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Stick Fish

Duration: 20 - 30 minutes Objective To help participants consolidate learning in a fun way. This training game will test their knowledge as well as energising them! Tools A pack of Sticky Notes Several wooden spoons or something similar to act as a rod Instructions Write several questions relating to the training onto sticky notes (or ask participants to do this). Place these notes sticky side up and question facing down in the middle of the room. Ask participants to circle the sticky notes. They must use their wooden spoon to fish for the sticky notes (the spoon should stick to the sticky part of the note and they can pick it up. The winner is the person that catches the most fish. They can then ask the questions to the losers. Alternative You can make this game more interesting by including anchors, boots and tyres etc. to the sticky notes. If these are picked up, then the person loses a turn or one of their questions etc.

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Technical Trumps
You probably remember the popular game Trumps. Well this training game is based on that theory. The instructions are as follows... 1. Cut out 20 or so playing card sized pieces of white card (you may create more or less as needed). 2. At the top of each card, write the name of the topic you wish participants to learn about (we will use the mythical 'Peculiar Bank' Credit Card as our example) 4. Write the categories shown below on each of the cards and place the 'facts' next to each category. For Example:

5. Create a card for each topic you wish the participants to learn about (in our case we would select different companies credit cards) 6. Introduce the cards at the correct time of the session. 7. Shuffle the cards and hand at least one to each of the 'players' 8. The first person should pick a category and read out their score 9. Moving round the group, each player reads out their score for that category. The person with the highest score wins the round and collects all the losing cards. They then put the cards to the bottom of their pile and select the category for the next round.

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10. The winner is the person who ends up with all the cards. Getting across a lot of information can often be difficult during training and it is easy to fall into the trap of just 'telling' the participants. This training game will add a bit of fun and help the participants get the learning in a relaxed way. I hope you have fun playing!

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The Lone Assassin Purpose: To provide a fun theme to run through a programme and ensure that participants bond whilst away from the training session. Instructions: This game should be played with a group of at least 20 (no maximum size) and can run for up to a few days depending on the size of the group. It is suitable for a long residential event or programme. Prior to the session, write all the participants names in a list. Each participant has to assassinate the person below him on the list (and will be assassinated by the person above him on the list). Provide each participant a small slip of paper with the name of the person they have to assassinate. To assassinate someone, the assassin has to go up to his target and say, Bang, Bang youre dead. However, if anyone else hears this then the assassin has missed his target and must try again later. If the assassination succeeds, then the target is out of the game and must pass on to his assassin the name of the person who he was trying to assassinate. This person becomes the assassins new target. Eventually, there will be an outright winner. It is advisable to make an extra rule that nobody can be assassinated during the session times or other times you do not want to be disturbed. People who have been assassinated can stay in the game as bodyguards for people still alive.

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The Great Eggsercise


Purpose: To explore teambuilding, communication and problem-solving. Time: As defined by trainer. 30 minutes as a guide. Numbers: Should be carried out as a small team activity, so numbers of 6 upwards are preferable. Equipment: A selection of straws, a balloon for each team (one or two spare for trainer), masking tape, an egg for each team, any other interesting things the trainer wishes to add in. A ladder or balcony from which to drop the egg (ensuring that participants and anyone else is safe and protected at all times). Instructions: Advise each team that they are going to be dropping an egg from a very large height. Their task is to create a package that ensures that they egg is safe when it lands. They may create any structure they like, but they can only use the items provided. The winner is the team that creates the structure in the shortest amount of time that ensures the egg does not break. Review: Discuss team dynamics. How decisions were made.

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Who, if anyone, led? What helped? What hindered?

Charades
Duration: Flexible Objective: To help consolidate key learning points from a learning and development event This is a variation of the classic party game which is great way for finishing a training event on a high. It has the added advantage of requiring little by way of preparation or resources. Instructions Arrange participants into two teams (ideally with 4 to 6 players per team). Write key learning points on separate small scraps of paper. Ideally these points will be short comprising 1 to 8 words maximum. You can prepare these in advance or you can write these as key points emerge during the training itself. Fold the pieces of paper so that the writing cannot be seen. Then place these into a box or hat. Nominate a representative from each team to come up to the front of the class. Ask one of the representatives to draw a piece of paper from the box. Show both representatives the information on the paper. Next, ask the representatives to face their teams, but with their backs turned against each other. Simultaneously, each representative acts out the learning point for their own team to guess. Give a strict time limit of 60 seconds. Award one point to the team(s) correctly guessing the answer within the time limit. You can vary this by awarding a bonus point to the team achieving the correct answer first.

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Keep a tally of the points scored. The team scoring the highest points by the end of the game is the winner. You may want to consider giving a small prize to the winning team. You are free to play the game over as many rounds as you choose although around ten rounds seems to work best.

Charades
Duration: Flexible Objective: To help consolidate key learning points from a learning and development event This is a variation of the classic party game which is great way for finishing a training event on a high. It has the added advantage of requiring little by way of preparation or resources. Instructions Arrange participants into two teams (ideally with 4 to 6 players per team). Write key learning points on separate small scraps of paper. Ideally these points will be short comprising 1 to 8 words maximum. You can prepare these in advance or you can write these as key points emerge during the training itself. Fold the pieces of paper so that the writing cannot be seen. Then place these into a box or hat. Nominate a representative from each team to come up to the front of the class. Ask one of the representatives to draw a piece of paper from the box. Show both representatives the information on the paper. Next, ask the representatives to face their teams, but with their backs turned against each other. Simultaneously, each representative acts out the learning point for their own team to guess. Give a strict time limit of 60 seconds. Award one point to the team(s) correctly guessing the answer within the time limit. You can vary this by awarding a bonus point to the team achieving the correct answer first.

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Keep a tally of the points scored. The team scoring the highest points by the end of the game is the winner. You may want to consider giving a small prize to the winning team. You are free to play the game over as many rounds as you choose although around ten rounds seems to work best.

Quick Draw Challenge


Duration: Flexible Objective: To help consolidate key learning points from a learning and development event This variation of the classic party game is great way for finishing a training event on a high. It has the added advantage of requiring little by way of preparation or resources. The main resource you will need is paper and pens or pencils for participants to draw with. Instructions Arrange participants into two teams (ideally with 4 to 6 players per team). Write key learning points on separate small scraps of paper. Ideally these points will be short comprising 1 to 8 words maximum. You can prepare these in advance or you can write these as key points emerge during the training itself. Fold the pieces of paper so that the writing cannot be seen. Then place these into a box or hat. Nominate a representative from each team to come up to the front of the room. Ask one of the representatives to take a piece of paper from the box. Show both representatives the information on the paper.

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Next, ask the representatives to go back to their teams. Simultaneously, each representative draws the learning point for their own team to guess. Give a strict time limit of 60 seconds. Award one point to the team(s) correctly guessing the answer within the time limit. You can vary this by awarding a bonus point to the team achieving the correct answer first. Next nominate a different representative from each team and continue with this process until all of the paper scraps have been drawn. This activity seems to work best if limited to between eight and ten rounds. Keep a tally of the points scored. The team scoring the highest points by the end of the game is the winner. You may want to consider giving a small prize to the winning team. You are free to play the game over as many rounds as you choose although around ten rounds seems to work best.

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Dont Say A Word


Duration: Flexible Objective: To help consolidate key learning points from a learning and development event This is a variation of the classic party game which is great way for finishing a training event on a high. It has the added advantage of requiring little by way of preparation or resources. Participants are given a key learning point from the programme written on paper. They have to describe this to their team mates without using the words on the paper. Their team mates have to guess the words on the paper from this description. Instructions 1. Arrange participants into two teams (ideally with 4 to 6 players per team). 2. Write key learning points on separate small scraps of paper. These points will be short comprising 1 to 8 words maximum. You can prepare these in advance, or you can write these as key points emerge during the training itself. Fold the pieces of paper so that the writing cannot be seen. Then place these into a box or hat.

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3. Nominate a representative from each team to come up to the front of the room. Ask one of the representatives to take a piece of paper from the box. Show both representatives the information on the paper. 4. Next, ask the representative from team A to describe the learning points on the paper to his or her team. Make it clear that they are banned from using any of the words written on the paper. Give a strict time limit of 60 seconds. Award two points if the team guesses the answer correctly within the time limit. The representative from team B closely observes the activity and can challenge the use of any banned words used by the team A representative. If you agree with this challenge, then 1 point is awarded to team B. 5. Roles are now reversed and a fresh piece of paper is drawn and the representative from team B now describes its contents to his or her team. 6. Next nominate a different representative from each team and continue with this process until all of the paper scraps have been drawn 7. Keep a tally of the points scored. The team scoring the highest points by the end of the game is the winner. You may want to consider giving a small prize to the winning team. 8. You are free to play the game over as many rounds as you choose although it will probably work best if you have a minimum of six rounds per team up to a maximum of ten rounds.

Trainer Bubble Ltd. 2009

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Dont Say A Word


Duration: Flexible Objective: To help consolidate key learning points from a learning and development event This is a variation of the classic party game which is great way for finishing a training event on a high. It has the added advantage of requiring little by way of preparation or resources. Participants are given a key learning point from the programme written on paper. They have to describe this to their team mates without using the words on the paper. Their team mates have to guess the words on the paper from this description. Instructions 1. Arrange participants into two teams (ideally with 4 to 6 players per team). 2. Write key learning points on separate small scraps of paper. These points will be short comprising 1 to 8 words maximum. You can prepare these in advance, or you can write these as key points emerge during the training itself. Fold the pieces of paper so that the writing cannot be seen. Then place these into a box or hat.

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3. Nominate a representative from each team to come up to the front of the room. Ask one of the representatives to take a piece of paper from the box. Show both representatives the information on the paper. 4. Next, ask the representative from team A to describe the learning points on the paper to his or her team. Make it clear that they are banned from using any of the words written on the paper. Give a strict time limit of 60 seconds. Award two points if the team guesses the answer correctly within the time limit. The representative from team B closely observes the activity and can challenge the use of any banned words used by the team A representative. If you agree with this challenge, then 1 point is awarded to team B. 5. Roles are now reversed and a fresh piece of paper is drawn and the representative from team B now describes its contents to his or her team. 6. Next nominate a different representative from each team and continue with this process until all of the paper scraps have been drawn 7. Keep a tally of the points scored. The team scoring the highest points by the end of the game is the winner. You may want to consider giving a small prize to the winning team. 8. You are free to play the game over as many rounds as you choose although it will probably work best if you have a minimum of six rounds per team up to a maximum of ten rounds.

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Board?
Duration: 30 minutes Objective: To consolidate learning in an interactive way. Variations can create an element of competition. Materials: Blank paper, ruler, coloured pens, dice. Instructions Advise participants that you would like them to develop a dice driven board game based on the development topic you have been discussing. The game will contain all typical elements from board games such as; snakes and ladders, monopoly etc. When participants have finished, they should present the game and advise how it works.

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If you want to add an element of competition, put the group into teams and ask them to develop board games and the best game wins a prize. This training game really breaks down the learning and participants need to explore all of the training content to develop a perfect game. Therefore, this is absolutely fantastic for helping participants review their learning.

Guess the Slogan


Duration: Flexible Objective: To help consolidate key learning points from a learning and development event Instructions Arrange participants into two teams. Ask each team to write down several advertising slogans. When they have finished, the teams swap slogans and the other team must identify the company from the slogan provided. Variations There are many variations that you can use for this game. Here are some examples Guess the product teams have to list several benefits that a product offers and the other team must identify the product Guess the job role teams must list several accountabilities of a job role and the other team must identify the job

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Guess the policy teams must list several rules and the other team must identify the policy it relates to Guess the company teams list several key facts about a company and the other team have to guess the company it relates to

Energise Yourself
Duration: 20 - 30 minutes Objective To help participants consolidate learning in a fun way, whilst adding to your own collection of energisers! Instructions Place participants into teams. Each team must work on the given topic, element of a training session that you provide them with or you can ask them to review the entire session. The task is to develop an energiser based on the given topic. The energiser must be fun, interactive and involve everyone. However, it must involve key learning points from the training and ensure participants receive some learning gain. Each team will compete and the winner is chosen by the trainer. Points are awarded for fun, learning gain, involvement and ingenuity.

Trainer Bubble Ltd. 2009

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Jigsaw Challenge
Duration: 10 minutes Objective To help energise participants during a training session This activity will work particularly well during training programmes that require participants to work together in teams. Resources Needed You will need to purchase a childs jigsaw puzzle containing at least 20 pieces. A floor puzzle will work best because of the larger pieces. You will also need a stopwatch. Instructions Arrange participants into teams of three or four people. Place the pieces face down on the floor and explain that the puzzle needs to be completed on the floor. Each team has a time limit of 3 minutes to complete the jigsaw puzzle and will take turns doing this.

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Start the activity by shouting go and time each team using the stopwatch. The team completing the activity in the shortest time is the winner. If neither team completes the puzzle within the time limit the winning team is the one connecting the most pieces. You may close the activity by asking the participants to evaluate their team performance and debriefing them appropriately.

Treasure Hunt
Duration: 30 - 60 minutes dependent upon the number of participants and the amount of treasure! Objective To help test key learning points during or at the end of a training course. This game is also useful for Induction sessions, where you would like to add some fun to the proceedings. Resources Needed A selection of questions written on card, which are relevant to the training topic being delivered. These are then hidden around the training location. Instructions Pre-prepared cards are hidden around the training location. Each card contains a question relating to the training topic. Participants can be paired up or work individually depending on your requirements and the size of the group. The participants must hunt down the different question cards. Each time a card is collected they must return to the training room. Once they have all been collected, everyone meets up in the training room.

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Each team must answer the questions that they have collected. If they cannot answer the question, they forfeit the points. The winner is the team that scores the most. Variations: Place a value to each of the cards and add up different scores for each group depending on the values of their cards. For Inductions - place the cards in a location that will help the participants answer the question i.e. place a question on sales near the sales team.

Just a Minute

Duration: 15 minutes, depending on the size of the group. Objective To test participants knowledge of a given topic in a fast-paced, yet fun way. This training game works like the radio game.

Instructions Each person writes a topic or title relating to the training programme on a piece of paper. These all go into a bowl and each person in turn takes out a piece of paper from the bowl. The person must speak on the subject from the piece of paper for one minute without repeating a word, deviating from the subject or pausing for too long. You score points by correctly challenging a player when they mess up.

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30 mins

Dont Spill It! Trainer Notes Duration

Instructions
Place participants into two teams and provide each with a few items i.e. string, sticky tape, paper etc. and also a wine glass filled with water. You can supply them with as many or as few items as you like to make the game as challenging as you feel it needs to be. Tell them they have 20 minutes before they will be asked to stop and try out their idea. Their task is to find a way of getting the glass across the room without touching the floor or spilling any water. The team that does it in the quickest time is the winner.

Review
This training game is really not about the task at all. It is centred around how the teams communicate, who becomes the leader and what behavioural elements are displayed. Example review questions are: What worked? What didnt work? What would you do differently?

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How did you reach your decisions? What roles did group members adopt? Did you listen to each other? What have you learned about the functions of a group? What would you do next time? Did anyone emerge as a leader? Why? How did this influence the choices? How do your actions during the game reflect real life?

Exhibition Stand

Duration: 30 60 minutes Group Size: This activity is best run with large groups although it can work with a minimum of 10 participants. Objective: To review the learning content of a training session, presentation or large event. Tools: Plenty of coloured pens, coloured cardboard shapes, post-it notes, blutack, pins, coloured string, magazines and craft type items. Instructions: This training game works particularly well with large groups or at events where everyone is expected to recall information that is provided to them. Split the main group into several smaller groups and advise them that they will be creating an exhibition stand to present what they have learnt throughout the session or event. The stand should be as colourful as

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possible and will represent their groups interpretation of the information provided. It should be colourful, interesting and entice the viewer to buy into the concept it is presenting. You may also like to present a prize to the best exhibition stand. Once the participants have completed their stands (after the allotted time), they should take the time to wander around the stands created by the other groups. They may leave only one person at a time at their own stand and everyone must take the opportunity to visit the other stands. Participants will not only get the chance to review the information when creating their own stand, they will also review any points they missed when walking around the other groups stands. The game is simple, yet effective.

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Web Test

Duration: 20 - 30 minutes Objective: To test participants knowledge on a product or service and ensure that they appreciate how best to present the information. Tools: Sheets of flipchart paper and coloured pens. Instructions: Place participants into small groups and ask them to develop a website home page that best represents the product or service that you are training them on. As with a normal website page, they will need to market the product or service to potential clients and include all relevant information to capture peoples imagination. The page should contain pictures and text that best represent the product or service and ensure that all relevant information is provided. Once participants have developed their website page, ask them to present it to the whole group.

Trainer Bubble Ltd. 2009

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Creative Brainstorming
Duration: 10 minutes Objectives To encourage participants to think creatively using an image as the catalyst

Resources Needed Flipchart stand and flip chart for each group Flipchart marker pen for each group Stopwatch for the trainer

Instructions Split participants in to groups of 3 Explain that this exercise is to get their creative thinking hats working. Explain that participants will work in groups to brainstorm possible solutions to problems you will set them. There are 3 problems in all, and for each one the groups will have a set amount of time. Check that everyone is ready to start.

Problem 1
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It is 3 am in the morning, you are the other side of town from where you live, you have lost your car keys, have no money, and the battery has gone on your mobile phone. Spend the next 2 minutes writing down as many ways that you can think of to find shelter until daytime. Circle your best solution.

Problem 2
You have woken up before your partner, only to remember that it is their birthday, you havent bought them anything, not even a card. What do you do? List your ideas on the flipchart in 2 minutes. Circle your best answer

Problem 3
You have 500 to spend in 1 hour, how are you going to spend it? List your ideas during the next 1 minutes Circle your best answer Using the 3 best answers that you came up with, construct a humorous sentence. Groups to reveal their answers in turn.

Discussion points
How did you feel about being timed whilst carrying out the brainstorming? Were you surprised at the number of solutions that you came up with during the exercise?

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Creative Brainstorming
Duration: 10 minutes Objectives To encourage participants to think creatively using an image as the catalyst

Resources Needed Flipchart stand and flip chart for each group Flipchart marker pen for each group Stopwatch for the trainer

Instructions Split participants in to groups of 3 Explain that this exercise is to get their creative thinking hats working. Explain that participants will work in groups to brainstorm possible solutions to problems you will set them. There are 3 problems in all, and for each one the groups will have a set amount of time. Check that everyone is ready to start.

Problem 1

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It is 3 am in the morning, you are the other side of town from where you live, you have lost your car keys, have no money, and the battery has gone on your mobile phone. Spend the next 2 minutes writing down as many ways that you can think of to find shelter until daytime. Circle your best solution.

Problem 2
You have woken up before your partner, only to remember that it is their birthday, you havent bought them anything, not even a card. What do you do? List your ideas on the flipchart in 2 minutes. Circle your best answer

Problem 3
You have 500 to spend in 1 hour, how are you going to spend it? List your ideas during the next 1 minutes Circle your best answer Using the 3 best answers that you came up with, construct a humorous sentence. Groups to reveal their answers in turn.

Discussion points
How did you feel about being timed whilst carrying out the brainstorming? Were you surprised at the number of solutions that you came up with during the exercise?

Trainer Bubble Ltd. 2009

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AC B
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20 Second Bingo
Duration: Up to15 minutes Objective To help consolidate knowledge acquired during a training session or To help the trainer gauge the knowledge level participants at the start of a training session. Resources Needed A set of ABC cards for each participant 10 multi-choice questions for your session subject, preferably in an on screen format. You can use the PowerPoint template downloaded with these notes if you find it helpful. You may also want to supply small prizes for the winner(s) Instructions Print the ABC cards using thin card. Alternatively you can laminate them so that you can use them time and time again. You will need one set cards for each participant and one option is to simply photocopy them before your training session. Explain to participants that you will be asking up to 10 multi choice questions and that each one will have three possible answers. Tell participants that you will display a question with three possible answers on screen. The possible answers will be labelled A, B or C.

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Once all participants have had a chance to read the question tell them you want them to select the correct answer by holding up the appropriate ABC card so that you can see it. Next tell participants the correct answer. Anyone who is showing you the wrong answer is eliminated from the remainder of the activity. Now move to the next question and repeat the process with the people who have not been eliminated. The winner is the last person left after everyone has been eliminated. Alternatively all people who have survived to the end of round 10 without elimination will be declared winners. If you are offering a prize we recommend that you have a tie breaker question ready to handle this. The tie breaker should be on the basis that the winner is the first person to call out the correct answer and this particular question should not be multi choice. We recommend that you use the first question as a dry run (Nobody eliminated at the first question). We also recommend starting with a simple question that everyone should be able answer and gradually build to more challenging questions. It is better if not too many people are eliminated too soon. The attached PowerPoint document provides a template you can use for your questions. We have also included three sample questions of the type you might use during and induction to demonstrate how this might look.

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Tell Me a Story
Duration: 15 minutes Objectives To encourage participants to think creatively using an image as the catalyst

Resources Needed PowerPoint Slide included in this pack plus computer and projector Pen/Pencil and paper for each person Instructions Show the design in the PowerPoint slide attached to this pack. Tell participants that they each have five minutes to write the most interesting story or poem that they can, from the suggestions that the image puts in their mind. After the 5 minutes is up, ask every other person to stand up and read their story or poem This exercise shows the power that unusual shapes and objects can have on creativity. You can vary this activity by asking participants to work in pairs or small groups.

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Trainer Bubble Ltd. 2009

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