The School of Play

Student Agency & Leadership
Well-being Program

Week One

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 - Honey never spoils: Archaeologists have found pots of honey in ancient Egyptian tombs that are over 3,000 years old and still good to eat!

Connection Activity

Clapping One, Two, Three

Objective:

Promote group engagement, coordination, and teamwork while having fun with rhythm and sequences.

Players:

Eight or more players, suitable for large groups, workshops, or events.

Materials:

No materials are required for this game, just the participants and an instructor.

Setup:

All participants stand in a circle, and the instructor stands in the circle where everyone looks at them. Or you can have everyone in a room with the instructor at the front.

Gameplay:

The instructor becomes the rhythm master and guides the participants through various sequences of claps, knee hits, and claps, using numbers to indicate the rhythm.

Rhythm Sequences:
  1. When the instructor says "one," players will perform one clap, one knee hit, and one clap.
  2. When the instructor says "two," players will perform two claps, two knee hits, and two claps.
  3. When the instructor says "three," players will perform three claps, three knee hits, and three claps.
Practice:

Before starting the game, the instructor should practice each number with the group until they can perform the rhythm accurately.

Sequences:

Once the group has mastered the individual numbers, the instructor can introduce sequences of numbers that participants must complete in order. Here are the recommended sequences:

  1. "Two, One": Participants perform two claps, two knee hits, and two claps, followed by one clap, one knee hit, and one clap.
  2. "Three, Two": Participants perform three claps, three knee hits, and three claps, followed by two claps, two knee hits, and two claps.
  3. "One, Two, Three": Participants perform one clap, one knee hit, and one clap, followed by two claps, two knee hits, and two claps, and then three claps, three knee hits, and three claps. This sequence is why the game is named "One, Two, Three."
  4. "Three, One, Two, One": Participants perform three claps, three knee hits, and three claps, followed by one clap, one knee hit, and one clap, then two claps, two knee hits, and two claps, and finally one clap, one knee hit, and one clap again. This sequence is used as the grand finale.

The goal is to keep the rhythm and complete each sequence accurately as a group.

Winning the Game:

This game is not about winning or losing but about enjoying the rhythm challenge and fostering group coordination and teamwork. Participants can celebrate their success in completing the sequences.

Variations:

For added difficulty, the instructor can create more complex sequences or increase the speed of the game.

Note:

This game is a fantastic icebreaker or warm-up activity for large groups and will energise and engage participants at the beginning of a session or event.

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Play Activity

Dice 0 to 100

Objective:

It is a fast-paced and exciting game that combines luck, speed, and strategy using six-sided dice. The aim is to be the first to write numbers from 1 to 100 in succession by rolling doubles.

Players:

It is ideal for groups of 4 or 5 players but can be adapted for larger or smaller groups.

Materials:
  • Two six-sided dice for each player.
  • A pen.
  • Paper with dedicated space for each player to write numbers.
Setup:
  • Allocate a section of the paper for each player to write their numbers and have them put their names at the top.
  • Each player gets two six-sided dice.
Gameplay:
  • Start: On the instructor's signal, all players begin rolling their dice simultaneously.
  • Rolling Doubles: When a player rolls doubles, they shout "Double!" and grab the pen to start writing numbers (beginning with 1) under their name.
  • Continued Play: Other players keep rolling, trying to get doubles. As soon as another player rolls doubles, they take the pen and either start or continue their number sequence.
  • Writing Numbers: Players can only write numbers while holding the pen and must stop when another player rolls doubles.
  • Fast-Paced Action: The game is continuous, with players rapidly rolling dice and alternating in writing numbers.
Winning the Game:

The first player to successfully write the number 100 beneath their name wins.

Variations for Different Settings:
  • Children's Edition: Use more straightforward objectives, like reaching a lower number or using one dice instead of two.
  • Educational Edition: Incorporate math challenges or number patterns into the game.
  • Large Group Edition: Increase the number of dice and papers to accommodate more players, possibly adding teams.
Additional Notes:
  • "Dice 0 to 100" is an engaging and competitive game that constantly involves all players.
  • It's excellent for developing quick reflexes and strategic thinking.
  • This game creates a thrilling and dynamic environment for group activities and ice-breaking sessions.
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Physical Activity

UNO Everywhere

Objective:

"UNO Everywhere" adapts the classic UNO card game into various educational and physical activities, suitable for classroom settings, team-building, or fitness sessions. The game encourages learning, movement, and interaction through different themed versions of UNO, including Fitness, Geography, Icebreaker, Literacy, and a customisable Blank version.

Players:

Suitable for pairs or teams, adaptable for classroom-sized groups.

Materials:
  • A deck of 108 UNO cards.
  • Printable game cards for each version of the game.
  • Paper and pens are used to write answers (for specific versions).
Gameplay Variations:
UNO Fitness
  • Setup: Divide students into teams.
  • Play: Teams draw cards from the pile and perform the exercise corresponding to the card's colour and number.
  • Example: A Blue 9 card might require nine squat lunges or jumps.
  • Rotation: After completing the exercise, the next team member draws a card.
UNO Geography Cards
  • Setup: Students in pairs.
  • Play: Pairs draw cards and answer geography questions based on the card's colour and number.
  • Example: A Blue 4 card requires naming four countries starting with A, B, C, or D.
  • Competition: The pair with the most completed cards wins.
UNO Icebreaker Cards
  • Setup: Teams of four.
  • Play: A player places it on their forehead without looking at the card. Teammates act out clues to help guess the card's value.
  • Example: For a Blue 8 card, teammates could create a math sum of 8.
  • Rotation: Players take turns being the guesser.
UNO Literacy Cards
  • Setup: Pairs.
  • Play: Pairs draw cards and complete literacy tasks based on the card's colour and number.
  • Example: A Blue 4 card might require listing four rhyming words.
UNO Blank Cards
  • Customisable: Teachers or students can create their own questions and tasks related to current lessons or subjects.
  • Flexible Use: This can be a lesson starter, review game, or educational activity.
Winning the Game:

Varies by version. In some, the goal is to complete the most cards or exercises. In others, the focus is on participation and learning rather than competition.

Variations for Different Settings:
  • Educational Edition: Tailor the blank UNO cards to specific subjects or learning goals.
  • Fitness Edition: Focus on physical exercises and challenges in the Fitness version.
  • Team Building Edition: Use the Icebreaker version to foster communication and teamwork.
Additional Notes:
  • UNO Everywhere offers a versatile and engaging way to incorporate a beloved card game into various educational and physical activities.
  • It's adaptable to different group sizes and settings, making it an effective tool for learning, physical activity, and team-building.
  • The game encourages creativity, collaboration, and active participation and is suitable for all ages.
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Community Connector

Gratitude Tree

Objective:

To create a visual representation of gratitude and positivity by building a tree filled with 'leaves' that have messages of gratitude written on them. This activity is aimed at improving well-being and mental health for participants of all ages.

Players:

Individuals or groups in homes, classrooms, or workplaces.

Materials:
  • Multiple coloured sheets of paper.
  • Scissors and glue.
  • Tree branches or brown cardboard (for creating the tree structure).
Setup:
  • Design and create the tree trunk and branches on a blank wall.
  • Cut out leaf shapes from the coloured sheets of paper.
Gameplay:
  • Participants write something they are grateful for on a leaf.
  • They then attach their leaf to the tree's branches.
  • This can be done daily or weekly, with each leaf adding to the gratitude tree.
Variations for Different Settings:
  • Educational Edition: Use it as a tool for teaching empathy and gratitude in schools.
  • Corporate Edition: A workplace activity to boost morale and team cohesion.
  • Family Edition: A home-based activity encouraging family members to share positive thoughts.
Additional Notes:
  • The Gratitude Tree is a craft activity and a meaningful way to encourage reflection on the positive aspects of life.
  • It serves as a beautiful and constant visual reminder of the things that bring joy and gratitude.
  • This activity can be customised with different questions and themes to suit the group's dynamics.

Video download link HERE.

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