Top 5 Training Energisers

Posted on 2017/07/07


Whilst many now recognise that learning is most efficient when down in bitesize chunks, there are still a proliferation of training courses that extend over one or more days. It can be challenging for participants to maintain their concentration during this time, and one useful way of gathering or maintaining momentum is the use of a training energiser. These are our top 5 training energisers:

1.   Names in the air

Ask participants to write their name in the air with their finger using their preferred hand. This should prove fairly easy for most. Then ask everybody to write their name simultaneously using both hands. This will prove far more difficult for most and should create some laughter and amusement.

2.   Flat Piano

A prop is needed for this energiser – which is a large flat keyboard/piano which unrolls onto the floor. Split the participants into groups of 4/5 and give each the instrument and a sheet of basic music showing which member of the team needs to press which key with their feet and when. The groups are set a time limit to learn their roles and then perform their melody to the rest of the groups. Sweets or other treats may be awarded for the best performance.

3.   Truth or lie

This is an old but great energiser. Divide the participants into two groups and ask each individual to write down one truth and one lie. The aim of the game is for the other group to determine if the truth and lie of the individuals in the opposing group. Teams should work together and this is more fun if the individuals have some knowledge of each other. 

4.   Tug of war

This one needs no explanation, and only involves one big rope and two equally sized teams. This is a great one that can also be done outside for a change of scenery and some fresh air.

5.   Large games

This one again needs a prop – an oversize wooden block tower such as Jenga. First split the participants into two or more teams. The rules are simple - each person has to remove a block in turn, and the person that removes the block that causes the tower to fall loses the game for their team. Teams are allowed to confer and strategise as to which block their player should remove.

 In Summary

In my experience, energisers are successful when they are fun without being silly or patronising. It is also very important to pick an energizer to suit the particular group, and their specific attributes. A great way to introduce an energiser is to get the group to poll to decide which activity they would like to do. Explain three potential energisers and then use IQ Polls to get the participants to vote on which one they would like to do.