LEARNING GOAL: Introduce requested games.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep WARM UP: Pirate Ship One player is the captain, and will call off formations: Scrub the deck * Hit the deck * Steer the Ship * Captain's Coming * Man the lifeboats * Raise the anchor Other players must respond by making the formations with the correct amount of players. Anyone who is left out of a formation is eliminated and sits by the wall. COMPETE: What Are You Doing (competition style) Two teams form. Single file lines. Rotate through players after you respond to "what are you doing." Players are eliminated for stalling, repeating, or going off theme. Before play begins, a facilitator should set a location for the actions to take place at, or a set of a initials for players to use. The location/initials will change every time a player is eliminated. PLAY: Subway Similar to "Hitchhiker," but with more focus on individual character. Two rows of chairs are set up, facing each other. This is the subway car. The conductor will call off train stops, including doors opening/closing. When the doors are open, you may get on. In character. When the doors are close, you must stay on. When the doors open again, you may get off, or stay on. Honor the reality of the subway car, and of your character. Where are you going? Where are you coming from?
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LEARNING GOAL: Practice improv skills with games.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 14 chairs. Play Quaker Meeting NEW GAME: Press Conference One player has an announcement, which they aren't aware of. The audience asks questions to give hints. REVIEW: Double Blind Freeze LEARNING GOAL: Introduce requested games.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Bippity Bippity Bop WARM UP: What Are You Doing (competition style) Two teams form. Single file lines. Rotate through players after you respond to "what are you doing." Players are eliminated for stalling, repeating, or going off theme. PLAY: What! Volunteer to facilitate by calling out "What." Call it out when a new choice would make the scene interesting. Players do not have lines in their pocket. The facilitator will periodically call "What!" after a player speaks. Whichever player just spoke, pretends they didn't say what they said. That line is replaced with the first sentence that comes to their mind. Be spontaneous! Facilitator: Call out "What" when you think that the performer could create a more unique or interesting offer for their scene partner. LEARNING GOAL: Practice facilitation of games.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 14 chairs. Play Bippity Bippity Bop PLAY: Lines From a Hat Read the instructions as a class. On slips of paper, write down sentences that might lead to an interesting interaction. One sentence per slip of paper. Everyone should complete three slips of paper. Get character/location suggestions from the audience. Two players begin a scene, each with three unread lines in their pocket. A facilitator will call "line" and a performer's name. That performer will pull out a random line and read it aloud. Both players collaborate to justify why it was said, and incorporate it into the scene. Play until everyone has had a chance on stage. PLAY: What! Volunteer to facilitate by calling out "What." Call it out when a new choice would make the scene interesting. Players do not have lines in their pocket. The facilitator will periodically call "What!" after a player speaks. Whichever player just spoke, pretends they didn't say what they said. That line is replaced with the first sentence that comes to their mind. Be spontaneous! Tip: Don't just rephrase what you said, or change 1-2 words. Blurt out a completely new sentence. For example, instead of replacing "let's go to the movies" with "let's go to the zoo" or "let's watch a movie," replace it with "the robot invasion has begun." And then have fun justifying why that was said. LEARNING GOAL: Introduce requested games.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep WARM UP: Pirate Ship One player is the captain, and will call off formations: Scrub the deck * Hit the deck * Steer the Ship * Captain's Coming * Man the lifeboats * Raise the anchor Other players must respond by making the formations with the correct amount of players. Anyone who is left out of a formation is eliminated and sits by the wall. COMPETE: What Are You Doing (competition style) Two teams form. Single file lines. Rotate through players after you respond to "what are you doing." Players are eliminated for stalling, repeating, or going off theme. PLAY: Subway Similar to "Hitchhiker," but with more focus on individual character. Two rows of chairs are set up, facing each other. This is the subway car. The conductor will call off train stops, including doors opening/closing. When the doors are open, you may get on. In character. When the doors are close, you must stay on. When the doors open again, you may get off, or stay on. Honor the reality of the subway car, and of your character. Where are you going? Where are you coming from? LEARNING GOAL: Recap the month of March
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep WARM UP: Choose a Warm-Up Game (10-15) Bippity Bippity Bop Quaker Meeting Big Booty Honey, You Know I Love You FIST TO FIVE: Review new games from March Question #1: Did you play this game? (thumb vote) Question #2: Did you understand this game? Question #3: Did you like playing this game? Games = Lines From a Hat, What, Spelling Bee, Dimestore Novelist, Countdown WHERE DO WE GO FROM HERE: Ticket Out -Practice games to perform for an audience (one of the other seminar classes) -Split into teams for competitive improv play -Explore "long form" improvisation, (long-form games can last up to an hour) LEARNING GOAL: Review games in the lead up to Spring Break.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep WARM UP: Choose a Warm-Up Game (10-15) Bippity Bippity Bop Quaker Meeting Big Booty Honey, You Know I Love You PLAY: Choose Two More Games to Play * Doors * Freeze * Hitchhiker * Chain Murder * What Are You Doing * Countdown * Spelling Bee * Dr. Know It All * What * LEARNING GOAL: Review games in the lead up to Spring Break.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep PLAN: Which game are you playing today? Today's games are the new ones that were introduced over the past month. Spelling Bee, Countdown, What! Everyone needs to play at least one of the games. Go around and share which one you are committing to playing. WARM UP: Spelling Bee Similar to Dr. Know It All. The set up is the same. Instead of answering questions, the Spelling Bee Champion will spell and define words. When given a word, the heads will 1. State the word all together, in unison. 2. Spell the word one letter at a time, one head at a time. 3. Repeat the word again in unison. 4. Define the word, one head at a time. Play through until everyone has a turn. PLAY: Countdown Three players perform a short scene. Two of them start, based on character/location suggestions from audience. The third player adds themself in when a new character is referenced or might be helpful. The scene ends after 90 seconds. (Set a timer!) The scene is repeated with the same players, the same events, in the same order, as closely as possible to the first version... except the timer is set for 60 seconds. Everything must be done faster, and some details might be left out, Repeat the scene again in... 30 seconds 15 seconds 8 seconds 4 seconds 2 seconds PLAY: What! This game plays similar to Lines From a Hat. Players do not have lines in their pocket. The facilitator will periodically call "What!" after a player speaks. Whichever player just spoke, pretends they didn't say what they said. That line is replaced with the first sentence that comes to their mind. Be spontaneous! LEARNING GOAL: Review games in the lead up to Spring Break.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 15 chairs. Play Hep WARM UP: Bippity Bippity Bop (5-10 minutes) Players stand in a circle. One player is in the middle, trying to catch others off guard. The person in the middle may say the following (and the response is in parentheses) Bippity Bippity Bop ("Bop") Bop (say nothing, remain silent) Charlies Angels 12345678910 (create a formation) Kool Aid Man 12345678910 (create a formation) Canoe 12345678910 (create a formation) PLAY: Chain Murder Four players participate. One stays in the room to start the chain. The audience offers a suggestion for an object that has a unique twist. The first player communicates the object to the second player using pantomime and gibberish. When the second player understands, then the first player hands the object over and is murdered by the second player. The third player enters, and the pattern repeats. Once the first three players have been "murdered," the fourth player guesses what the object was. PLAY: Dimestore Novelist (2-3 rounds) One player is the "novelist" who narrates a story. Get character suggestions from the audience. Three additional players perform the story as it is narrated. The players add dialogue. ("And then the person said...") 1. Introduce the characters. 2. Create conflict (the characters want something) 3. Resolve the conflict Scenes should last approximately 4-5 minutes. Everyone should have a turn as either the novelist or one of the characters. LEARNING GOAL: Practice improv skills with a new game.
DO NOW: Set up the room. Push the tables to the edge of the room. Make a ring of 14 chairs. Play Hep WARM UP: What Are You Doing?
NEW GAME: Countdown Three players perform a short scene. Two of them start, based on character/location suggestions from audience. The third player adds themself in when a new character is referenced or might be helpful. The scene ends after 90 seconds. (Set a timer!) The scene is repeated with the same players, the same events, in the same order, as closely as possible to the first version... except the timer is set for 60 seconds. Everything must be done faster, and some details might be left out, Repeat the scene again in... 30 seconds 15 seconds 8 seconds 4 seconds 2 seconds Hint: Add lots of movement and pantomime. Those actions will make the order of the scene easier to remember as it is repeated. You will figure out what the most important moments are to keep in for the very short versions. IF TIME ALLOWS: Play a game of choice. * Doors * Freeze * Hitchhiker * Chain Murder * What Are You Doing * |
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