How to play
A quick partner icebreaker that mixes a spinning jump with a times-tables race. Pairs jump, spin and throw out fingers, and the first to multiply them wins the point, building energy and laughter.
- Put students in pairs, standing back to back.
- Count down 3, 2, 1. On one, both players yell 'jump' and do a 180-degree jump, shouting 'spin' as they turn.
- As they land, both yell 'shot' and hold out one hand showing 1 to 5 fingers.
- The first to multiply the two numbers (for example 3 and 5 is 15) wins the point.
- Play for points until the set time ends.
- Option two: the winner holds a plank, squat hold or wall sit while the other player runs 20 to 50 metres.