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Order Puzzles (with Playing Cards)

12/11/2025

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Recently I was rewriting the instructions to 'Order Puzzle' – a small group activity I included in the Activity Manual for the POSSIBLESbag Teambuilding Kit, when I had this idea. Before I share the new idea, let me give you a recap. Order Puzzle is one of those "low risk people practice" activities I talked about in the House Puzzle of String post. Participants ease into problem-solving with a less people, so they get the feel for the process. 

Order Puzzle

Needs & Numbers: 1 standard deck of (52) playing cards for up to 12 participants. More than 12? Use more decks. From a group management perspective, I use this activity with up to 24 participants if I'm on my own. 

Time: 15-20 minutes

Set Up: First you need to create three 'puzzle sets' (of 16 cards) from a standard deck of playing cards. Take out the four 10s (not needed), then create your sets:
  • Puzzle Set 1: 2s, 3s, 4s, 5s;
  • Puzzle Set 2: 6s, 7s, 8s, 9s;
  • Puzzle Set 3: Aces, Js, Qs, Ks.

Then divide your group into smaller groups of 2 to 4 participants. (Again, If you have more then 12 people in your group you just need more playing cards to make more sets.)
Process: Give each small group a Puzzle Set (16 cards), a place to lay out their puzzle, and the following challenge:

Using all 16 cards in your set, create a 4 by 4 grid of cards, showing face up, where no row or column of the grid has the same suit in it or the same rank in it (face value).

For your reference, the picture shows one solution using Puzzle Set 3. 
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Clarify any questions about the directions. (You can, or may need to, lay out a 4 by 4 grid for a visual – you can use the visual to clarify what's expected in the rows and columns as well.) Then let the groups start. Mingle around to answer questions (without solving problems) and check answers. When one group solves the puzzle, give the remaining groups (if there are any) 60 seconds to solve the puzzle or get as far as they can.

Here are the questions I included in the recent update of the activity:
  • What was difficult about this activity for you?
  • What strategies did you and your team come up with to be successful?
  • Describe the behaviors you saw and heard within your group during the challenge? Which behaviors did you like? Which behaviors would you have changed?
  • On a scale of 1 to 5, how did your group do at listening to each other? A 1 is not very well and 5 is really well. If you didn’t give your group a 5, what would they need to do to raise their score one point?
  • How many of you had an idea to share about solving the puzzle? How did you communicate your ideas to others? Were all your ideas listened to during the challenge? What could have been better about your idea sharing process?
  • What feelings surfaced for you during the challenge? How did these feelings influence the way you participated?
(Thanks to Michelle Cummings and Training Wheels for letting me share.)

Again, this short, small group, low-risk activity is about people practice – fewer people working on a task is less complex than a larger group task. There's more opportunity to share verbally and participate physically and 'problem solving' usually takes less time. There's 'more' direct experience for each person. 
Order Puzzles

Okay. Here's my new idea. There will still be a level of autonomy for each group with the possible opportunity to collaborate between groups (but we don't tell them about the collaboration part – we hope it becomes obvious [or necessary?]). 

Needs & Numbers: You will be grouping three smaller groups together (2 to 4 people in a smaller group) – let's call this grouping a 'pod'. Each pod needs a deck of cards with the four 10s removed. I think I could manage three pods at once. (?) So, up to 36 participants. 
Set Up: Find a nice area for each pod to play (the diagram to the right is a pod) – each small group in a pod needs a flat(ish) surface to build their puzzle. Position each small group in a pod as points of a triangle – small groups are at least 5 feet from the card pool and each other. Then give each pod their (shuffled) deck of cards (with 10s removed). Each group is asked to spread out their cards in the middle area of their triangle – this will be the 'card pool'.
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I've been thinking about three options for the card pool set up. Here's my favorite at this time. Ask each group to divide their deck of cards in half – this can be their best guesstimate or they can count out the top 24 cards. Then, one pile will be spread out in the pool face up and the other pile will be spread out face down. The two piles can be mixed around together or stay separated. (My thinking: The face cards will be the first to get picked up, then the 'blind' pile will be picked up – or maybe not. More below.) The other two options: All cards spread out face up or all cards spread out face down. Each set up will have its own dynamics – you choose. 

Process: When all the pods are set up, explain that the goal for each pod is to have each small group build an Order Puzzle (as described above - a 4 by 4 grid with nothing identical in the rows and columns). To be successful, a pod will have three completed Order Puzzles. (Maybe we have an extra Puzzle Set of cards to demonstrate what the grid looks like and note the expectations of the rows and columns?) 

When the challenge begins, in turn, someone from each small group can go to the pod's card pool, pick up one card, and bring it back to their group. The small group then decides where to place the card within the grid. Then, a different person is sent to the card pool for another card to bring back. Each person within a small group must take a first turn before taking a second turn. Then take a second turn before anyone takes a third turn and so on.  

Share these rules without any more details:
  • A card taken from the card pool may not be returned to the card pool.
  • A small group within a pod may not pick up another card from the pool until the one they have is placed in a puzzle – cards are either in the pool or in a puzzle. 
(This is where, I'm imagining, there will need to be some collaboration between groups, as they build their puzzles. But we don't tell them this. When they ask if they can work with other groups, answer: "It's not against the rules.")

I'm guessing right now that this 'new idea' won't take too much longer than the original process (15-20 minutes), that is, if the pods figure out they can collaborate. The dynamic of sharing resources is what interests me. The inverse is also possible. It might take longer than I imagine. The final pieces (cards) of all the puzzles in a pod might take a lot of verbal communication to sort out what everyone needs. Depending on my programming windows, I might set a time limit on the work and the discuss what it took to get as far as they did. 

Explore this question along with the others above:
  • What did it take from you to reach your pod's goal? (There is a lot to dissect with this question. Stick with it for deeper take aways.)

Consideration: Since all three small groups have access to all of the cards (and are not restricted to four ranks), the need for collaboration might not exist. Let's find out.

Please let us know what you discover (I will too). Leave us a Comment below. 

Here's to the wonder of it all!! 

Chris Cavert, Ed.D. 
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Grouplets RPS

11/14/2025

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Quick NOTE from Chris: This is a very parenthetical post – bear with me!

For years I’ve been interested in the idea of, “knowing what games you’re in,” “knowing what games you want to play,” and “understanding the rules” of the games and deciding how you want to play. This metaphorical idea comes from thought leaders like Simon Sinek, Seth Godin, and James P. Carse, who noted, “A finite game is played for the purpose of winning, an infinite game for the purpose of continuing to play.” (This quote is spot on to a possible outcome of Grouplets RPS.)

One of my favorite activities to explore the behaviors related to the question, “How did you play the game?” is Ubuntu (or Spot It) Steal. Participants learn the rules, play the game, and explore the question. We reflect on the behaviors experienced and observed, and dive into why particular choices were made. In short, the purpose is to share preferences and some reasoning behind them. (Do we keep our preferences right where they are, or maybe think about trying on something different? Kolb, ‘Abstract Conceptualisation’.)

Recently, I formulated an idea (meaning, the idea emerged in my brain and I thought about it until it took hold of my curiosity and then I played it out in my head until some structure occurred). Now I can use some help exploring (playing) the idea (game).

It’s a version of Rock, Paper, Scissors with a group of 20 to 40 people. (So far my thinking tells me we won’t get the dynamics with less people and the reflection might get watered down with more than 40. Exploration might prove otherwise.) 
You can certainly play this without props (participants track points on their brain score card), but I’m thinking a score card or tokens (e.g., plastic chips, pennies, or beads) - you’ll need a lot of tokens, but I think the ‘reward’ aspect will be significant for some, even if it’s marking a score card. (With a score card you don’t need a pen. If everyone is given an index card, they will make a small tear in the card - along one side of the card - to indicate a win. Write on the card during quiet self-reflection after the game(s) and then share thoughts with the group. Option: Make 'tick' marks on a white board to keep score.
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RPS Groups: Let’s Play

First we need to explore prior knowledge - does everyone know how to play RPS. (It amazes me to this day how many people know how to play RPS. I just wonder why?) Training and practice is needed if there are some people who’ve never played. Then, whether or not training occurred, play a few RPS rounds with everyone as a good warm up. The idea is to get everyone ‘on the same page’ (know the rules of the game) about the RPS expectations. Then, before the official experience, how will we know (confirm) everyone is on the same page? For example, do a few RPS calls simultaneously with everyone as you watch (check) for understanding.

NOTE: The Rock, the Paper, and the Scissors are the only signs allowed in this game. (You may or may not add this information into the instructions. In either case, there will be some things to talk about.)

We’ve confirmed. We’re confident everyone knows. (Can we ever be sure?) Let’s play the game (anyway).

When a player is ready to ‘face off’ with a partner (or a grouplet, more on this in a moment), they raise up a hand. This is an invitation to play.
Two things can happen when single players face off:
  • When player wins they get a point - they collect a token or mark their score card. No consequence for the losing player, other than ‘losing’ which could lead to something. (Thinking: The losing player would have to give back a token - what dynamic would this create?)
  • When a pair of single players ‘tie’ - they show the same sign - they form a ‘grouplet’. They are now a team and stay together.
As grouplets begin to form, two types of ‘players’ emerge - the single player and the grouplet player - gouplets are considered a single organism. A single player can play against another single player or a grouplet (everyone in the grouplet is holding up a hand to invite another ‘player’ to play) and visa versa. In other words, a grouplet can accept a challenge from a single player or another grouplet.

IMPORTANT: Before a grouplet invites or accepts an invitation to play, the people in the grouplet get together and agree on the sign they will use for their next game - everyone in the grouplet must show the same sign (think Giants, Wizards & Elves).
Four things can happen when a grouplet is in play:
  • When a grouplet plays a single player and wins, nothing happens. Both the grouplet and the single player go off to play another game. (Each person in the grouplet gets a point.)
  • When a grouplet plays a single player or another grouplet and ties – both showing the same sign – they merge, becoming a new grouplet. (No points awarded.) 
  • When a grouplet plays a single player or another grouplet and loses, that grouplet is dissolved – all the players from the losing grouplet become single players again. (Each 'winner' gets a point.)
  • If someone in a grouplet shows a different sign then the rest of the grouplet, that grouplet is dissolved – nothing happens to the single player or grouplet they are playing. (No points awarded.) 

These are the basics we have (right now).
“How Does It End?” 

A Grouplet RPS game is played for 8.5 minutes, or when there are no more invitations to play. 

(I’m envisioning grouplets, in some cases, will continue to play until they all end up on the same team. In other cases, individuals or grouplets will stop inviting people to play – hold a hand up – because they don’t want to lose or break up a group. Another case might be that two or three grouplets form and then stop inviting games so they no longer stress about losing – breaking up. It might be an all-group consensus to stop the game, feeling satisfied with their current status.) ​

I will program time for two games of Grouplet RPS. I want to explore how the second games is played after processing the first game. Will participants play the game differently after some insight? 
Possible Reflection Questions:
  • What was your original mindset going into the game – in other words, what was your self-talk, the conversation you were having with yourself when starting? Did this mindset change over time? Why? Or why not?
  • What was your mindset going into the second game? Why did you choose this mindset to play?
  • Think about the behaviors that surfaced for you – the things you did and said – as you chose the way to play the game? Share one of these behaviors that stand out to you?
  • What behaviors did you notice about others in the game? Which ones did you like? Which ones did you dislike? How did these behaviors influence the way you played your game?
  • How did collecting points influence the way you played the game?
  • After you ‘tied’ with a single person or a grouplet what feelings or ‘self-talk’ surfaced in your head? For example, did you feel excited to join the person or group, or were you bummed you  lost – didn’t get a point?
  • After you beat a person or group what feelings or ‘self-talk’ surfaced in your head?
  • Did any of you add another sign to the game? What was your reasoning for adding the sign? How did adding a sign change the game for you? For others?
  • Did anyone think about adding another sign to the game? Why did you choose not to?
  • Was it against the ‘rules’ to add another sign? What are your thoughts about this related to everyday life? How do we add rules in life? How do we change rules in life? How do we question rules in life? What stops us from doing these things?
  • Did anyone ask the person or grouplet you were about to play what sign they were going to show? Why did you ask? Why didn’t you ask? Was it against the rules to ask?
  • Let’s summarise together the different ways we played the game – what are the possible ways to play? How does this concept – ways of playing – relate to our everyday lives?
  • Did anyone choose NOT to invite anyone to play? What was your reasoning for playing the game in this way?
  • How do we learn about the rules of the ‘games’ we want to play in life?
  • What are some of the ‘games’ we are playing right now in our lives? (Using a positive lens.) What are some important reasons for understanding how someone is ‘playing a game’?
  • What do you think will stick with you the longest after playing this game?
This could be something?! Let us know what you find out. Leave a Comment below. 

All the best, 

Chris Cavert, Ed.D. 

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Choice Line Up

10/23/2025

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On a regular basis I find myself exploring the activities I know for different ways to use them. Particularly in ways that help my group members interact with each other a little more. One of the most common questions I ask myself is, “How can I add another ‘problem’ to the experience.” Problems invite interaction.

A recent exploration involved ‘Line Ups’ – the no prop activity where a group is given some parameter, followed by everyone finding their place. For example, “Line up in alphabetical order by your first name.” Or “Line up in birthday order my month and day, not the year.” Raise your hand if like to program Line Ups.

For years I’ve been providing the parameters for Line Ups. And each time I use the activity I challenged myself to bring in one or two parameters I hadn’t used before. When Ryan Eller shared ‘100 Ways to Line Up a Group’ I was all over it. Here are some of my favorites from Ryan:
  • Straightest to Curliest Hair
  • Who lives the furthest to the closest distance from where you’re standing.
  • Average time to get ready in the morning – least to most.
  • The furthest travelled away from home.  
  • Number of times you’ve moved to a new house or apartment.
  • Number of first cousins.
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Beyond the Basic Line Ups

Extension 1:
Years ago, my first extension of Line Ups was to include some time for a short conversation related to the parameter. For example, “Get together with one or two people near you and share the story of your name.” Or “Get together with one or two people around you and share your experience of a favorite birthday.”

Thought Experiment: What would be a question to discuss related to each of the parameters I picked up from Ryan? (It’s common to invite people to share a ‘scar’ story. What about a ‘hair’ story?)

​
Extension 2:
My latest change to Line Ups involves adding an additional problem to the process - choosing the Line Up. Instead of me providing the parameters, I ask the group to provide them. Specifically, I challenge them to come up with 10 different line ups to accomplish. (Why 10? The first few line ups will be the ‘easy’ ones. Then the group is going to have to work a little harder – take the time it takes – to come up with ones that everyone can be, or wants to be, part of.)

I frontload the challenge with a consideration: “As you discuss line up ideas, consider if the parameter you suggest include everyone in the group. For example, if you want the group to line up numerically by the sum of their cell phone number, does everyone in the group have a cell number? How do you know? How will you know?”

What I want to do, purposefully, is to get participants to think a little more about what they want to ask the group to do. How will they inquire? Who will lead the ‘thinking’ process? Will participants ‘share’ the space for suggestions? How will the group decide on a line up? Will they ‘check in’ with everyone? Will everyone be comfortable with the line up? Will people speak up about their level of comfort?

Yes, Line Ups, of course, can just be a fun way to get participants to interact, talk with each other, and ‘connect’. And, when you want to/can, dive in a little deeper, extend the process. Get them into some conversations to build more understanding, more awareness of each other. 

My favorite processing question after this one:
​What is something you found out during this activity that you didn’t know before?


How have you extended Line Ups? Leave us a Comment below! 

All the best, 

Chris Cavert, Ed.D.

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Double-ZOOM (and Dialogue)

10/8/2025

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Editorial Note from Chris: One of my goals for the FUNdoing Blog is to share activities and ideas that the majority of readers can utilize – either no equipment needed or the equipment is easy to access. There are times where only a minority of readers will be able to make and use an activity, but I want to share it for more than utilization. There is a creative twist or unique way to use props or people. And maybe others will be able to see a way to use the idea or process. Double-ZOOM will fit into this category. The access to a copy machine and colored copies is needed.

So, let’s put on our thinking caps. What else can we do with this idea? I’ll start: Word Circlers, how about using two Word Circle Puzzles on index cards?  

Our FUNdoing friend Gal and I had this dialogue about his crafted experience with the Zoom and ReZoom books (by Istvan Banyai). The Zoom (red cover) picture book experience with teams has been used for years to illustrate the importance of detailed commination. Banyai’s second book, ReZoom (blue cover) can be used in the same way. 
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I wrote a historical teambuilding perspective of Zoom in my book, Portable Teambuilding Activities. (Check out the ‘Categories’ in the right sidebar of the FUNdoing Blog for the ‘Zoom’ activities/variations I’ve posted at FUNdoing.)

I chose to share my dialogue with Gal, with limited edits, so you can experience a little of what I got from my first read of Gal's initial email.

Thought Experiment: Before reading my response, after reading Gal's initial email, think about what you would have asked Gal], and then check out the path I followed for clarification and thoughts I had during my reflection on this Zoom/ReZoom adventure (What I'm calling: Double-ZOOM).

Let’s go…

9/1/25
Hi Chris.
I wanted to share with you a game I recently tried in my workshops that uses the Zoom picture books…pictures that must be arranged in chronological order from the first page to the last.
 
I made a double-sided version of the game that combines the Zoom and ReZoom books that came out in such a way that after arranging all the pictures in order, if you turn them over, you will discover the second story, which is also in order. [From Chris on Copyright: Making a copy of each book for educational purposes, and not for resale, can be seen as a fair use of the material.]
 
The rules of the game itself are as follows:
  • The group must connect all 30 pages…into chronological order.
  • Since it’s a wordless picture book, the group [may not] use verbal communication during the task.
  • The group has 10 minutes to complete the task.

The group [is introduced to] all the pages mixed [around on the floor with] half of the pages [of one book’s storyline] turned upside down – [in other words] part of [both] stories are exposed. But the group does not know [yet] that there are two stories here. [Edits I (Chris) made here are clarified below, but I wanted to share them here to avoid some re-learning.]

[Back to Gal] At first, [I observed] participants approach [the pages] separately and try to start finding connections and [then] connecting different pages. They…soon discover[ed] that these are double-sided pages with a picture on both sides. At this point, they [had] to actually make a decision, which side to continue with. Once a decision is made, the group will focus on one story and find all its pages in a row.
 
In the elaboration [Reflection] of the exercise, of course, you can approach the issue of micro and macro, or the fact that at first things do not seem clear until you gradually understand the full picture, or the issue of perspective of how we look at things in our lives from different perspectives, or even the ability to zoom in or zoom out from different situations.


[In] this version of the game there is an additional element. What story do I choose to tell myself? What happens the moment I choose to focus on one story and not necessarily the other? [Chris' emphasis] The focus is on the issue of choice and its future consequences and how each choice we make creates a new story in our lives. What would have happened if we had…chosen the second story? Where have we lived? Have there been times when we stood at a crossroads and made a decision that changed the story of our lives?
 
I invite you to try the exercise and see where else you can take the adaptation.
 
Gal
9/13/25
 
Hello Gal, thanks for sharing your version of ZOOM! 
 
Right after I got your email, I read through it quickly, but I didn't have time to 'think' about it. The other day I had more time to dive in. I really like it, especially from a resource management perspective – know your resources. In this case, what's on the other side? (A great metaphor right there!) 
 
With time to think into this version I realized you place the pages down on the floor – with "half the pages turned upside down..." This is my favorite twist. Now, I get no words in the book, so no talking. I don't yet know what the learning is with no talking – how do you link this non-verbal lesson to everyday life? (Something just came to me – maybe it's simply a constraint to work with? "How did you all work around the constraint of no talking?") The 'elaborations' you use are very useful and I'm sure lead to good conversations (reflection). I love the "what story do I choose to tell myself" and what happens when I choose one story over another? (More rich metaphors.)
 
If you are willing (and can spare the time), I would love to find out how you introduced this version to your group – what is the (general) script you used and what constraints did you set. For example, no talking is one, what else did you allow or limit?
 
After thought I'm having: The no-talking is growing on me. Say I look at the other side of a page to discover another picture. I now have 'powerful' information. Do I share this information? Do I keep the secret to myself? (If I could talk, would I tell anyone?) Do I go around and turn over the pages to reveal just one story – 'make' others follow my story? More METAPHOR! 
 
One more thought: What if we made a set of pages where the two stories do not fall into the same sequence? So, lay out one story in order. Then, if you flip the pages over, the second story is not in order. Would this add anything to the experience? 
 
WOW, thanks again for sharing. This one is really making my brain work!!
 
Chris
9/13/25

Hi Chris.
​
I'll start with the instructions for the exercise:
  • The group must arrange the pages of the book in chronological order from the first page to the last. The book is 30 pages long.
  • Each page [except for the last one] has a follow-up picture in the form of a zoom in or out like a camera zoom.
  • The group has 10 minutes for the task.
  • And the twist is of course that the book is wordless and so will the game be…silently.
  • And the rule that enforces it is that if [anyone] speaks then the time is shortened for the group by 30 seconds.
 
The idea of ​​time is to create a sense of pressure to solve the puzzle before time runs out. The idea behind the wordless, besides introducing a challenging limit of non-verbal communication into the game, is also to create exactly the situation where at some point one participant will realize that there are two sides to the story, and this is where the group work actually begins.
 
Up until this point, each participant has been working alone in an attempt to understand what is on the pages. Here are a number of situations that can happen:
  • The participant will try to communicate this to others non-verbally.
  • [They] will choose to sacrifice 30 seconds to communicate it more quickly with the group
  • [They] will simply make a decision for [themselves] and choose which story to focus on and start running with it and gradually others will join in.

It very much depends on the participant.
 
In the adaptation, you can later question that participant [about how they] acted once [they] realized that there were two stories here. And what was the decision based on which story to choose?
 
Now about the idea of ​​doing the story on the other side not in sequence. I thought about that too. But in the end I actually liked the twist where I turn all the pages in front of everyone and reveal to them the story that is not told and talk about it. Sometimes every story in our lives has two sides. There is the story that we choose to tell ourselves. There are these quarters of "What if I had acted differently at the moment of the decision?"
 
I'm glad you delved deeper and liked the exercise. I have been using it recently with teenagers and also with workshops for reservists in the context of them living a double life with the story of returning to citizenship and the story of being called up again to serve.
 
Gal
So, what did this dialogue spark in your mind? Leave us a Comment to extend the thinking. 

All the best, 

Chris Cavert, Ed.D. 

P.S. After writing this point I wondered, "How many participants will be a good number for this ZOOM version?" 

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Count to 50

7/24/2025

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My friends Swati and Agyat (doing some amazing work around the world, in part with Play for Peace), answered my call to share some of their favorite activities used with groups with a wide range of cultural diversity. 

I love all the one's they shared. (I posted the Aga Zumba Zumba action song a while back. Agyat is the one with the name tag.) Count to 50 stood out to me as a good progression to an activity I played as a participant many years ago. 

I don't recall the name or a source, but it involved math. Some of us are good at math, others, not so much. I'm in the later camp (but I'm getting better). We circled up (maybe 20 or so people). Our goal was to get to a certain number, I can't remember the goal (buried trauma?). The challenge was to count sequentially, from number 1, up to the goal. If your number was a 3 or a 7, or a 'multiple' of 3 or 7, you had to clap. (I don't recall if we had another action like 'comb your hair back' in Count to 50.) That's it! If a mistake was made, the group started over. I still can feel the panic of multiples! (And, I'll assume, that was the point. And how did I manage my panic? I think I missed the lesson!)

Needless to say, I didn't program this one AT ALL during my career. (Now I know better – I could have hooked the 'math-smart' people.) With Count to 50 I'm motivated to add it to my programming choices preceding the original version I learned years ago – a progression to the challenging multiples. 

I also like the group culture development of the way Swati and Agyat use it. When a mistake is made everyone recognizes it as an "OOps" with action (see below), and then they move on for another try. They are in the challenge together, supporting each other, making room for mistakes as learning opportunities.

​Here it is...  


Count to 50

Objectives:

Empathy-Building, Self-Awareness, Group Support, Failing Forward
 
Needs & Numbers:
  • No props are needed. Works well with 10 to 16 participants. (When you have more than 16, divide the group into smaller groups of at least 10 people.) Multiple groups can play at the same time. 
 
Process:
  • The group stands in a circle.
  • The challenge is to count from one to fifty in sequence with participants taking turns calling out one number at a time - the one next in the sequence.  
  • Any participant who gets any number that has the digit ‘4’ (4, 14, 24, 34...) in it has to clap instead of calling out that number.
  • Any participant who gets any number that has the digit ‘7’ (7, 17, 27, 37...) in it has to comb through their hair using one hand instead of calling out that number.

Rule:
  • If anyone gets confused, makes a mistake, the whole group CELEBRATES by saying 'Dhat Teri Ki' (OOPS! In Hindi) while touching their forehead with the palm of their hand. [Use whatever “darn, I made a mistake" word and gesture that works for your group. I'm going with "Oopsy Doopsy!" – more syllables work better for me with the palm-to-forehead action.]  
 
The game restarts with the same person from where it stopped with that person saying “one”.

NOTE: If someone knows a source for the 'multiples' version of this activity, please let me know. 

An educated guess tells me this version will be a little easier to accomplish – get to 50. What are the skills we need?
  • Focus
  • Anticipation 
  • Helpfulness (What will this look and sound like?)
  • Grace & Support (What does this look and sound like?)
  • Acceptance

I can see myself using the experience to talk about some of the behaviors of a successful group, discussing what mistakes are for and supporting each other through challenging, even risky, tasks. (What risks are involved in Count to 50?)

After a success (to 50!), I'll move on to other activities before trying Count to 50 again. What will the group remember about their success? What behaviors do they need? Were they just 'lucky' the last time, or did they learn what it takes to repeat their success? 

​If I assess that my group is ready, I'll add a 'change'. Same goal, a different approach. What will the group need to manage the activity with multiples – multiples of 4, a clap, multiples of 7, comb the hair back. I anticipate that 'helping' will become important. What norms will be developed for the use of helping behaviors? 

Add Another Level of Challenge Get to 50 in 60 seconds or less. Now we have a progression, three levels of challenge to work with, adjusting to the skills and abilities of our groups. 

Thought Experiment: What are some benefits to returning to a 'process improvement' activity that was done earlier in a program? (We tend to stay with the same process improvement activity for two or three attempts in a row. What if we spread these attempts out over time. What might we find?)

Have fun out there, and keep me posted!

Chris Cavert, Ed.D. 
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Card Diagram Builds

7/11/2025

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Raise your hand if you’ve done an activity with pairs that involves sitting back-to-back with each other and each partner has a set of identical materials like popsicle sticks and poker chips or pick up sticks and dominos (nod to Michelle), or toothpicks and M & M’s (my favorite). 

​One partner (the Artist) creates, in front of them, a 2D sculpture of sorts and then communicates the construction directions to their partner (the Builder) with enough details to replicate their work of art. During round one, the Builder may not ask questions of the Artist, simply doing their best to follow directions. When the Artist is finished with instructions the Builder’s replica is compared to the original – including some verbal exchange about the experience between partners. Then, right into round two. (I don’t debrief here.)​

During the second round, the first Builder is now the Artist, the Artist the Builder. However, the Builder is allowed to ask clarifying or confirming questions of the Artist this time. When both Artist and Builder believe an accurate replica has been made, they check the results. Then the debrief of this activity is heavily focused on communication behaviors – which ones were helpful, and which ones were unproductive and, “How can we learn from this experience.” 
I stumbled across ‘Business Team-Building Activities That Use Playing Cards’ at the CHRON. (Don’t ask me how I got there!?) Ms. Measom shared a similar activity using ‘Card Diagrams.’ In the spirit of taking her description to another level (a card flower diagram is good too), I wanted more abstraction to make it more challenging.

So, I created a couple of ‘scapes’ for us to use with our partner-back-to-back-artist-builder communication activity. One is a landscape, the other a seascape. One partner needs a scape, the other a deck of the standard 52 playing cards variety. The scapes (as you can see) are outlines of cards that were set down in a specific way. The objective is for the Builder to lay out the cards, directed by the Artist (holding the scape), to match the outline. (Downloads below.)
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The Builder in the first round is attempting to set out the cards that would produce the outline of landscape above – the picture below. (The lower left corner is a 'TEN'-T!) 
The Builder in the second round is attempting to set out the cards that would produce the outline of the seascape above – the card picture below. 
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When I try this one, I’m going to let partners ask questions during both rounds. Each round will be 10-minutes long. After 10 minutes pairs get to see how they did. (This timed aspect ensures all the pairs are transitioning at the same time. Adjust the time if needed.)

Between the rounds I’ll ask the partners to identify the type of questions and the type of instructions that were really helpful. I’ll let them share for about 3 minutes. Going into the second round I will encourage everyone to remember the feedback that was shared in order to improve their communication exchange. For round two, the previous Artist becomes the Builder and the previous Builder, the Artist.

After the second round, I will go into an all-group debrief about communication behaviors and how they influence our interactions with others.

Let us know what you get from this one. And, for sure, what other scapes you create!

All the best, 

Chris Cavert, Ed.D. 

NOTE: These files do not automatically download, you get a preview first. Then you can choose to download. Also, sorry, my scans aren't super clean – you can replicate!
landscape.pdf
File Size: 428 kb
File Type: pdf
Download File

seascape.pdf
File Size: 620 kb
File Type: pdf
Download File

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Quick Line Up Name Game

6/27/2025

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I’ve been playing the traditional Quick Line Up for a long time. The earliest publication I found this one in is Karl Rohnke’s Bottomless Baggie (1991). As he says, it breaks some ice and provides “a low-risk, low-skill sense of team affiliation.”
 
Here are the basics. (Refer to the diagram.) There are 24 participants in the example group above. I don’t plan this one for less than 16 people (four per team), no more than 32 (eight per team). The group is creatively divided into four smaller teams. The facilitator, the purple figure in the center of the square, is facing the ‘North’ team after setting the four teams into a square formation. (If the group is not divisible by four, some teams may have one more person than other teams – this is okay for the way I play this cooperative interaction.)

The position of each team in the square is an important part of the activity. The facilitator explains that during play each team will orientate themselves to the facilitator in the same way after the facilitator moves. The group standing in front of the facilitator is the North Team. The group standing behind the facilitator is the South Team. To the left of the facilitator is the West Team, and to the right of the facilitator is the East Team.
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The fun begins when the facilitator changes their orientation. Let’s say the facilitator, while standing in the center of the square, simply turns around 180 degrees. The four teams will wait until the facilitator shouts, “Line Up!” After this que, all teams move (safely) to their designated position in relation to the facilitator’s orientation. The North Team moves their line to the front of the facilitator and the South Team moves around behind. The West and East move to the left and right of the facilitator respectively. When the teams reform their lines in the new location team members must line up in the same order as the last line they were in.

After this initial practice run the facilitator checks in to see if everyone understands the process, then moves again. The facilitator does a little jump-spin of 135 degrees and says, “Line Up!” Then, waits for the results. Once everyone is set, the facilitator does another 180 spin and calls, “Line Up!” After the three test runs, the group is ready for the Name Game part of the adventure.
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[NOTE: Traditionally, Quick Line Up continues with the facilitator moving outside the square to different places in the activity area to get the teams running around and sorting themselves out. Again, as Karl said, this one’s a nice “low-risk, low-skill sense of team affiliation.” As a name game, we’re going to add a bit more challenge and connection.]

Quick Line Up Name Game Version
For the Name Game (I’m experimenting with), the facilitator explains, there are some roles to fill. (Notice in the graphic above.) Each team has a ‘Lead’ and a “Sweep.” The lead is standing at the right end of their team’s line, the sweep is at the left end – this is in relation to every team facing the facilitator inside of the square.

The facilitator, reorienting inside the square, will practice the ‘name-frenzy’ with the teams a couple times. The facilitator moves, calls “Line Up” and then the teams move. After each team relocates and line up, the Sweeps will move down their lines performing a name-frenzy, moving from person to person, saying each person’s name as they go.

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Eventually, the Sweep steps into their line just past the Lead and the Sweep says their own name.
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Now, the old Sweep has just positioned themselves as the new Lead and the person at the left end of the line is now the new Sweep (who will do the name-frenzy after the next “Line Up!”) After a couple of reorientations with the facilitator inside the circle, the facilitator ventures outside the circle to other locations in the area.

I’ll play enough rounds so everyone on each team has a turn to do the name-frenzy. The spirit of the game is to move around, help each other get to where they belong, practice names, and have some fun! My body and energy during play is upbeat, encouraging, and constantly in motion. We don’t have to process this one (of course, you can), just enjoy the chaos and interaction. 

Let us know how this one works for you! Leave a Comment below.

All the best, 

Chris Cavert, Ed.D. 

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Word Building, Ltd. (CrowdWords)

4/10/2025

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In 2015 I posted Word Building with Jumbo Letter Tiles. It was a more portable version of Word Building using 3.5 inch noodle chips (with letters written on them). I'm going to share with you (below), the next iteration of Word Building – using 'limited' (Ltd) resources. I recommend you take a little journey back in time and read the original post to get the big picture. This limited edition might be clearer with the additional information.

Needs & Numbers: 
  • You'll need a letter set. The prepped and ready large tile version of choice (for me) is CrowdWords (developed by Trevor Dunlap and Matthew Broda – their activity guide includes 26 ways to use the larger letter tile set). 
  • In this 'limited' version it might be faster to make your own letter set, based on the 'concept' words you have chosen, using index cards or small paper plates. See the original Word Building post for details. (Be sure the letters don't show though the paper product you are using. A light highlighter color works well.) 
  • Use a 50-foot activity rope or four cones to outline the 'letter pool' – a rope circle or cones at the corners of a square. 
  • One spot marker (hula hoop or carpet square) for each team. If inside, you could tape out a small square as a 'spot' for each team.
  • Flip chart paper (on a stand if you have one), tape and some colorful markers. 
  • This one plays well with 12 to 30 participants (you will be dividing into groups of 2 or 3 people). 
  • ​And a timing device. 

Set Up: The preparation for the game is a little more focused (additional time is needed to prepare). Choose a concept you want to work on and discuss (reflect upon) based on an objective a group is working towards. It could be teamwork, leadership, trust, collaboration, community, etc. For example, I asked an AI engine to give me 15 five-letter words related to behaviors of a cooperative community – the bonus included a little information on how the word fit – 'Blend' - harmonizing differences into unity.

Then, I picked 10 of them for the 'word list' I'm going to use with a group of 30 participants: 
  • Build
  • Reach
  • Share
  • Trust
  • Model
  • Value
  • Adapt
  • Align
  • Offer
  • Blend
In preparation for the activity, I'll write all of these words on one piece of flip chart paper. 

Once I have all the words, I'll need a letter tile for each letter in each word – I need 50 tiles to make all the words. With this particular list I would make my own tiles since there might not be enough 'Es' or 'As' in a set of CrowdWords(?). Then, here's the other time requirement. I want to include at least 15 to 20 extra letter tiles that ARE NOT in any of these words. So, I will make a couple of 'Js', a couple of 'Ks', and a few 'Ys', a couple 'Qs', 'Ws', 'Xs', and 'Zs'.

NOTE: If you are going to be working with less than 30 participants, you might not need as many words. Think of how many groups of three you will be making (and maybe there are one or two groups of two), and be sure to have a word for each team. For example, if you have a group of 16, you'll have four teams of three and two teams of two. You need six five-letter words.
Almost ready! Now that you have your letter set, place down your rope circle (or coned square) and place all the tiles, letter-side down, inside the shape of choice. This is the 'letter pool.' (See the header picture above.) Somewhere near the letter pool display the list of words your going to use with your group. Place down a spot marker for each team around the letter pool. Each spot should be about 5-feet from the pool. Now you're ready. 

Let's Play Word Building
When your group arrives, creatively divide them into small 'teams' of three (and some twos if needed). Invite each team to locate one of the spot markers and stand by it. They are ready for the rules. The rules for this limited version are just about the same as the original – just some minor additions. Your going to frontload the game this way:

"You are all on a small team. During this game, each team is required to gather enough letters to make one of the five-letter words on this chart." [Point out the chart.] "These words are related to some of the behaviors that take place within a cooperative community."

When you have purposefully planned time for this, discuss some of the words on the list – "How are these words related to a cooperative community?" You are priming the group with information about community behaviors. Some they might use during the activity, some they may not. Like this: Prime-Experience-Reflect. "What behaviors showed up for you and how were they helpful," for example. 

Then continue: "This is a timed event. Your group, all the teams, is challenged to complete the task as quickly, and safely, as possible. Time will start when the first person enters the letter pool in front of you. Time stops when every team has created a five-letter word. Here are the rules of play:"


RULES of PLAY
  • Only one player from each team can enter into the letter pool at a time (e.g., if there are 10 teams, up to 10 people can be inside the letter pool).
  • After entering the pool a player is only allowed to pick up one letter tile. 
  • If a player chooses to take this tile from the circle, no one in the 'group' may look at the letter until it is flipped over onto the teams spot marker.
  • All players on each team must take turns going into the letter pool - meaning, all players from a team must go into the pool once before someone can go in a second time and so forth. 
  • If a team decides to keep the letter taken from the pool it is placed down on their spot marker and must be touching the spot or be touching a letter that's touching the spot.
  • If a team decides NOT to keep a letter it is brought back into the letter pool and placed letter-side down inside the pool. In other words, if a letter is not wanted it goes back into the pool – letter-side down. This mean a letter tile may not be given to another team.  
  • Each team may have up to six letter tiles at their spot - when the seventh letter tile is brought to a team's spot one must be taken back to the pool on the next player's turn and placed letter-side down before picking up another tile.
  • When all teams have spelled out a five-letter word at their spot, the time stops.
Here's what I like about this variation:
  • My educated guess is (I haven't tried this version yet), many groups will not have the foresight to assign each 'team' a different word from the list at the start. They do not yet know there are just enough of the right letters to make all the words. To discover this fact, they will have to fail, identify the problem, and solve for it before the next attempt. NOTE: I predict I will get this question at some point: "Do we all need to build a different word?" I will answer (repeating the directions), "Every team will need to build a word from this list." (I do not want to solve a problem I'd like them to solve.)
  • There are resources that will not be needed to complete the task. What will they do with them? How will they discover they are not needed? What will they do with them? Will they be 'in the way' or will they put them somewhere so they they won't repeat work that is unnecessary? 
  • When will they discover that helping each other, within the rules, is essential to getting 'better.' Who will discover this and how will it be accepted by others? 
  • Will the participants focus more on the task, and getting faster, or will there just as much focus on the process and the people within the process – listening to and taking care of each other's needs. 

I'm guessing three or four games will shift the mental models needed and move groups to a faster time and acceptable interaction – process improvement. Check out the original post for some additional reflection questions I like to use with this activity. 

Let me know what you discover and if you find any other useful additions (or omissions). 

Thank you for what you do out there!! 

Chris Cavert, Ed.D. 
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Key Pad Express 2

1/23/2025

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I designed Key Pad Express (a.k.a., 'Chicken Express' when tossing a rubber chicken during the challenge), back in 2016 for a multi-group corporate program. We were working on process improvement through better communication. I finally posted it to the FUNdoing blog in 2020 after finding the (lost) video. This version really changed the old Keypunch (Rohnke) activity for me, getting more players moving throughout the activity and adding more 'problems' to solve (e.g., throwing, catching, more responsibilities). 

Recently I found myself thinking about other ways to use numbered spots and Pressure Play Too came to mind. With larger groups, of 30 to 50, participants work through the suits of playing cards moving from player to player in sequence. I think we can do the same thing with smaller groups using numbered spots. 

Key Pad Express 2

Needs & Numbers: I have yet to try this version of Key Pad Express (only a conceptual idea right now). When I do, I plan to use it with groups of 6 to 10 participants per number pool (a number pool looks like the graphic above). Of course, when I have a larger group, I'll divide it up into smaller groups. I'm going with sets of 30 numbered spots (or numbered index cards). This gives at least three 'responsibilities' to each participant in a group (see below). A 50-foot rope can be used as a boundary of the pool (shown above), but it's not required. 

Set Up: Scatter around 24 to 30 numbered spots (as shown above). If you are using a 50-foot rope, lay it out first in whatever geometric shape you like, and then scatter the spots inside – number sides up. (Again, the rope is not required.)

You can make numbered spots using small paper plates, index cards, or save those white plastic lids from yogurt containers (for example) and use a permanent marker to number them. Of course you can also buy yourself a set or two. Search online for 'numbered game spots' – there are lots to choose from!

The further you scatter apart the numbered spots, the more room players will have to move around others in the group. When the spots are closer together the physical risk factor of 'bumping' (i.e., crashing) into someone increases. So, choose the set up that is most appropriate for your group and their objectives. 

Play:
  • Gather the group(s) around outside the number 'pool' area(s) - maybe about 5-feet away.
  • The challenge they will have is to 'Tap Out' all the numbers in the pool as quickly and safely as possible.
  • This will be a timed activity. (Each number pool group separately or as an all-group challenge – decide based on group outcomes. Individual group process improvement or an all-group – time stops when the last group is done. See Facilitator Notes below.)  
  • Give each group in play time to plan without going into the number pool – they can move around it, but not step inside. 
  • Here is the Expectation: When planning time is over, one player stays outside of their number pool, the other players will go into their pool and each stand on the first numbers. For example, in a group of 10, one person stays outside their number pool (they are not standing on a number), the other nine go into the pool, each standing on one number, one through nine. 
  • When a player is standing on a numbered spot, the spot must be covered with the person's feet. The person can leave their number after being Tapped Out.
  • When everyone is set, "GO" is called and the facilitator starts the time.
  • The player outside of their number pool goes into their pool and Taps Out (i.e., tags) their teammate standing on the number 1 spot. Once tapped, this player leaves their spot to go Tap Out the player on the number 2 spot. Once tapped, the number 2 player goes to Tap Out number 3. Number 3 then goes to 4. This process continues until all numbers are Tapped Out. 
  • Once a player Taps someone out, they have the responsibility to go to their next number in the sequence that is open. (Hopefully during planning, all players have determined their responsibilities – the numbers they are going to stand on. If not, problem solving will unfold.)
  • The numbers, not covered before the activity started, 10, 11, 12 and so on need to be covered (stepped on) by the players who Tapped Out their teammates. Essentially, a number cannot be Tapped Out unless someone is standing on it. And the tapper cannot stand on the number and tap themselves out. (Clever, but against the rules.) 
  • When the number 30 is Tapped Out the player that was on 30 moves outside of their number pool and yells, "DONE!" 
  • If groups are woking independently, the facilitator calls out the time when a group shouts "DONE" and keeps time running in order to call out the next times for other groups in play. When working for an all-group time, the facilitator stops the time when the last group yells, "DONE!" 
  • After the first timed Round, the group(s) has (have) a baseline. Program enough overall time so at least two additional Rounds can be played in order for the group(s) to do some planning and problem solving to lower their time – process improvement.  

Reflection: Discuss learnings and insights around the Planning Process; Roles and Responsibilities; Problems and Solving Problems; Personal and Group Safety; Cooperation and Collaboration (e.g., when 'all-groups' timing), as well as, Failure and Success – What led to each? What do we want to keep? What do we want to change? 

Facilitator Notes:
  • Timing the Activity: When there are enough timing devices (e.g., stop watch, smart phone), you can require that each group keep their own time. This will necessitate the role of a timer. Then the question is: Will the timer be 'required' to participate in the process of Tapping Out? It's a bit challenging to multi-task during the activity, but it can be done. NOTE: When I have my groups time themselves, I provide stop watches. I prefer not to take the risk of a smart phone flying around the group. Make the best choice for your group at the time. 
  • Human Locomotion: The challenge states, "as quickly and safely as possible." Have a thoughtful conversation about safety and expectations – what is reasonable for the group. Keep an eye on the group(s) and slow things down when needed.

​We'd love to get some data on how this goes out there! Please leave a Comment below. 

Have fun out there! 

Chris Cavert, Ed.D. 
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Toss-A-Name Game with 'Proper Tossing Procedure'

11/8/2024

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Make an educated guess here: What was the first team building (adventure game) activity you learned? Best guess? 

My educated guess is Toss-A-Name Game. Reflectively, my brain-database knows the first 'adventure games' book I opened up was Silver Bullets: A Guide to Initiative Problems, Adventure Games and Trust Activities by Karl Rohnke (1984), and the first activity in the book (which most likely I read as a way to get a sense of the book) is Toss-A-Name Game. Karl hooked me into his style of prose and playfulness after reading his first paragraph of the game: 
If you have trouble remembering a bunch of new names in a just-met group situation and you dislike name tags...as much as I do, this game provides an action-packed sequence that makes forgetting harder than remembering.
And, I know for a fact, Toss-A-Name Game was my standard opening activity for many years after my introduction to it. Hence, my educated guess.  
So, why the trip down memory lane Chris? Well, during my recent visit to India, I found myself using my favorite version of Toss-A-Name Game to emphasize connection and communication behaviors. (I've been focusing on the importance of 'conversation' skills lately, directly correlated with connection and communication). Upon my return to the States, I wanted to find my write-up to the 'TAN Game' to share with my most recent workshop participants. However, I could not find it. Meaning, it's time to get it into the FUNdoing archives. 
Toss-A-Name Game with PTP

Activity Objective: Learn the names of group members in a fun engaging way. 

Needs & Numbers: Lots of safe tossables (e.g., stuffed animals, stress balls, rubber chickens, yarn balls, beach balls...), about one for every three participants, and lots of open space – including lots of overhead space for high-flying tosses.

Plays well with 8 to 30 participants of any age (catching is not required in this game, so even if we're still working on fine motor skills we can play). 

Process: The TAN Game can be played with one big group or divided into smaller groups of 8 to 10 people (as described in the original Silver Bullets instructions).

Each group in play will start out with one tossable. Using this one tossable, provide some time for the players to learn some names and/or review names of the people in the group. (NOTE: Even if the people in the group know each other's names, it's still a positive behavior to share names as a way to warm up for the Game.) Here's a quick way to learn/review: 

One person in the group is given a tossable. This person holds up the tossable and says their first name. (NOTE: This version of the Game is done using only first names. Of course, you can add last names, adjectives - "Crispy Chris" - and/or actions.) After sharing the name, the person with the tossable HANDS it to the person on their right. This person holds up the tossable and says their name, then HANDS the tossable to the person on their right. The tossable is handed around the circle(s) in this fashion until everyone has shared their name once, or even twice (around the circle). When the tossable is back to the person who started the name sharing, the group(s) is (are) ready to play.

Here's an example script covering what I like to say:

Now we're ready to get into some more action. Hopefully, you have picked up, or know, a few names of the people in your group. To help us anchor these names and even more names, we're going to practice using them.

From this point on, to the best of your ability, during the Game, I'd like you to use 'Proper Tossing Procedure' or PTP as we like to call it. When tossing an object to someone always use an underhanded toss, like this...[provide a demonstration of an underhanded toss.]

Now, PTP has three ordered steps:
  • Step 1: When you want to toss an object to someone, first call out their name. 
  • Step 2: Make a connection with this person so you know they heard you and are preparing to toss something to them. This connection could be eye contact, a thumbs up, a hand up indicating a request to wait, or a verbal 'Ready' call. Anything that makes that connection. 
  • Step 3: When ready, toss the object to the person. 

One of the goals in this Game is to complete as many 'Toss-and-Catch' combinations as possible. Any deviation of the PTP procedure could lead to a mishap. A mishap could be a drop. A mishap could be running into another person. A mishap could be the object colliding with a part of the body not used for catching. Mishaps are bound to happen along the way. Do your best to use mishaps as learning opportunities and adjust your behaviors to avoid repeating a mishap and increase the number of Toss-and-Catch combinations. 

After you get started with one tossable object, I'll be adding more objects to the Game. All tossable objects added to the Game must be used, so the complexity of the Game will increase. And that's okay. Do the best you can. Learn from mishaps. Solve the problems that surface. And don't forget, learn the names of the people in your group. 

Finally, any time you hear me call, "FREEZE!" Please stop all tossing and listen for the information I want to share with you.

​What questions do you have about the Game?
 
When the group(s) has (have) clarity about the Game, let them begin. Observe for the level of understanding of the task and stop any behaviors that could lead to an unwanted outcome. When it comes to 'PTP' don't jump in too soon to fix mishaps – let the group(s) manage their own changes if they can. Observe and keep mental notes about the consequences (positive and negative) of the behaviors you notice. 

After about 90 seconds with the first tossable object, call "FREEZE!" Wait for all tossing to stop. Ask the group(s) how they think it's going. Are they maximizing the Toss-and-Catch combinations? What behaviors are working for them? What mishaps are occurring? What is causing the mishaps? What have they learned from the mishaps? 

After some enlightening (hopefully) discussion, let the group(s) know you are adding another tossable to the mix. Once they have that second tossable, they can start the Game again – "Don't forget, Proper Tossing Procedure."

Let the group(s) play again for another 90 seconds. Then call "FREEZE!"

If there is more than one group in play, ask each group for three volunteers, from each group, to switch groups – "Who would be willing to take a little risk and change groups? I would like to see three people from each group move to a different group. Those switching groups, move to the group next to you in the clockwise direction. Thank you." [You might need to help with the direction of the switch.]

Add a third tossable object to the group(s) and let them begin again. (No need to have any sort of discussion during this transition.)

Continue to observe behaviors and make mental notes about what's taking place – the stuff you want to talk about in relation to the group's processes and problem-solving abilities. After another 90 seconds call another "FREEZE!" 

First, ask for another three people (who are not holding a tossable object) in each group (when playing with multiple groups), to move to a new group. Then, pull in this specific communication metaphor: 

From this point on, PTP is now, 'Proper Talking Procedure.' The tossable objects are important messages you want to communicate to the person you're getting it to. Dropping the message means this person will not understand what you're trying to communicate to them. 

Before we begin again, after adding another message, what have you learned so far from this interactive exchange of tossing these objects that will increase our chances of clearly communicating our messages (talking to group members) – increasing the chances of more toss-and-catch combinations – to others in the group?

Work through some good discussions about what the participants want to see from each other during the final rounds of the Game. How will 'talking' to each other look and sound like? Then add another tossable object to the group(s) and let them begin. 

During this round, and one more final 90-second round, I will "FREEZE" the group(s) if I observe behaviors they have agreed to avoid. I'll ask them how they can fix the 'mishaps' and then start the Game again. If there is an agreement to change or behave in some way, I choose to hold them accountable, at first, for their behaviors. Over time, of course, we want them to hold each other accountable, but initially, modeling how that looks and sounds can be important. 

After the first 90-second 'metaphorical' round, "FREEZE" the group(s), add one more tossable object and let them continue. Again, I will "FREEZE" the group(s) if I see desired behaviors going unchecked.

After the final 90-second round, we'll wrap up the solid take-aways from the experience, focusing on the behaviors the group wants to continue and behaviors they want to avoid. Then we get right to the next activity. My preference is to dive deeper into discussions in between task-actions and do a brief review of learnings after the conclusion of the activity. I want to get them back into practicing desired behaviors so I don't lose engagement. 
A Final Note on Writing Activities: In total, I spend about 15 minutes with this activity at the beginning of a program – almost as long as reading and understanding this post. I like to: Play. Stop. Think. Discuss. Practice – then repeat.

Ultimately we take a bit of what we learned and practice it more using another experience. Writing out activities (long form), taking them deeper, exposing the details, I believe, reveals the nuanced purpose of what we want to do as educators. When we go deeper, we can discover more meaning and reasons to explore our behaviors and mental models. 

All the best, 

​Chris Cavert, Ed.D. 
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    Blog Author

    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.

    Blog Purpose

    This blog is a space for hands-on programable fun - energetic activities and ideas that can be used as a means to bring people together; activities and ideas we as educators can add to our social development curriculums. 

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