Games for Circus Educators, Organizers and Innovators
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About this ebook
With over 100 games organized for optimal use in cooperative movement based settings, this is a must have for every circus school, teaching artist, and arts education program! Games are organized by age, number of participant, energy level, and social/emotional learning outcome, and also includes special notes for working with a variety of populations that may require adaptation or modifications to each game.
By the American Youth Circus Organization & American Circus Educators
Compiled by Lucy Little
Co-Authored by generations of playful people and inspiring organizations
Edited by Amy Cohen, Claire Dehm, Sonja Harpstead, Tara Jacob, Lucy Little, Jessica Lipscomb, Erin Maile O'Keefe, Christina Pitrelli, and Audrey Spinazola.
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Games for Circus Educators, Organizers and Innovators - American Circus Educators
WELCOME TO THIS BOOK
Dear Reader,
Circus games have primarily spread through our community by people playing them. There is something sacred about this experiential game history, passed down from generation to generation, from mentor to student, from master teacher to apprentice, from workshop to workshop. While it may never be possible to document every single iteration, variation, and extension of the games that circus educators use, this volume aims to be a valuable resource: a practical and inspiring book of games for you to use.
Much gratitude is owed to the entire lineage of individuals and organizations that have preserved and developed these games. Wise Fool Basics, a practical and playful handbook, was a huge inspiration for this collection of work. Despite best attempts, it is likely that full credit has not been given at various points in this book – please let us know if you have additional information about the history of any of these games so that we might integrate the information in the future.
Thanks also particularly to the incredible original core team: Lucy Little, Amy Cohen, and Claire Dehm. Lucy, using her background in social circus, initially made a compilation of games for a separate project aiming to give social workers and clinicians creative and effective tools to work with youth while providing trauma-informed care. Amy, then the executive director of AYCO/ACE, incubated the dream of creating a resource of games for circus educators and spearheaded the challenge to expand Lucy’s compilation. As Games Book intern, Claire Dehm worked with dedication and speed along with additional volunteer editors to add to the collection, obtain permissions, review, revise, format, design, and print in time for release at the August 2014 American Circus Educators Conference!
Since its original printing, nearly 350 copies of Games for Circus Educators, Organizers and Innovators have been sold, and demand for this great resource continues. We are delighted to partner with Modern Vaudeville Press, and honored to be part of their vision of publishing high-quality nonfiction books in juggling, circus, and the variety arts. Now, thanks to Audrey Spinzola, current AYCO/ACE Program Manager, even more games have been added to this latest version you hold, along with a new non-contact
tag.
While this book serves as a concrete resource, the intention in its creation was for it to be a living document that will grow and evolve with our collective knowledge and experience. Each game has space for you to add notes and variations, and the back of the book has empty pages for you to fill with new game discoveries. Please share your findings and contributions for future editions of this book on the online submission page at americancircuseducators.org/gamesproject!
Enjoy!
Tara Jacob
Executive Director of the American Youth Circus Organization/American Circus Educators Association
EXPLORE
FORWARD, or how to use this book
This book contains games for a myriad of populations, age ranges, and skills sets. We firmly believe games should be played with all ages, and that they are at the core of circus education. Choosing the right game for a teaching session or group can be challenging, which is why we’ve devised the system below to help you choose the games you use in different scenarios.
You will notice that each workshop is assigned a WHEN TO PLAY designation – either BEGINNING, MIDDLE, or END. These timing suggestions are included to help you as you scaffold your teaching sessions.
Timing designations are based on the type of energy the activities require and the role they have regarding group dynamics. For example:
• BEGINNING activities help participants get to know each other, warm them up, or break the ice for new groups or environments.
• MIDDLE activities bring focus to the main contents of a teaching session. These activities create a sense of individual and group focus and promote group cohesion.
• END activities help foster a sense of togetherness and calm. They invite conclusion and resolution.
You will also notice that each workshop is assigned related key words or THEMES. These themes and subthemes are broad on purpose, and are there to help you choose games that are appropriate for your students, curriculum, and learning/teaching environment.
Games are listed by theme in the Themed Index.
ENERGIZING:
• Warm-up, or active
FOCUS:
• Concentration
• Timing
ICEBREAKER:
• Gets participants talking and listening
• Get to know participants and each other
RITUAL/COOL-DOWN:
• Calming, or low-energy
GROUP-COHESION:
• Trust building
• Relationship building
• Belonging/Acceptance
• Cooperation
• Teamwork
• Communication (verbal and non-verbal)
• Responsibility
• Respect
NON-CONTACT:
• Games that do not require physical contact
AWARENESS:
• Spatial awareness
• Body-awareness
• Self-awareness
• Self-confidence/esteem
• Coordination
• Character development
• Quick thinking (improvisation)
• Skill awareness
• Leadership
PLAY
It is a happy talent to know how to play
– RALPH WALDO EMERSON
5 THINGS
OVERVIEW
A classic improv game working on spontaneity, reducing self-judgment, and thinking on you feet.
TIME
5 min.
WHEN TO PLAY
Beginning of session
# OF PARTICIPANTS
3+
AGE
9+
THEMES
ICEBREAKER, FOCUS, ENERGIZE, NON-CONTACT
MATERIALS NEEDED
None.
NOTES
When listing items or showing movement, it is not important that the responses be right
or good.
It is more important that players commit to what they’re saying, take the risk of opening their mouth and saying something without fully thinking about it, and that creation-fluency is practiced.
SEQUENCE
Learned from: Unknown
Adapted by: Claire Dehm, Audrey Spinazola
Stand in a circle. One person turns to the next and states either: Tell me five things… (you can wear on your head, you could take to school, you could do with a pillow, you could mix with sand etc.) Or show me five…(things you could do with your hands, dance moves, ways to move your mouth etc.)
The group then altogether states uhhhhhhhhhh
(as if we were going up in a roller coaster) in preparation for the person who has been challenged to answer.
The person who has been challenged will then begin to list (or show) things that meet the stated requirement. In between each item listed (or shown), the group will collectively count.
For example: Person A: Tell me five things you can wear on your head. Group: Uhhhhhhhhhhh! Person B: A hat Group: 1! Person B: A cat Group: 2! Person B: A ponytail Group: 3! Person B: a phone Group: 4! Person B: hair Group: 5!
We all clap for that person and then they choose someone else in the circle to name/show five things until everyone has gone at least once. This game could also be played in small groups or pairs.
ACROBATICS, AS FAST AS YOU CAN!
OVERVIEW
This activity helps to teach the group about basic partner acrobatics structures, while adding a fun race-like
energy to the activity. This game is also known as Ham & Cheese.
TIME
10 min.
WHEN TO PLAY
Middle of session
# OF PARTICIPANTS
5+
AGE
7+
THEMES
ENERGIZING, GROUP-COHESION, AWARENESS, CONCENTRATION
MATERIALS NEEDED
• Optional: Mats
NOTES
This game requires that the participants understand the basics of weight sharing, and are able to safely form these basic acrobatics positions. Only start playing the racing
portion of the game once you feel comfortable with the group’s level of understanding of these positions.
SEQUENCE
Learned from: Alison McDermott (Middleton Children’s Circus); Rebecca Stronger @ NECCA
Adapted by: Tara Jacob
Go over three or four basic, simple weight-sharing positions with a clear base and clear flyer. For example:
- Ham and cheese
(aka hands and knees): base on all fours, flyer on all fours on top of them
- Bunk beds
: base lying on back with knees bent. flyer puts hand on base’s knees, base lifts flyer’s shins up into a plank position.
- Charge!
: flyer on standing base’s back, one arm up in the air like riding into battle
- "Baby’: standing base holds flyer in their arms like a baby then have the group walk around the space and call out various positions.
- Feel free to add as many of these as you’d like!
Once you’ve gone over these positions, have participants start walking around the room in a neutral walk.
Call out any of the named positions you went over with the group.
Everyone has to find a partner and get into the position as quickly and safely as possible! Tell them to hold for 3 seconds, then go back to neutral walking, before calling out another position.
Play for as long as you’d like.
Variation:
If you are working with an uneven number of participants, the person left without a partner gets to call the next position and then enter back into the game.
AERIAL ROSHAMBO / AERIAL ROCK / PAPER SCISSORS
OVERVIEW
A version of rock, paper, scissors played on two aerial fabrics. Great for conditioning inversions.
TIME
5 minutes
WHEN TO PLAY
Middle or End of session
# OF PARTICIPANTS
2+
AGE
8+
THEMES
AWARENESS, FOCUS, NON-CONTACT
MATERIALS NEEDED
• Two aerial fabrics, each with landing mats underneath
NOTES
Players should have already been taught how to invert on the fabrics from standing on the ground and be able to do so without a spot. (‘Tagging’ the fabric with toes to complete the inversion is acceptable). Players may wrap for better grip or put on ‘wrist locks’.
SEQUENCE
Learned from: Natalie Keller, Illuminar Aerial (shared on Aerial Instructors and Studio Owners’ Facebook group)
Adapted by: Tara Jacob, Audrey Spinazola
Two players stand underneath their own aerial fabric, with a landing mat underneath. They both chant, Rock, Paper, Scissors, Hup!
On ‘Hup’, both players invert into the position of their choice:
- tuck (rock)
- straddle (scissors)
- straight/hollow body/arrow (paper).
Rock beats scissors, scissors beats paper, paper beats rock. If tied with the same position, repeat. Can play for a single round or ‘best of three’.
Variations:
Don’t have aerial equipment as part of programming? Create your own rock/paper/scissors for juggling, unicycle, or German Wheel! You can have students come up with the movements and what beats what!
AFFIRMATIVE FOLD UPS
OVERVIEW
This activity asks each participant to write something nice about another participant.
TIME
5 – 10 min.
WHEN TO PLAY
Beginning or End of session
# OF PARTICIPANTS
10+
AGE
All ages!
THEMES
GROUP-COHESION, AWARENESS, COOL-DOWN, NON-CONTACT
MATERIALS NEEDED
• One piece of paper for each participant in game
• Writing utensils for each partcipant
NOTES
None.
SEQUENCE
Learned from: Unknown
Have the group sit in a circle.
Each participant is given a piece of paper and asked to write their name on the top.
Each participant places their piece of paper in the center of the circle.
Each participant then grabs a piece of paper (one with someone else’s name on it).
Ask the participants to each write one positive word or sentence at the bottom of the sheet.
Once they are done, ask the participants to fold the bottom of the page so that what they wrote is not visible.
Everyone places the papers back in the middle.
Ask the participants to again pull a different piece of paper from the circle (again, not with their name or the name of the person who they just wrote something positive about).
Continue with this until the papers are folded to the point where the only thing showing on the paper is the original name on the top.
The facilitator gathers all of the papers and hands them back to the original owners.
Give each participant a moment to read what nice things people had to say about them.
It’s up to the facilitator to decide whether or not to ask the group to share some of the nice things that were written about them. Each participant can be asked to read one word or sentence that surprised them, or that makes them happy to have read, etc. It’s fine for each participant to keep these papers and their writings private as well.
ALL ABOARD
OVERVIEW
The goal of this activity to get every member of the team into the boat,
which is a 1- to 3- foot area taped out on the floor, in a particular order. The team has to work together to make sure that everyone fits into the boat
without falling out.
TIME
10 min.
WHEN TO PLAY
Middle of session
# OF PARTICIPANTS
5+
AGE
All ages!
THEMES
ENERGIZING, GROUP-COHESION, AWARENESS, FOCUS
MATERIALS NEEDED
• Masking Tape (or non-clear tape)
NOTES
This game will inevitably require that the participants are very close to each other. It is integral that you only play this game if the members of the group are familiar with each other, and comfortable with the notion of touch.
SEQUENCE
Learned from: Unknown
Adapted by: Lucy Little
(Depending on the age of the group, a fun way to introduce this game is to talk about how the squares represent a boat – anything outside the marked area is shark-infested water, or lava, etc.)
If the group is large, break the group up into teams of 5-15 participants.
Depending on the size of the team/s, mark off a 1-foot to 3-foot square of on the floor with the masking or duct tape.
Each participant gets a number (starting from 1).
The goal is to get each participant in the group/team into the squared off area.
- The participants must enter the square according to their number (and in increasing order).
As the number of people in the square increases, members will have to work together and get creative to get everyone aboard.
- Anytime a member of the team steps/falls out of the boat, they have to step out and start over. OR,
- Anytime a member of the team steps/falls out of the boat, the