Magic trick
Featured in the Best of Energisers and Pacechangers training manual
By Sarah Cook
Category: Energisers and Training Games
Credit price: 2 download credits (Single user)
Participants have 10 minutes to solve a magic trick.
In this activity, participants work in pairs or small teams to solve a magic trick. An effective energiser that calls for creative thinking and ingenuity.
Who is it for: This training resource is intended for use by trainers to revitalise jaded and weary participants, allowing them to use their minds and bodies in a different way, and thence return to any learning programme refreshed and more receptive to learning.
- Themes:
- Creative thinking,
- Problem solving,
- Team working.,
| Resource Type: | Activity |
| Min Group Size: | 4 |
| Max Group Size: | 24 |
| Typical Duration: | 00:10:00 |
| No of Pages: | 2 |
Resources: View standard resources for Fenman training activities
Additional resources: Handout, three plastic cups and six coins for each participant
Purpose: This training resource is intended for use by trainers to enable participants to work as a team and to think creatively to solve problems.
Download the training activity, Magic trick as featured in the Fenman training manual; Best of Energisers and Pacechangers
