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Experience Rendering

A volunteer describes an incident they experienced -- something embarrassing, funny, puzzling, etc. -- to the whole group. The joker asks questions to clarify details and verify understanding. Then, the joker asks for volunteers to enact the scene. They are free to improvise in any way they like.

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"Fist to Five" for Quick Evaluation

The "fist to five" technique for voting or consensus decision-making (see "Dedocracia" can be used for rapid, on the fly, evaluation. It gives people an easy way to practice an important technique for democratic decision-making and the experience of expressing their judgment in a group context. For the facilitator(s) and the group, it provides important information about the usefulness of the techniques being used.

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One Voice

I got this from Kani Club, the improvisation school in Tokyo. It is a great "Yes, and..." game.

Pairs or trios (daunting to do in larger groups, but could be done with practiced players).

The idea is for the players to speak a sentence simultaneously without knowing what the sentence will be ahead of time, relating the sentence to some physical action or pantomime.

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Speed Dating

Simple, familiar, quick dialogue game.

Two rows of people facing each other, standing close enough to hear each other over the noise of others speaking. Joker chooses a theme and explains the rules -- both people should talk and listen, one minute, when time is up one line shifts one person to the left. (The last person on the row moves to the other end of their line.)

Often used for introductions. Can also be used for a check-in, or for rapid discussion after another activity.

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Daughters in Boxes -- 函入り娘 2

Based on the famous speech by the Meiji era Japanese feminist leader Kishida Toshiko, this activity asks participants to create a manga version of her speech, working in teams.

I have spelled out a nine step process, but it might make sense to do a much quicker, rougher version of this, to leave time for other discussions. Steps 1, 4, 5 are essential, I think.

Step one is to read the original essay (for Japanese readers, in Japanese), and do a reader response writing activity.

Step two is to form teams with a mix of self-identified skills/capacities:

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This can't possibly work

Like a nightmare scenario, in this case teams take a given, established object, situation, institution, relationship, saying, etc. and try to disprove it, brainstorming, prioritizing, and presenting reasons why it can not work, be true, etc.

Teams compete to make the most convincing arguments. (Need to think about criteria for a convincing argument.) Can be decided by a team of judges, or by the joker(s).

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Ten Levels of "So..."

Like Ten Levels of Why, but going the other direction.

Start with the last reason given in Ten Levels of Why.

Spoken version:
The player says her/his sentence out loud, then one person says, "so...?"
The player must give a consequence; "So..."
Then another person asks "So...?" and the player must give a consequence that flows from the previous statement... and so on, until ten so's have been asked and answered.
At the end, the person repeats the original sentence and the tenth consequence.

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Daughters in Boxes -- 函入り娘 1

Based on a Japanese puzzle game and the famous speech by early feminist leader Kishida Toshiko, this game asks players to identify the obstacles to the freedom of young women and then remove them one at a time.

Making the game is a key part of the activity. In teams, participants:

Brainstorm:

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You are, I am

In this game, which I learned from Sakiko Ishitsubo, people pair up and take turns closely observing each other, describing what they see. When person A says, "I see you are holding the zipper pull on your jacket." Person B repeats the description, "I am holding the zipper pull on my jacket." In this way each observation is stated and verified. There is no strict sequence, players can shift back and forth as they like. The goal is to observe each other closely, to describe what you see, and to verify the observations.

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Me --> You (recognition game)

This is adapted from a game I learned at Kani Club -- the improv club I participate in from time to time. (http://kaniclub.com/) In Japanese, the game is "watashi -- anata".

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