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 4 Results 1 - 10 of 40

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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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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Carrots & Rabbits Choose several people to be rabbits. The rest of the group lies on the floor facing inwards with arms linked at the elbows - do not hold on to your hands just touch knuckle to knuckle. Rabbits try to pull carrots out of the circle, they then become a rabbit too. The circle should be closed up again by the remaining carrots. Clever rabbits work together to pull out strong carrots.
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Circle and Cross With your right hand draw a circle in the air then draw a cross with the left. Now attempt to draw both at the same time.
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Circle Dive Set out a circle large enough for the group to stand inside it. They must keep a ball up in the air as a group. Each time a young person touches the ball they must leave the circle until there is only one person left. Once the final person hits the ball everyone may re-enter the circle and start again.
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Culù Culù The conductor is sitting on one of the mats/tatami (the den), in “Yoga” position with open hands and the palm upwards. He closes his eyes and counts to ten seconds, after which he says loudly “culù – culù”. In this space of time they all have to go hide in a hiding place. If the conductor sees and recognises a player, calls him by name and latter will count with the conductor. When the conductor doesn’t see the other participant, continues to count down this time up to 9 seconds; this time they will have to go to beat the hands of those who count and return again to hide. At each new manches, it always removes a second until all the participant are discovered. If someone is confuse about the mane of a player, the same player should not be considered found and continuous to hide the manches next. Evolution 1: Each player can decide to go into hiding, or positioning in carpets, previously arranged by the trainer, get in a static position / freeze, pure fantasy or according to the directions given by the same trainer. Evolution 2: Each player at the time of the count, instead of hiding have to go to position himself on an instrument of balance, previously prepared, or if possible, even hanging on the trapeze / circle / tissue. Evolution 3: Every child at the time of the count, goes next to an object used during the lesson and imitates him, not moving in a static position. Eg. If the lesson was with instruments of balance, you must imitate the objects used, relaxing next to an axis of balance, mimicking with the body a wheel if you used the paddle boats, etc.
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Danielle Madness Gather group into as small a circle as possible and choose a codeword together e.g. chocolate, banana etc. On the count of three you get the young people to run around as fast as they can making as much noise as they can and on the code word they have to get back into the circle as quickly as possible. Then add more code-words which provoke different reactions, e.g. chocolate and you freeze, ice-cream and you make a shape, toilet and you run in slow motion etc.
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Freeze Freeze. When the trainer shouts / says "Freeze", all children must "freeze" on the spot in the positions in which they are. Evolution 1. The group will have to get in the circle, alternately a male and a female. 2. Evolution 2. The group will have to get in the circle in alphabetical order, or height, etc
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Group Photo All the group stand in a line along one side of the the gym. When the teacher gives the instructions, whoever feels like it (one at a time) can go to the centre of the gym and stand as a statue interpreting a pose which should be clear to the others. In turn also the other components of the group should position themselves next to the previous teammate, attempting to interpret and amplify the coreographic action that is being developed. Variation 1: instead of amplifying the action initiated by the first player in a coherent manner, the others follow instructions to create the opposite scenario. Eg. If the first player poses as a triumphant winner of a competition, the second must pose as the disappointed loser. Variation 2: A teacher or one of the pupils can choose a theme to follow.
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Page 1 of 4 Results 1 - 10 of 40