Monday, April 20, 2009

Games that Teach: Part 2

Game 14: Margin for Error
Have teams guess a numerical figure, such as an estimate of the population density for a projected test market. Give the team who is closest 10 points, the next team 5 points, the next team 2 points. Give them a minute to re-do their estimate and rescore.

Game 15: Message Board
Create a message board (sample on page 103) and cover it up with pieces of paper. Teams have two get an answer correct to remove a piece of paper. After removing one, they get a chance to guess what the message is. I guess this is a little similar to Wheel of Fortune.

Game 16: Nothing Ventured
Very similar to Deep Six, but without ending when a team rolls a six. If they get a question incorrect, they lose the number of points shown on die.

Game 17: One Potato
Played in pairs. One player is "odds" and one is "evens." Before each question, each player will show one or two fingers, totalling 2, 3 or 4 fingers between the two of them. Correct answers will earn the team points, but more points go to the partner who is "even" if the team produced 2 or 4 fingers, or to the "odd" person if there is a total of 3 fingers. A variation of this is #18: Penny Wise, where partners are "heads" or "tails" and play with a cup and three pennies instead of fingers.

Game 19: Pop Quiz
Paper cup is placed in the center of the table where everyone can reach it. A question is asked, the "buzzer" is whoever can get their hand on the paper cup first. If he/she gets the right answer, he/she earns one point.

Game 20: Question of Identity
This is a form of 20 questions. There is a mystery object and players get a general clue. They then have to ask "yes" and "no" questions of the leader, who records the questions. Each question is worth one point, each guess is worth one point. Correct answer gets 5 points deducted from score, object is to have as few points as possible.

Game 21: Shape Up!
Each player receives a piece of paper with part of a shape. They have to find the participants who have the other pieces that complete the shape and are the same color. When they complete the shape, they have to start the task written on the shape. They have two minutes to complete the task. Example shape appears on page 140.

Game 22: Six Pack
Six categories of questions are posted at the front of the room. Leader rolls die to determine which will be read. Teams have a minute to discuss answer and give group answer at the end of that time. Correct answers earn one point, incorrect lose one point.

Game 23: Stretch Mark
Leader reads a problem statement. Teams have 3 minutes to propose solutions to the problem. The first solution is worth one point, second is worth two, third worth three, and so on. So seventeen solutions would equal 153 points.

Game 24: Test Match
This seems to be the exact same as #7 Deadlines.

Game 25: Tic-Tac-Two
Almost identical to Tic-Tac-Toe, but the center space requires two questions answered correctly. Stop when one team gets three in a row.

Game 26: Top Dog
Players asked to make a list (like Red Light Challenges on Cash Cab, or Family Feud). Each right answer is worth one point, the most highest-rated answer is worth six points. For example, what are the top-ten-best-selling U.S. magazines? They have one minute to answer. Sample play on page 164.

Reminder: The book provides tips on how to adapt each of these to the audience and more details than I am providing on each game. It also contains sample plays, instructions for players, supply lists, game sheets, and score sheets. The "index" has suggestions for games based on audience size and object of play (icebreakers, creativity, etc.).

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