The School of Play
Student Agency & Leadership
Well-being Program








Weekly Introduction
Watch this video to start the week where we explain each activity and the top tips to make them incredible and fun.
Fun fact of the week - Cows have best friends: Studies show that cows become stressed when separated from their best bovine buddies.





Weekly Lessons
Set Go
Objective:
Energise and engage participants with a whole group warm-up icebreaker activity that promotes quick thinking and mental agility.
Players:
Two or more participants, suitable for small to large groups, ranging from 2 people to 100 or more.
Materials:
No materials are required for this game.
Setup:
Participants can stand in pairs, or you can set up a playing area in a square or rectangle for larger groups.
Gameplay:
The game is called "Set Go" and is played between two people. It involves quick thinking and counting fingers.
Rules:
- On the command "set," both players put their hands behind their backs.
- When one player says "go," both players simultaneously put out a certain number of fingers to create a total.
- The first player to add up the total number of fingers from both players and correctly announce the sum wins the round.
Option 1 - Pair Play:
- Participants can be paired up to play against each other.
- Each pair plays five rounds, and the winner of each round earns a point.
- At the end of the five rounds, one player will have more points than the other and be crowned the champion.
- Winners can find another winner to play against, while those who did not win can play with each other.
Option 2 - Group Play:
- Set up a square or rectangle playing area with participants positioned at each corner.
- Participants start in their respective corners and play someone from their corner in a game of "Set Go."
- The winner of each round gets to run clockwise to the next corner.
- The loser finds another player in their corner and plays another round.
- The objective is to complete as many laps of the playing area as possible within a set time.
- Each time a participant completes one lap, they earn one point.
- The larger the square or rectangle, the more running participants must do, making it an excellent warm-up game.
Winning the Game:
In Option 1, the player with the most points after five rounds is crowned the champion. In Option 2, participants aim to complete as many laps as possible within the set time, earning one point for each lap. The participant with the most points at the end is the winner.
Variations:
- Increase the complexity by allowing players to use both hands for finger counts.
- Create additional rules, such as
- making players make funny faces while counting fingers or using a specific hand gesture before revealing their fingers.
Note:
"Set Go" is a lively icebreaker game that gets participants moving and thinking quickly. It's an ideal way to energise a group and build a positive atmosphere at the beginning of a session or event.
Dice Sevens
Number of Players:
2 or more
Game Materials:
Six six-sided dice per group, scoring sheet, reflection journal.
Objective
To score the lowest possible by removing dice pairs that add up to seven and minimising the remaining dice each round while engaging in positive reflection. You have a maximum of three rolls of all the dice. Whatever is left after the three rolls, you add them up, and that is your score.
Setup
Each group receives six six-sided dice. Players sit in a circle or around a table. Each player also has a reflection journal.
Gameplay
Rounds:
The game consists of seven rounds.
Rolls per Round:
Each player rolls their dice up to three times per round.
After each roll, the player can remove any pairs of dice that add up to seven.
Players may re-roll the remaining dice up to two more times.
After three rolls, or if the player chooses to stop earlier, the total of the remaining dice is the player's score for that round.
Reflection:
After scoring each round, players engage in a positive reflection based on their score:
Round 1: "Who is someone you are grateful for?"
Players list as many people as the score from this round.
Round 2: "Name a place you have been that makes you happy."
Players list as many places as the score from this round.
Round 3: "What is a hobby that brings you joy?"
Players list as many hobbies as their score for the round.
Round 4: "Recall a memory that makes you smile."
Players share as many memories as their score for the round.
Round 5: "What is an achievement you are proud of?"
Players mention as many achievements as their score for the round.
Round 6: "What lesson have you learned that you are thankful for?"
Players recount as many lessons as their score for the round.
Round 7: "Who has significantly impacted your life, and why?"
Players reflect on as many impactful individuals as their score for the round.
Each reflection round encourages players to share and reflect, enhancing the game experience with positive, personal connections and gratitude.
Recording Scores and Reflections: Scores and answers to reflection questions are recorded each round to promote personal growth and gratitude.
Ending the Game
After seven rounds, the player with the lowest cumulative score is declared the winner. Reflect on the gratitude and positive experiences shared during the game.
Strategy
Optimise each roll to remove as many sevens as possible while deciding when to stop re-rolling to avoid high scores with remaining dice. Engage deeply with the reflection questions, using them to enhance the gameplay experience.
Bonus Game - Positive Affirmations
Round 1: "What is a skill that you excel at?"
Players list as many skills as their score for this round.
Round 2: "What is a personal trait you love about yourself?"
Players list as many traits as their score from this round.
Round 3: "What do you consider your biggest strength?"
Players name as many strengths as their score for the round.
Round 4: "Share a talent that you are proud of."
Players share as many talents as their score for the round.
Round 5: "What positive impact do you believe you have on others?"
Players discuss as many impacts as their score for the round.
Round 6: "What makes you a good friend or partner?"
Players list as many qualities as their score for the round.
Round 7: "What are you most proud of about your personal growth?"
Players reflect on as many aspects of their growth as their score for the round.
Each round encourages players to affirm and appreciate their positive qualities, fostering self-love and confidence throughout the game.




Last One Standing
Objective:
To be the first player to run out of dice. Each player scores points based on the dice they have left when someone wins.
Players:
3 - 6 players
Game Materials:
- Six six-sided dice per player
Gameplay
Start:
Each player starts with six dice.
Round Play:
Players simultaneously count down and roll their dice. Players perform actions based on their roles:
One: Move the die to the centre.
Two: Pass the die to the left.
Five: Pass the die to the right.
Three, Four: Keep the die.
Six: Perform a physical activity (burpee, squat, or star jump) and announce it.
Next Rounds:
Collect any dice passed to you and dice you kept, and roll again as in the first round.
Ending the Game
The game ends when a player has no more dice. Each remaining player scores one point per dice left. Multiple games can be played, and the player with the lowest total score wins.
Variation
Incorporate positive reflection or gratitude prompts when players roll a six, providing a meaningful pause during the game.
Vulnerability Wall of Failures
Objective:
To create a supportive environment where participants share experiences of failure, promoting a culture of learning and growth from unsuccessful attempts.
Players:
Suitable for families, school groups, workplace teams, or sports clubs.
Materials:
- A large wall or board space.
- Post-it notes or sticky notes in various colours.
- Pens or markers.
- A six-sided dice.
Setup:
Prepare a "Wall of Failures" on a wall or board and provide each player with Post-it notes and a pen.
Gameplay:
- Players roll the dice, with each number corresponding to a specific question about failures or challenges.
- Based on the question, participants write a brief account of their experience on a Post-it note.
- They share their story with the group, focusing on lessons learned.
- The Post-it note is then added to the Wall of Failures.
- Continue until everyone has shared or as long as desired.
Debrief:
Discuss the value of taking risks, learning from failures, and the importance of supporting each other.
Variations:
- Adapt questions for younger participants.
- Customise the list of questions to suit the group's dynamics.
- Make it a recurring activity for regular reflection and growth.
Additional Notes:
The Vulnerability Wall of Failures encourages open communication and fosters a positive outlook on failures as opportunities for development and growth.
Download the video HERE.



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