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 - A crocodile cannot stick its tongue out: Their tongues are attached to the roof of their mouths, so they can’t stick them outside their narrow mouths.





Weekly Lessons
21 Reasons to Smile
Objective:
To engage players in a fun, movement-based game that involves strategy, laughter, and physical activity. The goal is to cleverly count squats to avoid being the one who ends up saying "21."
Players:
Suitable for any number of players, ideal for pairs. Works well in large groups by having multiple pairs play simultaneously.
Materials:
No materials are needed, just enough space for participants to move and perform squats.
Setup:
Participants find a partner and stand facing each other in pairs.
Gameplay:
- Squat Counting: The game starts with the first player doing one, two, or three squats while counting out loud.
- The next player continues counting from where the first player stopped, also doing one to three squats.
- Players alternate turns, each choosing to do one, two, or three squats and continuing the count.
- Objective: The aim is to strategically count so that you end your turn on 20, forcing your opponent to say "21" and lose the round.
- Penalties and Points:
- The player who ends up saying "21" performs a set penalty (like a short run or additional squats).
- The winning player earns a point.
- After each round, players find new partners and start again.
- Game Duration: The game is played for a set time (e.g., five minutes), after which the player or players with the most points win.
Winning the Game:
The player with the most points at the end of the playing time is the winner.
Variations for Different Settings:
- Children's Edition: Make it playful with simpler movements like jumping jacks or hops.
- Fitness Edition: Vary the movements with sit-ups, burpees, or star jumps to suit different fitness levels.
- Educational Edition: Incorporate learning elements, like counting in a foreign language or using math problems to determine the number of squats.
Additional Notes:
- Encourage a lively and humorous atmosphere to enhance enjoyment and participation.
- The game can easily be adapted to different fitness levels and ages, making it a versatile activity for various groups.
- It's an excellent way to incorporate movement, strategy, and social interaction in a fun and engaging way, ideal for starting or wrapping up sessions.
Rubix Cube Gratitude
Objective:
A team-based game inspired by the Rubik's Cube puzzle, focusing on strategy and gratitude reflection. Teams compete to align coloured cones in a straight line, answering gratitude-related questions and completing physical challenges.
Players:
Suitable for small to medium-sized teams.
Materials:
- Coloured markers or cones (red, blue, yellow, and green).
- A six-sided dice for each team.
- A printed sheet with gratitude questions for each colour.
Setup:
- Arrange the coloured markers or cones in a grid or sequence, similar to the sides of a Rubik's Cube.
- Each team receives a dice and a sheet with the gratitude questions.
Gameplay:
- Cones Arrangement: Teams work to get all red, blue, yellow, and green cones in a straight line.
- Swapping Cones: Each time a team swaps two cones, they roll the dice.
- Answering Questions: Based on the dice roll and the colours of the cones swapped, teams answer the corresponding gratitude question from their sheet.
- Repeat Questions: If a roll repeats a previously answered question, the team performs ten-star jumps or a 50-meter run before continuing.
- Strategic Movement: Teams plan their moves to align the cones while engaging in the gratitude reflection efficiently.
Winning the Game:
The first team to align all four colours in a straight line wins the game.
Variations for Different Settings:
- Children's Edition: Simplify the questions to be age-appropriate and include fun physical activities.
- Educational Edition: Tailor the questions to encourage discussions about gratitude, empathy, and community values.
- Corporate Edition: Focus on team-building and collaborative problem-solving, with questions geared towards workplace gratitude and achievements.
Additional Notes:
- Rubix Cube Gratitude blends the challenge of a physical puzzle with reflective and meaningful conversations.
- It's an excellent way to encourage teamwork, strategic thinking, and gratitude in a fun and interactive setting.
- The game can be adapted in duration and complexity to suit different group dynamics and settings.




Old McDonald Has a Fitness Farm
Objective:
A fun, story-based physical activity game designed to engage participants of all ages through the power of storytelling and exercise. This game combines the adventure of a story with various fitness movements to create an enjoyable and active experience.
Players:
Suitable for participants of all ages, perfect for groups.
Materials:
- A printed script of "Old MacDonald Had A Fitness Farm" story.
- Alternatively, a video of the story being narrated with accompanying movements.
Setup:
Either prepare to read the story from the printed script or set up to follow along with the video narration.
Gameplay:
- Participants engage in the story, performing specific fitness movements corresponding to parts of the "Old MacDonald Had A Fitness Farm" narrative.
- The story is structured to include various exercises integrated into the storyline, providing an immersive and physically active experience.
- Participants can follow the story at their own pace or along with the video.
Variations for Different Settings:
- Educational Edition: Adapt the story to include educational elements or themes relevant to the audience.
- Family Edition: A fun activity for families to enjoy together, promoting fitness and bonding.
- Outdoor Edition: Take the activity outside for added enjoyment and space.
Additional Notes:
- "Old MacDonald Had A Fitness Farm" is an excellent way to combine storytelling with physical activity, making exercise fun and engaging for all ages.
- The game encourages imagination, movement, and participation in a story-based format.
- It's a versatile activity that can be adapted to different group sizes and settings.
The Giving Scale
Objective:
To facilitate open communication and offer support by understanding and responding to someone's current emotional state.
Players:
Ideal for individual interactions within personal, educational, or professional environments.
Materials:
None required.
Setup:
No physical setup is needed. The game is based on personal interaction and communication.
Gameplay:
- Ask someone to rate their happiness on a scale from 1 to 10, where one is extremely unhappy and ten is elated.
- After receiving their rating, inquire about how you can help improve their happiness level.
- Offer support or assistance based on their response to help them move to a higher number on the scale.
Winning the Game:
The goal is not to win but to foster empathy, offer support, and strengthen relationships.
Variations:
- Adapt the scale for different emotional aspects like stress or anxiety levels.
- Use in various settings like family discussions, team check-ins, or peer support in schools.
Additional Notes:
The Giving Scale is a straightforward yet impactful way to show care and initiate meaningful conversations, encouraging a culture of empathy and support.
Download the video to share HERE.



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