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close this bookCreative Training - A User's Guide (IIRR, 1998, 226 pages)
close this folderPhysical activities as educational tools
View the document(introduction...)
View the documentIllustrating facts or theories
View the documentPromoting attitude change

Illustrating facts or theories

Example 2a

The effect of exercise - "fetch me"

During ALAYKA's training on basic anatomy and physiology for local healthworkers (in Palawan, Philippines), the game "fetch me" has been used to help participants learn about the effects of exercise on the body.

Duration: approximately 30 minutes, but if just doing "fetch me", it only takes 5-10 minutes.


· (for "fetch me") - items from the environment in which the training is taking place (e.g., flowers, stones, leaves, etc.), paper and pens, a prize for the winning team (optional).

· (for the "effect of exercise") - Watch or clock able to measure seconds.

People: 10 - 20 split into three or four groups (each containing at least one person able to measure pulse rate) and one facilitator (minimum) - ideally one per group.

1. Before starting the game, each team selected a runner who was physically fit.

2. They measured the runners' breathing rate and pulse rate (over a one minute period) and recorded it. Facilitators checked that the participants were able to measure this accurately and gave help or training if necessary. Note: This took some time as measuring breathing rate is difficult.

3. Next, the main facilitator asked them to go and "fetch me" an object (e.g., a pink flower) as fast as they could, and as soon as the runners returned, they were asked to "fetch me" a different item.

4. Step 3 was repeated 3-4 times (with the fastest team each time scoring three points, the second team two points and the third team, one point), then the runners' breathing and pulse rates were taken again and recorded.

5. Participants were also asked to record anything they noticed about the runners' bodies (e.g., sweating).

6. Measurements were repeated after a three-minute rest period.

7. To process the information, the results were compared and questions were used to help draw explanations for the figures from the participants.

Other uses of "fetch me"

· Without measuring pulse rate, "fetch me" can be used as an energizer.

· Following orientation to a new area, office, school, etc., "fetch me" can be used to assess participants' knowledge of where different facilities are located (e.g. "fetch me a cup from the staff room", "fetch me an envelope", etc.).


Make use of any relevant special skills the participants may already have. (e.g., measuring pulse rate).

Example 2b

Circulation chase

This activity was used during human biology lessons in a school near London, the United Kingdom, to help teach about the circulatory system where the heart pumps blood around the body.

1. An outline of a person was drawn on the ground (approximately 6-8 meters tall).

2. One student stood in the middle, as the heart, holding a container full of sweets.

3. Several other students ran round (inside the body) as though they were the blood cells traveling to different parts of the body.

4. Each time a "blood cell" passed through the heart they received a sweet (to symbolize the heart pumping them round and the oxygen and sugar they would carry to the other parts of the body).

5. The faster they ran, the more sweets they got. (This symbolized the faster heartbeat that occurs when we exercise, and the extra oxygen and sugar needed by the body during exercise).

6. Because they were running fast, their own hearts had to beat fast, which emphasized the role of the heart and circulatory system.



To avoid encouraging students to eat sweets, counters or small pebbles could be used (and if desired), exchanged for healthier snacks, such as fruit, at the end of the game.