Using Icebreakers For Maximum Effectiveness
Using Icebreakers For Maximum Effectiveness
When choosing your icebreaker, be conscious of your group dynamic. It is important that your
activity not make anyone feel uncomfortable. No one should be forced to reveal extremely
personal information or participate in a stressful environment. And of course, what’s personal to
some may not be personal to others.
In addition to encouraging interaction, you should try to tie your icebreaker into the topic to be
discussed. Are there any points of your presentations illustrated by the activity? If so, bring
them out. If not, you may want to consider choosing a different icebreaker. At the very least,
“pre-call” any unrelated icebreakers by stating that their sole purpose is to introduce participants
to each other and get the session moving along.
1. Story of My Life
You have just been given a contract to write your autobiography for a major publishing
company. Your agent Harry Hardnose is anxious to get to press. He has decided to help you
get started with a few probing questions.
Paper
Markers
Time
Allow five to ten minutes for setup, and drawing. When all books are complete, have people tell
their story, using the book as a visual aid. Depending on the size of the group, you may want to
debrief in smaller groups. If possible, leave the books in a central location during your training
to encourage further introductions and discussions.
Variations
Your family (group) just inherited a successful restaurant from Chef Charlie, a long lost relative.
The only problem: Charlie was very disorganized. The only recipes you have found are on torn
strips of paper. You have to make sense of it all and quickly! The restaurant is opening tonight,
and you have to have the food ready.
Materials Needed
Several Small Prizes for the Winning Team
Time
Allow ten to 12 minutes for the game. Once a team calls “bon appetite,” have them introduce
themselves and read their recipe in order.
Variations
3. ABCs of Me
You have been hired by the Creative Classroom Company to illustrate a poster to help children
learn their ABCs. By happy coincidence, you and your first name are the subject of the poster!
Paper
Markers
Tape
Time
Allow five to ten minutes for setup and drawing. When all posters are complete, have people
introduce themselves using their name drawing. Depending on the size of the group, you may
want to debrief in smaller groups. If possible, leave the drawings posted throughout your
training session.
Variations
4. I Remember
You and the others in your group are about to revisit the past and take a trip down “Memory
Lane.”
Materials Needed
Coins
Prize
Time
Allow five minutes for setup. Allow five minutes for each round. At the end of all rounds, call
each year in order and ask each participant to stand and give his or her name. Award a prize to
the holder of the oldest coin.
Variations
It happens all of the time: we meet someone who knows someone we know. It’s a small world,
that’s for sure. The object of this game is to see how small the world really is.
Materials Needed
Prize
Time
Allow approximately 15 - 20 minutes for game. Once most people have finished, call time. Ask
your winner to reveal his/her chain of separation by introducing those interviewed.
6. Scavenger Hunt
You are about to begin a scavenger hunt with several members of this training group. The
object of the game is to collect all of the items listed below as quickly as possible. You may talk
with anyone in the group. You may not leave the room. You must associate each item with the
person who gave it to you. You may not get more than two items from any one person. Once
the facilitator has assigned groups, you may begin play. When your team is finished, your team
should loudly announce the phrase “hunt over” to the rest of the group. Be prepared to say
where you got each item. A prize will be awarded to the team that finishes first.
1. A Driver’s License
2. A Family Photo
3. A Store Receipt
4. A 1979 or Earlier Penny
5. A Piece of Candy
6. A Ballpoint Pen
7. A Lipstick
8. A Planner, Palm Pilot, Calendar, or Other
Organizer
9. A Drink
10. A Coffee Cup
11. A Marker
12. A Piece of Candy
13. A Store Credit Card
14. A Pair of Glasses
15. A Magazine or Book
The list of hunt items should be reviewed by the facilitator before the game begins in order to
make sure that all items are available.
Materials Needed
Time
Allow 10 - 12 minutes for the game. Once a team calls “hunt over,” have them review each of
the items, where they got them, and from whom.
Variations
7. Tattoo
You have just arrived at Tony’s Tattoo Parlor for a tattoo. Tony is competing for “Tattoo King of
the Year,” a contest sponsored by Needle Knows magazine. Every design is a potential entry,
and Tony wants each of his tattoos to say something about the person wearing them. From
you, he needs a little inspiration and a design before he can start his work. Tony is excellent at
lettering, animals, characters, band logos, maps, etc.
Materials Needed
Paper
Tape
Markers
Time
Allow five to ten minutes for setup, drawing, and posting designs on the wall. Depending on the
size of the group, you may want to debrief in smaller groups. If possible, leave the designs
posted throughout your training to encourage further introductions and discussions.
Variations
8. Storyteller
You are about to stretch your storytelling skills with the help of others in the group designated by
the facilitator. You will incorporate facts about yourself into a story that could just go anywhere.
Materials Needed
Prize
Time
Allow ten to 20 minutes for the game. If the group is large, consider breaking into smaller
subgroups or reducing the number of incorporated words required to win. For instance, you
must work in five words from those listed in part one.
Variations
9. Trait Trader
You have just taken a job as a trait trader in the fictitious exchange, the Personality Market.
You are a new executive, and it is very important to you that you do well in your new job. To do
so, you must trade wisely and end the game with a trait that applies to you.
Materials Needed
Prize
Trait Slips (Consider: Over 5’8”, Born in the 70s, Red Hair, Curly Hair, Athlete, Creative,
Talkative, Adventurous, Quiet, Bossy, Demanding, Funny, Dare Devil, etc.) You design the
slips based on your group. Remember to be sensitive to age, gender, etc.
Time
Allow 12 - 15 minutes for the game and then call “exchange closed.” Next, ask everyone to turn
their trait slip to the side that holds the names of the traders. Ask your first trader to say his or
her name and to read his or her trait, stating whether or not it is true about them. Then, ask the
others in the group to raise their hands if the trader’s name appears on their trade slips. Count
the hands. Move to the next trader and repeat. When done, award the prize to the trader with
the most slips signed who has a trait that describes him or her on the final slip.
Materials Needed
List of Statements Related to The Group (e.g. “I have worked here more that one year.” “I think
we have too many meetings around here.” or “I understand xyz aspect of my job.”
Time
Variations
11. Candy Confessions
You have just taken a job as a candy tester in the Candy Confessions factory. What makes this
candy different from other candy is that each flavor is associated with a fact about you. Your job
is to select and “test” four different candies from a bowl/box that will circulate among all testers.
Materials Needed
Basket of Candy
Key Code (e.g. Kit Kats = Favorite Movie, Favorite Magazine, Favorite Song, or Favorite Book,
Krackle = Favorite Vacation Spot, Place You Would Like To Visit, Place You Would Least Like
To Visit, or Worst Vacation, Lollipop =Number of Years in Current Position, Where You Work,
What You Do, or Brief Description of First Job, Gum Drops = Something About Where You Live,
Something About Where You Grew Up, Something About Your Family, Something About Your
Town/City, Kisses = Wildcard [tell us anything])
Time
Variations
You have just entered a new society of truth-tellers and liars. You and the others sometimes tell
the truth and sometimes lie. The key to this society is knowing when you are being lied to and
when you are being told the truth.
Partners must guess if a statement is the truth or a lie. If both players are correct, move on. If
both are incorrect, move on. If one is correct and one is wrong, the wrong person is out.
Materials Needed
Prize
Extra Coins
Time
Allow ten to 20 minutes to play the game, depending on the size of the group. Award a prize to
the person who remains standing.
Materials Needed
Flipchart Paper
Markers
Time
Allow five to ten minutes for setup, writing, and posting lists on the wall. Allow five minutes for
debriefing. If possible, leave the lists posted throughout your training to encourage further
introductions and discussions.
In the past, a totem pole was carved for several reasons; for example, to honor a deceased
elder who was important to the carver, to show the number of rights and names a person had
acquired over his or her lifetime, or to document an encounter with the supernatural. Today,
totems are carved not only for those reasons but also to tell the story about the person
commissioning the pole. You and your team are about to design a totem pole to discover your
group’s strengths and weaknesses.
Materials Needed
Markers
Time
Variations
SYMBOLS
Alligator - Maternal and vengeful
Ant - Group minded, patient, active, and industrious
Antelope - Active, agile, and willing to sacrifice
Armadillo - Safety oriented and cautious
Badger - Courageous, aggressive, healing and energizing
Bat - Regenerative and long living
Bear - Industrious, instinctive, healing, powerful, sovereign, protective of the world, and strong
Beaver - Determined, strong-willed, constructive, and protective
Bee - Organized, industrious, productive, wise, social, celebratory, and enthusiastic about life
Buffalo - Sacred and strong
Butterfly - Metamorphic and transformative
Cat - Protective, detached, sensual, mysterious, magical, and independent
Cheetah - Swift, insightful, and focused
Cow - Nurturing and maternal
Coyote - Intelligent, stealthy, tricky, and mischievous
Crane - Solitary, just, enduring, independent, intelligent, and vigilant
Crow - Law enforcing, shape shifting, changeable, creative, spiritual, energetic, and just
Deer - Intellectual, gentle, caring, kind, subtle, graceful, feminine, gentle, and innocent
Dog - Noble, faithful, loyal, trainable, protective, and guiding
Dolphin - Kind, prudent, capable of deep emotion, wise, and happy
Dragon - Enduring, infinite, wise, powerful, and fiery
Dragonfly - Flighty, carefree, and strongly imaginative
Eagle - Divine, sacrificing, intelligent, courageous, spiritually illuminated, healing, and daring
Elephant - Strong, powerful, and wise
Elk - Strong and agile, proud, independent, pure, and noble
Falcon - Adventurous, passionate, and leading
Fish - Graceful
Fox - Cunning, agile, quick-witted, diplomatic, wild; feminine in its magic of camouflage, shape-
shifting and invisibility
Frog - Cleansing, transformative, sensitive, medicinal, undiscernibly beautiful and powerful
Gazelle - Aggressive
Goose - Self-demanding, reliable, prudent, rigid, vigilant, parental, and productive
Hawk - Informative, intuitive, victorious, healing, noble, cleansing, visionary, and protective
Horse – Independent, enduring, mobile, terrestrial, powerful, and free
Hummingbird - Portentous, timeless, healing, and combative
Jaguar - Chaotic and shape shifting
Lion - Family-oriented, strong, energetic, courageous, and protective
Lizard – Conservational and visionary
Llama - Comforting to others
Lynx - Discrete, protective, and guiding
Moose - Headstrong, enduring, steadfast, and wise
Mouse - Observant, orderly, organized, and detail oriented
Opossum - Diversionary, strategic, and deceptive
Otter - Playful, friendly, dynamic, joyful, helpful, and generous
Owl - Deceptive, clairvoyant, insightful, informative, detached, wise, changeable, and silent
Ox - Sacrificing and self-denying
Peacock - Immortal, dignified, and self-confident
Porcupine - Innocent, companionable, and trustworthy
Rabbit - Fearful, timid, nervous, humble, fertile, intuitive, balanced, and fertile.
Raccoon - Curious and clean
Raven - Introspective, courageous, self-knowing, healing, protective, tricky, and magical
Salmon - Proud, intense, confident, wise, inspiring, and rejuvenating
Seahorse - Confident and graceful
Seal - Loving, desirous, imaginative, creative, and dreamy
Shark - Predatory, enduring, and adaptable
Skunk - Noticeably present, and strong
Snake - Impulsive, shrewd, transformative, healing, energetic, and wise
Squirrel - Organized and gathering
Stag - Sovereign, regenerative, giving of bounty, beauty, and mystical signs.
Swan - Graceful, balanced, innocent, soulful, loving, beautiful, self-possessed
Tiger - Strong, valorous, powerful, and energetic
Turkey - Generous, life-giving, and self-sacrificing
Turtle - Nurturing, shy, and protective
Weasel - Strong, energetic, ingenious, and stealthy
Whale – Wise and giving
Wolf - Loyal, persevering, successful, intuitive, trainable, ritualistic, and spirited
Woodpecker - Sensitive, protective, and loyal
15. Definitions
You have just taken a job at a dictionary company. You are responsible for editing a new
edition. The only problem is that some of the computers went on the fritz and wiped out various
definitions. You have decided to “wing it” and make up definitions for the words of which you
don’t know the meaning.
Materials Needed
Small Prizes
Time
Allow 5 minutes for preparation. Allow 10 minutes to play the game. Award small prizes to the
people who guess the most correct answers