CirSchool Games Repository

From here you can query the Games repository that has been developed within the framework of the CirSchool project. This is a collection of over 100 games that can be used in order to teach using Circus Activities.The collection can be searched by name of the game, type of game, experience level, minimum age, impact on Confidence, Creativity, Team work and Risk management abilities. From the list of games you can see a detailed presentation of each game by pressing the right arrow next to the game listing. The detailed presentation will provide you with:
  • A full description of the game and how it should be carried out
  • The kind of game, its best use and ages suited, the level of expertise needed, the equipment needed and - where possible - low cost alternatives
  • Info on the pedagogical impact of this game
  • Where possible an image of the game being played
We welcome comments, corrections and additions to this repository: please write to This email address is being protected from spambots. You need JavaScript enabled to view it..

Page 1 of 11 Results 1 - 10 of 108

Game Name Description
All in ... Circle! Are used to call attention to and put all in a circle, using low voice or no voice.All in ............. Circle. The trainer shouts / says: "All in" and the group responds with one voice: "Circle". All participants should get in the circle quickly and quietly. Evolution 1: the group will have to get in the circle, alternately a male and a female. Evolution 2: the group will have to get in the circle in alphabetical order, or height, etc
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Alphabet Game Ask each child to choose a letter and then make it with their body. They must then team up with other participants and make words. For older children you can theme the words i.e. things you would find in the circus
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Ankle Tag Split the group into pairs. They begin on all fours, facing their opponent. A point is scored every time they touch their opponents knee or 2 points for ankle. Variations - whole group plays together, instead of scoring points - the person must roll over (still on all fours) when their knee of ankle is touched.
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Apperatus Pass the Parcel Participants stand in a circle. Hand out some apparatus, position at different levels e.g. under arms, between legs, between neck and shoulder. Pass the objects around the circle with out using hands. Add music to develop the movement and change the tempo. Variations - add more objects, change direction, alter the style of the music.
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Backwards Sumo Partners stand back to back. On a signal both individuals attempt to push their partners past a certain point.
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Balance: Five balance stations Working with five stations. The conductor explains how to work in each station. The participants, at the stop of the music, must be divided into three groups balanced in the number of components; each student will choose the station at which he wants to stop. This process is repeated a few times. The game stops when the trainer observes that the group is able to organize itself quickly. Notions of specific warming: - For the tightrope: work about foot positions while walking - For the stilts: walk like a robot with legs straight and pelvic movement Passive safety: carpets, shoes, socks Active safety: personal or material assistance (foulard for tightrope walking, etc.) Presentation of the different types of path: multi-activities Basic technical explanation of each object and adaptability to different levels of difficulty Topics: climb, move, get down with him or without complications
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Balancing Pairs Split the group into pairs. They must conduct the following balances between them maintaining their bodies completely straight. Toe to toe they must hold onto each others wrists and lean back, side by side holding closest wrists they must take their outside feet off the floor and lean to the side, facing each other they must push against each others hands and walk their feet away as far as possible, back to back they must walk their feet as far away as possible maintaining contact with their upper back.
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Ball and name of the neighbors In circle, the trainer is in the middle with the ball in hand; after establishing a visual connection, passes the ball to a player who have immediately tell the name of the two neighbors and throw the ball to the conductor. If the names are wrong or the participant hesitate even for a moment, he will be at the center and will exchange places with the conductor. Evolution 1: If an error occurs, the whole circle will mingle in three seconds, in order to have new neighbors. The player who makes a mistake have anyway go to the center of the circle.
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Ball Battles Split a group of young people into two, line them up in front of a ball each. Each team tries to win points by battling against each other with different challenges. No physical contact is allowed. Develop the difficulty as skill increases e.g. longest balancing sitting, longest on hands and knees, on stomach, walking, doing a dance etc.
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Bean Bag Battle Young people must balance a beanbag on their head. You then start knocking the beanbags off their heads. Once this happens to a young person they must freeze until someone with a beanbag still on their head comes and picks it up for them. Variation "Heel Walking beanbag": All young people must play Bean Bag Battle but whilst walking on heels
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Page 1 of 11 Results 1 - 10 of 108