INTERACTIVE CLASSROOM GAMES
Interactive Classroom games are a means to practice the subject-
matter of personality development training in an intensive and
realistic manner. Actually, it is a kind of role-playing game.
Interactive Classroom games
Help participants:
Learn how to develop a diverse group of students.
Realize the effect of setting expectations and on-going
coaching
Practice interactions with a student while taking their
behavioral style into account
Learn how to manage a values misalignment in the team
Improve communication skills.
Discover the difference between directed and guided
feedback and when to use each
Evaluate job candidates on the right selection criteria
Create action plans for a high-performer and a low-performer
Skills acquired by PDP Games:
1.Communication skills
2.Behavioral skills
3.Interpersonal skills
4.Memory skills
5.Interactive skills
6.Team building skills
7.Conflict management skills
8.Problem solving skills
9.Decision making skills
10.Analytical skills
11.Participative skills
12.Presentation skills
13.Innovating skills
GAME 1:
The "Um" Game Equipment: A small bag of random familiar
items
Objective: concentration, listening skills, promote use of
vocabulary
Description: Sitting in a circle have each student take turns
describing an item given to them from the bag. The student then
has one minute to describe the item. If the student says the word
"Um', pauses for more than five seconds, or uses another word
such as "and" or "so", they will sit down and wait until the next
round to participate. If the student is successful at describing the
item he/she will receive a point. Peers will be encouraged to raise
their hands if they here "Um" or count five seconds of silence.
GAME 2:
“SEA IF WE CAN FIND THE ERRORS”
PURPOSE: To provide an exercise that challenges participants to think
creatively.
TIME REQUIRED: 10 minutes
THE EXERCISE IN ACTION: Allow people to work individually to find the errors
in following statement.
“You may not belief that there are six errers in this
short paragraph. Studi the paragraph carefully.
You can reed it as many times as necessary. Don’t
give up too easily. See if you can find all of them”
Most participants will find five but few will ever find the sixth. The
sixth is simply that there are only five errors(so it’s an error to say
there are six).The exercise points out how we often tink inflexibly
and fail to consider all the options when problem solving.
GAME 3:
PLAYING THE NUMBERS
PURPOSE: To engage participants in a creative exercise after a
break or lunch.
TIME REQUIRED: 10 minutes
THE EXERCISE IN ACTION: Here’s a quick exercise you can use
after lunch or break.Place these numbers on a chart or white
board.
8, 11, 15, 5, 14, 1, 7, 6, 10, 13, 3, 12, 2
Tell the participants, ”You are seeing all the numbers from 1 to 15
with the exception of 4 and 9.Your task is to decide why the
numbers are arranged in this sequence, then put the missing
numbers in their proper places”
Take the test yourself right now. After you have made your
decision, turn this page upside down for the correct answer.
ANSWER: The numbers are listed alphabetically.
GAME 4: ”30 SECONDS”
PURPOSE: To quickly energize and challenge participants.
TIME REQUIRED: 30 seconds for each individual.
THE EXERCISE IN ACTION: Here the trainer chooses a topic and
challenges participants to list as many titles as they can from this
category. For example, things used in cooking, type of fruits,
vegetables etc. Highest total achieved by the person will be
considered as the winner.
GAME 5: INTERVIEWS
PURPOSE: To demonstrate the dynamics of listening and
memory skills.
TIME REQUIRED: 10 to 15 minutes
THE EXERCISE IN ACTION: Here one person is interviewed for
five minutes on a specific topic by a team of three people, while
another team of three listens to the questions and answers. At the
end of the time, the “listening” team must recap what the
interviewee has said in three sentences. The team asking the
questions scores the other team on the accuracy of its recap.
Teams are then rotated so that the listeners become the
interviews, and new interviewees and topics are chosen. The
team with the highest total wins.
GAME 6: THE NAME GAME
PURPOSE: To get small groups thinking together and creatively
solving tough problems.
TIME REQUIRED: 20 minutes
MATERIALS REQUIRED: A flip chart with the alphabet displayed
vertically in advance by the trainer.
THE EXERCISE IN ACTION: Display a prepared flipchart page
with the alphabet written vertically by a trainer. Ask the
participants to share a random sample sentence from a news
paper or other piece of written material and spells out the
sentence vertically next to the alphabet, creating random pairs of
letters, stopping the process when 26th letter of the sentence
matches the letter “z”. The groups are then asked to come up
with names of famous people that match the random initials.
EXAMPLE: ( “NOW IS THE TIME FOR ALL GOOD MEN TO COME TO
THE AID OF THEIR COUNTRY”)
A N AN=ALFRED NOBEL
B O
C W
D I
E S
F
. .. …
… …
Z T
GAME 7:
TEAM ROLE PLAYS
PURPOSE: To introduce a sense of team work into role plays TIME
REQUIRED: 10 to 20 minutes
THE EXERCISE IN ACTION: Divide the participants into two groups
of five participants each. Group A members are all given the first
half of a role play to read, and Group B members are given the
other half of the same role play. One manager from each sits at a
desk or table and begins the role play, with the other four
managers from each group lined up behind that person. At any
point, the participant from either team in the role plays can reach
behind and touch any of the other participants who are standing
behind them. At that point, the touched team member steps
forward and continues the role play. The exercise is effective
because all participants need to stay attentive so that they are
prepared to jump in.
GAME : ICE BREAKERS
Icebreakers can play an important role in helping young people
integrate and connect with one another in a group environment.
Icebreakers can also enhance your teaching by helping to
stimulate cooperation and participation. They can provide positive
momentum for small group study and discussion by:
Helping a new group get to know one another.
Helping new members to integrate into a group.
Helping young people feel comfortable together.
Encouraging cooperation.
Encouraging listening to others.
Encouraging working together.
Encouraging young people to break out of their cliques.
Developing social skills.
Building a rapport with leaders.
Creating a good atmosphere for learning and participation.
GAME 8 :
GROUP BUILDERS
PURPOSE: To introduce a sense of team work
TIME REQUIRED: 10 to 20 minutes
THE EXERCISE IN ACTION: The leader begins by saying the name of
any country, city, river, ocean or mountain that can be found in
an atlas. The young person next to him must then say another
name that begins with the last letter of the word just given. Each
person has a definite time limit (e.g. three seconds) and no
names can be repeated. For example - First person: London,
Second Person: Niagara Falls, ThirdPerson: Switzerland
GAME 9:
TALL STORIES
PURPOSE: To introduce a sense of team work and concentrating on
communication skills.
TIME REQUIRED: 20 minutes
THE EXERCISE IN ACTION: The leader starts a story with a sentence
that ends in SUDDENLY. The next person then has to add to the
story with his own sentence that ends in SUDDENLY. Continue the
story until everyone has contributed. The story becomes crazier
as each young person adds their sentence. Tape it and play it
back. For example; ' Yesterday I went to the zoo and was passing
the elephant enclosure when SUDDENLY.....'
GAME 10:
WORD LINK
PURPOSE: To emphasize the importance of listening, easy to
follow directions.
TIME REQUIRED: 20 minutes
THE EXERCISE IN ACTION: This is a word association game. Ask
the group to sit in a circle. The first person starts with any word
they wish i.e. red. The next person repeats the first word and
adds another word which links to the first i.e. tomato. The next
person repeats the previous word and add another word link i.e.
soup, and so on. To keep this moving, only allow five seconds for
each word link.