Here’s a fun and imaginative icebreaker that sparks creativity and teamwork, perfect for kicking off a classroom session:
🎨 "Invent-a-Gadget" Challenge
Objective:
Teams work together to invent a quirky, imaginary gadget that solves a silly or unusual problem.
Time: 15–20 minutes
Group Size: Teams of 3–5
Instructions:
-
Form teams and give each group a large sheet of paper or a whiteboard.
-
Prompt: Give them a silly problem to solve. Some examples:
-
“A pencil that never gets lost.”
-
“Shoes that help you fly for 3 seconds.”
-
“A backpack that tells jokes when you’re sad.”
-
-
Challenge: They must design and name a gadget that solves the problem.
-
Include a sketch or blueprint.
-
List the features, how it works, and a funny slogan.
-
-
Present: Each team gives a 1-minute “pitch” to the class, like a commercial or Shark Tank-style presentation.
🧠Why It Works:
-
Imagination: Encourages wild, out-of-the-box thinking.
-
Teamwork: Requires communication, collaboration, and compromise.
-
Laughter: It's silly and low-pressure, great for breaking the ice.
Want a variation for older students or specific subjects (like science, art, or literature)?
No comments:
Post a Comment