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Interactive games and punishment in the morning

Interaction refers to the interdependent behavior process in which individuals, groups and groups spread information through language or other means in society. The following are the morning interactive games and punishments I arranged, hoping to help you!

The morning interactive game and punishment 1 are very simple to operate. No space is needed. It's easy to play in pairs.

Rules of the game:

The organizer of the morning meeting asked the partners to stand face to face. Specify that one of them is a and the other is B.

Let students A and B push forward hand in hand, and let them push each other as hard as possible.

Whoever leaves the place where he first stood will lose.

Game personality requirements:

Only push the hand, do not touch other parts of the body;

In addition, in the process of pushing hands, your feet are not allowed to move (but you can lean forward and lean back).

Whoever violates the above rules of the game will lose.

Perception of the game: In the past, when playing this game, everyone was divided into two groups, and each group member chose a PK object. After the object is selected, people on both sides line up and stand on opposite sides. After listening to the password of the host of the morning meeting, I shouted "Go" and my palm began to push up. Some people are easy to foul at first, so they can practice before PK. Of course, for fun, you can use the best of three games system.

Game punishment: After all PK's are completed, you can count the times of "winning" and "losing" of the two groups respectively, and which group has lost more, even if this group performs, you can of course take necessary game punishment.

If you have organized or played this game before, you may wish to leave a message to share your feelings.

Group game

1, looking for objects:

Step 1: students form a circle-the organizer says LOOKUP, LOOKDOWN, lock-students look at it, and then lock their eyes on the opposite classmates. When their eyes met, they clapped their hands and went out to talk-for three minutes-and stopped.

Step 2: Students are divided into two rows. Pairing partners should stand relatively-stand back 5 meters each-cover their eyes-and make a sound to find the object (students' names and company names are not allowed).

2. Left, Middle and Right

The organizer raised the following questions:

When you get up in the morning, do you get up from the left? Get up from the bed on the right?

—— the station that gets up from the left is on the left, the station that gets up from the right is on the right, and the middle of the station that can't be remembered.

When you put on your shoes in the morning, wear your left shoe first? Wear the shoes on the right first?

-the one who wears his left foot first stands on the left, the one who wears his right foot first stands on the right, and the one who can't remember stands in the middle.

In this way, students are divided into three groups.

3. Who is the soldier?

If the gap between the three groups divided according to the above method is too large, continue to group according to the following methods:

Please combine freely and find two other partners who are similar to you, in groups of three.

Then ask questions:

1, who wants to stand up first?

2. Who wants to stand up second?

As a result, the students were divided into three groups.

Trees and squirrels

Suitable number of people: 10 or more.

Materials and Location: None.

Applicable object: all students

Time: 5- 10 minutes

Operation sequence/sequence

1, group in advance, in groups of three. Two people dressed as trees, dealing with each other, reaching out to form a circle; One person plays a squirrel and stands in the middle of the circle; Trainers or other unpaired students serve as temporary staff.

2. When the trainer calls "Squirrel", the tree will not move, so the person who plays "Squirrel" must leave the original tree and choose another tree; Trainers or temporary workers will temporarily play the squirrel and insert it into the tree. Those lonely people should perform this program.

3. When the animal trainer calls "big tree" and the squirrel doesn't move, the player who plays "big tree" must leave his original companions and regroup into a pair of big trees to enclose the squirrel. Trainers or temporary staff temporarily play the role of big trees, and people who are alone perform the program.

The animal trainer shouted "earthquake", and all the people who played with trees and squirrels dispersed and regrouped. People who play with trees can also play with squirrels, and squirrels can also play with trees. Trainers or other unpaired people also joined the team and performed the program alone.

String name game

Game method:

Group members form a circle, and randomly nominate one student to introduce their company and name. The second student introduces himself in turn, but says: I * * * am in * * *, the third student says: I * * * am in * * *, and so on ... The last introduced student will repeat the names and units of all previous students.

Analysis: enliven the atmosphere, break the deadlock and promote understanding among students.

Red and yellowcard.

Time: 5 minutes

Props: red card, yellow card

Game operation:

Two people stood side by side.

Listen to the announcement.

Sigh and say: Raise the red card-raise the red card.

Sigh and say: put down the yellow card-put down the red card.

Sigh and say: don't put down the yellow card-raise it.

Drop the red card.-Drop the red card

Sigh and say: don't put down the red card-put down the red card.

Sigh and say: don't fail to give a yellow card-give a yellow card.

After I shouted, I raised the red card-there was no placard.

Sigh and say: yellow card-yellow card.

Sigh and say: Never fail to give a yellow card-give a yellow card.

Sigh and say: don't put down the red card-raise it.

Sigh and say: don't put down the yellow card-put down the yellow card.

Never forget to raise the red card-raise the red card.

Sigh: Raise your hand and jump in place to put down the yellow card-put down the yellow card and raise the red card.

Sigh and say: put down the red card-put down the red card.

Sigh and say: don't put down the yellow card-raise it.

Never fail to give a yellow card-give a yellow card.

Sigh and say: don't fail to give a yellow card-give a yellow card.

merits and demerits

Time required: 30-45 minutes, depending on the number of players and coaches.

Group size: unlimited

Required items: "Advantages and Disadvantages" form, one pen for each person.

Game overview:

This game is used to ask each participant to write the strengths and weaknesses of others, without any threat. Personality applies to members who work in the same group or together, or who know each other in the team.

Purpose:

1. Let each participant comment on the advantages and disadvantages of others without any threat.

2. Let each participant feedback their strengths and weaknesses in the eyes of members.

Steps:

1. Let each participant know that they will have the opportunity to give feedback on the strengths and weaknesses of everyone in the team, that is, what do you like or dislike about someone.

Tell everyone that this is a confidential activity, and no one is told who wrote the information about his strengths and weaknesses.

Give everyone a "strength and weakness" and tell them to write at least one like or dislike of others.

4. Collect each answer sheet, mix them together and read the opinions for everyone. You should start with your own name.

Discussion topic:

1. Are all the views correct?

2. Are there any conflicting opinions?

3. Is there anyone who doesn't want others to be with him at this moment?

Quarterly feeling

1, everyone got their cards when they entered the stadium, but only a quarter of them. After entering the venue, they need to find the cards in the hands of the other three members and combine them into a complete picture.

2. Everyone should carefully look for strangers, ask, show and cooperate, and finally reach an "alliance". Only by finding three other friends can we find a place to sit down.

3. Put the merged picture in front of the desktop. And quickly get familiar with the members of this group.

We are one.

Game program:

1. Divide all personnel into several groups, namely A 1, A2, B 1, B2, C 1, C2. Each group has 3-4 members.

2. Introduce yourself among the students in the group. The requirements are name, work unit, position and hobbies. Then recommend a team member to make an introduction on behalf of the group. Ask for a complete introduction of each student in the group, and you can also add your own evaluation. (You can ask questions)

3. After the introduction of A 1 group, the representatives of B 1 and C 1 group should make a one-sentence evaluation on the speech of A1group. (It can only be positive: for example, A 1 team members are young and full of energy; Or A 1 players seem to be very experienced; Or A 1 team members are all girls, and they are all beautiful. After introducing Group A2, the representatives of Group B2 and Group C2 will evaluate the speech of Group A2 in one sentence. Wait until all the groups are introduced.

4. The representative who introduces himself and the representative who comments in each group cannot be the same person!

4. The time of each group shall not exceed 2 minutes.

Related discussions:

1. Do you remember others easily? In what way?

2. Which way moves you more, introducing yourself or introducing others?

3. Are you good at praising others?

4. Are you good at discovering the similarities of other members?

Morning interactive games and punishment II. Go in pairs

Props: Some ropes.

Participants: a group of two or more people, a group of more than one person.

Rules of the game: this game requires a large venue. At the beginning of the competition, the left leg or right leg of each group is tied together first, and multiple groups stand side by side at the starting line. When the host shouted "Start", all teams came out together, and the team that reached the finish line first was the winner. This game needs the tacit cooperation of the participants.

Second, the top balloon competition.

Props: a balloon and a rope.

Participants: two groups of confrontation (generally 3 ~ 7 people in each group)

Rules of the game: Before the game starts, pull the rope along the middle of the field (like a tennis net), and then both sides line up to head the ball. Whoever lands first will lose, and both sides will take turns to serve. Reflect the potential of cooperation and competition. (Note that you can only use your head, not other parts of your body. )

Third, get down.

Divide the participants into more than four piles, each pile forms a circle hand in hand, name each pile with colors or numbers, arbitrarily designate a pile of radishes to start squatting in unison, and read the words at the same time, and then designate other radishes to do the same action, with the same goal, and so on, but they can't be quoted back immediately.

This point is illustrated by an example. Red, white, yellow and purple carrots. White radish squats first. Read "white radish squat, white radish squat, white radish squat." After reading it, the fingers of the white radish all point to the carrot pile. Carrots should immediately start squatting and muttering, and then you can specify the next one, but it can't be white radish.

Fourth, step on the balloon

A group of two people, each with a balloon tied to its foot. Let them step on each other and see which group has more balloons left on their feet after the necessary time.

Five, seven bright and seven dark

How to play: Countdown in the order of natural numbers. When 1, 2, 3, 4, 5, 6, 7 ... meets 7, 17, 27, 37 and other numbers ending in 7, it is called "Qi Ming", and the multiples of 7 are 14, 2 1, 7. From left to right, 1, 2, 3, 4, 5, 6, 7 (silent) and then reverse the order. Anyone named "6" should be called "8", 9, 10, 1 1,12,65438 immediately.

Sixth, we are not alone.

Everyone stands in a circle, shoulder to shoulder, facing the circle. Everyone stands firm, hands forward, ready to move forward. Choose a person to stand in the circle, close your eyes and cross your chest. Everyone asked loudly, "Are you ready?" People in the circle replied: "Yes!" This is very important, it can make the atmosphere more serious, and they will think this "post" is very important. After shouting the slogan, the person in the middle leans straight back, while others hold him and gently pass it to the left or right. The team leader whispered to the "supporters" outside the circle: "Well done!" Also comforted the middle one: "Don't be afraid, they are supporting you!" "After about a minute, people in the circle stood still and thanked every supporter with their eyes wide open. Look for three seconds, nod and smile. Put another person in the middle until everyone has experienced the feeling of being supported.

Seven, synchronized three-legged relay race

Choose a distance of 50 meters, and the three-foot tour group will arrive first.

Eight, kicking shuttlecock

In groups of five, see which group plays more in two minutes.

Nine, "free cells"

Six people in each team, in a row. Odd numbers pass over the legs and even numbers pass over the heads. /kloc-the person who passes the most in 0/minute wins.

Rule: Players are not limited in gender. When passing the ball under their legs, they must pass between their legs. When passing the ball over the head, the result of turning around or landing is invalid. The last player must put the ball in the designated position.

Ten, soul mate (after the ball):

There are 6 people in each team, divided into 3 groups with 2 people in each group. The first and third groups stood outside the starting line, and the second group stood outside the finish line. The relay race starts from the first group and ends with two members of the third group crossing the finish line at the same time. The race is 20 meters, and the team that completes the relay in the least time wins.

Rule: At least two female players are allowed to participate. During the game, players are not allowed to touch the ball with their hands. If they fall to the ground halfway, they must go back to the starting line and start over. The relay party must complete the relay activities outside the line.

Eleven "one-legged trains"

Seven people lined up, each supported by his right foot. The latter person puts his right hand on the shoulder of the former person and his left hand holds the left foot of the former person. Many teams stood side by side at the starting line. At the referee's command, all teams set off together and competed for 20 meters. The team that spends less time will be the winning team.

Rule: Each team must have at least 2 female players. The team whose foot falls off in the game is a foul and will be disqualified.

Twelve, "Cross Dragon Boat"

There are 7 people in each team, and the contestants finish the 30-meter race arm in arm, with the last player reaching the finish line as the finish line, and the team with the shortest time wins.

Rules: During the March, each team should always be a whole, and each player's arm can't be relaxed, otherwise it will be regarded as a foul and disqualified.

Morning Interactive Games and Punishment 3 "Blind People" Wear Slippers

Game preparation

Number of participants: Choose a volunteer.

Time: 5 minutes

Props: blindfold cloth, a pair of slippers.

Venue: large conference

Rules and procedures of the game

Choose a volunteer, draw a horizontal line on the ground at the same time, and put a pair of slippers in front of the line 5-6 steps.

Tell the volunteer that his task is to put these slippers on his feet blindfolded.

Tell others to guide the volunteers in the process of marching, but don't mislead them.

Blindfold the volunteer, let him spin three times in situ, and then announce the start of the game.

"Subconscious"

Rules:

1, one person from each district participates.

Participants randomly wrote three idioms on the blackboard in one minute.

3. Then the host will analyze the three stages of life represented by these three idioms, namely first love, passionate love and wedding night, and then see which idioms the contestants use to describe themselves in the three stages.

Together (outdoor game)

Rules:

1, each team chooses three people to participate (two men and one woman).

2. The left and right legs of one person (female) are tied to the left and right legs of the other two people, respectively, and lined up at the starting line.

3. At the beginning of the race, the 10 meter race will be held within the specified area, and the first person to reach the finish line will win.

4. The host awarded the prize to the winner.

"Balloon Flying" (outdoor game)

Rules:

1, one person from each team will participate.

Everyone is holding a balloon and queuing at the starting line.

3. At the beginning of the competition, the contestants throw balloons in the air and run 10 meters in the designated area. Balloon can be kicked by hand to make it suspended, and it is not allowed to be caught by hand.

The one who reaches the finish line first wins, and the one who catches the balloon or lands with his hand is eliminated.

5. The host awarded the prize to the winner.

"image memory"

Rules:

1. The host first named the following items in turn: trees, ducks, pyramids, cars, hands, spoons, guns, car tracks and beer.

2. Give everyone three minutes to recall and try to remember these items.

The host asked two or three people how they remembered it.

4. Finally, the host told the answer: all the entries are related to the number 1-9, and they are all vividly remembered. For example, the image of the tree is 1, the stick figure of the duck is 2, the pyramid is triangular, the car has four wheels, the hand has five fingers, the spoon image is 6, the gun image is 7, the car runway image is 8, and the beer homonym is 9.

Namely: tree (1), duck (2), pyramid (3), car (4), hand (5), spoon (6), gun (7), car runway (8) and beer (9).

Communication potential

Form: About 20 people are most suitable.

Time: 15 minutes

Materials: Prepare A4 paper with twice the total number of people (waste paper is also acceptable).

Applicable object: all students

Purpose of the activity: In order to show that we often use one-way communication in the communication process, listeners always have different opinions, and individuals usually have great differences when implementing it according to their own understanding. But what happens after using two-way communication? There are still differences. Although it is improved, it also increases the complexity of trench penetration process. So what's the best way? It depends on the actual situation. As the best way to communicate, it depends on different occasions and environments.

Operating procedures:

1. Give each student a piece of paper.

2. The trainer gives a single instruction:-Close your eyes-No problem in the whole process-Fold the paper in half-Fold it again-Tear off the upper right corner, turn it 180 degrees, tear off the upper left corner-Open your eyes, and open the paper. The trainer will find various answers.

3. At this time, the trainer can invite a student to repeat the above instructions. The only difference is that students can ask questions this time. Discussion: After completing the first step, I can ask you why there are so many different results (maybe everyone's reaction is that one-way communication is not allowed to ask questions, so there will be errors). After completing the second step, I will ask you why there are mistakes (it is expected that any form and method of communication is not absolute, it depends on the mutual understanding of the communicators and the limitations of the communication environment, etc.). And communication is the process of interest transformation).

Whether you like it or not (reaction potential)

Rules:

1, the host asked each district to send a contestant to the stage.

2. The host explained the rules of the game: starting from 1, you can't say every multiple of 7 and 7. Act quickly, and offenders will be prosecuted. The winner in the end is the winner.

3. The host announced the start, everyone supervised, and those who reported the mistake stepped out of the team and stood by. The rest will be reported later. Until the winner is produced.

4. The host awarded the prize to the winner.

"Grab the stool"

Rules:

1, the host asked each district to send 1 players to the stage and asked them to stand around the bench. The assistant will set (No.-1) benches in advance.

The host explained the rules of the game and told the athletes to walk around the bench when the music started. They should grab the bench and sit down when the music stops. Those who don't sit down are eliminated. Repeat several rounds. Finally 1 person wins.

The host asked the assistant to play music, and everyone began to turn around the bench. At this time, the music suddenly stopped, and everyone had to react quickly and grab the bench and sit down. 1 people standing are eliminated.

4. Until there are only 1 benches left, the winner will sit on them.

5. The host presented the prize to the winner.

6. Note: Don't stare at a bench all the time. Be sure to sit down after the music stops. Otherwise, it is a foul.