robots

Select two robots and one mechanic. Place the robots in different corners of the room facing different ways. When you give the signal the robots start to walk. They can only walk straight and if there is an obstacle in front of them - they must hit it and continue walking (the robots should be carefull not to hurt themselves). The mechanic can give robots commands: "turn left" and "turn right". The robots must obey the commands. The task of the mechanic is to make the robots meet. 

cards against humanity

This is a mega-fun card game for advanced levels. The cards can be downloaded here: http://www.cardsagainsthumanity.com/index2.html

Warning: Black humor and explicit lyrics!

black Peter

This is a card game. Here's the description from Wikipedia:

There are retail card decks specifically for playing old maid, but it is just as easy to play with a regular deck of 52 cards. When using a regular deck, a card is either added or removed, resulting in one unmatchable card. The most popular choices are to remove the ace of clubs or queen of clubs or to add a single joker.[3] The ace of spades, queen of spades or joker, respectively, becomes the "old maid"; it cannot be matched, and whoever holds it at the end of the game is the loser. It is possible to discard a single card from the deck face-down; if this is done, players cannot know which card is the old maid.
Deck of 19th-century cards
The dealer deals all of the cards to the players. Some players may have more cards than others; this is acceptable. Players look at their cards and discard any pairs they have (e.g., two kings, two sevens, etc.) face up.[4] Players do not discard three of a kind. In common variants, the suit colors of a discarded pair must match: Spades () with clubs () and diamonds () with hearts (). When playing with one card removed, this means one unique card is always the old maid instead of it possibly being any of the three remaining cards of that rank.
Beginning with the dealer, each player takes turns offering his hand face-down to the person on his left. That person selects a card and adds it to his or her hand. This player then sees if the selected card makes a pair with their original cards. If so, the pair is discarded face up as well. The player who just took a card then offers his or her hand to the person to their left and so on. A player is allowed to shuffle his hand before offering it to the player on his left. In some variants, all players discard after the dealer has drawn.
The object of the game is to continue to take cards, discarding pairs, until all players except one have no cards. That one player will be left with the lone unmatchable card; they are "stuck with the old maid (your chosen card)" and lose.

complete the picture

This is an activity to divide people into teams. Find some pictures (equal to the number of teams you want) and cut them into several pieces. Give each person 1 piece at random. After you give a signal, the people must mix and find other people to complete the picture. In the end you will have your teams. 

cross the circle

All the people are assigned numbers and stand in a circle. The leader of the game has a jar with all the numbers, from which he pulls a number at random and says some role: a balerina, a rapper, terminator, zombie etc. The person, whose number has been said, must cross the circle in the above role. After that he/she invents a new role and the leader takes a new number from the jar.  

wink murder

In each round of play, one player is assigned the role of murderer (or Killer), with the ability to "murder" other players by making eye contact and winking at them. If a player is winked at, they feign sudden death and are removed from the game. Other players are forbidden from winking. The objective of the murderer is to murder as many people as possible. Optionally, a role of detective can be added to the game.

find the chief


Have all players sit in a circle and then chose a person to be “it”. The “it” is to leave so that “it” cannot see or hear. Choose one person to be the chief and he will act out short movements. Examples are clapping hands three times, stomping feet 4 times, etc. All other players must do what the Chief does. Have “it” return to the group to figure out who is the Chief, you can give him up to three guesses if there’s a large group.

hula-hoop


Everyone stands in a circle holding hands. Have two people break hands and put their hands through a hula hoop and rejoin hands again. The hoop must be passed the whole way around the circle without breaking hands. Sometimes it goes over and sometimes under...doesn't matter. It is also fun to time the first try without telling the kids. Tell them at the end after discussing what helped and what made it difficult. Then try to "beat" the first "time".

change!


The pupils must copy your PREVIOUS action every time you shout change, so:
Teacher claps hands. Pupils sit still. Teacher shouts CHANGE and begins to pat her knees. Pupils begin to clap their hands. Teacher shouts CHANGE again and begins to click her fingers. Pupils now pat their knees. This is a good concentration builder.

fotrunately-unfortunately


People tell a story together, one by one. Each person must add a sentence, changing the sentence of the main character.
E.g.
Unfortunately the plane’s engines failed.
Fortunately the pilot had a parachute.
Unfortunately the parachute would not open.
Fortunately their was a haystack underneath. Etc.

blob

Participants spread out in an enclosed area and the Blob is chosen. At the leader’s signal, the Blob begins trying to tag another participant. When the Blob succeeds in tagging a participant, that person latches on to the Blob, becoming part of the Blob. The Blob continues to try to tag others, and as they get tagged, they also join the Blob.

Eventually, everyone is the Blob, and there is no one left to be tagged. Encourage both groups of participants as they try to avoid or assimilate, and remember that the last person to be tagged by the Blob is not the "winner" and the first person to be tagged is not the "loser". The objectives for the Blob and the non-blobs should prevent the participants from thinking of this. The group will probably ask to play again, and because this is a fairly short game, there should be time to repeat the game.

The second time, encourage the Blob to work together to find better ways to tag people, and the non-blobs to discover original ways to avoid the Blob.

screamer


  1. The entire group stands in a circle, everyone needs to be able to see the eyes of everyone else.
  2. Explain that you will be saying two sets of instructions repeatedly, "heads down" and "heads up." When you say "heads down," everyone looks down. Whey you say "heads up," everyone looks up, STRAIGHT INTO THE EYES of anyone else in the room. Two possible consequences:
    1. if they are looking at someone who is looking at someone else, nothing happens;
    2. if they are looking at someone who is looking right back at them, they are both to point in a very exaggerated manner at the other person and let out a SCREAM OR YELL. They are then "out" and take their places together outside of the circle to observe.
  3. Once the "screamers" have left the circle, the circle closes in and you repeat step two, followed by step three, until you are down to two people. Yes, they have to do it one more time, even though the outcome is a foregone conclusion.

mime it down

Participants are divided into groups of eight to ten people. Each group sits in a straight line, facing backward except for the first person. Participants are not allowed to talk at any point in the game. The first person in each line is given an object to mime (i.e., a toaster, a computer, a jack-in-the-box) – the only requirement is that it can be shown in pantomime in a seated position. The first person taps the second person in line on the shoulder so that they turn to face each other. The first person mimes the object, and when the second person thinks he knows what the object is, he nods. Then the object is mimed to the next person, traveling down the line to the last person. The objective is for the pantomime of the object to be clear enough each time that it stays the same object all the way down the line. Usually, the object changes into something entirely different – the interesting thing is to see how it changed along the line. Each person should tell the others what they thought the object was, and discuss what they saw the others demonstrating.

color dictation


The students have line drawings and the teacher gives them intructions on how to color the drawing. The instructions are not direct commands, instead, the teacher "dictates" sentences and the student must listen and understand how the picture is to be colored.
For younger children the "dictation" can be very simple: "three blue balls", "a yellow car", "the green tree".
With older children a teacher can use full sentences: "The boy on the left is wearing a red hat." or "The girl under the tree has blue shoes."
Repeat each phrase or sentence several times before moving on. Give the children plenty of time for coloring. They also need time to reflect and to transfer what they are hearing into what they are doing.
The students will probably "copy" each other. This is fine, language transfer will still occur because there is still an association with what they heard and what they are coloring.
Don't be afraid to continually add more complex sentences as they get used to this type of "dictation". Children love the challenge and they will listen carefully to avoid making costly mistakes (it's very difficult to erase coloring pencils).

monster bodyparts

A fun game for reviewing body parts and numbers!
You need: two white paper cubes. On one cube (on each of the 6 sides) you draw eyes, ears, mouth, hair, hands, feet (or any other body parts you are working on) and on the other cube you write out the numbers - one, two, three, six, ten, twelve, etc. The student "throws the dice" and has to draw the outcome on his paper: twelve eyes, three noses and six feet, etc...
The student continues until he has filled in all six body parts and colored in his monster.

dart gun

Using a dart gun in class. E.g:

"This is a game I use while teaching animals. I have several different groups of preschool and elementary aged children, and this is particularly appealing to boys - as I believe boys learn better while being active! And believe me, my groups love it!
I simply divide the children into two teams. I then draw a line on the floor (with masking tape) and instruct the children to stay BEHIND the line at all times. Then I line up various rubber animals on a table and give each team a dart gun (I have some nice ones that shoot foam darts - so it is VERY safe). Then I call out the name of one animal. The team gets 1 point if they shoot the correct animal."

go fish!

Players
2 to 6 players, best with 3 to 6.
Deck
Standard 52-card deck.
Goal
To collect the most sets of four.
Setup
Five cards are dealt to each player if three to six players are involved. With only two players, seven cards are dealt to each.
All remaining cards are placed face down in a draw pile.
Gameplay
Randomly choose a player to go first.
On your turn, ask a player for a specific card rank. For example: "Barb, please give me your 9s." You must already hold at least one card of the requested rank.
If the player you ask has any cards of the requested rank, she must give all of her cards of that rank to you. In the example, Barb would have to give you all of her 9s.
If you get one or more cards from the player you ask, you get another turn. You may ask any player for any rank you already hold, including the same one you just asked for.
If the person you ask has no relevant cards, they say, "Go fish." You then draw the top card from the draw pile.
If you happen to draw a card of the rank asked for, show it to the other players and you get another turn. However, if you draw a card that's not the rank you asked for, it becomes the next player's turn. You keep the drawn card, whatever rank it is.
NOTE: The "next player" is the one who said "Go fish."
When you collect a set of four cards of the same rank, immediately show the set to the other players and place the four cards face down in front of yourself.
Winning
Go Fish continues until either someone has no cards left in their hand or the draw pile runs out. The winner is the player who then has the most sets of four.

blanket

This is a game to remember names. In the middle of the room two people are holding a big blanket, dividing the room into two parts. You split your group into two teams and both teams gather on the opposite sides of the blanket in a way, that the members of the opposing teams don't see each other. When the leader gives a signal, one member from each team comes forward and stands in front of the blanket. Then the blanket is lifted and the two people see each other. Their task is to say the name of the person in front of them as fast as possible. The one who was the last has to join the opposing team. The game is finished when all people are in one team.

island

You start by telling the backstory: the whole group is going to the island and they need to take different stuff with them. The people take turns and say the things they are going to take to the island, and the leader of the game says if that item can be taken or not. The trick is that people can only take objects that start with the same letters as their names, e.g. John can take jeans, jelly, jeep; Mark can take maps, markers, milk etc. The game is over when everyone figures out the principle.

The leader of the game can give players small hints by always using their names: "Yes, John, you can take jeans" or "No, Sam you can't take a TV".