Energizers 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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
"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.