Joke Collection Website - Cold jokes - The new high school entrance class meeting, seeking a scheme that can enliven the atmosphere, had better have a little game and so on.
The new high school entrance class meeting, seeking a scheme that can enliven the atmosphere, had better have a little game and so on.
2. Brief description of blowing balloons together: number of people who complete the task through division of labor and cooperation: each group is limited to six people. Venue: no props: prepare six labels for each group, which read: mouth; Hands (two); ; Foot (two balloons) (one in each group) is suitable for all people. Game method: 1. Group, not limited to several groups, but each group must have six people. The teacher asked each group to draw lots. 3. First of all, the person who draws his mouth must blow up the balloon with the help of two people who draw his hand (the person who draws his mouth cannot blow up the balloon by himself); Then two people who drew their feet lifted the people who had drawn them to break the balloon.
3. Brief description of memory test: With more and more things to remember, try whether you can count yourself: unlimited venue: unlimited scope of application: people you just know or don't know. Game method: 1. All people form a circle and say "I ate an AA today" from the first person (AA is the name of random food! ) 2. Then the second one went on to say, I ate an AA and two BB…(BB has different food names! ) 3. Pass it on like this, and each person must repeat the previous food name and add a new food name. 4. Until someone makes a mistake in the middle! Example: Choose some difficult food names or dishes! Or something that is not easy to eat! Example: beef soup with sliced eggs and scallops.
4. brief description of comparison: guess what the topic is by the actions of the team members. Number of people: Unlimited venue: Unlimited scope of application: Suitable for people who just know or don't know. Game method: 1. Group, not limited to several groups, but it is best to have more than five people in each group. 2. Take turns to send one person from each group, and the teacher will show him the topic. He can only tell the team members the questions by actions. 3. Time according to the difficulty of the topic. Win or lose depends on the score of that group.
5. Brief description of comparison length: each team sends one person to compare the number of people in different units: unlimited venue: unlimited scope of application: suitable for people who just know or don't know. Game method: 1. Group, unlimited number of people, at least two groups. There are more than five people in each group. The teacher announced the teams to compete, and then each team sent a person who they thought would win the team. 3. When all the dispatched people come out, the teacher will talk about the contest. 4. Calculate the winning or losing of each match. Example of title: The title of this game is that the less you guess, the more interesting it will be! Length: than arm; Than a coat; Shorter than hair: shorter than fingers; Than pants or skirts … than height: than tone; Than the height of the hand … than the eye; More than the palm of your hand: more than the ornaments on your body; Than the clothes you wear; Than the button on your body … the topic must be thought out before you see the person sent!
6. Description of the super photo sticker: Guess the answers on the top of the head with different right and wrong questions: at least 1 people. Venue: Indoor application scope: Suitable for friends who are familiar with the characters in the group. Game method: 1. Divide into groups, with no limit to the number of people in each group. 2. Send one person from each group to sit face to face in the center (with a chair in the middle). 3. After the teacher announces the topic, put two answers on the two people who come out. These two people can only see the answers on each other's heads, but they can't see their own. 4. When the teacher says to start, they can start asking questions and guess the answers on their heads, but they must first tap the chair or floor in the center to do the "asking". The questions you ask can only be true or false. 5. The team members can help to answer, but they can't ask questions or tell the answers. 6. Each team has 3 seconds to one minute to ask questions (depending on the difficulty of the topic) and three chances to guess the answers (depending on the difficulty of the topic).
7. Send different people to guess different questions in each round until all the questions are guessed. 8. The scores can be calculated according to the number of correct guesses in each group, and the losing team must be punished. Example of the title: the title of this game is not necessarily just guessing the characters. You can ask questions according to the familiarity in the group. There must be two answers to each question. For example: the person who loves to sing karaoke in the group? ; What are the names of Confucius students?
8. Who is behind the cloth? Description: Remember their names through games. Number of people: unlimited venue: unlimited props: a large piece of cloth. Scope of application: people who just know or don't know. Game method: 1. First, everyone forms a big circle and reads their names one by one. 2. Divide into two groups, each sitting on one side of the venue. 3. Teachers and helpers hold the cloth to separate the two groups. 4. Each group sends one person to sit in the middle of both sides of the cloth when picking it up. 5. After the teacher sees that both sides are seated with good people. People sent from both sides must call each other's names quickly. The one who calls slowly loses. It continues all the time.
9. Guess who it is? Brief description: the number of people who know each other by guessing the name behind them: no venue: no props: some business card stickers, or any paper and tape; Scope of pen application: people who just know or don't know how to play: 1. Give everyone a business card sticker and ask everyone to write their names on it; 2. The teacher collects all the business card stickers, and then puts each sticker on everyone's back (not the same name on the same person's back), so that they can't know the name of the person behind them; At the beginning of the game, everyone has to ask other people any yes or no questions to guess the names on the business cards behind them. (If there are a large number of people, only one question can be asked)
1. Captain Hook's brief introduction: Learn more about the names of people sitting next to you through games. Number of people: unlimited venue: unlimited scope of application: people who just know or don't know. Game method: 1. All people form a circle, and first find out the names of people sitting on both sides. 2. Start with one of them, say your name twice, and then call the other person's name. Friends on both sides of the called person must immediately say, "Sex! Hey Hugh! " And make rowing movements. 4. Then the called person will call other people's names (such as 2) until someone makes a mistake or makes a mistake three times (whatever! Example: You can introduce yourself to all the people before starting the game.
11. How to build trust: (applicable: team building) Game method: walk in pairs with blindfolds. The first stage: one person walks with blindfolds, and the other person holds hands, which can prompt; The second stage: one person walks with an eye mask and the other person is around him, but he can't touch physically or use language prompts; The third stage: one person walks with an eye mask, and the other person keeps a certain distance from you, so you can't use language prompts. Game description: 1. The continuity and consistency of leadership behavior and viewpoints and maintaining communication are the fundamental guarantee for the establishment of trust. 2. Hands-on instruction-guidance-building trust, authorization, and constant guidance.
12. Head-brain storm form: 4-6 people as the best type: discussion time: 1 minutes Material: paper clip, movable desk and chair venue: classroom activity purpose: to give students the opportunity to practice creative problem solving. Operating procedures: Investigation shows that creativity can be cultivated through simple and practical exercises. However, most of the time, innovative ideas are often killed by words such as "we tried this last year" or "that's what we have been doing". In order to give the participants a green light to develop their innate creativity, we can have a brainstorming exercise. The basic principles of brainstorming should be: 1. No criticism is allowed; 2. Fantasy is welcome (the more bizarre the idea, the better); 3. What we require is quantity, not quality; 4. We seek the combination and improvement of various ideas; with these basic concepts, we divide all the staff into several groups with 4-6 people in each group. Their task is to figure out as many uses of paper clips as possible within 6 seconds (any other items or topics can also be used). One person in each group is responsible for recording the number of ideas, not the ideas themselves. After one minute, ask each group to report the number of ideas they have come up with, and then cite "crazy" or "radical" ideas. Sometimes, some "silly" ideas often prove to be very meaningful. Discussion: * What concerns do you have when brainstorming? * What problems do you think brainstorming is most suitable for solving? * Can you think of any place where you can use brainstorming at work now?
13. There are positive and negative points in training humorous and optimistic game emotions. Some positive emotions, such as excitement, fun and humor, can stimulate people's creativity, while many negative emotions, such as pain, anxiety and fear, will hinder people's creativity. Each of us may experience mood swings due to success or failure. The following game allows you to experience the powerful role of emotions in problem solving. It can also train your humor and optimism. This game requires you to play with some friends and deviate from your usual social behavior. The content of the game is to learn the sounds of animals in the zoo. The following table determines what animal you want to learn: the first letter of your surname is the animal name A-F, the lion G-L, the seal M-R, the orangutan S-Z, and the tropical bird now chooses a partner (it is best to choose a person who is not familiar with these friends as a partner). Stare at each other, eyes can't be shifted, and at the same time, imitate the barking of animals loudly with your mouth for at least 1 seconds. Comments: How do you feel in this simple game? Do you feel funny and awkward? Although the game will feel uncomfortable at first, it is likely to end with laughter. Maybe no matter what animal you imitate, you will end up as a "stupid donkey". Have you noticed that fun and humorous emotions will help you to play creatively in this game, which may make you have a brainwave, imitate all kinds of unexpected cries, get a full house of applause, or make everyone laugh? In the game, however, feeling embarrassed will make you ashamed to speak? If you have a sense of humor, it's easier to speak like an animal. Positive optimism is the catalyst of creativity. Therefore, in the most difficult time, don't forget that humor can keep you optimistic.
14. Name-string game method: Group members form a circle, and randomly nominate one student to introduce their company and name. The second student will introduce in turn, but say: I am * * * behind * * *, and the third student will say: I am * * * behind * * *, and then go down in turn ... and finally introduce. Analysis: enliven the atmosphere, break the deadlock and accelerate the understanding among the students.
15. Rules of playing the clock game: 1. Draw a large clock model on the whiteboard or wall and mark the scale of the clock respectively; 2. Find three people to play the second hand, minute hand and hour hand of the clock respectively, and stand in a column in front of the clock with three sticks or other props (representing the hands of the clock) in their hands (pay attention to the whiteboard or wall, and the player can't see the clock model); 3. The host can name a moment at will, for example, it is 3 hours, 45 minutes and 15 seconds now, and ask three people to quickly point the props representing the pointer to the correct position, and those who indicate incorrectly or slowly will be punished. 4. You can play it many times repeatedly, or one person can play the minute hand and the hour hand of the clock at the same time to train the judgment and reaction ability of the performers. Comments: 1. This game is very suitable for parties or during the break of training courses, which can enliven the atmosphere. 2. This game can also be quoted in the course of Time Management, and at the same time it can train people's reaction ability.
16. The purpose of holding a paper cup to transfer water is to enhance the sense of closeness and test the cooperation and cooperation ability of members. Requirements: Eight persons are selected as a group, and men and women cooperate alternately. * * * Sixteen employees are selected to compete in two groups at the same time. In addition, the first person in the two-person auxiliary group pours water into the paper cup that he has won, and then passes it to the next person's paper cup one by one, and the water in the last person's paper cup is poured into a small cylinder. Finally, within a limited period of five minutes, whoever has the most water in the cylinder will win.
17. Pedal water relay (***48 people) 1. Team members: 6 men and 6 women in each team * * * 12 people, divided into three groups for relay, each group must be equipped with 2 men and 2 women; 2. Competition process: 1) Preparation: The first player in each group puts a pair of pedals on the right side of the first group; Each group of 4 cooperative players has a basin of water at each end; 2) The referee announces "Start", and the first team members of each team quickly put their feet into the pedal foot covers, and the right hand side cooperates with the basin handed over by the team members, and the left hand rests on the left shoulder of the previous team member (except the first team member) to move forward; 3) After reaching the finish line, pour the water in the basin into the bucket of the team and return by the original way; 4) Return to the starting point, the players' feet leave the pedal, and the basin is handed over to the cooperative players to fetch water; 5) the next group begins; 6) At the last ten seconds, the referee starts counting seconds: ten, nine and eight. . . . . . . . First, stop (gong)! 3, rules: 1) The competition time is 1 minutes, and the ranking is determined by the amount of water transported; 2) Water can be drawn by cooperative players, but cooperative players must be players, and non-players cannot provide any assistance; 3) Other personnel can't provide any assistance except myself or other members of the team; 4) You can leave the pedal with your feet when pouring water; 5) When the end pedal makes a U-turn, you can help it by hand, but the position should be roughly the same as before; 6)2 men and 2 women are a group, and the positions of the front and rear pedals of male and female players are not limited; 7) If you fall to the ground in the middle, you can put on the pedal again and take the water to move on; 8) If a team still has time after the completion of the third group, it can be continued by any four of the 12 players (still need 2 men and 2 women) until the referee rings the gong and stops fighting in 1 minutes; 4. Reward: the first place will be rewarded, and other teams will be encouraged. 5. Props: 4 sets of pedals; 9 large plastic buckets (including 4 empty buckets at the end, 4 empty buckets at the starting point, and 1 filled with water at the starting point for standby); 16 small plastic pots; One medium plastic bucket (add water for standby); A stopwatch, a drum; Gong side.
18. Guess the five senses game: 1. Two people face to face. 2. Start with one person at random, point to any part of your five senses and ask each other, "Where is this?" 3. The other party must answer the questioner's question in a very short time. For example, if the other party points to his nose and asks where this is, the companion must say: This is the nose. At the same time, the companion's hand must point to any other five senses except his nose. 4. If any party makes a mistake in the process, it will be punished; After three questions, the two sides exchanged.
19. The blind and the lame Purpose: Communication and cooperation ability,
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