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A quick (and profoundly incomplete) overview of "game strategy" or 
Stuff to think about 
The act of playing is a state in which spontaneous behavior and the ability 
to solve problems, within a disciplined framework of rules, can take 
place. . 
Focus: the Learning Process 
* Creation of an environment in which learning can take place. 
* Clearly stated definition of the specific problem posed by each game 
and adherence to the problem ("point of concentration" or "poc") during 
the course of play. 
* An atmosphere of play at its highest level, complete with players, game 
rules, and the psychophysical commitment of game playing. 
Desired Outcomes 
◦ To stimulate the creative process (intuitive thinking and 
expression) and increase problem solving skills. 
◦ To increase communication skills: speaking, listening, writing, and 
nonverbal communication. 
◦ To increase attention spans and the ability to concentrate. 
◦ To develop self-awareness and a positive self image. 
◦ To increase self-motivation and self-discipline. 
◦ To develop social skills, group cooperation, and responsibility. 
◦ To reinforce skills and concepts reamed in content area classes - 
regardless of grade level. 
How? 
Through the game workshop experience and its use of appropriate 
games. 
* Improvisation. 
* Role playing. 
* Story building. 
* Mime (space work). 
* Sensory work. 
* Non - hieracical competitive play
A few things to keep in mind 
1.Even if you're planning quiet activities for the day, a high energy warm-up 
may be useful to release unfocused energy letting everybody 
get down to business.Don't be afraid of initial chaos. People have to 
go through this "scribble stage." All introductory activities serve a 
purpose. They're not always interchangeable. The trick is finding out 
exactly what each one does and how to best serve your particular 
purpose. 4. You can stay with a game as long as it's working. Don't 
be afraid to play it over and over if people still enjoy it. Ok...here we 
goooo.... 
• 1) Counting 1 – 10 
Purpose/poc: concentration game. 
Everyone in a circle. We will count from 1 to 10. Any player can start by 
saying '1'. Then any other player can say '2' and so one. If 2 players say a 
number at the same time we start all over again.The entire group must 
count to 10 together. Only one person at a time may call out a number. If 
2 or more people speak at once, the group must start at the beginning 
again.Discourage solutions that make the problem easy to handle, such 
as raising your hand before talking or going in a pre-determined order. 
Hold on to the restrictions and the sense of fun will emerge automatically. 
Groups seldom tire of this game. 
2) POINT / NOD 
Purpose/poc: 
Quiet warmup; quick group group diagnostic (“where is the class today?' 
*This game originated in work with the National Theater of the Deaf. 
The entire group stands in a circle. Any player begins by pointing to any 
other player in the group. The player pointed to must acknowledge the 
point by nodding. The first player may then walk across the circle toward 
the second player. 
Before the first player reaches the spot, the second player must vacate 
the spot by pointing to a third player and receiving a nod. This structure of 
POINT-NOD-WALK is observed strictly for as long as possible. The round 
ends when the format breaks down (player walks before getting a nod) or 
2 players collide into each other, or 2 players occupy the same space. 
After pointing, a player may receive a nod (affirmative) or a shake 
(negative) from another player. If he receives a shake he must 
immediately find someone else until he gets the nod.
This heightens the risk factor of the game. But remember: the entire group 
should be working together to keep the game going for as long as 
possible. 
* Side Coaching Hints 
Point, nod, walk! Point, nod, walk! Don't leave your spot until you have 
somewhere else to go! 
• 3) EXPOSURE 
Purpose/poc: 
: Development of comfort "on stage" ( in front of a group/classroom). 
Part 1: Line of players stand in front of the group and attempt to "do 
nothing". The focus is on simply existing on stage and being "seen". 
Part 2: Direct the group to an activity (eg: “count the tiles in the ceiling”) 
Evaluation; “which was easier? More comfortable? Why? Point out the 
importance of an actor always having an activity on stage – even if they 
are just sitting and listening to another actor). 
4) ZIP ZAP ZOP 
Purpose/poc: Energizing game that heightens group function and also 
helps individuals enjoy the limelight. 
The players stand in a circle. One player makes a zapper by placing his 
palms and extended fingers against each other. He points his zapper at 
another player, at the same time saying "Zip!" The receiving player points 
to another player, saying "Zap!" The third player then passes "Zop!" to a 
fourth player. Player number four then passes "Zip!" etc. 
A player is out if he hesitates, says the wrong word, or speaks without 
pointing. Play continues until there's a champ. Don't let them "play safe"; 
keep them going a little faster than is comfortable. 
*A variation on this game is: 
5) DONKEY, ELEPHANT, 1776 
This game is played exactly like Zip Zap Zop with the variation being that 
each word carries its own particular gesture. The gesture is used to pass 
the impulse around the circle.
◦ For donkey, place hands behind head, palms touching back of 
head and facing forward. 
* For Elephant, make a trunk by putting two fists against the nose. 
* For 1776, mime playing a fife and wiggle the fingers. 
Purpose: 
A)To provide energy to a lethargic player. 
B) Enables the shy player to participate in a safe, fun manner. 
C) Overcomes language barriers. 
D) Physical coordination 
E) Sequencing 
• 6) Hot SpotPurpose/poc: Energizing game: heightens group 
function: gives individuals enjoy the limelight: introduces the 
concept of "give & take"("I can't stay onstage too long / I need to 
'save" my partner who is stuck/ has run out of ideas...). 
• - Group stands in soft semicircle. One Actor steps into the "hot spot" 
approximately 2 - 3 feet in front of the group and starts singing a 
known song (connected or emerging intuitively from the previous 
"harold' sections. Before that actor completes 2 lines, a second 
actor must step forward push the first actor out of the way ( not too 
hard - but hard enough to make sure the impulse is felt by both 
parties as well as the audience) and a new song is sung. This 
continues until a final curtain is called or, in the context of the 
harold - the next beat emerges. Actors are free to recycle / re - 
incorporate songs as the hot spot progresses.. 
Notes: focus on allowing the suggestions to lead you to new, unexpected 
songs. take the stage when you come forward: try not to look back in the 
hope that one of your players will "save" you - trust in the genius of the 
ensemble. 
This exercise is not about improvising songs, but more of a group mind 
exploration. Players need to know that the group will support them when 
they`re out of breath (or songs). The idea is to keep singing - and to keep 
the 'hot spot' hot...!!!!
4.7) 30 SECOND SPEECH 
Purpose/poc: Verbal dexterity , public speaking/presentation skills 
Note: emphasize that they can talk about anything they choose - as long 
as they continually speak. If they stop, the turn is over. Emphasize eye 
contact. 
* This game can be adjusted to specific classroom curricula such as: 
4.* 60 SECOND SPEECH (bio, improved topic) 
4.8) ONE WORD STORY 
Purpose/poc: to increase verbal dexterity, group development, precursor 
to creative writing. 5 or 6 players stand in a line and tell a story*, each 
player adding one word at a time. They are all telling the same story 
together. Encourage the players to speak the first word that comes to 
mind, while maintaining the continuity of the story. The story continues until 
the players find their own ending. 
*If getting started is difficult-suggest a title for the story. 
When players understand this concept, move on to the variation:Story 
begins as above, with each player inserting one word at a time. After 
several rounds the leader calls out "Continue, but add one sentence." The 
story continues and each player adds exactly one sentence. After several 
more rounds the players are told to add as many sentences as they like, 
but they must stop in the middle of a sentence, thought, or even a word. 
Players continue the story in this manner for several rounds. The leader 
calls for players to physicalize the story, at which point they continue the 
story, acting it out as fully as possible while continuing the narrative. The 
players then find the end of the story. 
*Side Coaching Hints 
Tell the same story! Work together for the story to make sense! Share your 
voices! Don't think about what you say! Look for the ending! 
10. 9) CONTINUING STORY ( CONDUCTED )
Purposepoc: Development of narrative skills, listening, working as a group. 
Arrange the players like a chior. Announce the subject or title of the story 
and then, behaving as a musical conductor would, point to a player and 
have them begin the story. When you take your finger away, the player 
must stop - mid sentence, mid - word, mid - sound. The next player 
pointed to must pick up the sentence exactly from where it was stopped. 
If the next player doesn't pick it up exactly from the stopping point or, if a 
word is repeated - the games starts again with a new story/subject. 
10) SONG GAMEPurpose/poc: Finding quick agreement within a group. A 
fun, quick warm – down.Players choose their own individual song to sing 
out loud. They all begin to sing at the same time and must, as quickly as 
possible - end up singing the same song.
Purposepoc: Development of narrative skills, listening, working as a group. 
Arrange the players like a chior. Announce the subject or title of the story 
and then, behaving as a musical conductor would, point to a player and 
have them begin the story. When you take your finger away, the player 
must stop - mid sentence, mid - word, mid - sound. The next player 
pointed to must pick up the sentence exactly from where it was stopped. 
If the next player doesn't pick it up exactly from the stopping point or, if a 
word is repeated - the games starts again with a new story/subject. 
10) SONG GAMEPurpose/poc: Finding quick agreement within a group. A 
fun, quick warm – down.Players choose their own individual song to sing 
out loud. They all begin to sing at the same time and must, as quickly as 
possible - end up singing the same song.

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APM Welcome, APM North West Network Conference, Synergies Across Sectors
 

Activities group ensemble

  • 1. A quick (and profoundly incomplete) overview of "game strategy" or Stuff to think about The act of playing is a state in which spontaneous behavior and the ability to solve problems, within a disciplined framework of rules, can take place. . Focus: the Learning Process * Creation of an environment in which learning can take place. * Clearly stated definition of the specific problem posed by each game and adherence to the problem ("point of concentration" or "poc") during the course of play. * An atmosphere of play at its highest level, complete with players, game rules, and the psychophysical commitment of game playing. Desired Outcomes ◦ To stimulate the creative process (intuitive thinking and expression) and increase problem solving skills. ◦ To increase communication skills: speaking, listening, writing, and nonverbal communication. ◦ To increase attention spans and the ability to concentrate. ◦ To develop self-awareness and a positive self image. ◦ To increase self-motivation and self-discipline. ◦ To develop social skills, group cooperation, and responsibility. ◦ To reinforce skills and concepts reamed in content area classes - regardless of grade level. How? Through the game workshop experience and its use of appropriate games. * Improvisation. * Role playing. * Story building. * Mime (space work). * Sensory work. * Non - hieracical competitive play
  • 2. A few things to keep in mind 1.Even if you're planning quiet activities for the day, a high energy warm-up may be useful to release unfocused energy letting everybody get down to business.Don't be afraid of initial chaos. People have to go through this "scribble stage." All introductory activities serve a purpose. They're not always interchangeable. The trick is finding out exactly what each one does and how to best serve your particular purpose. 4. You can stay with a game as long as it's working. Don't be afraid to play it over and over if people still enjoy it. Ok...here we goooo.... • 1) Counting 1 – 10 Purpose/poc: concentration game. Everyone in a circle. We will count from 1 to 10. Any player can start by saying '1'. Then any other player can say '2' and so one. If 2 players say a number at the same time we start all over again.The entire group must count to 10 together. Only one person at a time may call out a number. If 2 or more people speak at once, the group must start at the beginning again.Discourage solutions that make the problem easy to handle, such as raising your hand before talking or going in a pre-determined order. Hold on to the restrictions and the sense of fun will emerge automatically. Groups seldom tire of this game. 2) POINT / NOD Purpose/poc: Quiet warmup; quick group group diagnostic (“where is the class today?' *This game originated in work with the National Theater of the Deaf. The entire group stands in a circle. Any player begins by pointing to any other player in the group. The player pointed to must acknowledge the point by nodding. The first player may then walk across the circle toward the second player. Before the first player reaches the spot, the second player must vacate the spot by pointing to a third player and receiving a nod. This structure of POINT-NOD-WALK is observed strictly for as long as possible. The round ends when the format breaks down (player walks before getting a nod) or 2 players collide into each other, or 2 players occupy the same space. After pointing, a player may receive a nod (affirmative) or a shake (negative) from another player. If he receives a shake he must immediately find someone else until he gets the nod.
  • 3. This heightens the risk factor of the game. But remember: the entire group should be working together to keep the game going for as long as possible. * Side Coaching Hints Point, nod, walk! Point, nod, walk! Don't leave your spot until you have somewhere else to go! • 3) EXPOSURE Purpose/poc: : Development of comfort "on stage" ( in front of a group/classroom). Part 1: Line of players stand in front of the group and attempt to "do nothing". The focus is on simply existing on stage and being "seen". Part 2: Direct the group to an activity (eg: “count the tiles in the ceiling”) Evaluation; “which was easier? More comfortable? Why? Point out the importance of an actor always having an activity on stage – even if they are just sitting and listening to another actor). 4) ZIP ZAP ZOP Purpose/poc: Energizing game that heightens group function and also helps individuals enjoy the limelight. The players stand in a circle. One player makes a zapper by placing his palms and extended fingers against each other. He points his zapper at another player, at the same time saying "Zip!" The receiving player points to another player, saying "Zap!" The third player then passes "Zop!" to a fourth player. Player number four then passes "Zip!" etc. A player is out if he hesitates, says the wrong word, or speaks without pointing. Play continues until there's a champ. Don't let them "play safe"; keep them going a little faster than is comfortable. *A variation on this game is: 5) DONKEY, ELEPHANT, 1776 This game is played exactly like Zip Zap Zop with the variation being that each word carries its own particular gesture. The gesture is used to pass the impulse around the circle.
  • 4. ◦ For donkey, place hands behind head, palms touching back of head and facing forward. * For Elephant, make a trunk by putting two fists against the nose. * For 1776, mime playing a fife and wiggle the fingers. Purpose: A)To provide energy to a lethargic player. B) Enables the shy player to participate in a safe, fun manner. C) Overcomes language barriers. D) Physical coordination E) Sequencing • 6) Hot SpotPurpose/poc: Energizing game: heightens group function: gives individuals enjoy the limelight: introduces the concept of "give & take"("I can't stay onstage too long / I need to 'save" my partner who is stuck/ has run out of ideas...). • - Group stands in soft semicircle. One Actor steps into the "hot spot" approximately 2 - 3 feet in front of the group and starts singing a known song (connected or emerging intuitively from the previous "harold' sections. Before that actor completes 2 lines, a second actor must step forward push the first actor out of the way ( not too hard - but hard enough to make sure the impulse is felt by both parties as well as the audience) and a new song is sung. This continues until a final curtain is called or, in the context of the harold - the next beat emerges. Actors are free to recycle / re - incorporate songs as the hot spot progresses.. Notes: focus on allowing the suggestions to lead you to new, unexpected songs. take the stage when you come forward: try not to look back in the hope that one of your players will "save" you - trust in the genius of the ensemble. This exercise is not about improvising songs, but more of a group mind exploration. Players need to know that the group will support them when they`re out of breath (or songs). The idea is to keep singing - and to keep the 'hot spot' hot...!!!!
  • 5. 4.7) 30 SECOND SPEECH Purpose/poc: Verbal dexterity , public speaking/presentation skills Note: emphasize that they can talk about anything they choose - as long as they continually speak. If they stop, the turn is over. Emphasize eye contact. * This game can be adjusted to specific classroom curricula such as: 4.* 60 SECOND SPEECH (bio, improved topic) 4.8) ONE WORD STORY Purpose/poc: to increase verbal dexterity, group development, precursor to creative writing. 5 or 6 players stand in a line and tell a story*, each player adding one word at a time. They are all telling the same story together. Encourage the players to speak the first word that comes to mind, while maintaining the continuity of the story. The story continues until the players find their own ending. *If getting started is difficult-suggest a title for the story. When players understand this concept, move on to the variation:Story begins as above, with each player inserting one word at a time. After several rounds the leader calls out "Continue, but add one sentence." The story continues and each player adds exactly one sentence. After several more rounds the players are told to add as many sentences as they like, but they must stop in the middle of a sentence, thought, or even a word. Players continue the story in this manner for several rounds. The leader calls for players to physicalize the story, at which point they continue the story, acting it out as fully as possible while continuing the narrative. The players then find the end of the story. *Side Coaching Hints Tell the same story! Work together for the story to make sense! Share your voices! Don't think about what you say! Look for the ending! 10. 9) CONTINUING STORY ( CONDUCTED )
  • 6. Purposepoc: Development of narrative skills, listening, working as a group. Arrange the players like a chior. Announce the subject or title of the story and then, behaving as a musical conductor would, point to a player and have them begin the story. When you take your finger away, the player must stop - mid sentence, mid - word, mid - sound. The next player pointed to must pick up the sentence exactly from where it was stopped. If the next player doesn't pick it up exactly from the stopping point or, if a word is repeated - the games starts again with a new story/subject. 10) SONG GAMEPurpose/poc: Finding quick agreement within a group. A fun, quick warm – down.Players choose their own individual song to sing out loud. They all begin to sing at the same time and must, as quickly as possible - end up singing the same song.
  • 7. Purposepoc: Development of narrative skills, listening, working as a group. Arrange the players like a chior. Announce the subject or title of the story and then, behaving as a musical conductor would, point to a player and have them begin the story. When you take your finger away, the player must stop - mid sentence, mid - word, mid - sound. The next player pointed to must pick up the sentence exactly from where it was stopped. If the next player doesn't pick it up exactly from the stopping point or, if a word is repeated - the games starts again with a new story/subject. 10) SONG GAMEPurpose/poc: Finding quick agreement within a group. A fun, quick warm – down.Players choose their own individual song to sing out loud. They all begin to sing at the same time and must, as quickly as possible - end up singing the same song.