Exercises for the warm-up phase
Required materials are shown underlined
Phase: Exercises for get to know each other
a) Number greeting
Each participant gets an oral number by the management, which he should remember. After that, the music starts and everyone moves through the room until the music goes off. The game phone calls a number and the chosen person greeted everyone with a self-chosen movement and also says according to their names. The group responds, imitating the movement: "Hello ...". This is repeated until all the numbers are named. (A cheat sheet with all numbers to tick the already dialed numbers is advisable).
b) Zipp zapp
All participants sit in the circle (chair circle). One person is standing in the middle. She points to one of the persons seated and asks her for the name of the next person.
- If she asks "Who is Zipp", the addressed person must say the name of the left neighbor
- If you ask for "Zapp", the name of the right neighbor must be named.
- If the person in the middle says "Zipp-Zapp", all the participants have to change seats (The questioner can also try to get a place here).
If the asked person says a wrong name, she goes into the circle and becomes a questioning person. So the names of the neighbors change quickly.
Phase: Remove movement inhibition
a) Encounters (movement, cooperation)
All players go back and forth in a delimited space. Each player is looking for a contact to another person. As soon as two have fixed themselves with their eyes, they go towards each other, stay briefly in front of each other and then look for a new "play partner".
In place of the "simple" motionless standing in front of each other, the management can also set up further tasks:
- Clap your hands
- Saying "Good Day" (with or without handshake)
- At the same time bounce up
- Place hands on opposite shoulders
b) Super Mario (movement game)
The group is in a circle. The gameplay leader tells an exciting adventure of Super Mario and introduces appropriate movements. The group mimics the movements. Super Mario is a figure from the so-called "jump-and-run" computer game. Super Mario runs through several worlds during the game. His goal is to avoid dangers, for example, not to crash, to escape the enemy's fireballs or to dive. In certain situations Mario gets a star. Then he is enchanted, he fills strength and runs on the spot.
- Mario is running → running
- The first opponents are coming → bounce
- The opponents spit fireballs → go into the crouch and jump to the side
- Marion will be immortal and will get a star → run on the spot
- Point station / coin blocks → bounce 10 times on the spot
- Digging the trench → hopping ...
c) Short circuit (Dexterity Game)
The players sit tight in the circle in the tailoring seat, so the knees touch. Two opposing persons each receive one of the balls (for example, knotted from cloths / scarves). They put the balls into their lap as quickly as possible. The balls can change direction as often as required. They can not be thrown, however, and they must not skip a fellow player. In addition, speed is required, no one can hold the ball for more than two seconds. The goal is to pass the balls so quickly that they do not both land in their own lap at the same time. The person with whom the two balls end up in the lap, causing a short circuit, is eliminated. So the circle diminishes, until only two players remain. Then the game is over.
Tipp: The balls should be the same size and not too small.
d) Lap Seat (Dexterity Game)
All participants come together to form a large circle. They stand closely behind each other, their own front side points to the back of the "front man" / "forewoman". The circle should be as round as possible.
Then it becomes exciting: everyone is now taking the waist of the front man / the front woman. At the same time, everyone carefully sits on the thighs of the "Behind man" / "Behind woman". Everyone now takes the waist of the foreman. At the same time, everyone cautiously sits on the thighs of the "Behind man" / "Behind woman".
e) Stalking Snatch (Dexterity Game)
The participants are in a circle and are given numbers in sequence. Number 1 stands in the center of the circle and holds a broomstick: Suddenly, number 1 lets go and calls another number. The person in question must now quickly grab the broomstick before he falls over. Then the person who caught the handle calls another number.
Phase: Remove play inhibition
a) Exercise of perception
The participants cross the room without touching. The guide gives a few instructions (individually selectable, not everything has to be carried out):
- Breathe deeply in and out.
- How do your feet feel like?
- Shake your arms.
- Circle your shoulders.
- Loosen your mouth and pull grimaces ...
- An arrogant showman
- A snooty, bitchy girl
- A timid, withdrawn man
- A cheerful, emotional child
- An old, frail human being
- A ballerina ...
Pretend, you have to go through the following things:
- Cold water
- Knee deep snow
- Mud and puddles
- Slippery lightning ice
- Glowing coals
Instructions to be exercised as a group:
- Move like a fish swarm (intuitive get together).
- Meet you all at one point in the room (without agreement).
- Claps the song "We will rock you".
- Go through squares in the room.
- Go through the middle of the room.
- Greet you with the toe tip / elbow / knee
b) The business meeting
The participants move freely around the room. Follow the instructions of the guide:
- We are now all managers and welcome everyone we meet quite formally.
- Fortunately, the formal meeting is over. We can shake our hands vigorously.
- Now we come to a flower meadow and pick the most beautiful bouquet (imaginary flower picking).
- Here we meet a very good friend, we have not seen eternities any more and welcome him exuberantly.
- With this joy we go into the next exercise or in the preparation for the rolling game.
c) State of feeling
Two volunteers receive a theme that they represent 20-30 seconds linguistically either whining (player 1) or cheerful (player 2):
- The censorship of the last work / exam
- The new smartphone
- An appointment
- The new glasses
- The holiday with the parents
- A birthday present
- Too little time
All participants are in a row. The first person in the snake wears a hat, which is the right way to move the whole snake (rhythm, step, tempo). All the players imitate the target as exactly as possible. However, care should be taken to ensure that the specifications are feasible. The hat is delivered to a signal (e.g., by clapping the game line to an arbitrary person, and the new hat support makes the defaults etc.
e) Applause (combined with a name play)
The group of participants is placed on one side of the room. It places itself at the opposite end of the line and asks the group to give her a roaring, never-ending applause after she says her name: Hello I am ...! (Applause starts). After a while, the management stops the applause and asks for a next volunteer. This presents itself again and receives for it also a roaring applause, until the play of the "Star" from the stage releases and a next volunteer forward. This is done with each participant, the game board should be very careful not to force any of the participants to this exercise or to extend this exercise too long (with respect to the applause length). Participants may leave without comment if they can not stand the applause any more.
- In Anlehnung an die Spielbeschreibungen aus der „Praxismappe. Spiele für Kinder, Jugendliche & Erwachsene“ (2005) vom Bundesjugendwerk der AWO und dem Buch „Cirkusspiele“ (2003) von Josef Hense/Heiner Köttker (Hrsg. Kölner Spielecirkus) sowie http://www.theater-in-der-schule.de/spieluebungen/Spieluebungen_fuer_Theatergruppen.pdf (2016)