Theater Tools for Adaptability Training
Theater Tools for Adaptability Training
Table of contents
Who is here?
25 min
01
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
Speed dating
20 min
02
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
The agreements
40 min
Description
Tenderness - gentleness to yourself and to others.
Consent - ask and provide space for feedback.
Engagement - be here, be on time, it's ok to engage fully, it's also ok to observe.
Confidentiality - respect people, sharing their stories. Don't share outside without
permission.
For each agreement, first we share a brief description of what it entails, then we
do exercises which give participants a chance to feel these concepts in their
bodies.
Tenderness. The participants embody this agreement by splitting into pairs
and performing a short exercise. One participant represents the seaweed,
grounded with the feet, while the other represents the sea. The seaweed is
moving parts of the body that the sea waves gently touch, according to the
gentle impulses given by the sea waves.
Consent and engagement. The participants embody this agreement by
splitting into pairs to play the parent-child game. One of the participants is
the child which states their wish or idea to do something, and the other one -
the parent - always says yes to the child’s idea and both of them embody it
together. For example, the child wants to eat pizza, wants to sleep on the
ground, wants to ride a bike, etc. With this exercise, participants are
experimenting to what extent they want to engage with the activity and
other's ideas, but also they release their imagination while still making sure
the others are comfortable with following their ideas.
Confidentiality. The participants embody this agreement by simply agreeing
to not share any sensitive information outside of the group.
03
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
Action in numbers
Energizer
The pair should create their own greeting. They practice and
continue walking to find another partner for pair number 2.
Within this pair, they create their own dance, they practice and
then start walking to find their partner number 3.
Within this pair, a common song should be created.
And pair number 4 has the task to create a gif together.
05
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
06
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
Description
Participants pair up, with one person taking on the role of the
sculptor and the other as the "sculpture." The sculptor uses their
partner's body to create a sculpture that represents how they felt in
a situation where they had to deal with uncertainty. Through
physical manipulation and positioning, the sculptor shapes their
partner's body to convey the chosen emotion in a visually
expressive manner. Afterwards, the sculptors walk around and we
reflect on the different emotions and strategies that come up in
these situations.
Then participants are split into groups where they share moments of
uncertainty in their lives, then each group creates together a scene
representing common stories or patterns or common mechanisms in
these situations of uncertainty. After each scene, there is a debrief
process in the bigger group.
07
day 1
INTRO. GETTING TO KNOW EACH OTHER AND CREATING A SAFE SPACE.
Description
08
day 2
emotional regulation
The bunny
30 min
Description
09
day 2
emotional regulation
Museum of emotions
50 min
11
day 2
emotional regulation
Exploring polarities
50 min
Description
In this exercise, participants explore different personality traits by
embodying them. They walk around the room. When the facilitator
signals, they will be asked to embody a certain trait such as shyness,
and make it as exaggerated as possible. Then, we will ask them to
embody the opposite trait, for example confidence. They will
engage in short role-plays based on these traits, such as boss-
employee. This process is repeated with other polarities like
dreamer-realist or talker-listener. Participants reflect on which
traits they felt most comfortable embodying and what insights this
provides about themselves.
12
day 3
connect with the nature
13
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Awesome
Energizer
The participants are standing in a circle, and each one takes a turn
to share a random thing they did recently.
14
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Verbal expression in
70 min
improvisation
Aim: Enhance the participants’ communication skills, creativity, and
confidence in spontaneous storytelling through interactive and
engaging activities.
Description
Super hero game. Participants are split into pairs. In each pair, one of the
people is the superhero, the other one is the friend. The friend has the task to
always discover problems and challenging situations, while the superhero
should always respond with “I know exactly what to do” while making the
superhero gesture pointing one arm and the index finger up and immediately
offering a solution. Then the friend notices another problem, connected to the
previous solution, and the superhero offers another solution. After some time,
participants in the pair change roles.
Telling stories one word at a time. Participants work in small groups of 4 to 6
people. The objective of this game is for the whole group to tell a coherent
story “one word at a time”. They stand in a circle or a line, and each
participant adds a single word to the ongoing story. A good reminder is that
new sentences can be started, otherwise single sentences can go on for too
long. This game continues when a group takes the stage and the audience
gives them a topic or story title to begin with.
The Oracle. Using the same approach of “one word at a time”, groups of 3 to
5 create a creature called “oracle” that can answer all the questions and
knows all the truth and moves in a special flow. The audience is tasked to ask
important questions of big significance, and the oracle needs to give the
answer, one word at a time.
15
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Dance improvisation
60 min
16
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Counting as a group
Energizer
17
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
18
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Street fight
40 min
Description
This game is done in a few steps. First each participant prepares
their 4 to 5 dance moves by themselves. Then, participants practice
the moves, focused on a point in space that doesn't move. Then they
split into pairs, and practice their own moves against the other
person in the pair, staying at a safe distance and having zero
physical contact. At the final stage, participants are split into two
“gangs” facing each other. At a given time, only one member of
each gang can fight the opponent. A fighting member can be
replaced by someone on their team by a touch on the shoulder.
Speaking is not allowed and there should be no physical contact at
any time. Dancers can only do their own street fight dance moves.
When the gangs start the street fight, different styles and tempos of
music are played.
Materials: Music, speaker
19
day 4
COLLABORATION. COMMUNITY. ADAPTABILITY
Dance vs Act
40 min
20
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
1,2,3 game
20 min
Participants will get in pairs. First round they will count together
from 1 to 3, non-stop. For example:
Partner A: One | Partner B: Two | Partner A: Three | Partner B: One…
Second round they will substitute the number 1 for a movement. For
example:
Partner A: (shakes hands up) | Partner B: Two | Partner A: Three |
Partner B (shakes hands up) | Partner A: Two ...
Third round they will also substitute the number 2 for a sound.
Partner A: (shakes hands up) | Partner B: (bird sound) | Partner A:
Three | Partner B (shakes hands up) | Partner A: (bird sound) ...
Fourth round they will also substitute the number 3 for a word.
Partner A: (shakes hands up) | Partner B: (bird sound) | Partner A:
Apple | Partner B (shakes hands up) | Partner A: (bird sound) ...
Fifth round they will have to do the same as fourth round, but now
every time they will have to make up a different movement, sound
and word.
21
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
Whiskey Mixer-Mister
20 min
Whiskers
Aim: To embrace making mistakes and have fun with them. The idea
is that participants will get this game wrong, so instead of
apologizing or re-starting, participants will practice “staying in
character” and owning it.
Description
Everyone stands in a circle. The group will pass a phrase around the
circle in either direction, one by one. Going clockwise the phrase is
"Whisky Mixer", going counterclockwise the phrase is "Mister
Whisker". When it's their turn, any player can reverse the direction
the phrase travels by saying "Misty Vista". It doesn't matter if the
players mess up the words; what matters is keeping a straight face
the whole time. If any player cracks a smile or laughs at any time
(no matter if it was their turn or not), that player will be eliminated.
They will have a few rounds to get used to the game, and then we
will start with the eliminations. Players can do anything to try to
make others laugh, including those who have been eliminated.
22
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
Description
23
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
Description
Participants are split into groups of 3-5 people and each group has
to create the worst improvised performance ever. The challenge is
to stay committed to the performance while embracing the humor
of failure. After the performances, a debriefing session is necessary
to reflect on the experience, as it delves deeper into the
vulnerability, acceptance, and others topics.
24
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
Description
The participants will be invited to lie down with their eyes closed
and take a few moments to relax. Then, they will be encouraged to
explore the space around them while keeping their eyes closed.
They will focus on the different textures and sounds they encounter
with a curious attitude. As they gain confidence, they can start
moving around the space, being careful not to bump into others,
and silently interacting with their peers if they wish.
They can do this for a few minutes, to get used to having their eyes
closed. Then they will be asked to open their eyes and move to the
back of the room. The facilitator will position themselves at the
opposite end.
One by one they will be asked to run to the other side with their
eyes closed, knowing that the facilitator will be at the other side to
stop them before they get to the other side of the room.
25
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
The spotlight
40 min
Each performer steps into the spotlight (center of stage) and has to
stay there for 60 seconds. They can do whatever they want to do
but have to be on stage and have all the attention of the audience.
The audience is not allowed to interact. Once the 60 seconds are
over, the audience applauses the person under the spotlight and
the next person comes.
26
day 5
FEAR. EMBRACING FAILURE. TAKING RISKS.
The “toaster”
40 min
Description
In this improv theater game, 4 participants sit down with their eyes
closed. The audience says random words to them, that they can use
as inspiration for the scenes they will create in the game. The
facilitator rolls the bell and participants can choose to stand up or
to stay seated. Those who stand up, no matter the number of
people, start improvising a scene together. They play for a few
minutes, until the facilitator rolls the bell and they go back to sit
with their eyes closed. Then the process begins again. If the
combination of participants that stand up is repeated, they will
have to continue the scene that they started before. If it's a new
combination of people, they will start a completely new scene that
is completely unrelated to the other scenes.
27
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
Partner A: You are walking on a quiet beach and you can hear the sound of the
sea.
Suddenly, a tall man appears in the distance…
Partner B: No.
Partner A: Suddenly, a little dog appears from behind and comes to cuddle
with you.
Parner A: *stays in silence*
We will ask those narrating the dream to focus on listening to what the other
person needs/wants and adapt to create the best experience possible, and
for the person “dreaming” to truly listen to what resonates with them in that
moment and express it freely.
We allow the exercise to go for 3-5 minutes, and then we ask them to switch
roles.
28
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
After exploring it for some minutes, we will ask them to switch roles.
Then we will do it again, but the partner replying to the statements will say “Yes” to
everything.
After they do both roles, we will reflect on how hearing yes or no impacts their creativity and
their energy. Most of the time, the second round is a lot easier and more fun.
The dream vacation
We ask participants to find a partner. Together they will “remember” a trip they took
together by responding to everything their partner says with, “Yes, and, remember when …”
Here’s an example:
Me: “Hey, remember that time we took that trip to Mexico?” Partner: “Yes, and, remember
how we ended up on that deserted beach?” Me: “Yes, and, remember how we found a
treasure chest buried in the sand?” Partner: “Yes, and remember that it was full of gold
coins?” etc.
Let the pairs reminisce about their shared memory for a couple of minutes, and then call
time. Ask for each of the pair to share with the group the last line they spoke. Often the last
lines are hilarious, and no two last lines are alike.
Debrief with the group how it felt to say “Yes, and” to everything. Point out to how embracing
the other person’s ideas and creating collaboratively can take us to interesting and
unexpected places.
29
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
30
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
The Soulmate
40 min
One person from the group is the dolphin and leaves the room, the
others are dolphin trainers. With the dolphin absent, the dolphin
trainers decide the action that the dolphin should be trained to do.
The trainers have to guide the dolphin to whatever action they
choose, using the principle of positive reinforcement: reward
movement toward the behavior they seek and ignore the rest.
32
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
Slow-motion battles
40 min
Description
33
day 6
CREATIVITY. CULTIVATING POSITIVE EMOTIONS.
Participants workshops
Example workshops:
Stretching and meditation
Acro yoga
Basic Life Support
Constellations
Ukrainian quiz
Flirting & the four relationship archetypes
Massage techniques
Capoeira
34
day 7
SOCIAL FOOTPRINT. NEXT STEPS.
Bunny, Bunny
Energizer
Participants start standing in a big circle, then the game will have
different phases:
Level 1: One person in the circle is “passing the ball” to another
person. This is done by looking at someone in the circle and making
air quotes with both hands toward their eyes twice while saying
“Bunny, bunny”. The person that receives it will say “Bunny, bunny”
and make the air quotes towards that person as a gesture of
acceptance, and will then pass this action to another person by
repeating the air quotes towards this new person while saying
"Bunny, bunny”. The game continues with everyone passing it around
the circle.
Level 2: Keep the "Bunny Bunny" going, but now the two people on
either side of the person saying "Bunny Bunny" turn and face them.
They say "Ticky Tocky Ticky Tocky" while jumping side to side with
their hands in the air.
Level 3: All participants that are not engaged in "Bunny, bunny" or
"Ticky Tocky", will pump their arms up and down as if running, while
chanting, "OOH – AH, OOH – AH" repeatedly.
35
day 7
SOCIAL FOOTPRINT. NEXT STEPS.
The lovers
40 min
Aim: The aim is to celebrate the dynamics of the group that was
built in the days of the training, to promote active observation,
concentration, and non-verbal connection, to empower
participants to speak up and challenge their imagination.
Description
In this game, all the participants in the group are citizens, most of
them random citizens, and only 2 of them are also “lovers”. The
facilitator requires everyone in the room to close their eyes. The
facilitators choose the two lovers with a tap on the shoulder. When
participants open their eyes, they know what their role is (random
citizen or lover) but each of the lovers doesn't know how the other
lover is. The purpose of this game is for the lovers to find each other
and hug, and the purpose of the random citizens is to prevent the
lovers from finding each other by discovering who they are. If the
lovers manage to hug each other - they win, if the random citizens
manage to guess who the lovers are, they win. If a citizen wants to
have a guess who the two lovers are, they can raise an arm and say
“I have a suspicion”, and the facilitator can allow them to share
their suggestion, e.g. “X and Y are lovers”. After each suggestion, the
facilitator shares if the lovers were guessed or not. Otherwise
speaking is not allowed during the game. In order to win the game,
citizens should guess the two lovers right within the same suggestion.
36
Booklet Team
Content
Bistra Yakimova
Paula Valero Sancho
Design
Nace Sapundjiev
Photos
Sara Wittmann