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CURRICULUM GUIDE
Theater games and resources for the classroom

Handouts

Games

Silent Acting and Imagination Games

Focus and Observation Games

Creating Drama Improvisations

Observation and Listening

Characters

Interpreting Scripts


Physical (Silent) Acting and Imagination Games

Guess My Occupation (or Guess the Mime)

One student is selected to pantomime a particular occupation. He can choose it, or the teacher can assign it. He works for about 30-45 seconds, after which the audience is allowed to guess what occupation he was demonstrating. Group feedback as to what was successful about the work is always helpful, as are suggestions for improvement should the audience not be able to guess the occupation.

Variations of this game include: Guess my Animal, Guess my Musical Instrument, Guess my Sport

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Curtains

Establish three playing areas by delineating them with an object of any kind. Ask students to think of these three areas as stage areas separated by a curtain. Demonstrate how they will move through the exercise -- slowly and in a straight line, through all three areas.

Ask for "ways of being," "emotions," "famous people" -- whatever category you think is most appropriate for your class. Choose three. Assign one "way of being" to each of the three areas.

For example, let's say you choose old, young, and conceited. Line up a small group of students at the start of the first playing area. Students, in groups of three to five, walk very, very slowly through each area, improvising each way of being. They change from one to the other as they pass through each imaginary curtain. So, for example, at a signal from you students would start out playing "old." When they crossed the first curtain, they'd immediately change to "young," then at the second curtain, to "conceited." At the end of each group's performance, have the class assess what sorts of details were really believable and why.

Ground rules:

-Students must move slowly
-Students must be silent
-Students must work independently
-Students must continue to add details the whole length of the exercise, rather than jumping into a posture and maintaining it for the whole area
-Students must try and trust that they'll come up with a good idea on the spot, and try not to plan what they will do

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Bus Stop

This is a character-building exercise that focuses on physicality. Set up a corner bus stop in your playing space with a bench (or 2-3 chairs). Select a small group of students to perform. Assign each student an age to portray. The student then enters the stage, concentrating on playing the age. Encouragement should be given for detailed physical exploration. When the first student has established their character, cue the second to enter the playing space, then the third, and so on. You can add conflict to the scene by adding new information, like "the bus is coming," "the bus is very late, and so are you," "there is a sudden downpour of rain," etc. At the end of the improvisation, the audience can guess what age the actors were assigned.

Variation: Give the student other details to incorporate into the scene. For example: "You are a 45-year old high-powered executive, forced to use the bus this morning"; "You are eight year old, brand new to the city, taking a bus to school for the first time"; "You are 16 years old, and you've just had your hair done for the prom, and you're anxious to get home and get dressed for the big night," etc.

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Postcards

Divide the class into two teams, A and B. Each team invents three places (real or imagined)they would want to receive a postcard from. Examples might be the Grand Canyon, a Buddhist Monastery in Tibet, and Atlantis. Team A stands, ready to improvise. A member of team B reads the first location and team A has 60 seconds to put themselves into a "postcard" (a frozen tableaux) that evokes the location. Teams take turns performing.

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Act Like An Animal

The teacher initiates a discussion of how some people have traits we ordinarily associate with animals (nervous like a squirrel, cocky like a rooster, etc) and how the animal characters in Animal Farm have some very human traits as well.

Part I
In a circle, give the students a line to work with, such as "Hello, how are you?" or "I didn't do it!" Have them speak the line with the expression of various animals:

a haughty peacock
an angry hen
nervous mouse|
sleepy cat
hungry wolf
slow turtle
eager puppy
etc.
Change the animal personna every five students or so.

Part II
Have the students choose one animal. Make a circle out of chairs and have the students sit down. This exercise is done in complete silence.

The teacher/leader asks a series of questions designed to help students imagine that they are becoming their animal:

Imagine you are changing into your animal&emdash;how would you change? Do you have hooves, webbed feet, or paws? Try to imagine what that must feel like; pretend you no longer have human feet, but the feet of your animal. What about your legs? Do you have two or four? Imagine what it would feel like to have four legs. Are you covered in fur? feathers? Do you have a beak or a snout? How would that make breathing different for you? How is your posture different? The expression on your face? etc.

Let students take their time "becoming" their animal characters. Some may shift and change posture to feel more like their animal. When it seems they've accomplished a change, ask half the students to freeze. The other half can have a look around at their fellow classmates. Then reverse, so everyone has a chance to see the new personas.

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Focus, Cooperation and Observation

Pass a Gesture

Students stand in a circle in "actor's neutral" (with their hands at their sides, feet about shoulder's distance apart). Leader initiates a gesture, any movement at all. The person to her/his left imitates the movement, not changing it. Each student in turn imitates the original movement until it comes back to the leader. The point is to duplicate exactly what you see, not to add your personality or expression. The exercise is to build a group, not a collection of individual personalities. If the gesture is changed or amended in any way, the leader stops the game and starts over.

 

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Pass a Phrase

Students stand in a circle in "actor's neutral." Leader says a phrase, with expression. The person to her/his left says the same phrase, but with a different emphasis. Each student in turn gives the phrase a different emphasis/style until it comes back to the leader. The point here is to see how many different ways the same set of words can be expressed. To go further, add a gesture to the phrase and pass both around the circle. To encourage shy students, make the phrase an insult from the Shakespearean Insult Sheet; students love to do this!

 

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Counting Game

Students stand in a circle, as above. The idea of the game is to count as high as possible, but no two people may talk at once. The leader simply says the word, "one." Without talking, gesturing or making eye contact, another member of the group says "two." See how high your students can count without two of them saying the same number. Often, students will try to figure out a system of who goes first, second, etc. Try to discourage this&emdash;having a system is not the point. The point is to listen carefully and sense what will happen next. It is unusual to get beyond ten with a beginning group. However, students improve at this game the more often they do it.

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Line up!

Find an area large enough to fit all your students standing shoulder to shoulder in a straight line. Give instructions that begin with, "Line up in order of…(the colors of the rainbow; how old you are from youngest to oldest; tallest to shortest; length of hair; number of siblings; alphabetically by first name; etc.). This game can be played silently so that students can practice observation and cooperation skills, or with words, so that students can use investigative skills and reasoning to line themselves up.

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Shark

Shark is an excellent team-building game, and requires concentration, focus and quick-wittedness. Each player has to pay attention at every moment of the game, just as they would if they were actors in a play.

Players stand in a circle. One player is the "shark" and stands in the center of the circle with her hands clasped together in front of her like the nose of a shark. To begin the game, the "shark" silently chooses a victim. She walks slowly and directly towards one of the players in the circle. That player must point at someone else in the circle, who must in turn shout out the name of the person pointing before the "shark" touches him with her clasped hands. If the name is called out (correctly) before the "shark" reaches her victim, the "shark" continues on to her next victim. It MUST be across the circle (e.g., not the person standing next to the first victim). If the "shark" is successful and reaches the victim before his name is called, that victim becomes the next "shark."

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Blue Plate Special

An excellent memory builder in which the group works on fully and carefully observing a set of objects. Any number of players can participate. A dozen or more real objects are placed on a tray which is set in the center of a circle of players. After ten or fifteen seconds, the tray is covered or removed. Players then write individual lists naming as many of the objects as can be remembered. The lists are then compared with the tray of objects. Depending on the age of your group, add or decrease the number of objects called fo in the description.

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Creating Drama Improvisations

Who What Where: Improvisations from Literature

Make a list of the people, places and events in the story. If you are working with a novel, divide it up into smaller sections. Divide your list into three columns: who, what and where. Enter the items on your list into the columns. It should look like this:

Who

What

Where

1.

porpoise

bale of hay

bus stop

2.

ballerina

keys

the Olympics

3.

principal

hot dogs

mall

(It doesn't matter if the words make sense together, in fact, they should not)

Divide students into small groups of 3-4 and ask each group to pick a number. Read the who/what/where for that number to them (and only to them). Give students five minutes to invent a scene based on the three elements given to them, WITHOUT mentioning them by name in the skit. At the end of the improvisation, have the rest of the class try and guess the who/what/where. Discuss the scene to help students develop a critical eye about what works and what doesn't in drama.

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Secret Scenes

Some scenes in a novel may be implied. Some are not central to the action, but help the reader understand the character and plot of the story. Brainstorm a list of scenes that are NOT in the novel, but could be. Give each group of students a "secret scene" to improvise.

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Dramatic Tableaux: Photographs

Choose a series of dramatic moments from a story, painting, history or current events. Divide students into groups of 3-5 and give each group a moment to work on. For example, the assignment could be to create a still photograph of "the bus that Rosa Parks rode on" or "the first meeting of Romeo and Juliet" or the "Vinegar Tasters" painting. Students create a photograph of the moment using their own bodies&emdash;a frozen tableau. Moments can be linked together to create a sequence of events. For atmosphere, play music that evokes the time period or place in the background.

Sound Track

The class creates the sound track (using only their voices) to go with the moment being shown.

 What are they thinking?

Teacher walks through the tableaux and taps each actor on the shoulder. The actor says one line that reveals the thoughts of the character he/she is portraying. This is very effective when used with the Still Photographs and will help students gain a deeper understanding of the story and characters.

 

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Observation and Listening

The Sun Shines On...

Students arrange their chairs in a circle. There is one chair for each student except one. That person stands in the center of the circle to begin the game. The object for the person in the center is to get a seat. The object for everyone in the chairs is also to get a seat. For every round there will be one extra person.

The student in the center looks carefully at the others and silently identifies some trait or detail that he or she has in common with at least one other person, for example, shoelaces. The student in the center then begins the game by saying, "The sun shines on...everyone with shoelaces." Every student who has shoelaces must find a new seat. The one who is slowest to do this is caught in the middle. They begin the next round. Qualifiers can be simple, like glasses or a ring or socks; or they can be more complex, like "the sun shines on everyone who goes to church, or everyone who's parents are from another country." The game has no set ending; it can go on as long as the students are engaged.

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Statues

Students stand in a circle in "actor's neutral," with their hands at their sides, feet about shoulder's distance apart. The teacher leads the exercise by naming an emotional state, such as nervous, or angry, or proud, etc. Students then have ten beats (each beat is about a second) to slowly move into a posture that expresses the emotional state. At the count of ten, they freeze. Teacher chooses another emotion and repeats the game. The emphasis here is on encouraging the students to move very slowly and thoughtfully, and to keep adding details to their pose as long as they have time left.

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Fruit Salad

Fruit Salad is a good game for helping students improve listening skills (such as following directions) and negotiating physical space. Arrange chairs in a circle (and equal number of chairs and players). To begin the game, assign each student a fruit: apple, pear or banana. Make sure students understand who they are ("will all the apples raise their hands? all the pears? etc.). Teacher calls out one of the fruits: "Apple!" All the students assigned to be apples must find a new seat. Repeat with a different fruit. When the students have the hang of the game, call out "fruit salad!" which means every single player must find a new seat. Keep them on their toes by surprising the players with different patterns each time you call out.

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Characters

Gibberish Interpreters

This is a good character development game. It also requires extraordinary teamwork.

Two students sit side by side in chairs facing the rest of the class. One is the gibberish speaker, a dignitary from some foreign or imagined place who's been asked to give a speech to the assembled crowd. The other person is their interpreter. Invent a scenario for these two "guests," e.g., a Russian ballerina who's come to the United States to plead for money to buy her dancers new shoes; an alien giving a lecture on life in the Pleides; a student from Lower Slobovia talking about bobsledding in the Huge Mountains, etc.).

The gibberish speaking student must offer sentences about his subject, but only in a made-up language. The interpreter must interpret them as best he can for the audience.

Make each "lecture" short&emdash;2-3 minutes&emdash;and invite the audience to ask questions after the initial presentation.

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Hot Seating the Character

A good research tool, or a way to get students to learn more about fictional, historical or mythical characters is by "hot seating" them.

Assign students different characters to think about based on your curriculum (Snow White, Anne Frank, Clara Barton, one of the Little Pigs or the Wolf). Once students have chosen a character to research, allow them enough time to think about their character: what might their voice be like? How might they sit? What kinds of things are they thinking about? Are they angry? Afraid? Who are their friends?

Ask for a volunteer to come up "on stage." The student, in the role of his or her character begins by sitting in a chair (hence the expression "hot seating"), and should concentrate on exploring the character's physicality, demeanor, etc. while being interviewed. The rest of the class may ask questions of the character. These questions can be prepared ahead of time with the class, or be left to the spur of the moment: "So Mr. Wolf, what on earth possessed you to think you could blow down a brick house?"

This interview process will often give a teacher insight into the depth and breadth of student understanding and involvement with the subject matter.

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Interpretation: Neutral Scenes

Instructions:

A pair of actors works together. Any one of these scenes can be done an infinite number of ways.

In pairs, read over the scene several times. Decide which character each person will be, A or B. You must use all the words in the order given and may not add any words, but you can use any actions, movement, or vocal interpretations you wish. You may make notes on your script. You will have 20 minutes to discuss and rehearse your scene for performance.

Together, answer the following questions for your scene:
Who are the characters? What does each character want from the scene?
What is happening in the scene?
Where is the action taking place?

Scene #1:

Scene #2

A Excuse me

A It must be

B That's unbelievable

B Really

A One more time

A I wonder

B Listen

B You don't suppose

A What

A I've got one

B Can you

B And then of course

A Of course

A Better still

B Excuse me

B You are

A That's unbelievable

A Don't

B That's better

B Oh

A Really

A Oh

B Unbelievable

 

 

Scene #3

 

 

Scene #4:

A Where are you going

A Interesting

B Out

B What

A What about the boxes

A What

B I'd like to go for a walk

B Oh

A So would I

A Really

B You stay here

B If you say so

A Why should I

A Don't

B Stay here

B It's all right

A Why

A It's not all right

B The boxes

B What's the matter with you

A Let's both of us go

A What's the matter with you

B Why don't you carry them

A Me

B Let's go for a walk

A What about the boxes

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Curriculum developed by the Department of Drama and Dance, Cambridge Public School teachers and Studebaker Theater artists involved with the Cambridge Public School Drama Collaborative, a project funded in part by the Massachusetts Cultural Council, a state agency. CPSDC is a multi-year teacher training program that helps teachers integrate drama into the curriculum.