-breaking activity plan 5
1. Activity name: Ice-breaking game
2. Activity location: North playground
3. Activity time: August 20xx 27th
4. Participants: About 90 teachers and students
5. Purpose of the game: To make all students familiar with and understand each other during the process of interaction and communication, and to eliminate mutual differences The sense of strangeness and restraint builds a closer sense of teamwork and responsibility
6. Activity Process
Opening Dance: Rabbit Dance
Game 1: Five Cents Together
Game 2: Untie the Bracelet
Game 3: Award Summary
VII. Plan Analysis
Game Introduction:
Opening: Rabbit Dance
Purpose of the game; (1) Strengthen mutual understanding among members (2) Motivate students to actively participate:
Time allocation: 10 minutes
Number of participants: collective participation
Props: Rabbit dance music, sound
Venue: playground or designated area
Summary: Rabbit dance is something everyone knows An entertainment dance that focuses on the coordination of players. To play this game, all members need to obey unified commands and concentrate on making unified actions, which helps to cultivate the feelings of the members.
Game rules and procedures
1. Let all members form a team and ask the members at the back to put their hands on the shoulders of the front.
2. A classmate is responsible for standing aside and giving them orders: jump twice with the left foot, jump twice with the right foot, combine the legs and jump forward once, jump back once, and then jump forward continuously. Two times.
Game 1: Fifty Cents and One Piece
Game purpose; test calculation and reaction ability
Time allocation: 20 minutes
Prop preparation: None
Venue: playground or designated area
Personnel participation: all members (must be male or female, no limit to the ratio)
Game rules:
p>1. In the game, boys get one yuan and girls get 50 cents (or 50 cents for boys and 1 yuan for girls)
2. Before the game starts, everyone stands together and the referee stands. edge. The referee announces the start of the game, and then calls out the number of money (such as 3, 5, 6, or 8, 5, etc.). Once the money is received, the players in the game must form a small team with that number in the shortest possible time. .
3. Those who fail to complete the task will be eliminated. The eliminated people will put themselves in the posture of a teapot, pinch their waists with their left hands, and make a spout shape with their right arms. While twisting, they will sing: "I am a little teapot. "Eaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa0aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa)" Game 2: Untie a Bracelet
Game purpose: Let students understand the steps in solving team problems, the importance of listening in communication, and the importance of teamwork spirit of cooperation.
Prop preparation: none
Time configuration; 20 minutes
Game venue: playground or designated area
Number of participants; all members
Game details:
1. Divide all students into three groups and let each group stand in a circle.
2. The leader of each group designates any student Say: "First raise your right hand and hold the hand of the person opposite you; then raise your left hand and hold the other person's hand.
"Next, ask other students to do the same thing as the first student until all students hold each other's hands. Now they are faced with a problem. Without letting go, let them find a way to solve an intricate problem. The knot is untied.
3. The leader announces the untying criteria. As long as the team members show a large circle or two connected rings, it is considered untied.
4. , If it is really impossible to solve the problem, students can decide to disconnect two adjacent hands once, but they must be closed immediately when doing it again.
Award summary; the summary will award corresponding prizes based on the above game performance (mainly). Stationery. Everyone has a share)
Alternative game: It plays a role when the original plan cannot realize the atmosphere and the atmosphere is not enthusiastic
A. Game name: Whispering
Game purpose: exercise memory and expression skills, deepen unity and cooperation, and establish a sense of teamwork
Time allocation: 15 minutes
Props preparation: written notes
Number of participants: All students
Game steps: 1. Divide everyone equally into two groups 2. The host (referee) prepares a long and convoluted sentence (for example: two points are ice and three points are clear Four o'clock is hot, two o'clock is cold, three o'clock is clear, and four o'clock is steaming. How many words do you know?). Each group sends a representative to come forward and memorize this sentence silently. After returning, they will "whisper" within the specified time. The method is conveyed from the first person to the last person, and then the last person reads out what he heard, and finally the host announces the original words.
B. The name of the game; back-up. Erli
The purpose of the game: to exercise the physical coordination ability of the team members and experience the importance and fun of working together
Time configuration: 20 minutes
Game location: playground
p>Props preparation: None
Game rules and procedures:
1. Each group first sends two students to sit back to back on the ground.
2. The two people cross their arms and work together to make them stand up together.
3. By analogy, one person is added to each group each time. If the attempt fails, one person must be tried again until success. .
4. The trainer watches and selects the group with the most people and the least time as the winner.