| Ice
Breaking |
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Any training workshop of one full day or
more should have an "Ice Breaker" session of approximately 50 minutes,
scheduled at the beginning of the workshop. . What does an ice-breaker
do? |
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The purposes of an ice-breaker are:
to encourage all participants in breaking
down and discarding status, prestige, authority, structured attitudes
and behavior habitually employed in day-to-day activities ("ice" here is
slang for rigid formality);
to encourage all participants to relax
and enjoy themselves and each other as persons (not limited to roles or
status holders) in preparation to becoming more open and open-minded
towards the substantive training to follow;
to encourage participants to interact
with each other and get to know each other in non-orthodox and
untraditional contexts;
to soften up participants before they
face the core material of the training; and
to improve the training process of the
overall training workshop by preparing the participants as above.
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Many ice-breakers involve small group
activities, including cutting out shapes, pasting, drawing, writing or
acting out parts. . Be creative, light and relevant in assigning tasks
to groups of participants. |
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Some ice-breakers involve physical
activities, such as the balloon race where pairs of contestants must
each hold a balloon between them, without using their arms or hands, and
move from a start line to a finish line in a race. . It creates many
laughs; and breaks ice. |
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Some ice-breakers require co-operation,
where a small group is given an over all task where each individual must
contribute different but complementary tasks. . Others require
negotiated cooperation between the small groups. |
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The "Sabotage" session, for example, is
often used as an ice-breaker, and also helps us to see how we
inadvertently sabotage each other in day to day activities. . It can be
played for 30-45 minutes.
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Participants who play the game learn to
become more sensitive
to how they interrupt their friends and
colleagues.
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Participants are divided into groups of
three individuals each.
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Individuals in each group are labelled
"A," "B" and "C." . The facilitator gives a brief description of how the
game is played, then calls everyone labelled "C" to herself/himself.
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Participants labelled "A" are told to be
avid listeners and those labelled "B" are told to be enthusiastic in
explaining to "A" about any self chosen topic or incident. . All those
labelled "C" are told to interrupt their "A" and "B" with a trivial
topic of their own choice.
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The facilitator announces that all the
groups of "A" and "B" should start. . After about 60-90 seconds, the
facilitator then tells those labelled "C" to each go over to their
respective group and interrupt them with their trivial topic.
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The facilitator stops the process about
60-90 seconds after the interruption. .
For further play, the roles can be rotated
one or two times, time permitting.
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The facilitator then calls everyone to
plenary for debriefing. . Participants are then invited to tell about
their responses and reactions.
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This is important for recognizing and
defusing any residual resentments (this was only a game) and
demonstrating how easy it is to sabotage or be sabotaged in our
day-to-day work. . Ice breakers are valuable sessions for beginning
training workshops, for many reasons. |
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They can be – but do not have to be –
enlightening like the "Sabotage" session in raising awareness about
social interaction. . Simple games like the balloon race serve an
important pedagogical service like breaking the "ice" of our day-to-day
interactions and expectations about people, and allow us to take
ourselves less seriously.
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Training, especially training that
involves awareness
raising, is improved by prior
"Ice-Breaker" sessions. |
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