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Every Other Group Juggle

5/24/2023

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(About an 8-minute read.) 
Problem Solving. It's one of the most common concepts we practice (experience) when team building. Typically, after the connection activities (e.g., Ice Breakers), we dive into Problem Solving activities. Then we dial in on how our groups problem solve together - which leads to concepts like Leadership, Communication, Trust, and Planning (among so many others).
 
Part of the problem solving process is actually recognizing problems. I often observe in wonder as groups continue bumping into the same problem (a problem I see) without resolution. Some would say they have not been able to 'name' it and then work to get through it (or around it). And this is often the essence of team building, to figure this stuff out together.
 
After some recent reflection about identifying problems (especially working with middle school ages) I came up with an idea to encourage some problem identification. Every Other Group Juggle has become one of my tools. It's easy to set up and most groups have the skills to experience some level of success to keep them motivated to continue getting better.
Every Other Group Juggle
 
Activity Objective: Complete three tossing rounds in a row without any drops.
 
Needs & Numbers: Plays well (so far) with 12 to 24 people, middle school ages and older. And an odd number of participants adds a little more challenge (so, you can jump in on an even group to make it odd). You'll need a safe tossable item for every two people, plus one extra (when numbers are odd). I like to use the 'stress' (squishy) tossables. Tennis balls work well too. (I found plastic 'pit ball' tossables don't travel well in the wind - another problem to solve if needed.)
 
Process: The set up for this one is like traditional Group Juggle (Rohnke, Silver Bullets - the link is to a video with the basic idea and a toss-n-run version I really like). Circle up your group. Use one tossable to create a tossing pattern (nice underhand tosses). Everyone catches and tosses one time. The last person tosses to the first person who started the pattern. And tosses cannot be made to someone to a person's immediate left or right. NOTE: If you are new to Group Juggle, setting up this tossing pattern can take a while. (If you want to learn a fast way to set up the pattern, for the sake of time, see Group Juggle Set Up)


Once the tossing pattern has been created and practiced several times (until everyone remembers who they toss to), give every other person a tossable. If you are working with an odd number of people, the last person will also receive a tossable - essentially, three people in a row will have a tossable. Then I inform group members that they must remain in this circle configuration - people may not rearrange themselves - for the duration of the challenge.
 
Here's where I introduce some 'anticipatory' problem solving. I tell my group every person with a tossable will be tossing to the same person they tossed to when creating the pattern. I will be calling, "1 ,2, 3, Toss. On the word toss, all tossables must be tossed. The goal is to catch all the tossables in play - that means zero drops. Ultimately, making three tosses in a row without any drops."


But before this happens, I ask everyone to point to the person they are tossing to. I ask if they see any potential problems ahead. (The one that is always foreseen: Some people will have to toss AND catch during the round.) Once they identify a potential problem (or problems), I ask them what they want to do about it. This is where some planning, and even some practice, can strengthen the odds of zero drops. (NOTE: It usually takes a few rounds to figure this out, but since they cannot rearrange themselves, for the best odds, tossable objects are moved to players who will not have to toss and then catch in the same round. If there is an odd number of people a group can get down to only two people who will need to toss and catch. So, who will be willing to take the risk?)

If the group determines that the 'odd' number of people is a problem, find out what they want to do about it. You could offer to step in, or step out of the group to make it even. 
 
It is clear that I am encouraging some problem solving before problems occur - the anticipated problem may not even happen. But I see it as a skill set that could be used as a planning tool. It's a way to 'future forecast' so to speak. And I also challenge my groups to try out a plan sooner than later so they can collect some data on how it worked. They don't need to solve all the problems before they try something.
 
When the group is ready and willing to try out their plan, we go for it to see how it worked - was there any drops. If so, we focus on identifying one or two problems they can work on and make a plan that can lead to better results. Then try again. I encourage my groups to identify one, maybe two, problems. Work to solve them and then, when needed, identify the next problem to solve - continuing this process until they achieve the goal of the task.


When they do succeed - zero drops - they can make another tossing attempt towards their three no-drop rounds. If a drop occurs on the next attempt, I encourage them to identify the problem(s), plan a way to solve it/them and go again. The overall idea is to identify what problem they have and plan out a strategy to solve it - one problem at a time.
 
(If you would like to teach a clean step-by-step process to problem solving, there is the A, B, C, D, E method: A - agree on the problem you want to solve; B - brainstorm ideas to solve it; C - choose one of the ideas; D - do the idea, collect data; E - evaluate what was done, did the problem get solved. If not, choose another idea to try, do it and evaluate again. Go through this process until the problem is solved.)
Have FUN out there! 

Chris Cavert, Ed.D. 

Other Group Juggle Posts at FUNdoing
Group Juggle Set Up (2012)
Double Group Juggle (2014)
Zig Zag Group Juggle Variation (2015)
Group Juggle Variations (2020)

P.S. The header above is my first AI generated graphic. Prompt: 18 young people standing in a circle with every other person holding up a ball, standing in the grass with trees in the background. 
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Alphabet Soup (with Crowd Words)

5/11/2023

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(About an 8-minute read.)
I learned this activity from Chris Ortiz & Jim Grout many years ago at a conference workshop and I recently found their handout buried in one of my files (I haven't seen this one turn up in any books so I thought I'd share it). And since adding Crowd Words (26 of the 140+ letter tiles shown above) to my favorite props, I've been pulling out all the 'Letter Tile' activities I know. (Here's another one with Crowd Words: 26 Word Builder)

(Those of you in the know - I've run across another activity with this name but I couldn't find it in any of my books. My memory tells me in involves those foam puzzle squares for kids where you can remove the letters, numbers and animals from the inside of the square. Ringing any bells? Is it a Project Adventure activity? Let me know if you know. Thanks.) 
Alphabet Soup (from Chris & Jim's Handout with some slight editing)

The goal for each team of 3 to 5 players, is to spell as many words as possible in two minutes. 

Words must be spelled out in their entirety on the ground using the letter tiles in order to count for points. (Chris Cavert: In other words, letter tiles must be moved into a line that spells out the word to be scored - you can't just shout out words without moving the tiles into place.)

Teams may brainstorm words for as long as they want before performing the task. (Chris Cavert: During the brainstorming session words may not be written down - it's a verbal storming only.) 

Needs & Numbers: You'll need one Alphabet set (26 letters), one Rule Card (PDF download below), a few sheets of paper, (a clipboard if you have some), and a pen for each group of 3 to 5 players. 

RULES:
1. Teams are challenged to spell out - using the letter tiles - as many different words as possible in two minutes. 
2. Teams may only use one set of 26 letter tiles - A to Z. 
3. Words may not be repeated and must be spelled out in their entirety to be counted. NOTE: Words can only be used once in their singular or plural form (e.g., Plate or Plates - both cannot be listed). 
4. Words spelled out with the letter tiles must be written on paper to be counted in the end.

SCORING:
10 Points are earned for each word spelled (minimum of 5 letters).
20 Bonus Points are earned for each word longer than 8 letters. 
30 Bonus Points are earned for each word longer than 10 letters. 
Printable of the Rule Card
alphabetsoup_rulecard.pdf
File Size: 278 kb
File Type: pdf
Download File

When I use Alphabet Soup, I create the small teams and then give each one a set of 26 letters (which you could make yourself, of course), pen and paper along with one Rules Card (PDF above) and then give them four minutes to plan before the first timed round. I tell them nothing can be written down during the planing phase. Then I start the four minute timer. 

During the planning phase Teams can ask me questions, which I may or may not answer depending on the question - I avoid solving any 'problems' for them. When the four minutes expires I get their attention and ask for any final questions. Then I give them the "GO!" for the two-minute scoring round. 

During the two-minute scoring round(s) I observe how they 'play the game' - are teams following the rules. I'm looking for things we can talk about after the timed round. When the two minute scoring round is over I ask each team to score themselves based on the point values listed on the Rules Card. Before asking some questions about the overall 'Planning & Playing' process I wait until everyone is done with their math (this could take a minute) and then I ask groups to share out their scores. 


Here are some questions I tend to ask: 
  • ​What strategies did you come up with during your planning session? 
  • Which strategies worked for you during the timed round? Which strategies did not and why? 
  • On a scale of 1 to 5, 5 being 100%, how well did you follow the Rules? 
  • If you didn't score a 5, what rules were difficult to follow? 
  • What is your opinion about rules? What if we didn't have any rules - what would that be like? 
  • How was your score? Good? Not so good? Excellent? Could have been better?
  • How are you feeling about your score in comparison to other groups?
  • In what ways does it matter to you about the 'scores' of other groups? [We can go a lot deeper down this rabbit hole if it aligns with group objectives - lots to explore here.]
NOTE About SCORING - There is a little nuance to the scoring. If it doesn't come up (if no questions are asked about it - if someone does ask for clarification, I give it), I wait until after the last 'Planning & Playing' process to bring it up. The 20 & 30 'BONUS' points are added to the base score of 10 points for the minimum five-letter word. If groups did not catch this there can be some powerful emotions. 'Clarity' is the topic of discussion on this - "We can miss out on things if we're not clear." And when some groups get the scoring details and do/did not share the information, we can discuss this dynamic as well. (They might think other groups knew or they might not have shared because they want to win. More good things to talk about.) 

After the first 'Planning & Playing' process (when there is time and energy for it), I give the groups three minutes to plan before going into another scoring round. After the second round I give them two minutes to plan before the third and final round. I also inform the groups that words may not be reused across scoring rounds. 

There is A LOT to dive into with Alphabet Soup - "Simply Deep" I'm calling it. Do you have other Simply Deep activities. Let us know in the Comments! 

All the best, 

Chris Cavert, Ed.D. 
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    Dr. Chris Cavert is an internationally known author, speaker, and trainer in the area of adventure-based activity programming and its relation to community and pro-social behavior development.

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