IDEASEnergizers are a fantastic way to get a group excited and engaged, whether it's at the beginning of a meeting or after a long period of sitting or listening. They are designed to increase energy levels, improve focus and concentration, and encourage active participation. By providing an opportunity for group members to let loose, have fun, and be silly, energizers can help to create a relaxed and comfortable atmosphere, which can lead to deeper connections and stronger relationships, all while reinforcing key messages or learning objectives.
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ACTIVITIESA-Z Conversation
In groups of two, each person says a line of a conversation. Each time someone speaks, they move done one letter of the alphabet. Then, try to go backwards! Attract & Repel Everyone chooses one person they are drawn to and one person they want to stay far away from. Then, walk around the room trying to get close to the first person and far from the second person. $100 Ask everyone to find a small object in the room. Then, in partners, they try to sell the object to each other for $100. Blind Portraits Everyone draws a portrait of someone else, without looking at the paper. Optional add-on: each person shares an aspect of themselves that the portrait captures. Cast a spell One person at a time casts a spell on everyone else. Everyone else is instantly affected by the spell. Ex. You are all going to fall asleep! It's helpful to use big wand movements and to make sounds. Coin Toss Create two lines. This is a relay race between the two lines. The first person in line flips a coin until they get heads. When the coin lands on heads, they can pass it onto the following person. Circles Everyone draws 12 circles on a blank page. Then, as fast as possible, they need to turn each circle into something (ex. a pizza, a basketball). Clap Pass a clap around the circle. Each time you pass it, clap at the same time as the other person. For added layers of difficulty. Congo Line Create a congo line with custom prompts for different kinds of fruits. Ex. going forward, going backward, spinning, jumping, right arm & leg going out, fruit salad to mix everything up. Each fruit is assigned to one of the instructions. Then go through the congo line with a tropical song. Count to 10 Everyone in the group counts to 10, one person at a time. If two people share at the same time, start again at 0. In a group, players count up starting at one. However, all numbers that can be divided by 3 are replaced by the word 'fizz' and any number divisible by five is replaced by 'buzz'. Numbers that can be divided by both become 'fizz-buzz'. Fizz Buzz In a group, players count up starting at one. However, all numbers that can be divided by 3 are replaced by the word 'fizz' and any number divisible by five is replaced by 'buzz'. Numbers that can be divided by both become 'fizz-buzz'. Group Juggling Pass a soft object, such as a ball or stuffed animal, around the group, with each person adding their own unique touch before passing it on. This can include tossing it behind their back or between their legs, for example. Human Knot Everyone stands in a circle and puts their hands in the center. Then, without letting go, each person grabs someone else's hand, creating a human knot. The group must then work together to untangle themselves, without letting go of each other's hands. I Am a Tree One person goes into the center of the circle, says what they are, then mimes it. Then, 2 or 3 people join the scene, adding what they are. Ex. A tree, a happy bird, a sun and a curious caterpillar. Then, one of the other people chooses one of the things in the scene, saying 'I'll take ___________'. Then the scene starts over, just with this new element, with the person who said 'I'll take _________' starting the scene with the element they selected. I don't want to One person says a thing they want to do (ex. I want to go skiing) and then they mime the action. The next person in the circle repeats all of the words and mimes, saying 'I don't want to__________ and I don't want to _______', finishing off with a new action and mime that they do want to do. I like In groups, participants say things they like. Alternatives: things you like about yourself, things that aren't wrong with your life. Killer Wink One killer is identified in the group. Everyone walks around saying hi to each other. The killer chooses a victim by winking at them. 10 seconds after the person is winked at, they die dramatically. After each death, anyone can accuse another player of being the killer. If they are right, the killer loses the game. If they are wrong, they also are eliminated. Kittens Half the group is humans and half the group mimes kittens. If a human laughs, they join the kittens. Machine One person makes an element of a machine that includes a sound and a repetitive motion. One by one, everyone adds onto the machine until it's a giant, mechanical creation. For an added challenge, now try asking the machine to move. Mosquito The group stands in a circle. Choose a direction to go in. One player at a time ducks, and both of the players on the side clap above their head, as though aiming for mosquito. The mosquito keeps moving around the circle. Option: eliminate people if they make a mistake. Ninja All players jump into a ninja pose in a circle. One at a time, a player can try to make a movement to touch another players hands. If someone's hand is touch, it can no longer be used and must be put behind their back. Once both hands have been touched, that player is eliminated. You can also use your turn to simply change your position. The order is maintained. The game continues until there is only one remaining ninja. Point To Someone asks the group who would be most likely to...For instance, 'Who would be most likely to take a 2 month all inclusive vacation? Everyone points to the person who they think the statement most applies to. That person then asks the group a new question. Push A group of two stand facing each other and hold both palms up. They try to push the other person's hands so that their feet move. You can also give a palm to palm hit. You can absorb the shock or push back. Rock Paper Scissors Tournament In this variant of 'Rock, Paper, Scissors', every time someone loses at the game, they become the fan of the winner, chanting their name and cheering them on. The game continues until there is a final showdown between the last two players and all of their fans. Scattergories Come up with unique words or phrases that fit specific categories and start with a specific letter within a certain amount of time. Each round consists of a list of categories and a randomly selected letter. Players must brainstorm words or phrases that fit each category and begin with the selected letter. Points are awarded for unique answers that no other player has come up with. The player with the most points at the end of the game is the winner. https://swellgarfo.com/scattergories/ Simon Says One person is designated as Simon and gives commands to the group, such as "Simon says touch your nose" or "Simon says jump on one foot." The group must only follow commands preceded by "Simon says" and must not follow commands without the phrase. Shaking Gently bend both knees and begin to slowly shake. You can vary the intensity of the shaking, add music and focus on different body parts. Silent Spectrum Group lines up according to different attributes in silence. Some options: shoe size, eye colour, height, how many siblings, birth day & month, birth year, introverted to extroverted, grumpy to cheerful, morning to night person, how long it took to drive there. Spell with Body Spell out with your name or a word with your body. Option: People needs to guess the word. The Great Wind Blows Everyone sits in a circle, and one person stands in the middle. They say "The great wind blows for everyone who..." and finishes the sentence with something that applies to them (e.g., "...has a pet dog"). Everyone who that applies to has to stand up and quickly find a new seat while the person in the middle tries to steal a seat. The person left standing in the middle then takes their turn. The Wave Everyone stands up and begins to do a slow-motion wave with their arms, starting from one side of the room and moving to the other. The group can speed up or slow down the wave, adding a fun and interactive element. Group Storytelling One person starts a story with one sentence, and then each person in the group takes a turn adding a sentence until the story is complete. This can lead to some hilarious and creative tales, as everyone contributes their own unique ideas. What are you doing? Standing in a circle, one person asks their neighbour, 'What are you doing?' The person mimes something completely different than what they say (ex. they sweep the floor while they say they are dancing). The next person begins to mime what the previous person said & the cycle continues. Quick Draw A sheriff is in town and is trying to get rid of outlaws. Everyone gathers in a circle with the sherrif in the middle. The sheriff points at someone and calls out, 'quick draw'. Then the person being pointed to ducks, and both people on either side fire an imaginary shot, saying 'pow'. The person who is slowest is eliminated. For a non-gun alternative, make it a wizarding tournament and see who casts the fastest spell. For a math alternative, hold up different numbers of fingers and the first person to add them up wins. Virus One person starts off as a virus. If they catch someone they give them a hug and the person they catch holds hands with the virus. With each successive person that joins the virus, the circus gets larger and larger until everyone has been caught. RESOURCES"The Big Book of Team Building Games: Trust-Building Activities, Team Spirit Exercises, and Other Fun Things to Do" by John Newstrom and Edward Scannell. This book contains a variety of energizers and icebreakers that can be used in a group setting to build trust, enhance communication, and promote teamwork.
"The Joy of Fun, Humor, and Laughter: Activities for Successful Aging" by Charles A. Maher and Marlene M. Mahurin. This book offers a collection of energizers and activities that can be used to promote fun, humor, and laughter in group settings, particularly for older adults. "Quick Meeting Openers for Busy Managers: More Than 50 Icebreakers, Energizers, and Other Creative Activities That Get Results" by Brian Cole Miller. This book provides a variety of energizers and icebreakers that can be used to start meetings off on a positive and productive note. "The 175 Best Camp Games: A Handbook for Youth Leaders" by Kathleen Fraser, Laura Fraser, and Mary Fraser. This book offers a collection of energizers, icebreakers, and other activities that can be used in a camp setting to build community, enhance communication, and promote teamwork. "101 Great Games and Activities: Cooperative Games, Ice-Breakers, Energizers, and More!" by Arthur VanGundy and Linda VanGundy. This book provides a variety of energizers, icebreakers, and other activities that can be used in a group setting to promote cooperation, communication, and problem-solving skills. |