The Ripple Effect

The Voice of TEAM  Number 21  Fall 2002


The 14th Annual T.E.A.M. Conference will be on February 21 and 22, 2003: Click here for details

In this issue:

Departments:

A Bag of Tricks
by 
Chris Cavert

Shakes, Winks/Blinks & Belly Laughs
(learned at an AEE regional conference)

Purpose: An opportunity for players to interact non-verbally.
Numbers: Any number can play.
Time: 9 to 16 minutes.
Directions: This will be a non-verbal activity. Ask players to choose a 
number to themselves, from 1 to 4. Then move around the room shaking hands 
with other players, equal shakes to the number each player chose – if 3 was 
chosen, three shakes. The objective is to group together with other people 
who picked the same number. When a player finds a match, stick together and 
then find other matches. So, at the end, there should be four groups clumped 
together. After the shake round, try it with Winks or Blinks (if a player is 
still working on Winking, just let them Blink). The final round use Belly 
Laughs – Ha, Ha, Ha, Ha (group 4). Winds up to be a good laugh.
 

Alphanumerically
(I’ll bet I picked up the alphabetical idea from a Karl Rohnke book,
but I’m not sure which one.)

Purpose: Problem solving and group interaction.
Numbers: 10 to 20 players. (You can have multiple groups going at the same 
time.)
Time: 6 to 14 minutes.
Directions: My favorite activities are ones that can be timed. This way you 
can play a number of rounds to improve on the process and watch the progress 
of group interactions and skill building. Have some numbered cards ready, 
equal to the number of players in the group (you could even leave out a few 
numbers, but always have one number for each player). When handing out the 
cards, don’t let the players see the numbers. When you say “GO” have the 
players look at the numbers then line up in order as fast as possible. Share 
the base time. Collect the cards and then redistribute them – no peeking.  
Let the group plan for 30 seconds – they already know what numbers they have 
as a group. Ready, “GO”. Try this process a few rounds to get the best time. 
Now throw some change at the group. For the next round, after redealing the 
cards, have the group line up as fast as possible alphabetically by the 
spelling of the number. What happens to their time? How does this 
effect/affect the group? How will they deal with change? Can the group 
design a process that is as fast as the sequential numbered time? Don’t play 
too long!! This is one you can come back to once the group has a bit more 
practice with community skills – times will get lightning fast.

Have fun out there,
Chris Cavert
For more activities and activity links, head to Chris’ web site: 
www.fundoing.com
 


The Spring 2003 edition of The Ripple Effect will be published and available only on this Wesite.