ACTIVITY OBJECTIVE: The group is challenged to verbally move through a pattern of each participant’s name as quickly as possible.
FACILITATED OBJECTIVE: Explore behaviors related to communication, cooperation, planning and implementation, participation/active engagement, problem solving, and goal setting. Explore concepts of practice/rehearsal, success/failure, and task pressure.
NEEDS & NUMBERS: You’ll need a spot marker for each player (my favorite spot is a five foot piece of parachute cord tied at the ends to make a circle) and one stopwatch. Plays well with 8 to 16 people. Multiple groups can play at the same time – it’s good to have a stopwatch for each group.
TIME: 10 to 15 minutes (for a few rounds)
PROCEDURE: Have your group form a comfortable circle – double elbow is fine. Have each player stand on (or in) a spot. As in the traditional Warp Speed (often preceded by the activity Group Juggle), the group will first need to set up a passing order. However, in this variation instead of passing an object (done in Warp Speed), the players will be passing names. Before this happens I like to add, “When setting up the name-passing order (NPO), please do not pass your name to a person standing next to you.”
Each player is asked to pass their own name once and receive another players name once in the order. For example, Barry starts by saying, “Barry passes to Mary.” Mary then says, “Mary passes to Gretchen.” Gretchen says, “Gretchen passes to George.” This continues until everyone has passed their name. The last player to receive a pass (name) in the order passes their name to Barry, “Chris passes to Barry.” Once the NPO is established, ask the group to practice all the name passing two or three more times to make sure they have it down. At this practice stage I let the players simple say the name of the person they are passing to - Barry only needs to say, "Mary" (not "Barry passes to Mary.")
When the NPO is “locked in” the challenge can be presented. With the memorized and practiced order in mind, each person is going to be moving to the spot of the other person they called out in the pattern. So, Barry will be moving to Mary’s spot (After saying "Mary"), Mary to Gretchen’s, Gretchen to George’s and so on until Chris says "Barry" while moving to his spot. Then, Barry returns to his original spot that has remained open during the round.
This challenge will be timed from the moment Barry leaves his spot (time starts) to the time when Barry returns to his original spots (time stops). When the group understands the overall idea of the activity, I present the two main rules for clarification:
- With the exception of the first person to begin the game, a player may not leave their spot until their name is called.
- Each player must end up standing in the spot of the player they “called” – in the original established pattern – except for Barry, he's back in his original spot.
Once all the guidelines are presented, I provide time for the group to do some planning if they need it. I (or someone in the group can be the timer if the task can be delegated), will begin timing as soon as the first person leaves their spot – remember rule number one. Allow the groups a few tries to give them a chance to improve on their process (if so motivated).
SAFETY & FACILITATION: If you present this activity early on in your program (I use it for learning names and also as a way to introduce the types of challenges I will be presenting), your group might not get the “shift” in thinking just yet. Those familiar with premiss of Warp Speed know that the directions do not say they have to move one at a time or that they have to start in the spot where they created their passing order. The group, for this specific challenge, is only asked to follow the two main rules.
So, if you do present this one early, and the group does not figure out the shift, you might consider coming back to it after they have discovered some 'shifting' in other activities to see if they can achieve a super-fast time. Or, if you have a group that can really be challenged at the get-go, ask them (give them the goal) to achieve a time under five seconds. This imposed goal might 'nudge' them into the shift(s) to be able to solve the problem.
I haven’t run into many safety issues during this one, however, after the shift there might be some running-into-each-other problems. As always, stress that everyone’s safety is more important than a fast time.
OBSERVATIONS/QUESTIONS:
- Does everyone know each other’s names at this point? Where do we need practice?
- Think back to the planning part of this activity – what do you remember about it? Did you have a plan? Did everyone know what the plan was? Was there a leader? Did everyone get to share the idea(s) they had?
- Did you improve your process over time? What contributed to your improvement? Will this information be important to remember? Why? Why not?
- What is a phantom rule (a rule made up based on assumptions)? Did you have any phantom rules in place? Did these rules help or hinder your process? What if the phantom rules were eliminated, what could you do?
- Where did your 'shift' in thinking come from? Did everyone 'buy into' the shift in thinking? If not, why? If so, why?
- Were you successful? Is a fast time the only way you were successful as a team? How do you measure your success? What different measures of success could there be?
- What will you want to remember from this activity?
VARIATIONS:
- You could reverse the passing-order – players say the name to their original tosser.
- For some programs, depending on the group’s objectives, I add a safe tossable object into the game (this is called Warp Speed). A pattern is created – each person tosses and catches once. A name is called, the object is tossed to the parson who was called – no moving to new spot is required.
Let me know how this one goes for you. Leave your feedback in the comments area below.
Have fun out there!
Chris Cavert