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Communication_coordination_cooperation games.doc
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  1. Balancing Act

One person must go from one place to another without touched the ground. Two people hold a sturdy pole (about 2 Meters long and 10 cm around), or a Fest table bench about 50-60 cm above the ground, balancing the player on it as he goes to the next place.

Variation: If the player gets to the next point, the next player tries to do it too. How far can the group go? Purpose: Balance, concentration.

  1. Marble Race

The group builds a marble track so that two marbles can start together but take different routes to the finish point. The track can be made of wood, with sand, or in winter, with snow. Glass marbles or small/big plastic golf or tennis balls can be used.

Purpose: Joint solving of technical problems, creativity and ideas.

  1. Rescue Island

Two tables are placed apart in a room. Every player gets a carpet square (a chair can also be used). The players spread out in the room. Players pretend they are on icebergs and must get to the safety of the island (the tables) without touching the floor. Variation: Only one player can be on an iceberg at one time. An iceberg can only be moved if not occupied by a player.

Purpose: coordination, working together and solving the problem together.

  1. Screaming – Blaring - Screeching

Team A stands in two groups about 20 Meters apart. Team B stands in the middle of the two groups. Group A is told a word and all must call out this word to Group B. Team B tries to prevent Group B from hearing the words by screaming, shouting and screeching. How many words can get through in a defined time? Teams then switch positions.

  1. Musical Chairs – a little different

Chairs are set up in a row back to back. Players walk around the chairs in a circle. When the music stops, players must jump up on a chair. More than one player can be on a chair. After every round, a chair is taken away. The goal is the group can find room on the leftover chairs and the group reaches it’s goal together. The game is over as soon as a player can not find a spot on a chair.

Purpose: only together can the goal be reached through togetherness and holding on to one another.

  1. Blind Water Bomb

One player is blindfolded and puts on a helmet with a pointy thorn on it. Player #2 directs player #1 to a hanging water balloon where he tries to break the balloon. This is a communication game with water effects.

  1. Market Barkers

Two players pretend they are market barkers and must ‘scold’ each other for at least 60 seconds, or out boast each other about a product they both want to sell.

Purpose: Think about what was said and how and why it was so.

  1. Better than Eddie Murphy

Two players sit across from each other. They must tell each other stories, but there can be no break in the talking. (Breathing pauses are allowed.) The loser is the player who ‘breaks’ from telling his story.

Purpose: Some people like to talk and don’t give others a chance.

  1. Group and Outsider

One player is chosen who has good self confidence. This player takes the role of “outsider”. The rest of the group plays: “Meet, greet and hug”. All players walk about the room, shaking hands, greeting one another, and hugging each other. The “outsider” tries to do the same, but the others ignore him or move away from him to avoid contact with him.

Special Tip: There should already be a high level of trust in the group. Players can switch to play the “outsider” role. No player should be chosen for this role who is not fully part of the group. At the end of the game, discuss how the “outsider” felt and how the other players treated him and how they felt about it.

Purpose: The group learns that even outsiders” belong in the group and contact shouldn’t be avoided.