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100 Indoor Games for Children and Youth to Play in Seminar


100 Indoor Games for Children and Youth to Play  in Seminar:

INTRODUCTION GAMES:

1. Sinking ship: All are moving in the hall. Music is played. When the music stops the leader calls out 'rafts available for two only', so all form pairs and introduces themselves again the music is played....stops...calls out. rafts available for 3,4,6 etc.

2. Family Game: Each participant is given a slip of paper with names of a member of a family e.g. Mr.Ram; Mrs.Ram; sister Ram; little Ram etc. Each one goes to find out his family. Once they find out they introduce themselves.

3. Meet the press: The participants are form dyads with members they do not know. The dyads will interview each other for ten minutes. The interviewer may ask any questions. After 20 minutes the group reforms and each member introduces his partner to the group starting any thing he feels important.

4. Round table introduction: From two circles facing each other. The inner circle moves in clockwise and outer circle moves in anti; clockwise. The music is played. when it stops they got to introduce each other who comes face to face.

5. Learning names while introducing: The first person begins introducing himself like this: I am Arun; I come from Udupi; my hobbies are fishing, stamp collection; The second person first tells the name of the first person and then introduces himself. like this: you are Arun; I am Arathi. The rest continues likewise each calling the names of the other in order and finally
introducing themselves.

6. Mystery name: As guests assemble, have each prepare a name tag to wear in plain sight. Divide groups into teams and give each team five slips of paper on which are written, in jumbled form, the names of five of the guests present. At the signal to go, players rush around trying to figure out what the jumbled names are. By looking at the name tags of other players they may be able to figure them out faster. As soon as a team has five names correctly, the game is over.

7.What is my name: The names of famous men and women are printed on small slips of paper, and one of these slips is pinned to the back of each person entering the room. The players are not told the names. To determine his famous identity, each player circulates around the room, letting other
players read the name on his back. He may then ask questions that will be answered only by a yes or No by asking general questions- am I alive ? am I a man ? the player gather information to rake a guess at the name. When guesses correctly, he may continue to play by answering the questions of other players until all of the guests guess their identities.

8. Likes and dislikes: Each player is given a sheet ;of paper, on which he writes his name, followed by a list of five likes and dislikes. This may cover his taste in sports, fashion, politics, food, personalities. The leader collects the papers and reads them aloud one at a time without revealing the player's name. Participants try to figure out who wrote each
set of likes and dislikes before the leader tells the name. The game continues until all the lists are read out. There are no winners in this game, what is most enjoyable about is that everyone comes to know each other in a better way.


HOW TO FORM GROUPS
1.Animal kingdom.

2. Beauty parlour: In a large room arrange tables according to your want of making groups. Then place on them the catch words of an advertisement of a product from T.V. or magazines. Then write the name of the products on a
slip of paper and distribute at a random. Then allow the participants to move around and find the table of his product. E.g. super whitening toothpaste and mouthwash in one (Close-up). A luggage that know it's business, (safari) etc.

3. Flower vas: Take six names of flowers write them one by one on a slip of paper and distribute. Then place six chairs at a distance with a variety of flower on it. Then tell the participants to go and find their group.

4. Song groups: Take familiar songs and write them down on slips of paper and distribute. Ask them to sing and go around till they find the others who are singing different lines of the same song.

5.Number groups:

6.Dad, Mum and Junior: Prior to the game, write surnames on slips of paper, three of each name, and prefix each surname with 'Dad' or 'Mum' or 'Junior' E.g. Dad smith. mum smith, junior smith. Ensure that the number present will enable each family to be complete. This slips of paper are scattered on the playing area, and on a given signal each player grabs one slip and tries to find his other two family members around. Once they find their own family allow them to sit down in a place for further action.


GROUP GAMES

1. Ping pong bang shoot...:Divide the participants in groups of 5. Each group would name themselves after a country. As soon as the name of their country is called out, the first in the group calls ping. the second, pong, the third shoot etc and the last in the line calls out the name of another
country. The procedure continues. If any in the group mispronounces what they ought to say or anticipates before the ;others in the line or fails to start immediately the whole group is out. Once one group is out, any body calling the name of the country which is out of the game will also be out.

2. Come along: All but one stand in a circle, players standing three feet apart and facing. Have each player mark the place where he stands. Place the extra player on the outside of the circle. The extra player goes around the circle, touching one or more player as he passes them. When he touches a player, he says, come along. The player at once leaves the circle and follows behind the first player. In this way those who have been touched follow the first player. This goes until there are six or eight players following the first. When he says 'go home' each of the player including the first player then attempts to get any on the circles not necessarily the one he started. The player who fails to get a place now starts the game.

3. Blowing of the T.T. ball: Either 2 or 2 teams are formed. A TT ball is placed between them on a table or on the ground. At a given signal they have to blow the ball to their opposite sides respectively, while their hands being held behind. The team which succeeds in blowing is the winner.

4.Blowing the feather: divide your guests into teams of equal number. Give each team a small feather. As the game gets under way, each team tosses its feather into the air and endeavors to keep it there, by blowing. Each contestant must keep its feather in the air longest is the winner and the windiest.

5.Creativity: Participants are divided into small groups of 4. Each group is given a set of things. E.g. An apple. matches, toothpicks, paper clips, rubber bands, cardboard, etc...scissors and sketch pens can be made available. The groups are given 20 mints to create some object that would be useful in any time. They are limited in their creation to the use of these items supplied but they do have to use all of them. If should be explained that created items will he judged on imagination of purpose and efficiency of design. At the end of 20 or 30 mts of creativity each group through a representative, must verbally 'sell' the idea to the groups. Prizes are awarded to the most creative group with a beautiful explanation.

6.Human machine: Ask each of the groups to present a machine how it is assembled or how it works etc. The group comes and performs the human machine. Let others guess what the machine is. Tell the name of it, only if they cannot guess. E.g. Motor cycle, jeep, rice mill, tractor, printing press, cooker, grinder...

7. Ring pass: Divide the participants into two or more teams of equal number. Each contestant is given a toothpick which he puts in the mouth. The first member of each team is given a ring, which is placed over the toothpick. At the go signal, the first member of each team turns and attempts to put his ring over the toothpick of the person next to him. If
the ring falls down then one who last had it must pick it up, put it on the toothpick and again attempt to pass it until the ring reaches the last member of the team. The team who manages to get the ring till the end gets the prize.

8. Hunter, rifle, and rabbit: The group is divided into two teams standing in a row facing each other. Both teams elect a leader. When the whistle is blown the groups have to perform their decided actions. There are three actions based on the following arguments. (1)Hunter is greater than the rifle(he is the owner of the rifle). (2)Rifle is greater than the rabbit(It
kills the rabbit). (3) Rabbit is greater than the hunter (It runs faster).

9. Musical partners: This is a very active game which is fun to put into the programme to help wear off excess steam so that the children will be ready to enjoy a few quiet games. It's musical chairs without the chairs but with a partner instead, and with or without music. Have the guests choose
partners. If music is available have someone play the piano. The guests, as soon as the music begins, walk away from their partners. When the music stops, each rushes toward his partner and takes his partners hands in his; then both squat. Both are up and away the moment the music starts again. If music is not available, use a signal to leave partners and another to come
back to them. Do not use this as an elimination game, as the purpose is to keep all the guests playing. Just call out who the last couple down was. The guests will play this until they are exhausted, but you as the wise leader will call it quits long before that time. The most fun of the game is when short intervals between getting up and coming back are made. Start the music and then stop it almost before the guests have had a chance to get on their feet and move away.

10.Figuring the coin: Four groups of 3 members in each are formed. They kneel one behind the other in the four corners of the room facing the centre. The first two members of the team are blindfolded. A coin is placed at a short distance(2 to 3 feet) from the first person. The third member of the team who is not blindfolded has to guide the first person to reach the coin. He does so by nudging and tapping the second person who is turn passes the required signals to the first person who execute the same to find the coin. The first person however is not allowed to place his hand on the floor and feel the coin. He has to keep his index finger above the ground and place it on the coin when he receives the required signal. The group which discovers the coin first is the winner. Play in silence.

11. Flying feather: Not more than ten players in a group. The players join hands and try to keep a downy feather up in the air by blowing. A leader, or one of the group, may toss the feather into the air. Often players can keep the feather up for a long time. Players must not break hands. In a large crowd divide into small groups and see which group can keep its feather up longest. In this case the feather would be tossed into the sir when leader
blows a whistle.

12. Dumb Guesses: Divide your guests into two groups, and one group goes out of the room. The remaining group chooses some verb. And when the other group returns, it is told what word rhymes with that verb. For example, supposing the verb chosen is cry, the returning group will be told that it rhymes with fly. The group trying to guess the identity of the verb and then try to act it out in various ways. NO words must be spoken. In the example given , when they suddenly strike upon the right answer, all of them will begin to weep. The players from the inside group will then give them a husky cheer. Then that group goes out and the other one decides on a verb which must be identified.


GAMES FOR CHILDREN


Finding the Treasure: Let the children scatter themselves over a limited area. One child is ‘it’. He hides his eyes while everyone is ready. With the guilty person trying to look innocent and the innocent guilty, all the children begin clapping their hands softly. It then begins to search for the child hiding the beanbag. The close he comes to the guilty person the louder the clapping becomes. The farther he gets away from the hidden beanbag the softer the clapping becomes. This is a popular game as it is full of the qualities of fooling and suspense, both so dear to the hearts of children. When ‘it’ finally locates the beanbag, the child who is caught with the beanbag is ‘it’ for the next turn and the game begins over again. Try humming or stamping feet as variation to clapping.
Going on a Holiday : This is a memory game. A says, I am going on a holiday and am taking with me....(mentioning the name of an article.). B repeats the same sentence, mentioning A’s article and adding another. The game continues, a fresh article being added to the list each time until the memory of one of the players breaks down.

Heading Balloons: Line up the competitors at one end of the room. Give each a balloon. They have to head the balloons down the room pass a given line. If they allow the balloon to drop to the floor, they must return to the
starting point.

Lucky Number Dance: Each couple is given a slip of paper with a number written on it. Slips with matching sets of numbers are then placed in a container. Every minute or two, the leader stops the music, draws two or three numbers from the container and calls them out. The couples holding those numbers are eliminated. When there are only a few couples left, the leader calls out one number at a time to build up suspense. The last couple to remain on the floor is declared the winner.

What is it Like: Someone goes out of the room, and while he is gone, the group selects some object in the room which he is to identify when he returns. When he returns, he goes to anyone in the group and says, “Got any ideas?” That person must answer, “yes”. Then he asks, tell me something about it. That one will then say something which will give a clue. E.g. if the one who has gone out is to identity a chair, the person to whom he comes might say “it is like you”. He will then ask, “how?” He will then answer, because it has legs. He may then venture a guess. Whoever gives the clue which leads to an answering the object must leave the room the next time.

Wild Animal Hunt: Cut out pictures of wild animal and hide them in strategic places about your living room or outside. Then send your children out on a wild animal hunt to see who can find the most pictures. Award a box of animal biscuits or sweets to the prize winner, or hunter.

Simon Says: Players stand about with plenty of room between each player for action. The leader calls commands, such as Simon says, ‘position, and jump forward’. Players obey the command of the leader. However if the command is
not preceded with Simon says, the players do nothing. Any player failing to obey a Simon says, must get out of the circle and be the new commander while the former one gets into his place.


Pipety-Pop: Players stand or sit in a circle. The player who is to lead take his place in the circle. He points his finger at some player and says either pipety pop or popety pip. If the word pipety pop is used the player at whim he points must respond by saying pip, before the word pipety pop is completed by the leader. If the word is popety pip is used then the player to whom the leader points must respond pop before the leader can complete the word popety pip. If any player makes a mistake in giving the right response then the players exchange places.


Have You Seen My Sheep: The shepherd enter the group and asks one ‘have you seen my sheep.’ The player again asks, ‘what does he look like’, and he responds with the details like blue tie, brown shirt, black shoe etc. And the player guesses the sheep and verifies with the shepherd. If his guess is right he chases the person who was described as sheep. If the sheep is caught before reaching the place, becomes the shepherd; otherwise, the chaser becomes the shepherd.


ELIMINATION GAMES

Pumpkins: Count all the participants from 1 to as many as there are. The
animator also gets a number, he begins this way: ‘I went to the marker and
bought 7 pumpkins. The one whose number is 7 responds: ‘7 pumpkins ?’ the
animator responds: ‘then how many ?’ the person then says any other number.
For example, 14. Then person whose number is 14 then responds: ‘14 pumpkins
?’ and the game continues as above. In this whole process if someone
stutters or does not respond in time is out. Once people are out, if someone
calls out number of people who are out, then that person is also out.
Ship Sails Laden With One Two Three: The players are seated in their places.
They choose a letter from the alphabet. I.e. ‘B’ then the leader throws a
paper ball or anything that does not hurt a person on one of the player
saying at same time ‘ A ship sails laden with one two three’ and then calls
out the name of the person on whom he had thrown the ball. The players
should at once name a thing beginning with that letter ‘B’ which can be
taken in a ship. I.e. books, bangles, bottles etc. If the person gives the
name at once the game should be continued by him. If not he is out.
Mr.Match is Dying: Participants, as they are sitting in circle a lighted
match-stick is being passed round. Each person says ‘Mr.Match is dying’ as
he passes it to the other. By chance the flame extinguishes. The person
caught has to do what the group asks him to perform and the game continues.
Bombing the City: This can be played in 2 ways. Either using playing cards
or using only a whistle where the designated places are named after
different cities.
In playing cards, designated places in a hall are called as according to
the signs used in cards. Either music or a whistle can be used as the
participants move around in the hall. When the music or whistle goes they
choose to remain on assigned places. Then the cards are shuffled and one is
picked. People who are found on that sign are sent out; and the game
continues.
Corners of the room are given the names of cities. As the music stops
players gather themselves at different cities. Lots are drawn to determine
which city has been bombed. Players at that city are eliminated. (Names of
flowers or fruits or animals can be used for other variations)
Sudden Death: Players join hands in a circle around a mat. Then by pushing,
pulling each player tries to make someone else to step on to the mat without
doing so himself. Players are out once they touch the mat. It can go on for
about 25 minutes.
King of the Circle: Make a circle with a radius of 7 feet. Place a dozen
guys inside, at a given signal each tries to push everybody else out, while
trying to stay in himself. Once the guy is pushed out, he retires from the
game. The last person wins.
Pass the Poison: Seat your guests in a circle. A music is played, have a
bean bag or similar object passed around the circle. When the music stops,
the one holding the object is eliminated.
Crossing the Bridge: A certain area is marked as bridge. When the music is
being played the players run round. When the music stops, all stop where
they are. Those players are found on the marked area are out. The game
continues till all are out.
Testing the Cloth: Circle formation with players facing center. All elbows
linked, by all players pulling back, the circle becomes tight. Players
pulling attempting to break the circle. When a break drop out of the game.
The circle is renewed and the process repeated until the circle can no
longer be broken. None of the players are allowed to release hold to take a
rest. If they do they drop out. At the command of the leader the circle will
relax and move to center and then back swiftly. This sudden and hard pull is
likely to break the circle at some point.
Musical stick: The stick is passed on to the other. The whistle will help to
eliminate the players.
Musical Hat:
Musical Security: Draw a few rings on the floor in the playing room. At the
start of music, players (couples) go moving round in the room. When the
music stops each one runs into one ring for security. There should always be
one less ring than players. The player without a ring is eliminated. You
could replace pieces of rags for rings.
Heads or Tails: A real or imaginary line is drawn down the center of the
dance floor. The coupes dance until the music is stopped, and then remain in
place. The host asks a couple to call Heads or Tails. Then he flips a coin
and calls out the result. If the couple has guessed correctly the couples on
their half of the floor resume dancing and the couples on the other side are
eliminated. If the couple guessed incorrectly their half of the floor is
eliminated and the other side continues to dance. A few minutes later, the
process is repeated with another couple being asked to guess on a toss of
the coin. When there are only a few couples left, the leader may divide them
evenly, each group on its own side of the floor. By repeating this action, a
point is reached when two couples are left, dividing the floor, for the last
coin toss.
Match Box Relay: A player is given a match box and asked to light a match at
the first stroke and pass it to the person on his right saying, ‘I give you
living stick.’ The next person passes the same to the person on his right
saying the same; this goes on till the match stick dies off. The person who
has the dead match stick is eliminated. The last man who never had a dead
match stick is winner.



GAMES FOR COMMUNICATION

Place the Coin at the Right Place: Ask for 6 volunteers who will be
blindfolded. 6 more volunteers will be then guides. The animator will place
a coin for each blindfolded person at different corners of the hall. The
blindfolded will be situated at one end of the hall. The guides will be
situated where the coins are placed. The guides job is to direct their
blindfolded partners to the coin only verbally. The one who reaches and gets
hold of the coin first is the winner.
Hands Off: Divide the players into couples. One person in each couple is
given a short stout stick while the other person is blindfolded. Place
chairs in a circle. There should be one chair less than the number of
couples. Each couple holds on the either end of the stick. Music is
played. The players must keep on moving around inside the circle of chairs.
When music stops the person who is not blindfolded guides his partner to a
chair. He should be guided only with the stick but not taking or holding his
arms. As there is one chair less, one couple will be out.
Spreading the Rumour: 12 or more volunteers are invited. A rumour or a story
or a secret is communicated to one of the volunteers, and he inturn is to
communicate to the other. This sort of communication will continues till the
last person. And the last person has to narrate it aloud to the audience. By
that time the rumour must have been totally distorted. Then the first
volunteer is asked to repeat what he was told. The audience will know the
difference by now.
Thread the Needle: Here is a game for husbands and wives. Have the husbands
stand on one goal, the wives on the other. Each husband is given a piece of
thread, each wife a needle of identical size. At the go signal, the husbands
run to the opposite goal where their wives stand, holding needle. Without
the help of the wife each husband must thread the needle and as soon as he
succeeds in getting the thread through the needle’s eye, he takes the needle
and thread and runs back to his goal from which he came.
My Left Hand, Your Right Hand: At your anniversary or Christmas party, you
can have an unusual lot of fun by dividing your guests into couples probably
a man and a woman in each pair. Each couple is given a box, some wrapping
paper and cord with instructions to complete a package. The tough part of
the procedure is that one partner must stand with his right hand behind his
back, the other with his left hand behind the back in trying the package.

INTELLECT OR PROVOCATIVE GAMES

1. Memory Test: The first person in the group begins, ‘I went to the market
and brought a hat’ . The second continues and says, ‘I went to the market
and brought a hat and a pen’. The rest continue likewise each adding an
item. If anyone forgets any of the items in the order said, then that person
becomes Monkey no.1. The game continues likewise and thus all those who
make mistakes become monkey nos. 2,3 and so on .The test lies in memorizing
all the items.
2. Figure It Out: Write the figures 1089 on a piece of paper, fold the paper
and keep it. Then ask the students to write no. of 3 figures. Reverse the
figures and subtract the less from the greater. Reverse their result and add
to the subtracted result. Then open the folded paper and show the no. to
the group 1089 will be the answer no matter what the figure we started with.
3. Test Your Memory: pass round 7 articles. After they are passed round to
all the hands the girls are made to write down according to the same order
as they passed.
4. Sense Of Touch: Hang a large sack somewhere in the room and allow each
guests one at a time to go to the sack and, while you count to ;ten, move
his hand about inside. He may not look inside of the sack, or take any notes
which he is examining the contents. After he has held his hand in the sack,
;he is to sit down and see how many of the objects he can identify of a
piece of paper. Objects might include such things as toothbrush, pencil,
safetypin, watch and pocket knife.
4. Intelligent Touch And Remember: Seat your guests in a circle and give
each a blindfold. After every one is securely blindfolded pass twelve or
fifteen familiar objects, one after another, around the circle. As soon as
each object out of the room, remove the blindfolds, and then see how many of
the objects each guests can list on a piece of paper within ten minutes
time.
5. Test Your Hearing: Stand behind a screen, holding in your hand several
familiar objects. Call off the number of each object then drop it. By
listening to the sound, your guests must try to identify each object and
write down the identity on a piece of paper opposite the objects number.
Suggestions to things you might keep are book, newspaper, spoon, tin, coin,
pin, ball, large string of beads.
6. News round up: At your new year’s eve or late December party, pass around
paper and pencil and see who can list the largest number of main news events
which occurred during the year. Limit the news, if you wish to local events,
or to significant happenings in your own church or if you wish, break the
news features into sections, allowing a limited amount of time to each
section. This game can be used to write some other matters also as creative.
7. Coffee-pot: A player leaves the room while the others pick a secret verb,
such as kiss, sniff, or tickle. The player returns and tries to find out
what the secret verb is by asking questions that may only be answered by
yes, no or something. In each question he must substitute the word
coffee-pot for the verb. He might ask, Do you coffee-pot indoors ? Or is it
fun to coffee-pot. When he thinks he has a clue, he may take guess at the
verb. If he is correct, then the last person t answer the question leaves
the room while the others think of a new verb. If he is incorrect then he
continues until he takes two more guesses, and if still no answer is got he
may be told the answer and given a forfeit.
8. It Reminds Me : All the participants are seated round and one of them
begins. ‘I am thinking of......’(name something e.g. tree) so the next one
says, ‘It reminds me of roots, next one says, ‘It reminds me of the trunk’.
Next one says it reminds me branches and so on. It continues; if any one
fails to say what it reminds him of, he is out of the game and the next one
continues. It is interesting to hear sometimes astonishing, and you will see
how each one’s mind works. They have hardly any time to think.



ICE BREAKERS

1. Fruit Salad: Count all participants from 1 to 5 successively. Give each
number the name of a fruit. E.g. 1. Orange; 2. apple; 3. Grapes; 4.Jack
fruit; 5. Gvavas. Whenever any of the above mentioned fruits are called
out, the persons who are named after the fruits exchange the places.
Meanwhile the animator occupies one of the chairs which leaves one
participant without a chair. That person, continues the game. In case the
animator calls out 'Fruit salad', all change their places.
2. The Storm Blew: The animator chooses any of the belongings that must the
participants possess in the group and calls out for example, the storm came
and blew all those who gave black trousers. All those who have black
trousers exchange places. Meanwhile the animator occupies one of the chairs
which leave one participant without a chair. That person continues the game.
In case the animator wishes that all in the group should exchange places, he
can call out some items which belongs to all in the group e.g. hair.
3.Ping Pong( Zip Zap): Participants are seated in round when the leader
points or calls one name and says Zip, he has to say the name of the person
sitting on the left. When he says Zap he has to say the name of the person
sitting on the right. One who fails become the leader and continues the
game.
4. Big Elephant, Small Elephant: The animator goes around and when he points
at a person and says 'big elephant' the person will have to say small
elephant but his action should be as big and vice versa. The verbal
expression and the action should be quite opposite. If anyone fails in doing
so, he become the animator and continues the game.
5. How do you like your Neighbour: The group sits in a circle. Our
neighbours are the persons who sit to one right and left. when the animator
asks anyone, 'How do like your neighbour ?' that person can answer in two
ways; either 'I like my neighbours very mush' or 'I do not like my
neighbours'. In case the player says, I like my neighbours very much, all in
the group except he and his neighbours will change the places. In case the
player says, I do not like my neighbours, then the animator will ask then
whom do you like ? He will then have to give the names of two people in the
group. At this all the four people, exchange places. Meanwhile the animator
will occupy one of the places. The one who does not get a chair becomes the
animator and continues the game.
5.Loot: Seat your guests in a circle leaving someone in the centre who has
been appointed as it. Make a number of familiar objects in the centre enough
for all two or three of your contestants depending upon the number. Objects
may be such items as a spoon, book, a golf ball any thing in fact which has
a blunt edge. No one in the circle must hold more than one of these items
at a time, as the game proceeds the items are passed from one player to the
other, moving to the left. Provide 'It' with a list of all the objects and
at any time he may call out two of the items. If he calls out, spoon and
book, for example, then the player who at time is holding the spoon must
exchange place with the player who is holding the book; when this being done
'It' tries to steal one of the chairs. If he succeeds the one is standing in
the centre becomes 'it'.
6. Rhythm: You can play this game with any number of players. Sit in a
circle on the floor. Beat time or rhythm by clapping hands first on the
knees, then hand together and knees again. After the third beat the first
player calls out a word, to start the game any word will do. Suppose he says
'start' the group goes through the rhythm clapping knees, hands, knees,
right after the third beat the player to the left of its player calls out a
word, beginning with the last letter of the previous word. The second player
may say talk. The group goes through the rhythm again, the third player
calls out a word beginning with K perhaps knife. The players must not use
words already called out or names of the people or places. If shoe does so,
3 times, she is out. He must also answer immediately after the third clap.
7. Number change: All players, except one, form a circle facing in, space
between each player being 3 feet. Appoint the extra player the 'it' and
place him in the centre of the circle. At the signal the 'it' calls two
numbers not greater than those held by the players. The 'it' must always
stand in the centre of the circle, when calling numbers. The players holding
numbers called, must exchange places at once. During this exchange the 'it'
tries to get one of the vacant places. The new 'it' comes to the centre and
calls out two numbers and the game continues.
8. Partners: Players form two concentric circles. Players standing in the
outer circle stand, behind those of the inner circle and thus form pairs or
couples. Then the inner circle players face clockwise and the other face
anti clockwise. At the signal, they start running or going forward or
skipping as per instructions keeping the circles formation. When partners
are well away from each other, teacher calls 'partners'. Instantly all race
to sit holding their partners. Last couple to sit gets a mark. These marks
retire a couple from the game.
9. Attention please: The group stands in a circle, each one is given a
number. 'it' stands in the centre of the circle. 'It' calls out two numbers.
e.g. 2 and 4. So the middle number 3 runs to catch the 'it', it runs out of
the circle and takes no.3's place without being caught by no.3. Then no.3
becomes the 'it' and calls any other two nos. e.g. 7 and 9 etc. Thus the
game continues.
10. Human Housie: Give each participant a sheet of paper which has, say, 15
columns and goes around filling in names. After five minutes all are seated.
Then the leader calls out the names at random. All those who get the
vertical lines filled first gets a prize. Again all those who get the names
filled gets the prize. (this time horizontal line, 3rd, all columns).
11. Talking stick: Participants are formed in a circle sitting or standing.
A stick is passed from hand to hand. When one passes the stick he has to tap
twice on the floor and call out the name of the person on his right and give
him the stick. If he fails to tap all have to change their places. If you go
on for 15 mints then all will learn the names of the others. For a change
you can also use a hat. Then when you pass the hat clap twice, call the name
of the person standing on your right and pass the hat. If he fails to clap
all have to change places.
12. Spark Plug: Each participant on his arrival is given a sheet of paper
with various instructions on it for him to follow. To do this everyone must
circulate and speak to all those present. This game is a good conversation
starter in a strange group. Questions could be as follows: (1) find out who
has the strangest hobby in the room ? (2) who made the longest trip ? (3)who
are the girls wearing pajamas ? (4) who are the boys in T shirts and jeans ?
Try and find out who know what trichology is. When the lists are complete
the leader reads out any amusing answers.
13. Magical Handshake: Before the participants gather, secretly give a
number of persons (4 to 6) a small bar of chocolate. When everyone is ready
to begin tell them that there are a number of those present who have a bar
of chocolate and the tenth person to shake hand will be given the
chocolate. Players must announce their names each time they shakehand. Many
people who are shy will move about shaking hands.
14. Sinking Ship: Participants form a big circle. As the music is played
they move around. Place three or four charts according to the number. The
music is stopped, the leader calls out and says 'ship is sinking' now all
have to try to stand on the chart or life boat. All those who fail to get a
place are out. Again music is played. This time remove one chart... music is
stopped players get in the life boat. Those who fail are out. It can go on
for some time.

OBSERVATION GAMES

1.Whistle Game: Ask for two volunteers and send both of them out. Call for
one and ask him to find out who has the whistle. The whistle will be tied
inside the animators shirt at the back. As the player goes around searching,
the animator goes opposite his direction and ask different people to blow
the whistle. The game continues until he recognizes that you (animator)have
the whistle.
2. Recognize the voice when blindfolded: Ask for a volunteer who will be
blindfolded. He will be taken around and when he points to any in the group,
that person should make the sound of any animal in such a way so as not to
reveal his identity. If the blind folded person identifies correctly, then
that person will be blindfolded and the game continues.
3. Identify Your Label: Identifying goes like this : Call for a volunteer
and paste a label on his forehead without he seeing it. e.g. 'thief' or
'police'. Tell him to go round. Seeing the label the group has to react to
the label appropriately. If the label is thief, they shout signs of
contempt, anger. The person with the label has to identify the label he
possesses.
4. Pick And Act: Divide the participants into 4 groups. Elect a leader for
the group. Call for 2 volunteers from each group who can act very well. The
first volunteer from the first group is shown privately what he has to act
out and he stands in the middle and acts. In order that he does not whisper
and reveal what is told to him, a slip of paper is put in between his lips.
All the groups after his acting out writes on a slip of paper what they
think he has acted out and the leader gives the paper to the animator. Those
who identify it correctly are the winners and get a point each. Examples of
items to be acted : rainy season, railway station etc.
5. Live Target: Designate some one to be 'it' and have stand with his back
to your contestants. Then pass around a been bag pillow or similar soft
object, and designate someone from among the contestants to throw the object
at the 'dummy', that is, the person who is 'It'. As soon as the dummy is
hit, he turns around and tries to guess who hit him. If he succeeds, he and
that one exchange places. If not he must turn his back again and the
procedure is repeated.( This game can be included in the guessing game
also).
6. Change Attire: Divide your guests into two groups. One group goes to
another room. Before it leaves, however, members are instructed to carefully
study the clothing of the group which is to remain. While the first group is
gone, the remaining group has two of its members change ties, for example,
or two of the girls change shoes. The first group then returns and endeavour
who has done the changing. The next time reverse the order.
7. What Is Wrong With The Room: While your guests are in another room, make
s number of changes, all of them erroneous in your main playing area. You
might do such obvious things as to turn lamp shades upside down, turn
pictures upside down, and the like; but there are also number of small
things which you can do, which are easily not noticed but which are
definitely incorrect. Then bring your guests in to the room and give each
pencil and paper. See how many can list the incorrect items in the room.
Caution your guests not to get bright looks on their faces every time they
see something wrong as this might be a giveaway to someone else.
8. Ankle Identity: One group sits behind the screen or curtain on a sheet.
Remove the shoes. The other group enters and guess whose feet they are. The
one who guess most owners of the ankles, win.
9.Hand Guessing: Girls holding one hand up above the top of the screen. the
rest is as above.
10. Finding Out The Leader: One player goes out . The others in the group
select s leader performs different actions which are followed by the
students. Meanwhile the 'It' using her observation power guesses the right
person. If he fails to guess she takes up the penalty given by the leader.
11. Test Your Memory: Pass round 7 articles. After they are passed round to
all the hands the participants are made to write down according to the same
order as they were passed.
12. Acting Word: A few girls come forward at the command of the leader. They
start acting the word which they have previously decided upon. e.g. the word
butterfly at the first signal they act, applying butter. Then at second
signal act flying. The observers should guess the acted word.
13. Guess Me: One person is sent out of the group, she is 'it out'. One from
within the group is selected to be the 'It in'. The rest of the participants
told of the qualities of the 'it in'; by listening to these qualities the
'it out' must be able to find out who the person is; the power of judgment
is tested in this. ( this game must be played only after the group has built
sufficient confidence with each other, know one another sufficiently.
Otherwise you may cause harm in describing individual qualities.)
14. Jingle Bells: Seat your guests in a circle, with someone who is 'it'
placed in the centre. While 'it' closes his eyes a small bell is passed
around the group. While his eyes are closed, it counts aloud to ten. As soon
as he reaches eight or nine, of course whoever is in possession of the bell
will put his hands behind him try to keep him face from letting on his
secret; everyone does the same, thus making the selection more conducing for
'It'.
15. Blow Out The Candle: Each contestant is shown a lighted candle on a near
by table. Then he is blindfolded, turned round two or three times and
instructed to go to the table and blow out the candle; the only means to
find the candle over he has established its position in the room is to
search the air for warmth. If you wish to keep a stop watch in each
contestants efforts and award a prize to the one who succeed in the least
time.
16. Mystery Person: Players stand in a small circle facing in. 'It' is
blindfolded and given two large serving spoons. 'It' turns around three
times in the centre of the circle and then advances toward the players.
Using only the spoons to feel with, he attempts to identify the player he is
spooning. The player may stoop to disguise his size, but otherwise he cannot
back away from the spoons. If 'it' can identify the player the two exchange
places; otherwise 'it' must move on to another player.
17. Ring On A String: Seat your guests in a circle, and unroll sufficient
string so that each can hold it, comfortably. Then tie the string making it
also a circle. Before you tie the string, however slip a ring on to the
cord. Then appoint someone to be 'it' and stand in the centre. As 'it' moves
around, the ring is pushed from hand to hand on the string each contestant
holding the string with both hands. At any time, 'it' may point to someone,
and say, open your hands. If that one has the ring in either of his hands,
he and 'it' change places. If not, the passing of the ring continues, and
'it' guesses again.
18. Unseen Objects: The participants sit around a table, their hands beneath
it ( or sit in a line or circle blindfolded or eyes closed holding hands
behind ). The leader passes one at a time without much delay, 20 to 25
objects under the table ( or pass through hands holding behind ). When the
last has come back to the leader, the players write their list of what was
passed. the player that scores the highest score wins the prize.
19. Blindman's Choir: Seat your guests in a circle, with a blindfolded choir
master in the centre. After he is blindfolded, everyone changes places.
Then give the choir master a baton and instruct him to begin the group
singing some chorus. At any given moment, he may point to one of the choir
members, when he does this, the remainder stops singing, but the one to whom
the choirmaster has pointed must continue humming the melody. The choir
master then attempts to identify the one who is humming. If he succeeds, the
two exchange places. If he fails, the singing continues and he tries again.
20. Something Smells: The game leader places a number of substances, each
with a distinct odour, in cup, he places the cups on the table. The players
are divided into two teams and both the teams leave the room. Members of
each team are called back individually, they are each blindfolded and led to
the table where the cups are set up. The game leader holds each cup to the
player's nose. In turn each player is supposed to identify the various
smells. The score is kept of the many smells that are named correctly. When
all of the players have had a chance to guess the smells, the team with the
greatest number to correct identification is declared the winner.
21. Feel: Have ten small, familiar objects, such as a comb, toothbrush, can
opener or cigarette lighter; a large bag or pillow case; paper and pencil,
put into sack. The objects could include one or two a little less familiar
than the other like an egg cup or a napkin ring, are placed in the bag. Each
player is given a piece of paper and a pencil and is then allowed to put his
hand into the sack for one minute. When the minute is up he writes down all
of the objects that he was able to identify. When all the players have
finished, the one with the largest number of correct identification wins the
game.

PICNIC AND BEACH GAMES

1.Balloon Bursting: Divide the group into 2 or 3 teams. Make them stand in a
line one after another at one end of the hall. At the other end place two
chairs for each team. On one chair keep a few balloons according to the
number of people in each team. When the whistle is blown one member from
each team will run to the other end of the hall, rake a balloon, blow it and
place it on the chair and burst it by sitting on it. Only when the balloon
is burst, can he come back to the team. Once he return he second man runs
and the game continues this way. The team which breaks all the balloons
first is the winner.
2. Dog And Bone: Two teams are formed and are numbered equally. These teams
stay parallel at a distance of 12 to 14 feet. A small circle is drawn
between them
and small piece of stick placed in it. When the animator calls out the
number, 2 opponents of the same number come to the circle and snatch away
the stick. One who succeeds to carry it away without being touched by the
other is the winner; thus the game continues.
3.Bucket Brigade: Divide your guests into two or more teams of equal number
and supply each member of each team with a paper cup. Each team has two
milk bottles, one filled with water and one empty. The empty bottle is
placed on another table opposite end of each team line. At the 'go' signal
the first member of each team fills his cup with water from the milk bottle.
He then proceeds to pour the water into the cup of the contestant standing
next to him. This contestant then pour the water from his cup into the cup
of the contestant next to him and this proceeds on down the line. The last
contestant of each team pours the contents of his cup into the empty milk
bottle. this continues until one team has emptied its bottle, poured the
contents from cup to cup down the line and then into the other bottle.
4. Fox's Tail: Select one player to be the fox and another to be the gander.
The remaining players line up in a file behind the gander firmly grasping
the waist of the player in front. The fox attempts to tag the last player in
the line. The gander attempts to keep the fox away from touching the tail by
moving in front of him, thus protecting the line. When the fox succeeds in
tagging the last player he becomes the fox and the fox takes the head
position as gander. The last player in the line may be required to tuck a
handkerchief under his belt. He is not tagged until the handkerchief is
removed.
5.The Wind And The Flower: Players are divided into 2 equal; groups. The
wind and the flowers. They stand at each end of the allotted space behind a
line. The flowers decide among themselves upon the name of one common flower
such as rose, daisy, lilly, etc. And then stand in a line facing the wind.
The wind group members guess the name of the flowers and call out the names
of the flowers. As soon as the right one is called the flowers turn track to
the garden behind them; wind chases. If the flowers are caught they become
the wind.
6. Treasure Hunt.

OUTDOOR GAMES

Crocker: Two stools or cardboard boxes as stumps kept apart a distance. One
man continuously bowls under arm only keeping the other arm behind. The
batsman bat and if it touches makes one round the other stump (It is
compulsory and for each round one run each) this time the bowler continues
bowling . Clean bowled or catch is out and the next person comes for bating.
Batsman can bat in anyway, with left hand or right hand. When one person is
out, he keeps the bat down and another comes and continue but there is no
halt for bowling so the next player should be ready to come at any moment.
2.French Cricket: Draw a circle of 3 to 4 meter radius. Batsman at the
centre of the circle and anybody in the circle can bowl from any direction.
Below knee is the stump. After batting the runs is by rotating the bat or
stick around the body (If ball has touched then he must rotate the bat).
Minimum number of the players are 10. Legs have to be kept together because
stretched legs will make difficult to hit his leg. He cannot move. Behind
balls should be hit without turning. Catch out rule is there and if the ball
falls inside the circle then bowlers can take but bowling only from outside
of the circle.
3.Stool Cricket: Stool is stump and bowling is from 5 to 6 meters away from
the stump. It should bounce in all plays. Batsman stands over the stool and
hit the ball. Scoring run by rotating bat. If he falls down or hit by ball
on the stool or catch is out.
4.Blind Volleyball: Let a curtain cover between two teams. If the legs are
seen no problem. All other rules. People don’t know what is happening in the
other side. Referee should be there. Through ball for girls.
5.Malesian Football: Tie the volleyball net down touching the ground like in
the tennis court. Serve the ball with leg then hit directly or after one
bounce. Can chest and kick, can head and kick. 3 chances like volleyball.
(Only the servicing man or team gets point). If it twice bounce or goes out
or on net is considered as out. Each time it can bounce.
6.Double Football: Using two footballs. All other rules but no goal keeper.
When goal happens, no coming to the centre but starts from there. Two
referees are needed. Choose different colours for the convenience of
referees. Make rules like shoot goal only from out of goal post area because
there is no goal keeper.
7.Crab Football: Smooth surface basketball court or big room. Only for
boys, use small ball and small post. Suitable for high school students.
8.Rink Cricket: A rectangle square separated as two by drawing a line on the
middle. Underarm bowling and spin is allowed. Ball should cross the line and
after batting, ball should bounce once in the court. All other cricket
rules.
9.Aba-dhubi: Team makes a chain standing in line and holding each other.
Bowlers bowl from the circle has to hit the behind persons. The front person
has to defend by moving the team. Whoever gets hit is out and bowling team
get points. If chain breaks, then the entire team is out. Use smooth ball.
10.Football Cricket: A goal post and bowler bowls football by kick. No
bounce and no raising of ball but rolling only. Batsman can kick out to any
where. Goal post as wicket and in both sides can take runs. If the kicked
ball goes up, touching with head is out. Hitting post or passing through the
post is also out. There is run out also.


GAMES FOR FUN /GAMES FOR RECREATION

1. Pillow Fight: Call for two volunteers. Blindfold them and give them two
pillows. Each will have to hit the other with the other. When the fight is
in progress, get another pillow and beat both without their knowing that a
third party is beating them . It will be interesting to note their reactions
when they are hit in either side.
2. Pillow fight: Same as above. After blind folding both give pillows but
untie the blindfolding of one allow them to fight. It will be interesting to
see that fight.
3. Kerchief in the air: When the leader throws a hand kerchief in the air
the audience laughs loudly. When it touches the ground then there should be
pin-drop silence. One who is caught will continue the game or is asked to
perform something as a punishment.
4. Walking blind folded escaping obstacles: Call for three volunteers. Send
two of them out of the hall. Place small obstacles like buckets, clubs, or
sticks. Tell him that he has to walk blindfolded without touching the
obstacles. Once he is blindfolded and starts walking cautiously, remove the
obstacles one by one. It will be interesting to watch him doing all sorts of
cautious actions. The same procedure is repeated for the other two.
5. Identify the different parts of the body- tomato : Ask for 2 volunteers
and send them out of the hall. Call for one and blindfold him. Then taking
him around only with his finger let him identify the different parts of the
body of different people in the group. Finally bringing a nicely cut tomato
and force his finger into the tomato. It will be interesting to note his
reaction. Remove the tomato and ask him to identify what it was. Then remove
the blindfold and ask him again to identify. His different reactions of
smelling etc., will send the group into peals of laughter.
6. Kiss the magic book: A volunteer is brought before the group on a false
charge and told that he can be forgiven only if he kisses the magic book 3
times blindfolded. He is allowed to kiss 2 times without any problem; but
on the 3rd time place a saucer of flour on the book and the victim gets a
mouthful.
7. Drying the Floor: A guy is induced to sit on the floor with the legs
spread wide apart. With a pool of water between his feet. He is armed with a
paper cube. The leader approaches him with a large towel and claims that he
will be able to wipe up the water without getting a hit from the guy.
Suddenly the leader grasps the ankles of the victim and pulls him forward
wiping the pool.
8.Balloon shaving: Select 4 couples. Have the male members of each couple
seated on the chair with the neck of a inflated and tied balloon in the
mouth, a towel wrapped around his front. The balloon is then covered with
shaving cream and at a given signal the female member attempts to shave it
off with a razor blade. It cause suspense and amusement, especially if the
balloon breaks. (If it doesn't break, make sure that you use a pin.)
9. Monkey game: 2 players are given 2 table spoons and an orange
(lemon)each. In one hand each player must hold one spoon with the orange on
it. In the other he holds the other spoon, which he uses to defend and to
knock at other person's orange. If you want more fun have 2 teams or have
more participants for the game.
10.Orange chin Pass: Teams are arranged with alternative boys and girls. On
the whistle the first person hugs under his chin an orange (lemon) and then
turns to the girl behind him, now without using his hands, he must transfer
the orange to beneath her chin, and so on.... to the last person in the
team. If the orange is dropped down then again it goes back to the first
person. The team which manages to reach the orange till the end at first is
the winner. Make sure that the players do not use hands at all.
11.Hide your name: 4 to 6 volunteers are asked to stand inside a drawn
circle on the floor. On the back of each volunteer a slip, on which some
thing is already written, e.g. a name of thing etc., is pinned. Then each
one is asked to copy from the other without allowing his own slip being
copied. Also they should by no chance should step out of the circle. One who
finishes first (with correct names) is the winner.
12. Praying to Allah: The caravan man asks for 4 volunteers to pray with him
to Allah to give him camels for his journey. HE kneels down to pray. The
volunteers are asked to imitate him. At a certain point he gets up suddenly
and announces to the group ‘I prayed to Allah to give me camels but he has
given me 4 donkeys here.’
13. High tension wire: Wound a rope across the throat of two person and say
that it is high tension wire and if touch it will give shock. Again add
person in between them as much as possible. Then one can loudly ask whether
the donkeys are got or not. Then the conductor says that he had tied 5 or 6
donkeys.
14. Washing the Elephant: Call out for 4 or 6 volunteers. Teach one of them
how to wash an elephant in the absence of the other volunteers, only through
actions. Then that person has to teach the other one. Likewise one by one
performs the action. The last person should be asked, what action is he
performing.
15. Elephant crossing over a man: Three volunteers are called forth. 2 among
them will act as an elephant. The third one lies on the floor. The elephant
boasts by saying that it can cross over the man without touching him a bit.
Then the elephant crosses the man, lifts its trunks and does all sorts of
actions having not touched the man slightest. But later it really walks over
the man and pours water on him.
16.Blowing the Boat: A paper boat is placed in a water tub. 2 or more
participants are called out. Forming equal teams they stand face to face and
the tub between them. At a given signal they all try to blow the boat to
their opposite side. While the fun goes on the animator then gives a sudden
frantic punch on the water so that the water splashes on everybody.
17. River and Bank: A team stands in a horizontal line. A line is drawn
before them. Jumping forward is called river and backward is bank. When the
animator calls river jump inside; when calls bank jump outside; If any
mistake done is considered out of the game.
18. Bun Eater: Ask for three volunteers who would be suitable for a game,
have three of them blindfolded and seated on a chair, with a packet of bun
in front of them. Tell them that it is a competition and that winner is one
who eats the most number of buns. Give the signal for starting. Let the
audience shout encouraging slogans. Slowly remove the blindfolding of the
two without any noise. Let the audience continue to shout. After two or
three minutes give the signal to stop and remove the blind folding. Then he
will realize that only he was competing and not the others.
19. Banana Duel: Two players stand back to back each with a banana in his
pocket. On the signal both draw out their banana and try to peal it one
handed trying to be the first to turn around and squash it on the other
players face. It could be done with more players.
20. Snake tails: Form two teams by players holding the waist of the person
in front. The last person of the snake tucks a handkerchief under his belt
at the back to form the tail. When the whistle is given each snake attempts
to grab the tails from another snake without losing his own. Only the head
of each snake can make the grabs. The more snakes the more fun.
21. Smile Please: The players are divided into two groups and lined up
facing each other. One team is designated as the smilers they simply smile
as broadly and as winningly as they can, at the non-smilers. The
non-smilers, meanwhile must keep straight faces for a full time. If they
fail they loose a point and then reverse.
22. The Top Guys: A parcel is handed to anyone in a hall. On opening the
first wrapping, he finds a slip ;which could be read something like this,
'hand this parcel to the most popular chap in the hall'. He hands it over to
one whom he thinks is popular. Then remove the next wrapping to discover
another slip. e.g. to the most dangerous revolutionary hero, to the most
handsome man, to the best singer here. This goes on for another few rounds
till when the final slip should read ' to the biggest fool'. Give an
attractive prize to the fool. (Other variations are like pass the parcel
like musical chair or passing hat and when music stops the man who has the
parcel opens and do the action written in the slip. the last man gets a
prize. Parcel can be passed and when the music stops one who gets the slip
becomes what is written in the slip.)
23. Pussy wants your corner: The children stand in the corner of the room or
any decided spots. Pussy goes from one child to the other;, says, 'pussy
wants your corner and the children refuses pussy to give their corner. So
pussy goes round and round, meantime the children exchange places. Pussy
must be alert to get any empty corner. If she succeeds the one left without
a corner becomes 'pussy'.
24. Blindfold bucket toss: Give each contestant a dozen potatoes or paper
ball and stand him eight or ten feet from a basket, a box or a bucket. Let
him take one or two practice thoroughly at the container. Then he is
blindfolded, after which he tries to see how many of the potatoes he can
throw into the container. We can even remove the container.
25. Who is the Windiest: Place about twenty five or more lighted candles on
a board. then announce you are going to find out who is the windiest person
at the party. Each in his turn sees how many candles he can blow out with
one breath; perhaps award the winner a toy horn to blow on.
26. Grunt pig grunt: Players stand in small tight circle. 'it' stands in the
circle blindfolded. Someone turns him around several times to confuse him
and then lets him go. 'It' then walks forward with arm outstretched until he
can touch a player with his index finger. It then commands the player he
is touching to grunt, pig grunt. the player must comply by grunting. It
tries to guess his identity. He may ask him only three times. If he cannot
guess the person, he must move on to another person. 'It' is permitted to
poke a player with his finger only. He cannot feel his clothes or face in
his attempt to identify.
27. Balloon Bursting: Tie inflated balloons to the ankles or at the back and
allow them to stand in a circle holding hand inside a circle. When the
whistle goes, all tries to burst the balloons of others. One whose balloon
is burst or went out of the circle is out of the game. Give time out for a
minute or two as this is a very strenuous game. Play until two players are
left and give each a prize.
28. Scram: Players stand in a circle holding the left hand in toward centre.
The player who is 'it' starts moving around inside the circle,
counterclockwise. As he goes he takes hold of some players hand and that
player takes hold of another hand, and so on until most of the players are
moving inside the circle. Then 'it' yells scram all players rush to get back
to position; the last player back is 'it'.
29. Unwanted Gift: Each one comes to the party with an unwanted gift which
is well wrapped. Every player's name is folded in piece of paper and put in
a hat. Two names are drawn out and they exchange their gifts. At the end
when all receive their gifts and when the signal is given they all unwrap
the parcel.
30. Consequences: This game shall add a lot of humour to your party. Each
guest is given a sheet of paper and asked to write at the top an adjective.
He then folds the paper and passes it. Then each is asked to write a
girl's name and pass it. Another adjective, fold and pass. Then name of a
boy, fold and pass. What did he do ? what did he say ? What did she do ?
What happened ? The guests must write humorous things. The sheets are then
opened and read out loudly.
31. Hidden Articles: Twenty articles are hidden in the room; the list of
these articles is put up. The players have to site the articles and slowly
put it into their pocket. Do not tell anyone else except the leader. One who
find the most articles wins a prize, which he reproduces, telling the place
where he found it. The following articles could be hidden. Rubber band;
cello-tape; bulb; postage stamp; drawing pin; button; adhesive tape;
crucifix; ball pen; wrist watch; safety pins; sponge; blade; snap-shot; and
lipstick case.
32. Magic Chair: A chair is kept in the centre, which is called as the magic
chair. The animator sits on this chair, and when he gets out of this chair
he gets contaminated with a strange sickness. e.g. leg limping; stomach
pain, head ache etc. He will go round with this sickness. After taking a
round, he will touch one of the participants and the moment he touches
somebody the sickness leaves him and the person who is touched gets
contaminated by lit. If that player has to be relieved from this, he has to
go back to the magic chair and sit. But again when he leaves the chair he
gets some other sickness, which he transmits to a different person. In this
manner the game continues. For more fun, try to imitate any participant in
the group, or act out anybody's funny mannerisms; or try to do most
difficult actions.
33. Pussy Wants You: One volunteer is called for; and becomes 'it'. He is
considered as pussy. The pussy will go round in fours, to each and every
person, 'mewing'. The other participants or players are to maintain when the
pussy nears them and mews. The pussy will go to any person and mew, looking
straight into the eyes of the player. Maintaining his seriousness, he will
respond: 'get away pussy, from here, I do not like you'. If one player
succeeds in doing this, the pussy will move on to different player. But if
the person laughs, or smiles, or in any manner fails to maintain his
seriousness, he becomes the place of pussy. Thus the game continues.
34. The Bear: Have 10 volunteers lined up in a straight line with their
shoulders touching each others. The leader stand at the beginning of the
line. He says 'I saw a bear'. Then the next person asks where? and the
leader replies, there, and points the right arm, and then the next person
says I saw a bear, the next person asks where? he replies there by showing
his right hand. This goes on till the end of the line. Second round starts
by the leader points his left arm, this process is carried on till the end
of the line. It is essential that the arms are left outstretched. The
question and answer goes right down the line. Then the leader starts a new
dialogue, and has the group squatting down and pointing in the same
direction with both the hands stretched. Finally the leader says I saw a
bear. the next person asks where? The leader answers here, and gives a good
push as a result the whole line of guys goes down like a pack of cards. It
is important to keep in mind that the straight line is maintained.
35. Crows and Cranes: Divide the participants into two teams, standing in a
line opposite sides of a line drawn. All the players should look at the
leader while placing a foot on the line touching the foot of an opposing
player. Give the name for one team as 'crows' another as 'cranes'. The
leader then calls one of the two words by stressing the cr-cr-cr, so that
both sides will be in suspense, not knowing if crows or cranes will be
called. When one name is called out, that team turns and runs to its side
wall. The other team chases and tries to touch as many opponents as
possible. Those caught are out. The leader may call anything besides the
command words like crabs, crocodiles, crayfish etc. Players who move when
this happens are also out. When one team eliminates the other team the game
is over. Substitute team names like 'rats', 'rabbits', etc. and command
words like rattle snake. This can be repeated if there is time. In malayalam
'kakka','kala'can be used.
36. Voluntary Fear: This is probably at its best when it is played after a
nasty game. Ask for two volunteers and send them out of the room. Tell the
rest that when you call in the volunteers nothing at all is going to happen.
You are just going to ask them to sit down in their places and that you are
going to carry on as if nothing has happened. Also ask your group to say
nothing if they are asked anything by the volunteers. The unknown fear of
what is going to happen will make the volunteers very unhappy and uneasy.
37. Find your Puzzle members: Using as many pictures as there will be
groups, cut each of them into 8 pieces. Mix up and distribute. Each person
being one-eight of a puzzle, will look for the puzzle pieces corresponding
to his to put the picture together again. No one should surrender his
piece.
38. Bus Ride: Players are seated in two rows of chairs facing each other at
a distance of 3 feet like the old buses. One player is the conductor. If
he calls a plain stop all players must get up, exchange the sides. If he
calls a name with street attached, the players do not move. If he calls a
name of a road each player must get up and run around the row of chairs in
which was seated and try to get another chair in the same row. The
conductor tries to get a chair. The person left out becomes the conductor.
39. Loop Pass: Make a loop by a thread and pass from head to down and pass
to the next person when the music is going on. When music stops whoever has
the loop is out. Pair also can be in mixed group with a big loop.
40. Pass Under the Thread: Make some volunteers to pass under a thread and
reduce the height of the line for each round. Just for fun.
41. Blind Folded Walking: Keep some objects and allow a girl to pass with
stretched legs blind folded. After passing make a boy to lay looking up and
then only untie the blindfolding. Girl with skirt is good and do it only in
understandable group.
42. Put the Coin Down: Put a coin on for head of a volunteer and tell him to
put it down inside his banian. While he is trying pour some water into his
banian. Best time at the end of a day’s session.
43. Scooter: Two volunteers. Tell them to act as starting a scooter. Tell
the others to assume the chair put in the middle as an European closet.
While he is trying his best bring a bucket of water and keep near to him
then he will understand it better.
44. Stand and Sit for Particular Letter: For particular letter participants
just stand and then sit. A story or song or quotation can be read. Whenever
that particular letter occurs then they stand and sit. As a variation two
letters also can be used.
45. Myaoo..... Keep the palm like the mouth of a cat and when the animator
opens it, all make the sound ‘Myaooo..’ Can do it fast and slow. Best for
small children.
46. Reach the Gift: Tell the person to hold his nose with his hand through
under one of the legs and make five rotations in a circle then move or walk
through a straight line to take the gift. Circle and a straight line to the
gift should be drawn on the floor. It is not easy to walk straight after 5
rounds of rotation.


FORFEITS

1. Place a candle so theat everone can see it but not you yourself. ( on
your head ).
2. Say the alphabets backwards.
3. Kiss yourself in the mirror.
4. Spell constantinople backwards.
5. Damce with shoes on wrong feeet.
6. Go all round the room with one foot and one leg.
7. Mention six things that youcan purchase from a chemist.
8. Blow a candle blindfolded.
9. Revolve your hands in a circle but in an opposite direction.
10. Blow a piece of chalk down the beer bottle which is kept sideways.
11. You are lucky, no forfeit.
12. Walk an obstacle course blindfolded.
13. Lie on the floor and wriggle a ten paise coin off your nose, no shaking
your head.
14. Sit on a bottle (lenghtnwise) and with only one heel touching the
floor, write your full name on a piece of paper.
15. Place two chairs in a row, take off your shoes and do a high jump over
them. (over shoes).
16. Sing a melody of one line each from filve different songs in a
continuous fashion.
17. Boy and a girl stand on thelir news paper. each time fold it half and
continue standing till asked to stop.
18. Say ‘mixed biscuts’ ten times fast.
19. Put off a candle that is on the floor using only a spoon that is
hanging on string tied to your back.
20. Separate yourself from the one your hands are tied to by two loops of
cord.
21. Stand in the center of a circlek; whistle will be tied to your back. you
are blindfolded. you have to catch anyone of those who blows
the whistle.
22. This pillow is your baby; rock it and croon it to sleep.
23. Imitate an animal soundlessly till someone guesses which animal .
24. Sing at least four lines of any common song omitting every second word.
25. Move your leg as when you are stamping out a cigarette,and your arms as
when you're rowing, together fast.
26. Blindfolded, taste the things that are given, give five items, last a
teaspoon of salt. Name the items.
27. Get on your fours, go up to anyone and mew like a cat till you get that
person to smile.
28. Pat your stomach with one hand and rub your head with the other fast,
reverse when you are told.
29. Eat a moving lunch; suspend a bun so that it reahes the victim's lips.
He must eat it without using anyhing ,but his mouth.
30. Ask a question of each member of the group till second word.
32. Shake a ten paise coin off your forehead.
33. Mexican bullfight; the victim is asked to sit near a puddle of water.
M.C. has to mop this water with a towel, victim must guard the water with
hils legs; and two forks in his hand. (mc pretends to try to mop, throws
towel over victims face, then grabs his legs and pulls him into the puddle
of water.
34. Hold ice cube in hand till told to leave it.
35. Spell the words, minimum, maximum,and malayalam back words.
36. Which is the longest word in English. (Honorificabilitudinitatibus or
smiles because between the first and the last letters there is a mile.)
37. Lay a woodem match or toothpick across teh nail of the middle finger of
either hand, and raise the two adjacent fingers over it. Now try to break
the match by exerting pressure on it with the three fingers only.
38. Lap up milk from a saucer like a dog.
39. Put your right hand where left hand cannot touch (left elbow).
40. Kiss the girl or boy the best you ever like in the room.
41. Sing in one corner, cry in another, laugh in the third and dance in the
fourth.
42. Kiss your shadow.
43. Stretch out your left hand and place a coin on your left palm and with a
brush in your right hand try to brush it out.
44. Lie down flat on your back, gather your hands together beneath your head
and then try to get to your feet wothout using either elbow or hands.
45. Throw five tooth picks in a heap on the table. Now try picking up the
toothpicks one at a time as follows:
-the first toothpick between your thumbs.
-the second one between your two first fingers.
-the third one between your two second fingers.
-the fourth one between your two third fingers.
-the fifth one between your two fourth fingers.
the toothpicks have to be lifted lengthwise and at the finish you should
have a toothpick between each finger of each hand.
46. Ask your victim to stretch his hand with the palm facing upwards. Bend
back forearm so that fingers touch shoulders by the back side of the palm.
Place a small object on the elbow which means it must by unbreakable. let
your victim remain like this for a couple of minutes.
47. Place a marble on the floor without any obstacle and then give your
victim a foot ball and ask him to try and touch the marble. (place the
marble in the corner of the room, the ball size will prevent it from
reaching the marble.
48. Stand for five minutes while blindfolded.
49. Stand with both heels together against the wall and pick up something
from the floor.
50. Light a candle while balancing your weight on one knee.
51. Turn around rapidly five times and then walk a straight line.
52. Place an ice cube in a glass of water and then ask your victim to try
and lasso the ice with a piece of string.
53. Say a nursery rhyme with actions.
54. Compose and sing a song.
55. Hold a piece of ice for 15 seconds, if you can't another.
56. Get into a sack and prop around.
57. Give a sentence and dump charade.
58. Never spare a bender, dump charade.
59. Imitate any railway station hawker.
60. Eat this sandwitch fast.
61. Commentary on kite flight.
62. Put cells in torch and light it.
63. Eat a banana sideways.
64. Hawaian dance - provide garland and paper flowers for head.
65. Imitate bus conductor.
66. I bet you can't touch your toes.
67. Sleep on floor (on back) and show back stroke.
68. Sleep on floor (on stomach) and show butterfly stroke.
69. Repeat ten times, very fast without drawing your breath, 'Quizzical
quiz, kiss me quick'.
70. For a boy,imitate a girl; for a girl, imitate a boy.
71. Pause a football player kicking a goal.
72. Bow to the witiest, kneel to the prettiest, and salute the one you love
the best.
73. Yelp like dog that has been whipped.
74. Say three times with increasing speed, 'eleven elephants, elegantly
equipped stooped eleanor's equipage'.
75. Repeat three times: 'i feel a feel, a funny feel I feel; If you feel
the feel that I feel you feel that I feel, a funny feel yoIce Breaking:
Aim: to mix freely
to remove inhibitions.
to enliven the group.
Possible games: Fruit salad, Do you love me, Ping pong, World tour,..
Analysis and conclusions:
a) need to mix
b) need for unity
c) finding new friends- broadening horizons
e.g. Fruit salad; song etc. richness of unique individuals coming together.
ice-cold, needs warmth to reach others.
e) need to have family atmosphere in the camp. In a family we do not make
too much efforts to relate to each other. It happens. In a camp situation
too it must happen. But one must be open towards this happening.
4. Instructions: to the participants
a) respect for the whistle: if indoor for silence. If out door for
gathering. Whistle represents the camp-conductors(animators)
b) Punctuality
c) Not to speak when serious discussion or session in progress
d) Not to take as a retreat but a personality development camp
e) Book and pen should be brought everyday
f) Timings - discuss the time-table with the participants
g) Co-operation and active participation - regarding the given home work
h) Regular attendance
I) Going out/ late coming/ absenting/ and sick/ or in such cases inform the
animator- in- charge.
j) Play while you play- but take the sessions seriously
k) Meet us for any personal clarifications, doubts, and any help whatsoever
l) Your presence here makes our existence and efforts in the camp
meaningful. Therefore you are KEY to the camp
m) Be generous in giving time, energy and co-operation.
Announcements: About competitions- singing, debate, elocution etc.
Variety entertainment and preparation.
Prizes
Things to remember: Arrangement of closing ceremony
- Arrangement of Mass, prayers etc.
5. Self Introduction:
Aim: to know each other.
Possible ways of knowing:
a) Introducing to a person: Inner circle- outer circle: 2 circles are made
(concentric) members of the inner circle facing the members of the outer
circle While one circle move clockwise, other circle moves anti-clockwise.
Stop the movement when the whistle goes. and introduce oneself to the person
in front.
b) Introducing to a smaller group: Moving around in the hall; form groups as
the whistle goes, according to the numbers announced and self introduction
begins.
Self introducing through the family game: Every participant is given a slip
bearing the names of a family and relation (status) (e.g. mother dog,
father cat, daughter pig etc.)
c) Introducing to the larger group: Introduce oneself by turn-information
- Increasing volume each time.
Partners introducing - After gathering information
* Passing the parcel - the person who gets the parcel introduces
him/herself.
* Mister match is about to die: A match stick is lit and passed on to the
participants - Procedure of passing the parcel is followed. In whose hand
the fire dies, comes forward and introduces him/herself.
Follow-up of self Introducing games: * Ping pong
* reciting the names of the other participants
Observations: The animator could make some observations to the group like
shyness, not being clear, not opening the mouth fully, not looking at the
audience. When one goes for an interview, seeking for a job, it much
matters how one introduces oneself and how one sits or stands.
6. Division of group:
Group leaders 4 or 5 are selected and are asked to form the groups as best
as they can. But their membership to particular group is decided on the
basis of lots after the formation of groups. (e.g. sharing a cake between
two persons; how both could be satisfied ? One cuts the cake, the other
chooses.)
group meets to decide upon- a permanent leader - a name to the group -to
prepare a list of the names of the members.
The group leader submits the names of the members of the group to the
animator.
The group will function till the end of the camp.
Groups are for the healthy competition and not for rivalry; this will be
continued till the end. It is something like in an industry- division of
labour is done to intensify the production and output and to create mess.
Here too divisions are made for convenience and easy and effective
functioning and not to create ‘groupism’.
7. Leader ship:
Aim: to create a basic awareness about the leadership in the participants.
Questions for the group discussions:
a) name any 5 great leaders that inspired you in any way.
b) Name 5 good qualities of a leader - why ?
c) Is Jesus a leader ?
d) If you consider Jesus a leader name instances in the Bible which affirms
your stand.
e) Which is the quality that has to be present in all the leader to be true
leaders - SERVICE (The commandment of Jesus)
i. Individual will write the answers.
ii. Go to the groups, read whatever is written and then form a group answer.
iii. General session.
Summing up: * give any idea of true leadership; distinguish between the
false and true leadership.
* The need for it.
* What are the various categories of leaders- Political, social, religious,
other fields.
* Stress service as the mist essential and 'the quality' of a leader. (take
the e.g. of Jesus washing the feet of his disciples, as the quality of good
leader).
* The characteristics of Christian service is that does not exclude any one
(Peter and Judas receive equal attention and share in the service) And no
reward is expected for any form of service.
8. Leadership: (2)
Aim : To give an experience of crisis situation - an essential experience
that a leader has to go through.
Tell the story of Ravi and Arathi
Ravi: Rich, scientist, loves environment- was a 'village boy'. Marries
Arathi, rich, city bred girl, social by nature.. Go on a honeymoon, to a
remote place.(forest). Within 2 days Ravi gets an important call to the
states, for a seemingly unlimited period of time.
Promises wife, he will be back in five days, leaves some instructions:
enough food in the house, novels, T.V., and V.C.R. and all possible
facilities, a car and lot of petrol but not to be used. Not to go out
anywhere because there can be danger. He does not leave behind any money.
Arathi: Manages and happy for 2 days; longs for someone to talk to, disobeys
instructions, takes the car out, drive across the bridge to a house.
Artist: Lonely man in the house, painting whole day. Arathi admires spends a
day with him and returns. Follows the same pattern everyday. Friendship
thickened.
One day telegram arrives announcing arrival of Ravi, within 2 days. Arathi
goes to say last goodbye to the artist; After tearful farewell returns.
Guard at the bridge stops saying bridge is defective and no one is allowed
to cross. Alternative is to cross the river - boatman offers two choices:
pay 20/- or lie with him. Arathi chooses to pay, goes to the artist and asks
for Rs.20. Artist's argument: 'money spoils the friendship; one becomes the
debtor, the other, creditor; therefore one low, other high'.- total refusal.
Returns to the bridge; drives across the bridge, bridge collapses and she
dies.
Questions: Who ils responsible for Arathi's death? Ravi, Artist, Guard?,
Boatman?, or herself? why ?
* Individual articulate their personal answers and then a group decision is
formed; followed by a general session for the whole group- arguments;
debate.
9. Role Play:
Give roles: a) Leader: Co-ordinates, facilitates the group.
b) Clown: talks unnecessarily, out of point, dominant.
c) Critical: opposes everything.
d) Yes men: Accepts everything.
e) The silent:
Ist play: no leader, 2 clowns, 5 members altogether.
IInd play: All leaders.
IIIrd play: A role for each of the five.
These roles will be played by any 5 participants. They are given roles
secretly. and asked to discuss on a topic for a specific period of time,
with a theme for discussion. e.g. Youth picnic.
The group is then asked to guess who played what role after each of the
three plays.
The animator at the end brings out the significance of the success of the
IIIrd role play.

HUMAN HOUSIE:
Aim : To create an awareness about the significance of human name.
Recreation.
Procedure: -Select any 15 names of the participants(+animators). The full
name ought to be written with the necessary clarification from the persons
concerned.
- The fair-copy is signed by the animator. No further corrections by the
participants are allowed.
- The procedure is same as housie, housie but names of the participants
written on chits are used instead of numbers.
- The prize will be JULDY FIVE, JULDY EIGHT AND FULL HOUSE. If more than
one winner the prizes/scores are equally distributed.
-The prizes carries points which will be added the group points.
- When you get a name in your list indicate it with a check mark( )against
the name and do not strike out the names.
Analysis and Conclusions:
* Respect for somebody’s name.
* Name includes personality of a person.
* Harm done by nicknames.
* Need for proper pronunciation of names. (damage by mispronunciation)
* Pet names, meanings of the name.
* Importance of name; all have, given in love; personality effects.
* Names once spoilt, very difficult to re-build.
* Quality of a leader to know the members of group by name.
* Seclusion if unknown in the group; if no appreciation, etc.
* In the book of Genesis, God named each of his creation. To name someone is
to respect one’s uniqueness; it also indicates that one is equal to the
other. Therefore in Indian custom wife does not call husband by name as he
is (mistakenly) considered greater than her.
* Name also indicates intimacy. Therefore Jesus calls God ABBA which was
unthinkable for the Jews.
* Only in the case of human beings, name has more than a mere functional
significance.
BAZAAR
Aim: Necessity of clarity in communication. To give an experience of goal
orientations.
Procedure:
Participants are selected from each group; 3 pairs are selected from each
group. Pairs are then divided into : the communication partners and the
listening partners.
All the communicators stand in a row at one end of the hall. Similarly the
listeners form a row at the other end of the hall facing the communicators.
The distance between the 2 groups ought to be 35 to 40 feet.
Each communicator is asked to note his listening partner and vice-versa.
Ask the ‘listening partners’ to write their group names and numbers on their
list. All listeners will have a paper and a pen whistle all the
communicators will be given lists of things which are bought in a market.
e.g. 2.5 mtr rope, 10 litters of milk etc.
Make the readers stand facing against the listeners and only when they hear
the whistle they may turn facing the listeners. when the whistle is blown,
the communicators read their lists aloud in the given order. The listener
is expected to write down the list announced by the communicating partner in
the given order. Points will be allotted based on the perfection of the
reproduced list. No observers may prompt any answers to the listeners. If
done, they will lose their points.
N.B. If you have some extra lists, give them a practice, and only then
conduct the real game. This will give you greater results.
Rules to be followed: Non-participants are not allowed to prompt or help.
* Participants are not allowed to cross the barriers.
* No writing is allowed after the final whistle is given.
* Half written carries no scores.
Analysis and Conclusions:
- Importance of listening, concentration.
- Examples of market, look for the item you need, tuning the radio.
- Listening to various voices when you reach the cross-roads of life and are
‘deciding a way of life or profession’ - various voices are heard but
ultimately what is necessary is the voice of the conscience and the voice
within us. The requirement of mind and heart.
- No ‘gumpinalli govinda’ attitude in life. One acts on one’s personal
decision and takes responsibility for all his actions.
VALUE EXERCISE
Aim: To make the participants reflect on values.
In life one cannot eat the cake and still have it. One is called to make
continuous decisions. One must have reasons for one’s choices and must not
function at the level of likes and dislikes.
Procedure:
The building is on fire; and there are 7 people caught inside; you can save
only one. What is the order in which you would like to save ?
i. Block development officer: 40 years old; very nice man, has helped a lot
of people, there are floods in the village and the people need him. However,
he received bribes.
ii. Retired Military Officer: 55 years old; has served the country
faithfully. Recipient of the Param Veer Chakra for his acts of bravery in
the war against Pakistan. But is divorcee and he is living alone.
iii. Lady Lecturer: 30 years old; married, has a 3 year old child at home
and is pregnant now. However, she is a boring teacher, and takes no
interest in extra-curricular activities.
iv. Social worker: 28 years old; very committed and works relentlessly for
the poor and the downtrodden. He has a girl-friend and will be getting
married within a few weeks. But he holds Communist ideologies.
v. College student: 17 years old; girl, extremely intelligent, good looking;
but very proud.



vi. Priest: 70 years old; has done lot of good in his young age. Many poor
people feel indebted towards him; a very holy man. But he is suffering from
cancer and doctor has given the time of a few months.
vii. Play-back singer: 34 years old; extremely good singer; and a great
asset of the country; many people forgotten their sorrows by listening to
his songs. However, he cannot sing without drinks; gets drunk often.
Analysis: * one has to act in such a conflict situation. Not to act is to
run away from one’s responsibility.
* There are many voices calling for our service. We need to decide who must
receive our services. We cannot do all the good.
* In Indian context who should receive our love, concern ?
* Between evil and good, choose good, between greater and lesser evil choose
lesser evil; in a conflict situation choose any one but act. E.g. : I.
Train passing with soldiers, villagers under the bridge; would be killed if
noticed; a child in the hands of mother crying.....ii. Twins born with one
head... whom to keep, whom to kill... one may become a good man, other may
turn out to be a criminal.....

Value Exercise: (2)
Assume that the following hypothetical situation is real. You and ten other
people are in a bomb shelter following an atomic bomb explosion over the
city. It would be fatal for anyone to leave before at least one month
because of fallout and radiation. But there is only enough food, water and
oxygen to last two weeks for all 11 persons, or one month for 6 persons. As
the owner of the shelter you have been elected by the group to decide who
are the five person (excluding yourself) who have to be sacrificed so that
others can survive, among the following.
* Mrs.Patma: 33; psychology professor, who has a good grasp of the situation
and has calmed the group’s nervousness. She can be most valuable in
organizing and pacifying the group, although she seems to be cold and
impersonal.
* Beena: 20; sexy and attractive home economics student, expert on nutrition
and diets. She knows how to ration and stretch the food supply and can fix
up canned goods appetizingly. She is efficient but domineering and bossy.
* Rincy, 21; brilliant college student who has done much research on nuclear
radiation. Her scientific knowledge should be vital but she is sort and
spoiled and can not bear the thought of sleeping in the same room with five
other people and wearing the same clothes(no baths) for one month.
* Irma, 19; literature major, widelyread and good writer, she has been
entertaining the group with stories which helps the group to relieve their
fears.
* Nita, 25; very kind person but extremely nervous and temperamental
partially due to the fact that she is excepting her first baby in two
months.
* Pradeep, 26; Nitha’s husband, a medical student with a lot of practical
experience in his father’s clinic, his first services could be critically
essential but he will only stay if his wife can remain.
* Bading, 20; only a graduate, but a great mechanic, needed to handle the
air filtration and oxygen purification system. The trouble is he always
feels hungry and does not seem to understand the need to preserve water and
food.
* George, 27; a religious man, whose calmness, optimism and faith is an
inspiration to the group. Somehow , his mere presence is a source of
comfort, but he needs special diet for his diabetes, and fainted when
excited.
* Jess, 20; big bodied athlete, the only one who can lift off the heavy
metal plate which seals the shelter door. He is respected by all but he
cannot control his temper. Once he and Bading almost came to fist flight
over some disagreement.
* Mars, 17; happy-go-lucky guy whose lively guitar music and sense of humour
have helped maintain group morale. He gets along with others he is rough
especially with girls.
WHICH FIVE WILL YOU CHOOSE TO REMAIN WITH YOU IN THE BOMB SHELTER ? Be
honest, concentrate on the talents, weakness and capabilities of each one.
Defend your decision with a good reason.
Value Exercise (3)
Imagine your house is on fire and you have only 3 minutes to save most
valuable possessions. Don’t consider persons because they look after
themselves. Write down any ten items that you would grab. Be as realistic
and honest in your selection as you can.
Take a look at the items you have jotted down and now put them in order of
priority. Then think of the items you have rated, and find out why you have
found them valuable.
Is it for economical reasons, for sentimental, spiritual, social,
occupational, jot down the reason for each. See whether your are ready to
give up any article back, when you discuss in the group at large for their
sake.
Queen of Sheeba:
Aim: To create a healthy group spirit; also a vigorous exercise.
Procedure: A person is made s queen, four judges and a minister are
appointed. The animator plays the role of minister. Groups are expected to
fetch or submit whatever is asked for within the given time. The groups may
possess their book and pens.
Rules to be Followed: * The group can disperse to fetch a thing only after
the complete announcement of the requirement.
* The groups elect a leader who alone can submit the required thing to the
minister.
* Judges decide who comes first; and check on any fraud.
* No one must leave the church premises and do to roads.
* In cases where special decision is required the queen is the only and
final judge.
* No member of the group is allowed to enter the queen’s palace(the circle
drawn round the queen). Anybody who does so forfeits points of the group.
* Not allowed to enter the church, school, father’s house etc. Or to damage
any plants or trees in the garden.
N.B.: As far as possible ask for such items which involves a creative
contribution ( e.g. names of 10 religious leaders, drawing of a person,
etc.) and allot definite time. Let all the groups give the items and then
choose the best. This will reduce the tension and conflicts.
Possible wishes of the Queen: Egg shell, match stick, white shell, dry
cowdung, coin of a particular year, boy’s pants, longest leaf, longest hair,
longest or most beautiful chain, most beautiful ring, oldest slipper, live
ant on a leaf, handful of water, a fly, fresh cowdung, drawing an elephant
in one minute.....etc.
Analysis:
* Need for co-operation, sacrifice.
* Following the rules of the game.
* Listen carefully and fully.
* Be active and not half dead.
* Today who are our kings ? to whom do we serve ?
* Is our king - money, power, good name, fame, pleasure ? or
- values of Christ, the poor, needy, less fortunate, suffering,
Christ in my neighbor ?
* Do we pull out, snatch away from other ( as that may happen during
the game). Do we fill our homes and make others beggars ?
Swallow:
Aim: To create an awareness about the consequences of our independence.
There lived some swallows who used to migrate to warmer countries for the
winter. However, this particular swallow who wanted to be different from
others and unconventional. So when all the others swallow flew away she
tried to make herself at home in a cosy net. Everything went on well until
the winter became severe. The bird could not face it any longer, got frozen
and died.
Questions:
* what opinion did the swallow have of itself and of others?
* what are the short-comings that we find in the swallow ?
* what are the lessons we learn from this story?
Analysis:
* Need to question conventions and culturally set patterns of behavior.
* However, it is necessary to discover the validity of a tradition.
* Acting independedly is a value but, it should be with due discernment and
not a rash over independence.
* Neither over dependence nor over independence is desired. There must be
independent (free) dependence. One must listen to all, reflect all, but
choose what is best and act on it.
The Longest Possible Line:
Aim: To bring out group unity in achieving a goal.
Procedure: The participants are asked to form a longest possible line by
placing articles that belong to them or which they carry on their persons.
(In the end they allowed to lie down to form the longest live). Common
objects like stones, leaves etc. are not allowed in the line.
Questions:
* what did you contribute to the line ?
* how did you feel about it ? happy, shy etc.
* did you give freely or forced ?
* was it easy, did your efforts fail ? If yes, what did you feel about it ?
Analysis:
* need to have a goal and be committed to it.
* need to sacrifice personal interest for the sake of the group. i.e. To
give until you have nothing left to give, is the greatest ideal of love.
* effort is more important than achievement of the goal.
* everyone has something unique to contribute for the richness of the line,
which if not given others cannot give.
* It matters not quantitative element of giving (how much) but qualitative
element of giving (how).
Hands Up:
The participants are asked to stand in a circle facing each other, raising
their hands sideways. They are asked to remain in this position as long as
possible. When any one member of the group lowers his/her hand/hands, the
whole group is out of the game. The whole exercise is done in silence.
Questions: 1. What did you feel during the exercise ?
2. What made you encourage to hold on ?
3. Imagine yourself as a young child, adult and as and old man. What would
have been your reaction to such an exercise at each of these stages ?
Analysis: * Commitment towards a group; a feeling not to let down the
group.
* Encouragement received from the group to carry on and face struggles.
* What can’t be done individually can be done in a group because of
motivation and encouragement. Therefore the need for others.
* However, understanding for each other is required. And we cannot
sacrifice and individual for the same of the group.
Prisoner’s Dilemma:
Aim: To become aware of competitive nature, in us and how this become
self-defecting while collaboration and be more productive.
Requirements: 4 red and 4 black playing cards.
Procedure: Two groups form a pair to play the game. There can be 2,3, or 4
pairs depending on the number of participants. E.g. group A will interact
with group ‘B’ in the game. Similarly ‘C’ with ‘D’ and so on.
There is one neutral person for every pair, who handles the transactions
during the game. Every group chooses its representatives for the purpose of
transaction and negotiation.
Each group is handed 2 cards, one red and the other black. Each group must
decide whether to play a red card or a black one. The way money is earned is
by combination of cards, and the points they earn depends on what card they
receive; can be as follows:
Group A Group B Group A Group B
Red Red - 2 - 2
Black Red 0 +5
Red Black +5 0
Black Black +3 +3
Each group submits to the neutral person one card at each round in secret,
the neutral person announces the transaction and the animator accordingly
calculates the score and write it down on the score board. After three
rounds the leaders are asked to make negotiations with each other. I.e.
leader of group A meets leader of group B to negotiate and plan out how well
they can increase the score.
After 2 more round once again negotiation is made and the scores are
doubled. At the last round, after possible negotiations the score is
redoubled. After 10 rounds the scores are calculated.
Questions: 1. What were your feelings while playing ?
2. What were your tactics in the beginning and the later stage ?
3. Was there a change of attitude ? what brought about the game ?
4. What are the maximum amount of points that would have been earned?
Business Deal
Aim: Awareness of the helpful and hindering behaviors (between groups and of
individuals within a group and inter group) in the attainment of a goal or
achievement of a task(camp, retreat, home, office, community etc.)
Requirements: Trading cards (5 different colours as many as participants and
group paper symbols)
Procedure:
Participants are divided into groups of 5 persons or more each . Any extras
can be asked to be observers or scores. The purpose of the game is to make
money by means of trading the cards given to each participant. Each
participant is given 5 trading cards (one yellow, one green, one pink, one
blue, one white) and paper symbol of the group - as many as groups and
members in each group, namely, if there are four groups, one needs 4
different paper symbols for the number of members in each group.
The trading cards have the following points:
Yellow... 50 points
Green... 25 points
Pink... 15 points
Blue... 10 points
White... 5 points
Paper symbol - triangle, square, circle, etc. drawn on small pieces of
paper.
There are 10 trading rounds, each taking 5 minutes. After the 10th round
the game is finished. To trade and bargain, each member must hold hands with
another paper; no taking is allowed except while holding hands. Those who
doesn’t wish to bargain or trade, fold their arms across their chest.
Once players hold or join their hands, a legal trade must be made (exchange
of 2 cards -one card each). Only one card for one exchange are allowed. A
player must not show his cards, except for the card that he is trading with
another player. Bonus points are awarded as follows:
3 cards of the same colour=10 points
4 cards of the same colour=20 points
5 cards of the same colour= 30 points
e.g. If a player has, during the counting, 3 blue cards and 2 yellow cards,
he gets 140 points.
3 blue x 10 = 30 +2 yellow x 50 = 100 + 3 cards of same colour(blue)= 10 ==
140.
If the game is played by three groups and the cards are distributed
unequally so that one group gets more money than others, the game will be
star power.
The trading can be done within the group and outside the group. There are 2
kinds of winners: individual winner: i.e. individual whose cards have the
highest value at the end of the final round. Group winner: i.e. the group
with the highest total of individual and group score are taken by each group
and recorded by the leader. The three highest individual scores from each
group and the group score are written on the BB after each round.
After the 3rd and 8th round, the groups are given time to discuss their
strategies. After the 5th round the groups may consult with each other,
through their leaders, if they wish. The total score is declared after the
10th round and the group winner is announced.
Analysis:
* What do you think of the behavior of individual and groups ? desired or
disliked; what was the effect?
* Is there a parallel with real life ? give examples.
* Role of co-operation and competition and get us anywhere in life ? What
kind of behavior was found more fruitful ?
In any group task or activity, there are behaviors that help or hinder the
achievement of the task or the performance of the activity. Hindering
behaviors, such as competitive spirit, power seeking, self aggrandizement
(increasing self score at the cost of others)are obstacles for the
achievement of a goal or the performance of an activity. Therefore a
collaborative spirit where everyone shares their best talents for the others
is to be encouraged.
Animal Kingdom
Once upon a time there was a group of animals who were great friends. They
were not very educated, so they decided that what they needed was a school,
a school for animals. So they started one. Somebody said that the first
thing to be done was to set up a curriculum committee. The bird said that
flying should be in the curriculum so they entered that. The fish said
swimming should be in the curriculum. The squirrel said that perpendicular
tree climbing should be offered. The rabbit said running was a must. All the
animal suggested their specialties for the curriculum. But then they made
the terrible mistake of making all the courses compulsory.
The rabbit was a great runner. No one could run like the rabbit but they
took him up to a branch of a tall tree and said, ‘fly, rabbit’. The rabbit
jumped, tried to fly, broke a leg and suffered brain damage. He got pass
marks in flying because of effort but he couldn’t even run as he did before
and received only pass marks there also. The birk was a great flyer. He
could fly loots and dive like a freak but they had him dig holes in the
ground like the field-mouse and he broke his beak and wings. He failed in
hole digging and barely passed in flying. And so it went. The squirrel
almost drowned in his swimming course and the jackal broke his back in
perpendicular tree climbing, but they all got pass marks for effort and
attendance - when they were physically fit. The gold medalist was a bat who
could do a little bit of everything but nothing well.
Question:
Should a teacher or trainer build on a learner’s strengths or weakness ?
Can a person be excellent in many fields ?
A Fair of Bullocks
The instructor asks all participants to stand and form groups of three. He
gives each group a number (group 1, 2, etc.) While they are standing, he
gives the following instructions:
“I am now going to give you a problem. One minute will be given for you to
answer for yourself individually and in silence. Thereafter you should
discuss the problem with the other two members of your group till all three
of you agree on the answer. Do not say you agree unless you honestly do.
When the three of you have reached complete agreement, your group should
send one of its members to me with a piece of paper on which is written both
your group number as well as your group’s answer.”
Here is the problem. (The instructor should recite the problem clearly and
loudly three times):
I bought a pair of bullocks for Rs. 600/-
I sold them for Rs. 700/-
I bought them back for Rs. 800/-
I sold them for Rs. 900/-
Did I make a profit or loss ? How much ?
The instructor waits for the groups to respond to him. When any group
submits its answer, he sends this group with the instruction: “Discuss your
answer to the problem with group- when all the member s of both your groups
agree on the answer, please report tome again with your common answer.” As
far as possible he forms the new groups from groups who have submitted
differing answers.
The instructor keeps putting the constantly enlarging groups wilt one
another till all the participants are in two large groups. If these two
groups come to agreement on the answer, the exercise is finished. If they do
not, one spokesman from each group should sit in the center of all the
participants and exchange viewpoints. After a few minutes of this, the
instructor should end the exercise and then ask all to reflect on what
happened in the exercise, what they felt and noticed. “Any comments on the
exercise ?What did you notice happening? ”
Discussion:
There are many ways of doing the problem : some may do it mentally, others
with pencils or on the blackboard, other may use and exchange rupee notes;
and still others may use stones. The point to be made is that, if the
person or group which I am attempting to persuade wishes to use a certain
method or approach, my persuasive attempts are likely to be more fruitful if
I start with the same approach and find the flaw in that approach rather
than if I insist on using my approach (even if superior). Start from where
the other person is.
A second learning is that groups tend to defend and maintain decisions they
have made together. Not just our minds, but our feeling get attached to
solutions in which we have invested. Change is people.
A third point is the productivity of disagreement. It may be that some
group came to the correct answer only because of one person who honestly
disagreed and whose refusal to go along easily with the rest, brought them
all to a better answer.
N.B. The answer is Rs. 200 gain but the instructor should not reveal it to
the class, even if asked. Appeals for the answer should be turned into
occasions to consider that : 1. The right answer was not the key learning
point in the exercise
2. Increasing self-reliance is a mark of growth and maturity.
The Mynah and the Elephant
Once there were two friends, a mynah and an elephant. One day the elephant
said : “you know, all my life I have wanted to fly. I have always dreamt of
what fun it would be to fly over the village and look down at the horses and
people, to glide over the river and jungle. Do you think I can fly ?” “Sure,
you can “ said the mynah. Reaching back with his husk, he pulled a feather
from his tail. “Here”, he said, “take this feather and hold it firmly in
your mouth. Then flap your ears as hard as you can and you will fly.”
The elephant did as he was told. He put the feather in his mouth, flapped
his ears as hard as he could and, lo and behold, he began to fly. Holding
the feather tight in his mouth, he flew over the village. He looked down at
the people, he glided over the river and over the trees. He did things he
had never done, Saw things as he had never seen them before.
When at last he glided back to earth, he ran to meet his friend, guarding
the feather carefully with his brunk. “Mynah, you’ve changed my whole life”,
he said, “I really can’t thank you enough for this feather.”
“That feather ?” said the mynah. “You didn’t need that. That was one of my
old ones. I just gave you something to believe in. It was your flapping your
ears that did it, not the feather.”
Good leadership brings out the best in people and with it, ordinary people
can do extraordinary things.
Leadership : Your Idea
We get our ideas from things, from what we see, smell etc. feel, taste and
hear - from actual situation and concrete events. That’s how ideas are
formed from things, not from abstractions.
What is your idea of leadership ? Your idea, not somebody else’s. Where did
you get it from ? Perhaps by doing the following little exercise, your real
thinking on leadership will become clear.
Look back on your life and think of the following three experiences. If you
do it with two or three of your friends, share your findings.
1. Your father or mother, or whoever exercised leadership in your home. What
kind of leadership did he or she exert ? Does that still affect you in any
way ? Share your recollections with the members of your group.
2. One incident where you witnessed someone else exercising leadership.
Describe the incident. What kind of group was it ? What was the situation ?
How did you feel ?
3. One instance where you feel you yourself exercised leadership. What was
the group ? What was the situation ? How did you feel ?
Reflect on your answers. Why do you think they were instances of leadership
? Describe in your own words what leadership is meant to you.
The Path of the Calf
Once upon a time there was a calf. one evening he walked home through a
thick jungle. The distance to his home was only one kilometer but he walked
three since, like all calves he wandered here and there, left and right, up
and down.
The next morning a shepherd’s dog passed that way and saw the calf’s hoof
marks and followed that path of this calf thorough the woods. Shortly after,
the first sheep of a flock followed the path and behind him all the other
sheep. Thus a path through the woods was made. Men began to use that path,
cursing its twists and turns as they did, but doing nothing about it.
The path gradually became a lane, the lane because a road and horses and
bullock carts followed it - followed the steps of the wandering calf. A
century later the road became a street, and then a city’s crowded
thoroughfare, with thousands following in the footsteps of the wobbly calf.
Three centuries later the road became the main street of a very large city.
Busses, lorries, trams, and cars followed the path of the zigzag calf.
The Friendship Quiz
The following statements will help you to clarify your ideas ;on friendship
. It is up to you to decide which statements are true and which are false.
If you agree with a statement, please circle ‘T’ if you disagree with a
statement, circle ‘F’
1. Friendship is necessary for a happy life.
2. A true friendship never causes pain.
3. True friendship requires that the friends be of the same age and
background.
4. True friends never disagree.
5. True friendship are rare.
6. A friend should be ready to do whatever I ask him/her.
7. Friendship involves sacrifice.
8. Friendship involves risk taking.
9. The chief demand of a friend is that I agree with him/her.
10. A true friend helps me to see myself more realistically.
11. Friendships can come to an end.
12. If someone says, “he/she is so good looking; I like him/her so much,”
this is a sign of true friendship.
13. If you like someone mainly because he/she is useful (e.g. a teacher, a
relative, a cook... ) this is not yet a true friendship.
14. Friends may experience quarrels, misunderstandings and anger towards
each other.
15. The chief demand of a true fiend is that I be true to the best in
myself.
16. A true friend sees my good qualities and helps me to see them.
17. A true friend notices my mistakes, but hides them from me.
18. A sign of friendship is speaking well of the friend in his/her absence.
19. A true friend is willing to forgive.
20. A true friendship means that I should not be very friendly with anyone
else.
21. The best test of true friendship is the pleasure I experience in the
friend’s presence.
22. A true friendship opens me to many more friendships.
23. A true friendship may lead me to god.
24. A strong and talented person does not need friends.
25. A very good way to make friends is to be friendly.
26. The quality of a friendship depends on the quality of the friends.
27. If I expect my friend to be faultless and perfect, I will always be
disappointed.
My Social Values
Read carefully through the following list of values. Choose five that you
feel are most important by ticking them. Now rank order these five values by
putting them in the order of importance to you by numbering them, 1-5.
1. Freedom from violence and crime ( such as theft, dacoity, rape, murder,
etc.)
2. Elimination of caste, communal, religious and sexual discrimination in
employment, educational opportunities, housing etc.
3. Adequate concern, respect and care for the old, handicapped and sick
persons.
4. A job for every family with a salary sufficient enough to provide for the
basic needs of food, clothing and shelter.
5. Equal opportunity for adequate education for all people.
6. A world without civil and international wars.
7. Perfect communal and religious harmony.
8. Freedom from all fear and good physical and emotional health.
9. Elimination of all corruption and exploitation in social and political
life.
10. Prevention of all pollution of air and water.

UNDERDEVELOPMENT - DEVELOPMENT
1. Mass poverty is the most striking feature if our society. What do you
think are the reasons for this ? Rank the following statements in order of
importance to you.
* It is the will of God
* The poor are ignorant and have no motivation to change.
* The rich will never part with their wealth.
* It is because of corruption and malfunctioning of the government.
* The rich are selfish.
* The poor are happy as they are.
* The framework of ownership in society.
* The poor are not politically aware and are unorganized.
* Others causes.....(Mention)
2. To change our present situation we need:
* to teach the poor.
* to westernize our country.
* to modernize our country.
* to get more aid from other developed countries.
* to plan more welfare projects for the poor.
* to educate the poor.
* to educate the rich to give the poor.
* to organize the poor for their rights.
* to have a different society.
3. To work for development we need:
* to learn to relate to the people.
* to understand the culture of the poor (culture of silence, domination etc.
* to live poorly.
* to understand the functioning of the society.
* to be a practical person.
* to understand how to change a society.
* to take a stand for the oppressed against the oppressors.

Women: Equals or Victims ?
Aim: To understand the situation of Indian women, especially the injustices
committed against them.
To inspire greater respect and concern for women.
Materials: Slides on Indian women, photo-language pictures on this theme,
news paper clippings and pictures depicting the various aspects of and
Indian women's life, particularly the injustices.
Procedure: The animator gives a short introduction.... The most influential
persons in our lives are often woman; our mothers, our sisters, many of the
teachers in our childhood... In India, as elsewhere, we pay lip service to
women's rights and greatness, but often treat them as second class citizens.
1. Lower wages for the same work.
2. lesser voice in family matters.
3. Molested in buses and trains.
4. Hundreds of them burnt alive for lack of an adequate dowry.
5. Young girls forced into prostitution.
6. Beaten up by drunken husbands.
(ask the students for other instances)
Questions:
1. Do women get a fair deal in our society ?
2. What are their just grievances ?
3. What are their main contributions ?
4. Do men in general treat other women as they expect other men to treat
their mothers, wives and sisters ?
5. (for boys - for silent reflection) Are you a young man a woman can
esteem, love and trust ?
Are you worthy of her love and confidence ?
6. (for girls - for silent reflection) Are you the kind of young woman a
boy or man will respect, love and trust ? Do you deserve a man's love and
confidence ?
* A woman is not an object to be used.
* A woman is not just a pretty (or ugly) face.
* A woman is a person, a human being, like you.
If that sounds too theoretical, think of your mother, and your sisters - and
of what you expect from your future wife.

Communal Conflict- A Case study
In village, situate on the suburb of a big town, two communities, Hindu and
Muslim, lived in comparatively good harmony for many generations. Even
though there was not much mutual co-operation or common activity, there were
never any violent clashes, spark from some minor conflicts. Their peace was
broken by an unexpected incident. When the Muslim community was taking out a
religious procession late at night, some miscreants, allegedly belonging to
the Hindu community, pelted some stones at the processionists. Their
complaining was that blaring loudspeakers disturbed their sleep. No one was
seriously hurt but the members of the community felt outraged and took it as
an insult against their religion and their God. some of the hot tempered
fanatics in the group waited for an opportunity to retaliate. Soon the
opportunity came when the Hindus were having a religious festival and were
taking out a car procession. Some miscreants, belonging to the other
community, threw chappals and brickbats at the car carrying the deity. Panic
and confusion followed. Violence erupted. People from both communities
attacked each other senselessly. Many people including some woman and
children, were injured - some seriously. The police did not intervene in
time.

After the violence, there was an uneasy calm. Mutual mistrust and suspicion
grew day by day. Rumors spread that some groups on both sides were gathering
deadly weapons and hiring rowdies from the city for another showdown. The
local leaders feared more bloodshed and violence and felt that preventive
steps should be taken. In the Hindu camp, the groups was clearly divided.
Many of the upper cast Hindus were not ready for reconciliation, while the
lower castes Hindus were very keen on a peaceful settlement, as they were
more vulnerable in the conflict situation. Intra-groups controversy raged.
Other serious differences between the two groups of Hindus surfaced. The
lower caste Hindus had several serious grievances against the others. For
example, they were not allowed to draw water from some of the village wells,
to use common cremation grounds or to enroll children in the school. Minor
clashes within the group were reported.

In the meanwhile political leaders, with vested interests, tried to fish in
the troubled waters. They sought a quick solution to the deep-seated
problems by inviting both the communities for a public meeting. Passionate
speeches were delivered but real issues were ignored. During the meeting
some young men belonging to the upper caste Hindus, intent on sabotaging the
efforts for unity of the politicians, started a fight with the members of
the other community. Violence spread. Four were killed and many were
injured. The situation became worse than ever.
Now, the religious leaders from both communities felt they had to intervene
to avert a more serious tragedy. As a first step, they met together with a
few of the local leaders to discuss and identify the real issues involved.
Then they met different groups in the respective communities, thrashed out
the differences and searched for constructive solutions. In the Hindu camp,
the religious and the local leaders took pains to bring about a
reconciliation between the caste groups, arriving at mutually acceptable
solutions to their problems. Thus, the leaders of both communities, after
preparing the minds and hearts of the people and getting their maximum
involvement and cooperation, called for a public meeting as a demonstration
of unity and reconciliation. People from both communities and castes
participated and peace and harmony was re-established. In fact, it was
remarked that after the conflict, their mutual relationships became even
better.
* Analyse the causes of conflict between the two communities and the two
caste groups. What were the values and assumptions involved ?
* Evaluate the politicians’ attempt to bring about reconciliation; why did
they fail ?
* Evaluate the religious leaders’ efforts to bring about peace and harmony.
Why do you think they succeeded ?
* What lessons do you learn from this case ?

SKINNER'S BOX

AIM: Role of encouragement and discouragement in life.

PROCEDURE:

Chair and table is placed at the centre. a volunteer is sent out. and an
action involving the chair and table is decided. e.g. sitting on the table
with crossed legs, and chair on the head.
When the volunteer enters and moves towards the desired action he is
encouraged by the group with claps. When he moves at wrong direction he is
booed at. Guided by the claps and boos the volunteer has to perform the
desired action.

Examples:

Hungry rat is put in a box with a few leaves. When he presses a particular
lever he is reinforced by a piece of cheese. When he presses other lever he
does not get desired result. Ultimately he performs the desired behaviour by
pulling the particular lever for the piece of cheese acted as reinforcement.

ANALYSIS:

- We need encouragement and corrections in life to learn
something.
- Similarly we need to give same thing to others too.
- we should not get overwhelmed by encouragement because there are
chances of remaining stagnant. At the same time do not get discouraged
by criticisms. And accept them as correction in order to reach the
desired behaviour.
- Parent’s role in encouraging a child to study, even a little good
action of a child requires approval.
- Role of a leader is encouraging and correcting. any correction given
is not punishment.

BEGGING BOWL

AIM: To make own aware of the hidden treasures within him/her.

Chandrakanth, a beggar who possesses a begging bowl which he uses for
various purposes, like begging, having meals, bathing, as a pillow, etc. He
is very much attached to it.
One day when he begs at a gold smith's shop, the gold-smith discovers that
the bowl is made of pure gold. Only when the gold-smith makes his aware, the
beggar realises that he is a very rich man.

QUESTION FOR OUR DISCUSSION:

- Name any fire qualities of a person, that you come across in the
story.
- In this story what does the begging bowl stand for? (What does the
symbol of begging bowl mean)?
- How does the story applicable to our life?
- What do we learn from this story.

ANALYSIS:

- The talents in us and the riches that we posses often hidden and the
person is unaware.
- need for someone to point out the talents and potential.
- Role of the parents and teachers as the gold-smith in this regard.
- Openness to learn about us from others- certain amount of trust in
others.
- Very fact you carry a golden-bowl, you do not become rich. you will
become so only when you recognise its greatness and utilise it in a
proper manner. If one claims to be a great singer but never sings in
the presence of the others, that talent is next to useless.
Therefore, I become only when I go beyond myself and express my self to
the others.

FLOWER EXERCISE
Aim: To realize one's unique and responsible role in building a true
humanity.
Things required: A flower vase, with fresh flowers.
Procedure:
The flower vase is placed on a table in the centre, each participant takes
turn to go up to the table,to do what he desires with the flowers and the
vase. Each participant is given 45 seconds to one minute time.
silence is observed all though the exercise. The participants are asked to
do that he desires. e.g. arranging it, rearranging it, spreading it on
table, etc. However, let the animator refrain from giving too many
suggestions as to what was to be done.
Questions:
What were your feelings when you did the exercise?
What connection does it have on real life?
Why did you act in that particular way?
Analysis:
- Need for an expression of person's uniqueness and
at the same time co-ordination with the group.
-Everyone has some ideas, and something to
contribute.
- Need to be constructive than be destructive.
- Expression of self and creativity.
- Vase welcomes all sorts of flowers God accepts all
his creation. Can a human heart (yours and mine) be
like that of vase?
- Everyone ( it is easier) tries to put order with the
given flower and leaves and rarely does any one
think of going out and getting fresh flowers.
- It is easier to curse the darkness but it requires a
creative mind to light a candle.

AUCTIONING
Aim: To realize the nature of our values. consistency and inconsistency
unveiling a value.
The participants are given a set of values from which they choose the
values which they want to hold as their own.
The set of values from which to choose:
To be the prime-minister of India.
One year complete peace.
Be a richest man in the world.
Have the best delicacies to eat (whatever I wish to eat.)
To get a rank in exam.
To be a film actor/ actress.
To have a good relation with everyone.
To see the whole world at least once.
Be mister and miss India.
To have an intimate friend.
To have a beautiful house and a foreign car.
A year's freedom to do what I like.
A free ticket to see all the possible movies I like.
Procedure 1st Stage:
- Each participant is asked to imagine that he/she has
Rs. 300/-
- Each value is announced and auctioned. Any one
can bid for it for any value below Rs. 300/-
- Each one is asked to write down the value that
he/she has purchased.
2nd Stage:
- Each one is asked to purchase any three values for the price they think
off. But the total cost should not exceed Rs. 300/- neither should it be
less than Rs. 300/-
- Then see the discrepancy in the price of a particular value that given in
the 1st and find stage in the case of a particular participant.
- There can also be a consistency hence i: Inconsistency and ii:
consistency in accepting a value.
Question:
Why did I choose this for the highest value?
Why did I choose this for the lowest value?
if you were given freedom what other things would you have chosen?
Analysis:
- Are you satisfied with what you have chosen.
- we realize that we can't have all the things we want.
- Choosing is necessary (e.g. if I were to be a very
good cricketer and want to be a rank holder in
exams.)
- We need to have certain criterion in choosing.
- Risking is essential.
- We can't keep quiet and bury our talents.
- Short term desires drinks, drugs, etc.
- What do you say about your connsistency/
inconsistency in valuing a particular value in life.

BUILDING A SOCIETY
Aim: Being aware of the ideals of a society that we have within us and
preparing to work towards it. Awareness of the discrepancy between our
ideals and reality.
Procedure:
Participants form groups and they are asked to imagine that they are the
first and only society on earth. keeping this in mind they frame laws,
rules, etc. regarding religion, educational system, marriage, government,
family, culture, entertainment etc. They have to share it in the bigger
group.
Questions:
What do you feel about the laws you have framed?
How do you think these laws be implemented in real life?
Why can't we build an ideal society now? What are the barriers?
Analysis:
- All of us hold certain ideals regarding building a new society. But
there are various obstacles. These obstacles should not lead us to
frustration. But they must enthuse us to determine to build a better society
to live in.
- Therefore it is better today dream this way than have no ideas at all.
e.g. the wright brothers must have day dreams about flying before they
invented the aeroplane.
- Our lives are like the suit-cases. All are of same size. It depends on us
how much and what to fill in them. some fill more and others less, some fill
it with pervious pearls whereas the other with tomatoes.
- If you want to build a society, build yourself(story about a boy who fixed
the pieces of a human figure and thus managed to bring out a world man.)

FIGHT BETWEEN TWO PEOPLE
Aim: To give an experience of crisis, conflict, embarrassing situation and
to see how do we react to such situation.
Procedure:
Two participants are secretly called aside and give instructions to pock a
quarrel in the beginning of the session on any issue of the recent past.
Very soon the fight turns to be serous and the participants will react in
many different ways. When the fight reaches a climax, it is stopped by the
animator intervening, by giving a definite signal to stop. (the animator
then announces that it was an arranged fight and not a spontaneous one,
during the analysis) this secret must be revealed only at the end of the
reflection session.
Question;
What are your feeling now?
What are the things you observed, content of words, style, how the fight
changed, etc?
What are the different types of people?
Why do fights occur?
In such a situation what can a christian do? Who must take the leadership?
Analysis:
- Fights often take place, but develop due to different reasons, like
improper language used, past references made, the prejudices about others,
pent up anger and hatred, etc.
- People react in different way: supporting and pacifying.
Passive: Commenting from far, worried and upset, frightened.
Indifferent: Not involved.
- Fights occur because of controversy and differences of opinion on a
rational level which becomes an emotional issue leading to a fight.
- When we have controversy with others we should refrain from fighting by
being aware of our words and by being open to the truth.

Strategy Teddy bear owl

fox
Tortoise Shark

CREATIVITY SESSION
Aim: To bring out the creativity in us in expressing an symbolizing idea.
Procedure:
The participants are asked to work on theme and present it in a form of a
creative symbol by making use of things like bangles, stones, leaves, etc.
they are given an are of 6 to 10 square feet at the 4 corners of the hall.
The themes could be poverty, injustice,helplessness, relationship, today,s
educational system, today's political system, religion etc. This session can
be conducted on a competitive basis and the criterion for judging the best
creative work would be participation, creativity i.e. how symbolic it is and
how original it is.
Analysis:
- Importance of bringing out an idea in a form of a picture, cartoon etc.
- Importance of a symbolism, the evocation the symbol gives e.g. anger-
cobra, oppression-octopus.
- Increasing of social awareness through this medium and driving the lesson
straight away.
- The animator must make his observations and then should ask questions on
them. Ask the participants about what and how they have done.
- Being creative -the best ‘medicine’ to grow as healthy human beings.


CASE STUDY
Aim: To create awareness of the structural social sin of which many are
just victim.
Case: Gopal was a drunkard, having a wife, Janaki and 2 kids,Mohan and
Seeta. Gopal hardly worked but gambled whole day long. Very often the family
went hungry. One evening Gopal won a lot of money in gambling but his mates
killed him, robbed him of his money and ran away. Mohan and seeta see their
dying dad in a pool of blood. They are helpless and dumbstruck. The mother
very soon out of sheer desperation of no getting a job and not having enough
to eat takes to prostitution. The whole village comes to know about the
same. And Mohan and Seeta are fooled. The teachers and neighbours point
accusing fingers at the children and their mother. The children fail to
understand what it all mean since they only know that certain man visit
their mother in private in the evenings. They grow with guilt feeling and
inferiority complex and a feeling of not being wanted.
Questions:
Do you come across such instance in society today?
Do you have any suggestion to counter such situation?
What would Mohan and Seeta be in their future life to come?
What is the role of a society in such circumstances and what should be the
role?
Can you blame any one of these? Who is the cause for Gopal's weakness?
Analysis:
- It is advisable to analyses and conclude this session based on the
case study done by the group and the reactions and answers. -
However, some points can be as follows.
- we see such instances very often.
- Mohan and Seeta could have had a deviant future. How far are they
responsible for it?
- The society and we individuals in it have an important and responsible
role to play.
- We find it easy to condemn deviants and accuse people. But we fail to
understand the root cause of deviant behaviour.

HUMAN MACHINE
Aim: The uniqueness and important role of each one in society.
Procedure The groups of participants (preferably 8 to 10 people) are asked
to creatively present a machine. There can be no use of articles but the
participants will position themselves as various parts of machine. Possible
machines suggested are : Sugar can crusher, Rice mill, Type rubber.
Questions:
What does the machine stand for?
What happens if there is no cooperation by some?
Which is more important: a part of a machine or as whole?
(Can we call apart a machine? or apart from a part does the machine exist
or function?
Analysis:
- Cosmos has a system. Each one is part of system, playing his unique role.
- No one can be forced but if someone does not play his role there is
problem.
- Role: a way of life, married, bachelor, spinster, vocation.
a profession, doctor, teacher, priest, social worker.
- Everything is a call. We have a call for a way of life and a profession we
are free to respond positively or negatively.
- How do we hear our call. How do we nurture it . It is based on our
talents, potentialities, capacities, values or Is it due to force or as a
fashion.
- However we need to keep in mind that we have an important role to play,
contributing to the growth of society.
- The underlying motivation for every call ought to be a build up solid
commitment to build a better humanity.
- We have a ripple vocation : To be human. to be a christian and to become
a parent or celibate.
Variation:
Participants are asked to form a symbolic design with all possible things.
They have on their person, e.g. kerchief, bangles, etc. Each one has
something to contribute through their call to a particular way of like and
profession. How much are you ready to give. The rest as part one.
Variation II
A house is being constructed. The participants asked to write to about the
house they would like to be why ?
Analysis:
- A part has to play its unique role. Therefore it can't be serving too many
purposes at the same time e.g. a window cannot be a door and ventilation
etc.
- However, the role given to each part should be
fulfilled to its fullest capacity.
- If one part of a house is damaged, the whole house is damaged. Therefore
in a society if we don't contribute according to our role we play the role
of a destructive element.
- Our life is like a tennis game. We cannot win
unless we serve.

GROUP PICTURE
AIM: Recognize oneself in relation to other in symbolic and non verbal way.
How far we can understand others without a verbal communication.
Procedure:
Participants are asked to go to the clack board as their turn comes, and
draw a curve or three straight lines on the blackboard. Each one tries to
develop the group picture by drawing curve or 3 straight lines. The whole
exercise is done in silence.
Analysis:
- We live in a society and we need each other.
- we are not isolated beings but social beings. We interact with each other,
so we need to contribute to the growth and development of society in a very
creative , thoughtful, and responsible way.
- Lack or clarity in the picture signifies, a lack of
understanding, proper interaction, etc.
- I am I only when you are you. Therefore I must
help you to become you and not like me.
- There are three levels of communication:
The things which others tell us.
The things which others want to tell but do not do so.
The things which cannot be told without by help.


PEE-NUTS
Aim: Self awareness.
Things required: Stones big as goose-berry, as many as number of
participants.
Procedure:
Each participant is given a stone and asked to feel it and touch it and
study it under close observation. and get familiar with its colour, size,
shape and other particulars.
Once the participants get familiar with his/her stone they are asked to mix
it with the participants’ sitting next, and rediscover his/her stone.
The second step would be forming groups of five or more and mixing the
stone in the group and re-discovering the stone. This is repeated with a
merger of 2 groups and ultimately the stone is discovered with closed eyes.
Questions:
1. How did you feel about the game?
2. Was it easy to rediscover your stone?
3. Did you feel attached to the stone; if so why?
4. Did you develop any attachment to your stone?


Analysis:
* Stones stand for our own selves.
* We have to feel come home to ourselves, be aware of our selves and get in
touch with ourselves.
* Only when we grow in self awareness we grow as human; being.
* Only when grow in self awareness we grow as human beings with the unique
qualities, therefore even when we are lost we can rediscover ourselves.

ANALYSING NEWS PAPER:
Aim: To be aware of the media around us and it's effects.
Things required: news paper, scales, pencils, etc.
Procedure:
A typical page of a newspaper with advertisements, news items, reports, etc, are presented to different groups of participants. They are then asked to measure the pages, then they will measure how much the newspaper speaks of different themes, such as politics, economics, entertainment, advertisement, crime, culture, accidents and so on. They will measure the
items and calculate the proportions of a theme in that particular page.
Questions:
1. What is the general impression after analyzing the news paper.?
2. What theme has received importance in the paper? Is it justified?
3. What should be the contents of an ideal newspaper?
4. What should be the ideal measure should a theme should receive?
5. What is the intention or purpose of the newspaper?
Analysis:
* The purpose of the news paper? It is to educate the public and give authentic news without distortion; to ventilate public grievances; to give information; communicate social value etc?
* Today’s news papers are biased, politically controlled backed by a political party and therefore
supporting it.
* News exaggerated, crime highlighted, and other personal interests sought.
* Therefore do not take newspaper news as authentic news.
* Discover the encouragement to consumerism in advertisement rather than an authentic information about the products.
* Notice the waste in newspaper; by giving unimportant and unnecessary news.
* Do you think the paper your money’s worth?
* How much should you really pay for the news paper that you read?
* Who controls our mass media? What % of coverage is given for rural struggles, III world
nations and rural developments.
* Is our mass media independent? Do we really have right to express?

IF I WERE FREE FOR A DAY
Aim : Use of freedom.
Procedure :
The participants are told that they; have a day at their disposal to do
what they wish. They have enough money; and every possible thing. The day
will not be supervised by anyone. Neither will anybody question about the
activity of the day even afterwards. Hence the day will be forgotten. You
will not have laws on that day; there is no sin, no law enforces and
therefore its a day of absolute freedom. How would you spend such a day ?
Plan out your won time-table. Individuals may do this exercise or the same
can be done in a group.
(Since this is a very personal exercise, the animator must refrain from
seeing the pages of participants and also must not ask anything to be shared
in public.)
Questions:
1. How would you spend the day?
2. Was it easy to spend the day?
3. Were there conflicting choices and options?
4. Was there any fear, and of what nature?
5. What restricts your freedom in real life?
6. Do you feel free to plan out the day?
7. Do you feel forced in real life as other people want
you to?
Analysis:
* Absolute freedom is not possible but we do have
certain amount of freedom. How to utilize the given
freedom to us ?
* Freedom does not mean doing what I like and not
doing what I don’t like
* It would mean opening oneself to do what is right.
Human.
* Therefore true freedom produces growth.
* True freedom respects freedom of human beings
around us. True freedom is also based on love e.g.
mother for going a meal for the sake of hungry child;
- a free act of love.
* What is the criterion to call freedom true and good?

TRUST WALK:
Aim: Awareness orf our trust in our neighbour.
Procedure:
All participants form pairs. One of the partners is blidfolded and the
other leads the blindfolded int ehgarden or ground etc. after a specific
thime the paartners change role.
Questions:
1. How do you describe the inner feelings oyu had
during the walk?
23. Was your partner helpful and could your trust
him|her?
3. What did you discover about yourself?
4. Did the trust walk reming yiou any of yoiur past
experrience?
Analysis:
* Trustwalk is kbowing oneself and kbowing how
much you trust others.
* You come to know the trustworthiness of people.
* You discover your reaction towards people who
disregard the trust you have in them.
* Laack of trust leads to fear, incecurity, doubt
suspecion etc. and spoils relationship. This has
become the cause of maby social evils.

TRUST FALL.

Procedure:
A participant stands erect and four participants stand around him/her at

the distance of approximately 2ft. Two of them stand by side, one behind,
and one in front. Each of the for is given a number 1,2, 3 and 4. The
participant in the center closes his/her eyes, calls out the number of any
one of then and falls towards direction of the number called without
shifting the feet and keeping direction of the body erect e.g. if the
person behind is no 4., participant who closes his eyes calls out no 4 to
caution him and falls backwards and falls in to the arms of no 4.
N.B This game requires seriousness. Take care to put strong people in
the surrounding circle, who are capable of supporting the weight of the
person at center while falling.

SLOGANS OF LIFE
Aim. Self awareness and an awareness of others’ character and temperament.
Procedure:
A few slogans will be put up on the black board. The participants are asked
to choose any slogan which appeals to them most.
The slogans can be as follows:
1. Busy...do not disturb.
2. Touch me not.
3. Beware
4.....Help.
5....Give respect and take respect.
6. welcome.
7. Learn from me.
8. I’ve the right answer.
9. Come to me.
10. Please put up with me.
11. Trespasses will be prosecuted.
12. Look at me.
13. Please don’t loot at me.
14. Kick me.
15. I’m the savior.
16. I’m not a child.
17. I’m an adult.
18. Business!!! Come to my chamber.
19. Time is precious....I can’t afford to waste.
20. I’m a wreck....don’t dare to involve with me.
21. Private property.
22. Keep distance please.
23. Believe me.
24. It’s impossible.
25. Please understand me.
26. Failures are stepping stones to doom.
27. Mind your business.
28. I am good enough.
After individuals make a choice of slogan they are asked to share the
slogan with their group and give the reasons for choosing this slogan.
Analysis:
* It can be very revealing about ourselves, why we
choose a particular slogan.
* All of us have a slogan in life and we express it in
different ways -words, actions, deeds, attitudes. E.g. if the secret
slogan of my life is ‘ I am busy ‘ we fail to give time to people in life;
when we believe that people don’t treat us well and people don’t listen to
us we develop a slogan “please understand me ”, and our behavior becomes
like martyr-like.
* It is good to know ours as well as others slogans of life for a
co-operative living..
* it can be very revealing about ourselves, why, we
choose a particular slogan.
* All of us have a slogan in life and we express it in different
ways-words, action, deeds, attitudes e.g. If the secret slogan of my life is
I'm busy we fail to give time to people in life. When we believe that people
do not treat us well and people do not listen to us we develop a slogan
"Please understand me" and our behaviour becomes martyr-like.
* It is good to know our as well as others' slogans of
life for a cooperative living.
EPITAPH ON TOMB STONE
Aim: To work towards the ideals we hold in our life.
Procedure:
The participants are given an example f an epitaph on a tombstone like "I
will not rest until every tear is wiped out from every eye" is the epitaph
on Gandhi's tome. Similarly the participants are asked to frame an epitaph
to their tombstone. Each participant is given enough time to discern the
goal in life and frame an epitaph. It is later shared in the group; and if
the whole group is too beg they share in the smaller groups.
Analysis:
* We wish to gave an epitaph on our tomb that which
we hold as a great value in life.
* It reveals our inner selves and what we hold precious but it would remain
meaningless if we do not work towards it in our life time to that extent
the epitaph framed by us will be irrelevant and a contradiction on our tomb.
Therefore we need to work towards a fuller realization of the goal of our
life.
* If you wait people to write such an epitaph that you have in mind you need
to live such a life. If you are clod towards the needs of others do not
expect people to write "here lies a warm heart".
DISCUSSING ON CONTROVERSIAL TOPIC.
Aim: To bring out the need for proper listening and speak to the point.
Procedure:
The participants are given a debatable topic which calls us controversy
e.g. “religion is a bone to society”. A person is asked to speak in favour
of topic giving two or three reasons for his stand; the person speaking
against has to repeat what the former has said and then give his/her counter
arguments. In turn the first person or the 3rd person has to repeat the
arguments and then give his arguments. The process continues accordingly.
I can be noted that the persons will not merely forget the arguments to
repeated but also not bothered to repeat. Ion other words the counter
arguments will be independent of the arguments put forth.
Questions.
1. How long did you repeat the arguments. Was it easy to do so. Was there an
attitude of listening and speaking to the point.

Analysis.
* We often get into arguments in daily life since we are unique individuals
we have our own ideas, ideals, opinions, etc. based on required therefore,
is an understanding of the person involved in the controversy and an
openness to the views of the others. In arguments we often tend to bombard
our ideas rather than listen to others. When the others speak we are busy
framing our arguments. This leads to misunderstanding, misquoting, etc.
* The consequences of such controversies turn out to be a hot argument
culmination in a fight instead of a healthy open-minded debate for a better
understanding.

THE REAL TEACHER: YOUR IDEA.
What is your idea of real teaching? See whether the following questions
help you to sort out your own thoughts. If you wish to this with a couple of
friends and share your answers.
1. Who was the greatest teacher you ever had? Why do you choose that person?
2. Think of the best time that you actually were learning something (In
school or out). How long ago was that? Why did you learn? How did you learn?
3. Think back to the last class that you went to? What happened? How did you
feel about going to it? What did you do in it?
4. What do you want most of a teacher? Personally.
5. Suppose you were principal of a school that had thousands of applications
for a teaching post finally the choice narrowed down to two splendidly
qualified teachers, but one has a special quality that makes you choose him.
What is that special quality?
6. In the light of your reflection complete the sentence below within 25
words;
The real teacher is one who.......................

LETTER TO GOD
Aim-- to give an experience (Awareness ) of the down-to-earth-ness of 'God
reality'.
Procedure:
Participants are asked to write a letter to God. One can write anything
he/she wants to write.
Note... Animator must avoid reading any of their letters. This is strictly a
personal exercise.
Analysis:
( Do we feel free to express everything that we feel deep within us to God
If yes--that is true prayer.
* True prayer is telling Him everything-- joyful and sorrowful freely.
* Reverence to God should come out of love and not out of fear.

HEALING SESSION
Aim: To give an experience of inner release and serenity that glows from
accepting ourselves as we are and by experiencing an unconditional
acceptance from Jesus.
To realize the social dimension- the only dimension of our sin.
Things required: all should carry a paper and pencil/pen. a pot of fire.
Procedure: All sit in a circle.
1. Introduction .
sin is always and necessarily social...etc. we are here to get reconcile to
each other to ourselves and to feel the deep acceptance of Jesus. We all
form one community and therefore any breakage should be repaired etc.
ii. An appropriate bhajan should be sung to create a reflective mood.
iii A short talk on the kindness of Jesus is given in an appealing way.
iv. Participants are asked first to recall to mind and then to write down to
6 of their bitter experiences with regard to their relationships or the
experiences that make them feel guilty etc. on a sheet of paper.
v. All come back and sit in a circle.
vi. Take Jesus and your bitter neighbor and show tell them your feelings.
Offer all of them together with your neighbors to Jesus.
vii. Then participants are left free to make
spontaneous prayers.
viii. Then participants come one by one and put
their papers into the fire pot that is kept in the
center of the circle.
ix. A thanks giving prayer is made.
Note... The animator should make it clear that healing session is not a
problem solving session; hence problems will not be solved. But it is like
cleaning wounds and bandaging them again.... Time should not exceed 40 to 45
minutes.

GROUP AT WORK
1. Leadership and Group dynamics.
The animator while animating a group may come across many types of groups
which at times are quite difficult to handle. By identifying the group the
animator may be in a better position to deal and help out to reach the goal
that ;they may have set at the very beginning or the group meetings. same
thing s regarding the ;budding leadership qualities that surface during a
group discussion. It is the duty of the animator to recognise and allow
those qualities to blossom. In order to facilitate, the animator need to
account, the dynamics and dilemmas of leadership. Recent years there is a
new thrust that is been brought in, the aspect of the participation of the
group. How let us see the dynamics of leadership in a nutshell.
The basic dilemmas we face :
a. How democratic can I be Vs How authoritarian must I Be ?
b. Efficiency Vs Growth of persons in the group.
c. time factor Vs Want participate decision making
d. Quick results Vs Shared responsibility.
We can place all these dilemmas no a leadership coterminous.
1. Leader decides.
2. Leader sells his decision.
3. Announces his decision and invites suggestion.
4. Presents problems and asks for ideas.
5. Presents problems and chalks out boundaries and leaves the decision to
the group.
6. Presents a tentative decision and opens to suggestions.
7. Gives the group as much freedom as possible.

Task Oriented (Leader) People Oriented (Group)
The leadership depends very much on certain other factors which are as
important as the above ones. They are as follows :
A. focus on the self : The motive that works behind. Needs that are there.
My assumption about the others.
Leader also has to look into : the value system that he holds. Confidence in
the group. Leadership styles.
B. Focus on the situation: Type of organisation. Efficiency of the group.
Leader has to look at the : time factor. Consequence of the action.
C. Focus in the group: their needs for dependence and independence. Their
readiness to assume responsibility. Their interest in the topic.
The leader has to look at: their understanding of the goal. Their
competence. Their expectations.
These are the few things the leader has to keep in mind when he/she
conducts a meeting or a discussion.

2. GROUPS, HOW ARE THEY FORMED.

I. Lonely talks.
Ii. One sided conversation.
Iii. Unnatural closeness.
Iv. Lazy group.
V. Fighting group.
Vi. Unsociable group.
Vii. Possessive group.
Viii. Accidental group
ix. Intentionless group.
X. Disinterestless group
XI. Tough and rude group.
XII. Group ideal.

The above mentioned are the usual type of groups that emerge in a group
discussion. It is necessary to identify the group, then you can help them to
become an ideal group. Here, I suggest a technique that you may use.. Give
every participant three match sticks each with an instruction that when
they want to speak they have to throw a stick to the centre. Once the match
sticks are over neither they are allowed to speak nor allowed to borrow from
others. Have the group discussion for five to ten minutes. Then stop, make
them aware what had taken place. This will surely enlighten them.

3. GROUND RULES FOR GROUP SESSION.

The following series of ground rules for group sessions are promulgated as
an informal kind of constitution which members of the group can amend, add
to or delete from. Each participant in a group is given a copy to take home
and study. (One might put these things differently).
A. Everyone who is here belongs here just because he is here, and for no
other reason.
(his is our top rule).
B. For each person what is true is determined by what is in him. What he
directly feels and finds making sense in himself, and the way he lives
inside himself.
C. Our first purpose is to make contact with each other, everything else
might want or need comes second.
D. We try to be honest as possible and express ourselves as we really are
and really feel - just as much as we can.
E. We listen to the person inside living and feeling.
F. We listen to everyone.
G. The group leader is responsible for two things only : he protects the
belonging of every member and he protects their being heard, if this is
getting lost.
H. Realism : If we know things are certain way, we do not pretend they are
not that way.
I. Whatever is confidential : no one will repeat anything said here outside
the group, unless it concerns only himself. This applies not only to
obviously private things, but to everything. After all, if the individuals
concerned wants others to know something he, can always tell them himself.
J. Decisions made by the group need everyone taking part in some way.
K. New members become members because they walk in the remain. Whoever is
here belongs.

4. WHAT IS THE GROUP ATMOSPHERE.
Most persons leave a group meeting with certain overall general impressions
or feelings about the meeting. One might have the impression that not much
work has been done, owing to general inability to get started or disinterest
on the part of the group members or one might have the impression that a
lot of work was accomplished ;but that in the course of work, tempers flared
or members touchy.
These types of impressions relate to group atmosphere, i.e. something about
the way a group works which creates an atmosphere reflected in a general
impression. Too often we do not talk about the atmosphere during the group
meetings, but grumble about it afterwards. It might be helpful to look at
some of the various felling s about the way the group is working. The
atmosphere might change in a single meeting. Thus several words may be used
to describe the meeting.

Rewarding : When group members have worked together well and accomplished
the task set for themselves a rewarding atmosphere may be reported.
Sluggish : Often a group ‘‘just can’t get going’.
Competitive : When several members seem out to win their own points with the
result that group action can proceed only on a win - loose basis, the
session might be described as competitive.
Play : The opposite of being task or work oriented is play., This condition
exists when the group avoids its tasks and can’t seem to shake off a
light-hearted unserious attitude long enough to get anything done. The ball
session might be described as ‘Play’.
Work : When the group devotes itself to its task in a purposeful manner, the
group atmosphere is on of ‘task orientation’. This might be true regardless
of what other impressions result as well. E.g. . It is possible to fight and
still work hard.
Flight : When the group pursues a topic other then the significant topic
affecting the group of engages in the horseplay or bull session as a means
of avoiding the real task at hand (which may be threatening or unpleasant),
The group atmosphere may be one ‘Flight’ means to run away from the people.
Fight: Often group members will find themselves in complete disagreement
regarding the topic to be discussed, decisions to be made, or action to be
taken, or members will be antagonistic toward each other.
Tense: when pressures are felt which may be due to limited time, conflict
between members, personally threatening topics, resistance or blocking of
some members, etc., atmosphere may be tense. The inability to move or to
accomplish the perceived task may be frustrating.

5. INDIVIDUAL ROLES IN THE GROUP.
What has more generally been found is that the leaders emerge in groups as
a function of the ability of an individual to contribute in groups to the
needs of the group. When the needs of the group change, leadership also
changes, unless the social structure is so rigid that the leadership cannot
change. Hence, it is more fruitful to consider leadership in terms of the
various behaviours that occur in a group and to examine these in terms of
their contribution to the group's and to examine these in terms of their
contribution to the achievement of the group's goals. these functions or
behaviours can be classified in to the following categories ;
Task functions :
1. Initiation, contributing;
Suggests or proposes new ideas or an alternative way of regarding the group
problem or goal. Tries to get the movement started toward the goal.
2. Information or Opinion Seeking: Asks for clarification or suggests or
information or facts pertinent to the problem being discussed. Seeks
clarification of values, opinions, feelings and attitudes pertinent to the
problem or task.
3. Information or Opinion Giving
Offers information, facts or generalisations which are the authoritative
views or relates his own experience in relation to the group problem. States
his beliefs, feeling or attitudes relative to the group task.
4. Elaborating clarifying: Elaborate suggestions through examples or
developed meaning tries to anticipate and examine effectiveness or
consequences. Illustrations and clarifications are given to the relation
among the various ideas and suggestion; tries to integrate ideas into a
consistent, unified approach, or to co-ordinate the positions of various
members or sub-groups.
5. Orientation, Summarizing, Evaluation: Defines the position of the group
with respect to its goals by summarising what has occurred. Tries to assess
progress toward the goal, raises quests regarding the direction the group is
moving, question the practicability, logic, facts, or procedure of current
or suggested approaches to solution of the problem.
6. Standard setting: Expresses standards the group should attempt to meet or
applies standards in ovulation the group's progress.
7. Acting as procedural technician: Expedites accomplishment of the group
goal by doing things for the group-performing routine tasks, seeing that
things are in order, keeping a record of the proceedings., writings down
suggestions, ideas etc.

Maintenance Functions;
I. Supporting, Encouraging:
Encourages others to participate, offer suggestions, submit ideas. Praise
when appropriate, shows appreciation for contribution, even if he disagrees
with the content. Displays warmth and acceptance toward group members.
ii. Gate keeping, Expediting
Attempts to keep communication channels open by insuring that everyone is
heard, is given a chance to participate.
iii. Harmonising, compromising;
Mediates disagreements between or among other members attempts to reconcile
differences and relive tension in confection when his idea or position is
involved, offers to compromise to maintain harmony.
iv. Observing and providing feedback:
Observe group process and feeds this information into the group for
evaluation of its effectiveness as a working team.
Express his perceptions, reactions and feelings.
v. Tension reducing:
Player at the appropriate time, jokes, calls for coffee, breaks, etc., to
reduce tension or to allow time for tampers to cool.

Self-Oriented Functions;
I.Following:
Games along with the movement of the group, more or less passively agreeing
and accepting ideas and suggestions of others, but contributing little or
nothing. Acts more as spectator than a participant.
ii. Aggression:
Attempts to reduce the status of others, belittles, disapproves ridicules,
attacks ideas and suggestions, jokes aggressively; cynical and sarcastic.
Reverts to personal attack in conflict situation rather than objective
exploration of issues and differences.
iii. Blocking:
Tends to be activist and stubbornly resistant, disagreeing and opposing
beyond reason; attempts to bring back issue and after group has rejected it
. Negative and critical toward goals of group. Dichotomises-everything is
right or wrong, black or white, no in between, no alternatives, etc.
iv. Nit-picking:
Tends to magnify and dwell on insignificant details, at the expense of
significant aspects of the problem.
v. Domination:
Tries to dominate the group or certain members by manipulation, coercion,
flattery, asserting authority, taking leadership etc..
vi. Recognition seeking:
Works in various ways to call attention to himself by boasting, relating
personal exploits and achievements, etc. struggles to avoid being placed in
an inferior position. Makes certain he is given the credit, recognition,
reward for his contribution.
Group at Work
1. Leadership and Group dynamics.
The animator while animating a group may come across many types of groups
which at times are quite difficult to handle. By identifying the group the
animator may be in a better position to deal and help out to reach the goal
that ;they may have set at the very beginning or the group meetings. same
thing s regarding the ;budding leadership qualities that surface during a
group discussion. It is the duty of the animator to recognise and allow
those qualities to blossom. In order to facilitate, the animator need to
account, the dynamics and dilemmas of leadership. Recent years there is a
new thrust that is been brought in, the aspect of the participation of the
group. How let us see the dynamics of leadership in a nutshell.

The basic dilemmas we face :
a. How democratic can I be Vs How authoritarian must I Be ?
b. Efficiency !! Growth of persons in the group.
c. It e factor Want participate decision making
d. Quick results Shared responsibility.
We can place all these dilemmas no a leadership coterminous.

1. Leader decides.
2. Leader sells his decision.
3. Announces his decision and invites suggestion.
4. Presents problems and asks for ideas.
5. Presents problems and chalks out boundaries and leaves the decision to
the group.
6. Presents a tentative decision and opens to suggestions.
7. Gives the group as much freedom as possible.

Task Oriented (Leader) People Oriented (Group)
The leadership depends very much on certain other factors which are as
important as the above ones,. They are as follows :
A focus on the self : The motive that works behind. Needs that are there.
My assumption about the others.
Leader also has to look into : the value system that he holds. Confidence in
the group. Leadership styles.
B. Focus on the situation: Type of organisation. Efficiency of the group.
Leader has to look at the : time factor. Consequence of the action.
C. Focus in the group: their needs for dependence and independence. Their
readiness to assume responsibility. Their interest in the topic.
The leader has to look at: their understanding of the goal. Their
competence. Their expectations.
These are the few things the leader has to keep in mind when he/she
conducts a meeting or a discussion.

2. Groups, How are they formed.

I. Lonely talks.
Ii. One sided conversation.
Iii. Unnatural closeness.
Iv. Lazy group.
V. Fighting group.
Vi. Unsociable group.
Vii. Possessive group.
Viii. Accidental group
ix. Intentionless group.
X. Disinterestless group
XI. Tough and rude group.
XII. Group ideal.

The above mentioned are the usual type of groups that emerge in a group
discussion. It is necessary to identify the group, then you can help them to
become an ideal group. Here, I suggest a technique that you may use.. Give
every participant three match sticks each with an instruction that when
they want to speak they have to throw a stick to the centre. Once the match
sticks are over neither they are allowed to speak nor allowed to borrow from
others. Have the group discussion for five to ten minutes. Then stop, make
them aware what had taken place. This will surely enlighten them.

3. Ground rules for Group Session.

The following series of ground rules for group sessions are promulgated as
an informal kind of constitution which members of the group can amend, add
to or delete from. Each participant in a group is given a copy to take home
and study. (One might put these things differently).
A. Everyone who is here belongs here just because he is here, and for no
other reason.
(his is our rule).
B. For each person what is true is determined by what is in him. What he
directly feels and finds making sense in himself, and the way he lives
inside himself.
C. Our first purpose is to make contact with each other, everything else
might want or need comes second.
D. We try to be honest as possible and express ourselves as we really are
and really feel - just as much as we can.
E. We listen to the person inside living and feeling.
F. We listen to everyone.
G. The group leader is responsible for two things only : he protects the
belonging of every member and he protects their being heard, if this is
getting lost.
H. Realism : If we know things are certain way, we do not pretend they are
not that way.
I. Whatever is confidential : no one will repeat anything said here outside
the group, unless it concerns only himself. This applies not only to
obviously private things, but to everything. After all, if the individuals
concerned wants others to know something he, can always tell them himself.
J. Decisions made by the group need everyone taking part in some way.
K. New members become members because they walk in the remain. Whoever is
here belongs.

P.151
4. What is the Group Atmosphere.
Most persons leave a group meeting with certain overall general impressions
or feelings about the meeting. One might have the impression that not much
work has been done, owing to general inability to get started or disinterest
on the part of the group members or one might have the impression that a
lot of work was accomplished ;but that in the course of work, tempers flared
or members touchy.
These types of impressions relate to group atmosphere, i.e. something about
the way a group works which creates an atmosphere reflected in a general
impression. Too often we do not talk about the atmosphere during the group
meetings, but grumble about it afterwards. It might be helpful to look at
some of the various felling s about the way the group is working. The
atmosphere might change in a single meeting. Thus several words may be used
to describe the meeting.

Rewarding : When group members have worked together well and accomplished
the task set for themselves a rewarding atmosphere may be reported.
Sluggish : Often a group ‘‘just can’t get going’.
Competitive : When several members seem out to win their own points with the
result that group action can proceed only on a win - loose basis, the
session might be described as competitive.
Play : The opposite of being task or work oriented is play., This condition
exists when the group avoids its tasks and can’t seem to shake off a
light-hearted unserious attitude long enough to get anything done. The ball
session might be described as ‘Play’.
Work : When the group devotes itself to its task in a purposeful manner, the
group atmosphere is on of ‘task orientation’. This might be true regardless
of what other impressions result as well. E.g. . It is possible to fight and
still work hard.
Flight : When the group pursues a topic other then the significant topic
affecting the group of engages in the horseplay or bull session as a means
of avoiding the real task at hand (which may be threatening or unpleasant),
The group atmosphere may be one ‘Flight’ means to run away from the people.
Fight: Often group members will find themselves in complete disagreement
regarding the topic to be discussed, decisions to be made, or action to be
taken, or members will be antagonistic toward each other.
Tense: when pressures are felt which may be due to limited time, conflict
between members, personally threatening topics, resistance or blocking of
some members, etc., atmosphere may be tense. The inability to move or to
accomplish the perceived task may be frustrating.
Ideas. Praise when appropriate shows appreciation for contribution, even if
he disagrees with the content. Displays warmth and acceptance toward group
members.
Gate Keeping, Expediting :
Attempts to keep communication channels open by insuring that everyone is
heard, is given a chance to participate.

Iii. Harmonising, Compromising :
Mediates disagreements between or among other members, attempts to
reconcile differences and relive tension in conflicts, when his idea or
position is involved, offers to compromise to maintain harmony.
iv. Observing and Providing feedback:
Observe group process and feeds this information into the group for
evaluation of its effectiveness as a working team. Express his perception,
reactions and feelings.
v. Tension Reduction:
players at the appropriate time, jokes, calls for coffee, breaks etc.. to
reduce tension or to; allow time for tempers to cool.
Self-Oriented Functions:
1. Following: Games along with the movement of the group, more or less
passively agreeing and accepting ideas and suggestions of others, but
contributing little or nothing. Acts more as a spectator than a participant.
2. Aggression: Attempts to reduce the status of others, belittles,
disapproves ridicules, attacks ideas and suggestions, jokes aggressively;
cynical and sarcastic. Reverts to personal attack in conflict situation
rather than objective exploration of issues and differences.
3. Blocking: Tends to be activistic and stubbornly resistant, disagreeing
and opposing beyond reason; attempts to bring back issue after group has
rejected it. Negative and critical toward goals of group. Dichotomises -
everything is right or wrong, black or white, no in between, no alternatives
etc.
4. Nit-picking: Tends to magnify and dwell on insignificant details, at the
expense of significant aspects of the problem.
5. Dominating: Tries to dominate the group or certain members by
manipulation, coercion, flattery, asserting authority, taking leadership
etc.
6. Recognition seeking: Works in various ways to call attention to himself
by boasting, relating personal exploits and achievements, etc. , struggles
to avoid being placed in an inferior position. Makes certain, he is given
the credit, recognition, reward for his contribution.
7. Monopolising:
Uses the audience opportunity provided by the grope setting to express his
feelings, hostilities, complains, resentment, bitterness, suspicions,
observations, evaluations, insights and solutions regarding personal,
non-group oriented, staff programme, establishment or other outside issues
and problems.
8. Sympathy seeking:
Seeks sympathy of the group or certain mambas by expressing insecurity or
personal confusion, but relating hardships, personal sacrifices, problems,
persecution or prejudicial treatment.
9. Withdrawing, avoiding, involvement:
Makes a display of his lack of ability or interest and involvement in the
group. This may take the fork of cynicism, non-challenge, horseplay and
other inappropriate behaviour.
Human Development Functions:
A forth leadership function that is very important but difficult to
observe in training is that of Human development - developing and supporting
responsibility on the part of other persons. This might involve avoiding,
assuming or accepting al leadership droll, making decisions for the group of
giving advice- not to shrink responsibility but to allow other members of
the group to assume making faculties and learn to be independent. More
actively, it might involve asking questions to force others to seek
solutions to their own problems, to explore alternatives, to anticipate
consequences etch. or it might involve confronting and challenging and
individual or group to force them to recognise and assume their
responsibilities.
6. The process of the group thinking.
It is a process by which a group arrives at an understanding of decision.
It produces what members individually can not produce. It creates a group
idea that may be better than the best individual ideas or all the individual
ideas pt together. It takes place through discussion.
It is not an argument; An argument finds minds that are already made up,
and each side tries to convince the other. It is not a debate. A discussions
is the process whereby the group seeks for conviction was to the best
solution to some problem and where discussion should serve the interest of
the whole group, and therefore a conflict of ideas may be reconciled by the
definition of the terms being used.
The goal of the group discussion is not merely intellectual conclusions or
a meticulous examination of a body of material, but rather the clear
perception of some truth of attitude oar value which has vital bearing on
life and action in a particular field. The following are suggestions for a
successful group discussion:
1. Maintain an attitude of searching : You are not trying to convince
anyone. You are trying to find the best possible and practicable solutions.
ii. Try not to let your previously held ideas interfere with your freedom in
thinking. Be on your guard against the influence of your won prejudice and
accepted ideas.
iii. Take part in the discussion: Contribute your ideas. o not hesitate to
speak your ideas are incomplete. It may be just the ideas that the group
needs the move ahead. Often a very ordinary suggestion leads to productive
thinking.
iv. Say what you really think: All possible views are welcome. Do not speak
just to please someone. Be honest with your deepest personal conviction.
v. Keep watching for evidence that will change your minds: Do not hesitate
to admit that you have changed our mind on a point of you really have in the
light of new evidence.
vi. Learn and listen: Do not be thinking of what say next when someone else
is speaking. You will miss his contribution.
Vi. Talk briefly and to the point: Do not start on a different track, unless
you are sure that you will throw some light on the problem.
Viii. Ask for clarification: If a point is not clear, do not guess at it .
Say at once that it is not clear.
Ix. Do not let the discussion get away from you: If you do not understand
where it is going, say so. Ask for examples. Check your own experience
against those of others, remembering that we all come from different
background and conditions.
X. When you seem to be on other side of the scan in discussion say so and
why: do not let anything of importance pass by unquestioned which tends to
make you uncomfortable or even rebellious. Be sympathetic towards the
opinion of theirs, but when it is necessary do not be afraid to disagree in
a friendly way.

7. HOW TO KILL GROUP DISCUSSION.
You might come across groups that are quite difficult to handle. Yet themes
you are forced to take a decision which has a great consequence. The group
may not know the seriousness or they may try to take a decision which
altogether different. Here I have a few suggestions how you can slow down or
even put a stop to the whole discussion.
I. When I a tight place say something which the group cannot understand.
II. Say the problem “cannot be separate
d” form other problems, therefore, no problem can be solved until all other
problems have been solved.
III. Carry the problem into other fields, show that it exists everywhere,
hence is of no concern.
IV. Point out that those who see the problem do so by virtue of personality
traits. E.g. they are happy and transfer their dissatisfaction to the area
under discussion.
V. Say that we must not move too rapidly. This avoids the necessity of
getting started.
Vi. Look slightly embarrassed when the problem is brought up. Hint that it
is bad taste or too elementary for mature consideration or that any
discussion of it is likely misinterpreted by others.
VII. Point out that an attempt to reach a conclusion is only a futile
“Quest” for certainty. Doubt and indecision “Promote growth”.
VIII. Ask what is meant by question. When that is clarified there will be
no time left for answer.
IX. Look for some remote philosophical basis foe settling the problem, then
a basis for that, so on...
X. Retreat in to analogies and discuss these until everyone has forgotten
the original problem.
XI. Appoint a committee.
XII. Conclude that you have all clarified your thinking on the problem, even
though no definite conclusions have been reached.
XIII. . Point out that some of the greatest minds have struggled with this
problem. Implying that it does us credit to have even thought of it.
XIV. . Be thankful for the problem, It has stimulated our best thinking and
has therefore contributed to our growth. It should get a medal.
XV. Find a scapegoat and ride him. EEG. Men always blame men. Women, can
blame men, both cab blame parents: and everyone can blame then existing
social situation.
With little effort we should be able to develop our won techniques.




GROUP TECHNIQUE
1. Brainstorming: Group members bring out as many ideas as possible on a
subject. No evaluation or rejection or any ideas. Write them down on a black
board. Then select the ideas that are needed.
2. Creative Drawing: Participants do drawings to represent their thoughts
and feelings. Then spend a few minutes in group sharing.
3. Role play: A group acts out a situation which is affecting the society
in their known way. This will bring out lot of participation and interest in
the group. It will also help to drive the message home.
Photo Language: Each person either chooses or given a photograph and is
asked to answer a few questions. E.g. what does this picture actually say ?
are you reminded of similar event in your life? What is the message that you
get from this picture ?
5. Films: Choose a short film. After seeing it discuss it in the groups.
Then ask the students to either write a dialogue or present a theme of the
film in their own way.
6. Charts: Give each group a chart paper, old magazines and other materials.
Give them also a theme, then allow them to presents their theme in the form
of drawings of paper cuttings.
7. Advertisements: Conduct a quiz Programme on the basis of advertisements.
Then explain to them how they have been influenced by the advts.
8. Case Study: A real life situation is presented. The group identifies the
problems and finds solutions for these.
9. Drama: Acting our a real life situation in a humorous way. There will
be lot of participation and it will evoke a creative thinking.
10. Panel Discussion: Discussion by several competent person on a topic
that is relevant and controversial. It would be interesting if it is
arranged well.
11. Music: The group listens to music and discusses the themes or the mood.
For this vocal or instrumental music can be used.
12. Site Visit: Visiting a slum, home for the aged or Remand home. After
the visit each one shares his or her experience. Then help them to plan an
action that they will execute in the coming weeks.
13. Games: This is very useful for starting a group session. Take a game
that is connected with the topic that you like to discuss.
14. Research: Appoint a few students to do research on a certain subject.
And in the forth coming meeting they share their experience and discoveries.
The following week appoint another group to do the same.
15. Psycho-drama: Each one is asked to act out a feeling that he or she
undergoes.
16. Debate: Two themes present opposing views on a subject. This will help
to bring both elements of a topic.
17. Slides: Slides show with a prepared commentary is a help to being a
group meeting. It will enlighten the participants in a better way.
18. Songs.: Get a popular hit. Play it twice and leave it open to discuss
about it.
19. Interview: Interview a person, discuss her or his answer. This will
help to get attention in the group.
20. Story Narration: Narrate an incident or story with lot of feelings and
great interest, that will evoke a thinking.
21. Shadow Play: Select a topic and arrange a shadow play according to it.
22. Puppets: Arrange a puppet show. this will create lot of fun at the
same time the massage will pass through.
23. Banners: Select a few banners that have very catchy words. Afterwards
ask them to prepare type of banners.
24. Agree-disagreement Sheet: A set of statements on a subject. Each one
indicates whether he or she agrees or disagrees with the statements.
25. Symbols: Things like flower, leaves, lamps, candles pens, etc., can be
used to express ideas, feelings, relationships, etc., as in photo language.
26. Stepping into the others’ shoes: A variety of exercises that can be
conducted e.g. to describe the life of a servant, a construction worker.
Put yourself into the feelings of a boy who is unable to play his fees in
time.
27. Circle Response: To a question each one in the group gives an answer.
28. Creative writing: Use of poetry, drama etc. To express one’s inner
experience
29. Demonstration: A task or skill is demonstrated by one or several
persons; then the group has the chance to try their skill.
30. Depth religious encounter: Each person shares a favourite passage from
a sacred book, and this passage means to him.

9. FISH BOWL
Aim ; To increase participation in a discussion and to increase each
one’s awareness of the parts he and others play.
Procedure ;
Select a topic which is not very difficult. Briefly explain the purpose of
the exercise and how it will work.
The participants are seated in an inner circle, while the observers seat in
the outer circle. The latter should listen and watch in silence. Their
assignment is to count how many participants in the discussion; notice how
many people look as if they wish to say something but don’t, keep track of
those who speak at all. The outer group observes while the inner group
begin it’s discussion. The time keeper calls time on the discussion. The
observers report on what they saw and heard, whole the inner group listens.
Things hindered the discussion; things that helped; is it worthwhile
discussion? Etc. The animator can sup up all the points in a way that will
help the participants.

10. HOW TO EVALUATE A SPEAKER
1. Purpose of talk ; achieved, unachieved
2. Opening remarks ; uninteresting, gripping
3. Thought; confused, boring, uninformative, poor or no illustrator,
clear, absorbing, informative good, vivid, illustrations.
4. Concluding remarks ; liesitant, strong.
5. Platform behaviour; awkward, effective.
6. Pronunciation; indistinct, clear.
7. Degree of energy ; week, powerful.
8. Overall rating. poor, excellent.
9. Comments ; ..............
HOW TO INTRODUCE A SPEAKER
1. Familiarize yourself with the speaker’s background. Do not read from
his bio-data sheet unless absolutely necessary. Pronounce his or her name
correctly.
2. Be cheerful, warm, and enthusiastic. This is contagious.
3. Avoid the commonplace; e.g. for having graced this occasion by taking
time out of his busy schedule.
4. Be accurate. Don’t have the speaker wondering who is being introduced.
5. Often it is more effective to single out one quality or accomplishment of
the speaker rather than give as undifferentiated litany of his past.
Sometimes the method of ‘passing over’ is powerful. E.G. I will not spend
time on his innovative research on high yielding varieties of wheat nor the
effective reforms he has introduces into the district’s marketing
structure....
13. HOW TO GIVE A VOTE OF THANKS
The impact of many as excellent speech has been hurt by a windy and
wandering vote of thanks. A vote of thanks should be like a punctuation
mark at the end of a sentence: a full stop, a question or exclamation mark.
The average speech calls only for a full stop; a scintillating one for an
exclamation mark, while a controversial or tendentious talk may require a
question mark. In every case, however, the vote of thanks should be brief.
1. Be relevant ; Refer to the central thought of position that struck
you most.
2. Be positive ; This is no time for nit-picking or display of your
analytical skills. emphasize the positive, forget about the negative.
3. Be crisp ; most speakers go beyond their time. The audience is
frequently tried. You’re just a punctuation mark. Don’t try to be a
sentence- or even worse, a paragraph. Be brief and be gone.
A vote of thanks, then should add something, i.e. make a positive
contribution to the occasion. one of the best vote of thanks that the
writer has ever witnessed consisted of ten words; ‘Sri Pylee, for the best
evening we’ve had in ages, thank you’.
14. HOW TO TALK TO A DISTURBED PERSON.
All of us, at one time or another, have to deal with people who are
severely disturbed, angry, exited or hurt. It may be a worker who feels
that he has been done a great injustice; a student who feels he has been
deliberately neglected, or a friend whose feelings have been wounded. What
such person have in common is unexpressed feelings;
Feelings that are not expressed at the appropriate moment stay with us.
They do not act disappear. Feelings are not like wire springs.: You can
push them down, but sooner or later they will spring up and often at the
wrong moment.
A person gets mixed up and disturbed his feelings get mixed up. He does
nor act straight or think straight because he does not feel straight. Only
after such feelings have been released, can he think clearly and gain
insight into his problem.
So your disturbed friend needs understanding more than anything else. To
a disturbed person, advice, evaluation or even encouragement are of limited
value. What such a person wants, above all, is to he understood. Perhaps
we can help him most merely by listening with understanding.
Do not, however, just listen to his words, listen to his feelings. If you
don’t hear those, you really haven’t listened. Effective listening means
picking up signals at two levels: the level of words but, even more
importantly, the level of feelings.
The best way to ‘talk’ to a disturbed person is to listen.

15. IF IT IS TO BE, IT’S UP TO ME.
1. Self awareness. Any experience that increases your self awareness and
self acceptance increases your internality. People who feel good about
themselves produce good results.
2. Assertiveness; Not letting other people define your role for you, not
acting out of fear, not out of other-direction but rather living up to your
own expectations and self-chosen goals.
3. Primary group; Having a primary group where your basic need for
affection, recognition, support and new experiences are met, increases your
sense of control. self-direction, and spirit of adventure.
4. Social analysis; This type of education demystifies, lays bare the
structure of power in society and to that extent empower the learner and
increases his internality.
5. Collective action; The sense of control over one’s destiny grows
whenever people join in successful collective addition, whether it be a
co-operative society, a peace march, or a manifestation of worker
solidarity. A new way of acting leads to a new way of thinking; in this
case, to more internality.
6. Goal setting; We are at our best when we are striving for something we
do not have.
7. Achievement thinking; Achievers have a unique way of thinking. They
can because they think they can. They develop an emotionally toned network
of thoughts around their goal.
One day Alice came to a fork in the road and saw a Cheshire cat sitting in a
tree. The conversation went like this:
Alice: Which road do I take ?
Cat: where do you want to go ?
Alice: I don’t know
Cat : Then it doesn’t matter.
* People who set goals do better than those who do not.
* People who set specific goals do better than those who set vague goals.
* Nothing succeeds like success.
* Even perceived success leads to actual success.
* Difficult goals , if accepted, result in better performance.
* Goal setting has a significant effect on productivity.
* Successful goal attainment is found to be related to conscious goal
setting, awareness of forces related to the goal, high expectations of
success, high psychological safety, a concern for measuring progress and an
emphasis on self evaluation.

1. ANARCHIC KABADDI:
The palayers of two teams stand on the breadth lines of the rectangle of
theplay field. At the whistle bothe the teams come to the center of the line
and try to pull the opponents by hands towards their own side. One who is
pulled into oppnonents base is considered as out.

2. TIN RACE:
It is a kind of relay. Each team is provided with three tins. At the
whistle the first player starts walking. He stands on two tins and puts the
third one in front. He should always walk on the tin. If by chance he
touches the ground he comes back to the starting point again to restart the
game. This way he goes to the finishing line and then comes back in the same
way to handover the tins to the next player. The team that finishes first
wins the race. Instead of the tins you can also use bricks.

3. BLIND FRATERNAL LOVE:
Call two volunteers and blindfold them. What they have to do is to feed
each other with an ice cream.

4. MIND YOUR SLIPS:
Call for four volunteers and make them stand in a line. Place few easily
breakable objects in fromt of them. Blindfold them all and they are asked to
walk froward in a straingt line without stamping and breaking those objects.
Before blindfolking them they are allowed to go around to calculate the
steps they have to take between two objects. The fun consists in removing
the objects after blindfolding them.

5. NUMBER AT THE BACK:
Call two players form each team and set an opponent for all of them. Pin a
number at their back preferably numbers of 4 or 5 digits. They are asked to
find out the number of the opp9onent without exposing their own number. Once
they find the number they shout out the number and that number is out. If
the player shouts the wrong number he is out.


6. SLEEVE SEEING:
All the players are asked to lie down on the ground. Their head is covered
with a full sleeve shirt, pullover, or the like and they look out through
the sleeve. One player can catch the sleeve straight. Some objects are
passed above the sleeve at a certain speed. The player has to identify the
objects and shout it out. At a certain moment you can pour water into the
sleeve to make the game funny.



7. YERCAUD BARBER:
Few ballons will be applied with shaving cream. One from each team is
called to shave it without breaking them.

8. ENGINEERS AND ROBOTS:
Suppose there are four teams, four representatives from the teams are sent
out of the hall. Four more representatives are called from the teams. The
players who went out would be engineers and those four in the hall would be
robots. the referee fixes a start button and a stop button for the robots,
viz, eye or leg or nose. The engineers cone inside and should start and
stop an opposite team's robot. The robots are still. The engineers must
start the robot by touching the spot. ( The don't know which) Once they
touch the start button the robot starts moving. He can run anywhere. The
engineer in the meantime muct try to find the stop button to stop it. The
robot must stop when the stp button is touched. The engineer who starts and
stops first is thewinner.

9. BLIND POTATO:
Ask for one player from each team. The players are blidfolded. In a bag, a
few small objects like potatoes, peas, buttons are kept. An empty bag is
placed at about 6 to 7 feet distance for each competitor. The competitors
are requested to fill their empty bags by taking the things one by one form
the bag with the objects.

10. OH PAPA:
Two members are selected from each team for this game. One of them is
blindfolded and he is given some powder or shaving cream. What he has to do
is to paint beard and mustach for his companion. They are given just two
minutes. One who has done it neatly gets the point.

11. NEWSPAPER RACE:
Each contentant is furnished with two newspaper sheets. All file up at the
starting line. At the signal they begin. Each step in the race must be made
on the paper. Thus a player puts down a sheet, steps on it, puts down the
other sheet, steps down on it, reache back to get the first sheet and moves
forward and so on till he reaches the finishing point.

12. HOW TO GUESS THE AGE OF A BOY?
Invite him to add 9 to his age (eg.17). From the sum, tell him to take
first numeral (1) and add to the number left (7) : (1+7=8). Now ask him for
the result (8) and to this number you mentally add 9 which is a fixed
number. You will get 17 which is his age.

13. GUSSING THE FINFAL RESULT:
Tell a boy: Think of a number, double it and add 10; divide the resust
by 2 and minus the number that you thought first.
The number that you get is always half of the number that you make him
to add- 10 in this case. So the final result is 5.

INTELLECTUAL OR PROVOCATIVE GAMES
1. Memory Test: The first person in the group begins, ‘I went to the market
and brought a hat’ . The second continues and says, ‘I went to the market
and brought a hat and a pen’. The rest continue likewise each adding an
item. If anyone forgets any of the items in the order said, then that person
becomes Monkey no.1. The game continues likewise and thus all those who
make mistakes become monkey nos. 2,3 and so on .The test lies in memorizing
all the items.
2. Figure It Out: Write the figures 1089 on a piece of paper, fold the paper
and keep it. Then ask the students to write no. of 3 figures. Reverse the
figures and subtract the less from the greater. Reverse their result and add
to the subtracted result. Then open the folded paper and show the no. to
the group 1089 will be the answer no matter what the figure we started with.
3. Test Your Memory: pass round 7 articles. After they are passed round to
all the hands the girls are made to write down according to the same order
as they passed.
4. Sense Of Touch: Hang a large sack somewhere in the room and allow each
guests one at a time to go to the sack and, while you count to ;ten, move
his hand about inside. He may not look inside of the sack, or take any notes
which he is examining the contents. After he has held his hand in the sack,
;he is to sit down and see how many of the objects he can identify of a
piece of paper. Objects might include such things as toothbrush, pencil,
safetypin, watch and pocket knife.
4. Intelligent Touch And Remember: Seat your guests in a circle and give
each a blindfold. After every one is securely blindfolded pass twelve or
fifteen familiar objects, one after another, around the circle. As soon as
each object out of the room, remove the blindfolds, and then see how many of
the objects each guests can list on a piece of paper within ten minutes
time.
5. Test Your Hearing: Stand behind a screen, holding in your hand several
familiar objects. Call off the number of each object then drop it. By
listening to the sound, your guests must try to identify each object and
write down the identity on a piece of paper opposite the objects number.
Suggestions to things you might keep are book, newspaper, spoon, tin, coin,
pin, ball, large string of beads.
6. News Round Up: At your new year’s eve or late December party, pass around
paper and pencil and see who can list the largest number of main news events
which occurred during the year. Limit the news, if you wish to local events,
or to significant happenings in your own church or if you wish, break the
news features into sections, allowing a limited amount of time to each
section. This game can be used to write some other matters also as creative.
7. Coffee-Pot: A player leaves the room while the others pick a secret verb,
such as kiss, sniff, or tickle. The player returns and tries to find out
what the secret verb is by asking questions that may only be answered by
yes, no or something. In each question he must substitute the word
coffee-pot for the verb. He might ask, Do you coffee-pot indoors ? Or is it
fun to coffee-pot. When he thinks he has a clue, he may take guess at the
verb. If he is correct, then the last person t answer the question leaves
the room while the others think of a new verb. If he is incorrect then he
continues until he takes two more guesses, and if still no answer is got he
may be told the answer and given a forfeit.
8. It Reminds Me : All the participants are seated round and one of them
begins. ‘I am thinking of......’(name something e.g. tree) so the next one
says, ‘It reminds me of roots, next one says, ‘It reminds me of the trunk’.
Next one says it reminds me branches and so on. It continues; if any one
fails to say what it reminds him of, he is out of the game and the next one
continues. It is interesting to hear sometimes astonishing, and you will see
how each one’s mind works. They have hardly any time to think.
9. Seven Buzz: Seat your players in consecuting order and instruct, to
count. Each one counts a no. Beginning at one. However no one is using of
the no. Seven in any of the forms or multiples, for e.g. he must not use the
no. Fourteen, twenty one and the like, instead of using seven the contestant
must say ‘buzz’. Anyone who fails to say buzz in the proper time is out of
the game. If anyone makes a mistake and the mistake is not discovered until
the next person has counted then that one continues the game.



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