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ice breakers and meeting games - free or paid service
Ice breakers are a means of introducing people, allowing people to get to
know each other better, breaking down barriers between people, & having
people to mingle before any event commences. They can be used as preludes
to meetings, trainings, functions, or as a programme themselves. Ice breakers
are a great start to a meeting - they help to relax participants, making them
more receptive to listening and contributing. An ice breaker can also serve
to set the tone & atmosphere for a meeting, and to generate enthusiasm.
Ice breakers can be fun, sombre, humorous, competitive or just plain silly.
The timing of ice breakers also differ, depending on group size, overall duration
of event, & the purpose of the event. Ideally, it should not be too long,
otherwise the other activities will not be given enough time. It should not
be so short either, otherwise participants may feel it was a perfunctory exercise.
An all-day retreat might warrant a half hour ice breaker, but a one-hour meeting
may merit only a couple of minutes.
Professional Ice Breaking Sessions
We have included some free ice-breakers for non-commercial
use below, should you require our assistance to conduct any ice-breaking sessions
do drop us an enquiry (ice breaking service is only offered to group sizes
of 100 and above).
name-tag
- get participants to introduce themselves using an adjective that begins with
the first alphabet of their first name, & without repeating an adjective
that has already be used e.g. active Alan, amiable Alice, beautiful Beatrice,
cheerful Christine, etc
signature bingo
- participants race to collect signatures of others who fit the criteria on
a grid with different descriptions (e.g. wears spectacles, owns a pet, has tasted
durian, etc) to get a bingo
birthday queue
- get participants to line up according to the month and day of birth without
any talking
concentration
- a rhythmic game that has participants clapping twice then calling out their
own names (or doing their own actions), followed by another two claps &
then the name (or action) of another participant, who will continue the rhythm
until everyone has been called
electric current
- lined up in 2 competing teams, participants join hands to pass an ‘electric
current’ (squeeze on the hand) when the first men see the ‘current
switch’ turned on (head of a coin)
blanket game
- teams are gathered on opposite sides of a large canvas sheet/ blanket &
each sends a representative to the front. team representatives will compete
to see who can call out the name of their competitor in the front once the blanket
drops at the count of three
gordon’s knot
- in teams, participants are first tasked to join hands & tangle themselves
in a systematic manner, after which teams compete to see who untangles first,
without letting go of their hands at all times
human machines
- each team acts out a machine with sound effects (i.e. telephone, fax, washing
machine, dryer, blender, typewriter, stereo, airplane)
shapes
- participants are tasked to form shapes required by the game master, in
the fastest time possible
balloon frenzy
- everyone tosses their balloons (different colours or with individual markings)
in the air & tries to keep it afloat, while getting opponents’ balloons
on the floor
human burger
- with a different burger ingredient on an adhesive paper stuck behind his/her
back, participants race to form the correct order in which a burger is assembled,
without talking
finger copier machine
- with participants arranged in a line, a diagram is shown to the last person,
who uses his/her finger to reconstruct the diagram on his team member’s
back. players take turns to pass the image until the last person, who has
to draw it on paper
flip-hat
- one participant begins with a hat on his/her head. the objective is for
him/her to get it on the next person's head without using hands, arms teeth
or legs
hunter, woodcutter, fire
- participants form clusters of three: two trees & one squirrel. at different
calls by the game master (‘hunter’, ‘woodcutter’ or
‘fire’), the participants would disperse to look for other ‘trees’
or ‘squirrels’ to form a new cluster
longest chain
- in two teams, participants compete to form the longest chain using paper
clips/ rubber bands, within a stipulated timing
whacko!
- “IT” will move within a circle with a “weapon”,
in an attempt to hit the participant whose name is called out. to protect
himself, the participant would have to call out another person’s name
before “IT” smacks him. the person who eventually gets “whacked”
would in turn be “IT” & the game continues. this game can
get a little violent, so do ensure that you use something soft like an inflatable
as the “weapon”
mumble jumble
- everyone holds a piece of a picture & try to locate the other members
of the group with the pieces to form the appropriate pictures
listen & tell
- participants share & find out three things about their neighbours seated
on their left & right, & takes turns to introduce one another to the
rest of the group. examples of things to find out about:
- dream/ aspiration
- regret
- someone they admire & why
- a personality trait they would like to develop
- a country they would like to visit, & why
- any pet peeves
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