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Games in Teaching | Bradford VTS
Educators & Teaching · Bradford VTS

Games in Teaching

Because the best learning often disguises itself as fun — and a laughing room is a listening room.

🎓 For Trainees, Trainers & TPDs 💡 High-impact learning in minutes 🌍 Knowledge not found elsewhere

Last updated: April 2026

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Video Library — Games in Action

🎥 Watch Before You Facilitate

One of the best ways to learn how to run a game well is to watch someone else do it first. The videos below show real games being facilitated — including icebreakers, energisers, learning games, and virtual activities. Although some were originally made for school settings, the underlying principles are directly transferable to adult learners in GP training. Watch them with that lens.

Pay particular attention to: the facilitator's energy, how instructions are given, how they handle initial resistance, and what the room looks like before and after the game.

🤝 Icebreakers

Classic icebreaker games suitable for new groups, including the alphabet game, numbers game, paper planes, ball game, name impulse, cheers and fears, similar truths, 1-2-3 claps, large group games, and the pass-the-beat game.

Alphabet game Numbers game Paper planes Name impulse Ball game Cheers and fears Similar truths 1-2-3 claps Large group games Yes/no warmer

⚡ Energisers

High-energy activities for reviving a flagging group: stop-walk, jump in/jump out, around the world, 1-2-3 break it down, cross the lava pit, human caterpillar, zip zap zop, and more.

Stop-walk Jump in / Jump out Around the world Zip zap zop Cross the lava pit Human caterpillar

🧠 Learning Games

Games specifically designed to build a clinical or professional skill: run to the board (see how the facilitator makes it fun — how could you recreate that spirit with GP trainees?), active listening, and more.

Run to the board Active listening

💻 Virtual Icebreakers

Essential since online training became common. Five tried-and-tested virtual icebreakers via Zoom, adapted for remote sessions.

Zoom icebreakers ×5
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Watch the facilitator, not just the game

When watching these videos, focus on what the facilitator is doing — their body language, how they give instructions, how they respond to resistance, and how energised they make the room feel. That is the craft you are learning.

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Why Games? The Science Behind the Fun

At first glance, the idea of playing games in a GP training session might raise an eyebrow or two. These are doctors, after all. The coffee is barely warm, someone has just come off a night shift, and you want them to do... what exactly? Play animal noises?

Here is the thing: the best medical educators have always known what the research is now confirming. Games are not a soft option. They are one of the most powerful learning strategies available — and they work especially well with adult professional learners who come to sessions carrying stress, scepticism, and a strong coffee.

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The Research Says...

Multiple systematic reviews of game-based learning in medical education confirm improvements in knowledge retention, clinical reasoning, motivation, and professional skill development compared with traditional didactic teaching alone. The evidence base has grown significantly since 2020.

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The Adult Learning Principle

Adult learners engage more deeply with content they experience directly. A game transforms a trainee from a passive receiver of information into an active participant. That shift in posture — from leaning back to leaning forward — is the beginning of real learning.

Games vs. Traditional Teaching at a Glance

Aspect Traditional Lecture Game-Based Learning
Learning style Passive — receive & absorb Active — experience & reflect
Error risk Low — but real errors in practice Safe space to fail and learn
Knowledge source Second-hand (expert's experience) First-hand (own experience)
Engagement Variable — often declines over time Sustained through participation
Behaviour change Modest (hearing about change) More likely (experiencing change)
Group cohesion Limited Actively builds it
Flexibility Same for all groups Yields different results per group

Benefits of Games in Teaching

The benefits divide naturally into two categories: those that improve the learning itself, and those that improve the group dynamics that learning depends on.

🧠 Educational Benefits

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Fun fuels focus People engage willingly with something they enjoy. Play is a natural human state, and bringing it into education removes the invisible resistance that often blocks learning.
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Experiential learning Games create first-hand experience. Rather than hearing about a concept, participants live it — which is far more likely to stick and transfer to real practice.
🛡️
Safe space to fail A playful atmosphere reduces anxiety. Participants are far more likely to try, fail, and learn in a game than in a high-stakes clinical setting. Mistakes here have no real cost.
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Flexible and relevant The same game produces different insights with different groups. This makes games naturally adaptive — each group brings its own dynamics and the learning emerges from them.
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Promotes real change Being told to change behaviour rarely works. Experiencing the need for change — through a game — is far more powerful. Games help people discover insights for themselves.
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Suits all learning styles Games have an action phase (for activists) and a reflection phase (for reflectors). They naturally accommodate Honey & Mumford's four learning styles within a single activity.

🤝 Group Dynamics Benefits

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Draws everyone in Even shy members participate. The safe, playful structure lowers the threshold to engagement in a way that discussion alone rarely achieves.
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Builds group cohesion A group that plays together trusts each other more. Shared experience creates a bond that makes subsequent learning conversations feel safer and more honest.
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Builds communication skills Many games directly exercise listening, clarity, and feedback skills — real communication competencies that trainees need in both clinic and exam settings.
Restores energy A mid-afternoon dip at a study day is not laziness — it is biology. An energiser at the right moment re-focuses attention and keeps concentration alive for the rest of the session.
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Builds confidence Games encourage learners to take responsibility within the group, reducing dependence on the facilitator and building the kind of self-reliance that benefits them in every clinical setting.
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Provides structure Group experiences can be chaotic and unpredictable. A well-chosen game provides a scaffold that organises the group's experience and promotes deep learning rapidly.
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Trainer Insight — The Honey & Mumford Connection

Games naturally cycle through all four of Honey & Mumford's learning styles: the activist loves the activity itself; the reflector observes and analyses what happened; the theorist connects it to educational frameworks; and the pragmatist asks "how do I apply this tomorrow?" A well-debriefed game is therefore one of the most complete learning experiences you can offer.

Quick Summary — One-Minute Recall

If you only read one section — read this

  • Games are not a teaching gimmick — they are a well-evidenced educational strategy that leads to deeper, more lasting learning
  • Learning through play triggers active engagement: people learn by doing, not just by listening
  • Games create a psychologically safe space — people take more risks, make more mistakes, and learn more
  • The right game at the right moment — icebreaker, energiser, brainteaser, evaluation — can transform a session
  • Choose the game to fit the group need: to connect people, revive flagging energy, consolidate learning, or evaluate the session
  • Preparation is everything: game selection, timing, space, instructions, and debriefing all need planning
  • The debrief is as important as the game itself — never skip it or rush it
  • Your energy and enthusiasm as a facilitator is the single most powerful factor in whether a game succeeds
  • Initial resistance from learners is normal — most people only realise how good a game was after they played it
  • Games improve group cohesion, interpersonal skills, motivation, and willingness to change behaviour
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Types of Games — The Full Toolkit

Different moments in a teaching session call for different kinds of games. Choosing the right type is one of the most important facilitation decisions you will make. Here is a visual map of the complete toolkit.

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Icebreakers

Used at the start. Help people relax, introduce themselves, and lower the social barriers that get in the way of learning. Essential for new groups.

Start of session New groups
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Ground Rules Games

Make the process of setting group agreements active and memorable. Far more effective than simply announcing rules from the front.

Group agreements Safety

Energisers

Re-focus a flagging group. Use after lunch, before a complex topic, or whenever concentration is slipping. Active, physical, and quick.

Mid-session After lunch
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Brainteasers

Stimulate thinking and challenge assumptions. Lateral thinking puzzles are particularly good at helping trainees see that problems can have unexpected solutions.

Critical thinking
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Problem-Solving Games

Give the group a challenge that requires cooperation, planning, and communication to solve. Reveal how the group functions under pressure.

Teamwork Decision-making
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Skill Builders

Directly practise and reinforce a specific clinical or professional skill — communication, active listening, giving feedback, clinical reasoning.

Skills practice
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Closing Games

Round off a session meaningfully. Help participants consolidate what they have learned and think about what they will do differently as a result.

End of session Consolidation
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Evaluation Games

Replace boring feedback forms with active, memorable evaluation. Human bar charts, dot voting, and stand-up surveys all give you the same insight — with more energy.

Feedback Evaluation

💡 Example: The Human Bar Chart (Evaluation Game)

Instead of handing out another anonymous feedback form, try this. It is more engaging, more immediate, and more honest — as long as the group trusts each other.

1

Set up the scale

Lay out 5 chairs in a row. Label them clearly: Chair 1 = "Not helpful at all" through to Chair 5 = "Extremely helpful."

2

Ask a question

Pose an evaluation question to the group — e.g. "How helpful was today's session overall?"

3

Vote with your feet

Participants physically stand behind the chair that best represents their response. No hiding — but always give people the option not to participate.

4

Discuss briefly

Ask a few people to say a word about why they chose where they are standing. This generates insight quickly and without pressure.

5

Repeat with more questions

Ask 3–4 questions in total. Keep it moving. Always feed the results back to participants — this closes the feedback loop and shows you take it seriously.

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Important note

This works best in a psychologically safe group where people feel comfortable expressing genuine views. Always offer a private written alternative for anyone who would prefer not to participate physically.

How to Run a Game — Step by Step

Running a game well is an art. Done poorly, it falls flat. Done brilliantly, it becomes the moment people remember years later. The difference usually comes down to three things: preparation, instructions, and debrief.

Good facilitation starts long before you walk into the room. Never underestimate the preparation phase.

  • Game selection: Assess the needs of the group first. What problem are you trying to solve? New group needing connection? Tired group needing energy? Use that answer to select the right game type.
  • Time: Be realistic about how long the game plus debrief will take. The debrief is not optional — it is where the learning happens. Always budget more time than you think you need.
  • Space: Some games need room to move. Some need chairs arranged in a circle. Check the room in advance. A game that requires standing and moving does not work in a room full of fixed-desk seminar seating.
  • Resources: Print materials, pens, cards, balls — whatever the game needs. Running out of materials mid-game destroys the momentum.
  • Group size: The ideal group size for most games is somewhere between 5 and 12 people. Larger groups usually need to be split into subgroups.
  • Accessibility: Think about anyone with a physical disability, hearing difficulty, or other access need. Design the game so no one is excluded. Exclusion is both unkind and counterproductive.
  • Practice run: If it is a new game, do a quick mental run-through or even a short physical rehearsal beforehand. The first time you run a game is rarely the smoothest.

The activity itself needs to be facilitated — not just launched and left.

  • Give clear instructions: For simple games, verbal instructions are usually fine. For anything complex, consider written instructions or a short demonstration. Always check understanding before you start.
  • Welcome clarifying questions: Allow participants to ask questions before starting, not during. Questions mid-game break the flow.
  • Allocating roles: If the game needs roles (patient, doctor, observer), assign them systematically. A clear way to avoid arguments: "Get into threes, decide who is A, B, and C — then I will tell you what each role is." This avoids the awkward negotiation phase entirely.
  • Appoint a reporter or scribe where needed: Rotate this role across sessions. Avoid reinforcing stereotypes about who writes and who presents.
  • Remind the group of ground rules: Especially important if the game involves giving feedback to others.
  • Facilitator participation: Join in. When you play alongside your group, you set the tone, demonstrate the standard, and signal that this is genuinely worthwhile.
  • Give a time warning: Let participants know when there are two or three minutes left. This helps them wrap up naturally rather than stopping abruptly.

Never skip or rush the debrief. It is the single most important part of any game-based learning activity.

The game creates the experience. The debrief creates the learning. Without it, participants have had an enjoyable ten minutes — but little lasting insight. With it, they leave with specific insights, clear intentions, and real behaviour change.

Structure your debrief in four stages:

Phase 1
Express feelings What did people enjoy? What did they find uncomfortable or surprising? Allow honest emotional reactions first — before analysis.
Phase 2
Share observations What did people notice? What happened during the game? How did the group perform? If you had observers, invite their perspective here.
Phase 3
Plan further action How does what they learned apply to real practice? What will they do differently? Encourage specific, realistic goals — not vague intentions.
Phase 4
Evaluate the game Was the game itself effective? What would you change next time? Brief reflection improves your facilitation for the next session.
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Practical pearl

Budget the debrief time BEFORE you start the game. If you run out of time during the game, stop the game early. Never sacrifice the debrief — it is where the learning lives.

After every session, spend five minutes reflecting on your own performance as a facilitator. This is not self-criticism — it is continuous improvement.

  • Did the game achieve what you hoped it would?
  • Were your instructions clear enough? Did anyone look confused?
  • Did you allow enough time — especially for the debrief?
  • How did you handle the energy in the room? Did you read the group well?
  • Were there any moments of exclusion — anyone left out or uncomfortable?
  • Would you use this game again? What would you change?
  • Which facilitation skills might you want to develop further — active listening, handling conflict, giving feedback?
⚠️

Why Games Sometimes Fall Flat

Games fail for predictable reasons. Knowing these in advance is half the battle.

1

Wrong game for the group

Choosing a game that does not match the group's needs, energy, or comfort level. Always assess the group before choosing the game — never the other way around.

2

Poor timing

Trying to run an energiser when people are already buzzing with energy, or an icebreaker half-way through a session. Timing is everything. Read the room before you start.

3

Group too large

Most games work best with groups of 5 to 12 people. If your group is larger, split it. Subgroups playing the same game often generate fascinating comparison discussions in the debrief.

4

Unclear instructions

Confused participants do not engage — they wait anxiously for someone else to start. Invest time in making your instructions clear. For complex games, use written instructions or demonstrate first.

5

Skipping or rushing the debrief

The single most common mistake. The game is just the experience — the debrief is the learning. If time runs out, shorten the game, never the debrief.

6

Poor facilitation skills

Games reveal facilitator weaknesses as well as learner ones. If you struggle with active listening, managing conflict, or giving feedback — games will surface those gaps. This is actually an opportunity to grow, not a reason to avoid games.

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Making a Game Successful

The same game can be transformative with one group and completely flat with another. The difference is almost always about facilitation quality, not the game itself.

🔥 Your Energy is Contagious

If you introduce a game with half-hearted enthusiasm, expect a half-hearted response. Your energy sets the permission level in the room. Go in genuinely excited about it — even if you have to manufacture that enthusiasm at first. The truth is: you genuinely will enjoy it once it gets going.

Some trainees resist games at first. Most only realise how valuable it was after they played. Your job is to get them started — their experience will do the rest.

🛡️ Build Trust First

A group that does not feel safe will not play freely — and a game where people hold back is not doing its job. Build trust through:

  • Clear, collaboratively set ground rules
  • Avoiding games that embarrass or exclude anyone
  • Ensuring everyone knows how to give and receive feedback well
  • Being visibly accepting when someone says something unexpected

🙋 Make Everyone Feel Valued

Two things above all others make participants feel valued:

  • Being genuinely listened to. Active listening during the debrief — briefly summarising what someone has said — signals that you heard them and that it mattered.
  • Democratic leadership. The best facilitated sessions feel like a joint endeavour. Involve the group in decisions. Participate yourself. Avoid the two extremes: dictatorial ("we are doing this because I say so") and laissez-faire ("do whatever, I am not really here").

🪞 The Facilitator as Model

When you participate in the game yourself, you do more than just fill a role. You demonstrate that this activity is genuinely worthwhile. You show what good looks like — how to give feedback constructively, how to laugh at yourself gracefully, how to engage fully.

Participants watch the facilitator constantly. Be the version of yourself you want them to see.

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Games in the GP Context — Practical Applications

This section translates everything above into the specific moments and settings of UK GP training. These are the real situations where games make the biggest difference.

🗺️ Which Type of Game — and When?

Use this map when planning a teaching session. Match the moment to the game type.

The situation you face Game type to use Quick example Time needed
New cohort. Nobody knows each other. Session starts awkwardly. Icebreaker Two Truths and a Lie, Name Ball, Birthday Line-Up 5–10 min
Mid-afternoon slump. Energy is low after lunch. Energiser Zip Zap Zop, Stop-Walk, Jump In / Jump Out 3–5 min
Starting a complex topic. You want them to think creatively. Brainteaser / Lateral thinking Classic lateral thinking puzzles, the "Aeroplane" criteria game 10–15 min
You want to practise a clinical or communication skill. Skill builder Group communication exercise, role-swap scenarios 15–25 min
Cohort feels disconnected or has interpersonal friction. Problem-solving / Team game "Don't Fall Into the Sea" (from downloads), desert island challenges 20–30 min
You want honest session feedback without boring forms. Evaluation game Human Bar Chart (5 chairs), Bouncing Ball Game, Dot Voting 5–10 min
Closing the session. You want learning to stick. Closing game "One word I'm taking away", web game (spider web), back-writing 5–10 min

🎯 Games for Specific GP Training Moments

The first session sets the culture for the entire year. A warm, participatory opening tells trainees: this is a safe group, your voice matters here, and HDR is not going to be lectures at you every Tuesday afternoon.

Recommended sequence:

  1. Name icebreaker (5 min) — something simple: each person says their name, where they are based, and one non-medical fact about themselves. Sounds basic. Works every time.
  2. Ground rules game (10 min) — rather than the TPD announcing rules from the front, ask small groups of three to write two or three things they need from this group to feel safe and valued. Share, compile, display. These become the group's own ground rules — and people keep them because they made them.
  3. Expectations grid (10 min) — a four-quadrant flipchart: "What I expect from the teaching / from myself / from my peers / and one thing I am a little nervous about." Post-it notes are brilliant for this. Revisit at the end of the year.
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Bradford VTS wisdom

Icebreakers at the start of the year make a measurable difference to how openly trainees participate for the rest of the year. The investment is tiny. The return is enormous. Do not skip them because you feel the group needs to "get to the content."

Clinical topics at HDR can easily become passive lectures. Games transform them into active learning. The principle is: turn what could be a slide into an activity.

  • Run to the board: Write clinical questions on large cards. Split into teams. A question is revealed — the first team to agree on an answer and send one person to write it on the board wins the point. Generates discussion, friendly competition, and genuine recall. Relevant to any clinical topic.
  • Criteria-forming game — the Aeroplane: Give teams a scenario where they must identify and rank the most important criteria for a decision (e.g., which patients to prioritise for referral). Different teams often produce different criteria — the discussion this generates is the learning.
  • Lateral thinking puzzles: Use clinical puzzles that challenge trainees to think outside standard diagnostic frameworks. Excellent for sessions on clinical reasoning, cognitive bias, or diagnostic uncertainty.
  • Just the facts: Seat the group in a circle. Each person contributes one fact about the topic. If they repeat or hesitate, they are out. The pace increases. Excellent for knowledge consolidation at the end of a clinical session.

Communication skills are best learned through experience, not through slides. Games and active exercises are therefore not optional extras in these sessions — they are the session.

  • Group communication exercise (from downloads): A structured team task that reveals exactly how well — or how poorly — a group sends and receives information. The debrief maps directly onto consultation skills: what gets lost in transmission, what assumptions people make, and what happens when the sender and receiver are not sharing the same mental model.
  • Active listening game: In pairs, Person A speaks for two minutes about something genuinely meaningful to them. Person B listens without speaking or reacting. Then B reflects back — not a word-for-word repeat, but the essence of what they heard. Switch roles. The debrief is almost always powerful: people realise how rarely they are truly listened to, and how different it feels when someone really is listening.
  • Back-to-back drawing: In pairs, sitting back to back. One person describes a simple shape or arrangement. The other draws it without asking questions. Compare the result. Reveals how much we assume the receiver understands what we have not said. Maps beautifully onto the challenge of giving clinical information to patients.
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The GP consultation connection

Every communication game at HDR is also, indirectly, preparation for the consultation. The skills of listening, checking understanding, managing assumptions, and giving clear information are identical in both settings. Make this connection explicit in your debrief. It turns a fun game into a clinical skill rehearsal.

Online teaching is here to stay in UK GP training. Virtual icebreakers and energisers need a different approach — but they absolutely still work.

  • Cameras on, please — and say why: Do not just demand cameras on. Explain: "I find it much easier to have a human conversation when I can see people's faces. Would you all be happy to turn cameras on? Absolutely fine if you need to step away." This works far better than a cold instruction.
  • Virtual icebreaker: One-word check-in via chat: Ask everyone to type one word describing how they feel right now — all at the same time, before anyone sends. Then everyone hits enter together. The resulting explosion of words is both informative and surprisingly warm.
  • Breakout rooms for small-group games: Breakout rooms are the virtual equivalent of splitting into threes. Use them for short activities (two to three minutes), then bring the group back to share. The re-entry into the main room often generates natural energy.
  • Shared polls as evaluation games: Tools like Mentimeter, Slido, or even a simple WhatsApp poll can recreate the human bar chart experience online. Display results live — it generates the same honest conversation without needing five physical chairs.
  • Keep virtual games shorter: Online attention spans are shorter than in-person ones. A game that works beautifully for ten minutes in a room may need to be six minutes on Zoom. Err on the side of shorter and add time if the energy is high.

Most sessions end with a scramble for the exit. A short closing ritual — just five minutes — makes the learning stick and leaves trainees with a sense of completion rather than a sense of having been talked at until the clock ran out.

  • One word I am taking away: Go around the circle. Each person says one word from the session that means something to them. Fast. No explanation needed. Creates a beautiful collective summary without any effort from the facilitator.
  • The web game: Stand in a circle holding a ball of wool. The first person holds the end and passes the ball to someone while naming one thing they learned. That person holds their section and passes on. Eventually a web forms — visually representing the network of learning in the room. Cut the wool. Everyone takes their piece home.
  • One public commitment: Each person says one thing they will do differently next week as a result of the session. Saying it publicly increases the chance of it happening. Brief. Powerful. Often the most memorable moment of the day.
  • Back-writing (positive only): Tape a blank sheet to each person's back. Everyone walks around writing one genuine positive observation about each other — something they noticed or appreciated. Nobody sees what is written until everyone has finished. People take the sheets home. Trainers report this activity being talked about for weeks afterwards.

🧠 The Facilitator's Inner Game — What No One Teaches You on the Trainer's Course

These are the quiet insights that experienced UK GP trainers share with each other. They are not in any official curriculum. They are earned through experience.

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Silence is your friend
After giving instructions, stop talking. New facilitators fill silence. Experienced ones let it breathe. The group will start the game when they are ready — and they need a moment to process what they have been asked to do.
👀
Watch the room, not the game
While the game is running, your attention should be on the people, not the activity. Who is engaged? Who is hanging back? Who looks uncomfortable? What you observe here gives you the material for a powerful debrief.
🛑
Stop the game early if needed
If a game is visibly not working — and you will know — stop it calmly and without drama. "Let's pause there — I want to ask you something." No game is worth losing a group's trust over. Stopping early and pivoting is a mark of skill, not failure.
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Name what you see in the debrief
The most powerful debrief questions are often the most specific: "I noticed three people looked uncertain at the start — what was going through your mind?" Specific observations invite honest reflection. Generic questions ("how did that feel?") invite generic answers.

The hidden curriculum of games: Every game teaches trainees something about how they function as a group — how they communicate, who leads, who defers, how they handle ambiguity. This material is available in every debrief. The facilitator who learns to name it creates the most profound learning experiences of anyone's training year.

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Insider Wisdom — What Educators Actually Say

These are patterns that come up again and again when UK GP trainers, Training Programme Directors, and trainees share their real experiences of using games in teaching. They are not found in any official document. They live in the conversations that happen over coffee after a half-day release session.

🗺️ The Typical Facilitator Journey — What Trainers Report

Most trainers go through recognisable stages when they first start using games. Understanding this journey helps you stick with it long enough for it to become second nature.

😬
Stage 1
First time nerves
"Will anyone actually do this? What if they just stare at me?"
Weeks 1–2
🤔
Stage 2
Mixed results
Some sessions fly. Some fall flat. Wondering if you chose the wrong game.
Months 1–3
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Stage 3
Pattern recognition
Starting to read the room. Knowing which game suits which mood.
Months 3–6
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Stage 4
Fluency
Games feel natural. Trainees trust you. Sessions take on a life of their own.
6+ months
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The key insight

Most facilitators who give up on games do so at Stage 2. They hit a few flat sessions and assume games are "not for them." The trainers who persist through Stage 2 consistently report that Stage 4 is worth every awkward moment. Keep going.

🔥 What Trainees Actually Notice — Recurring Themes from GP Teaching Contexts

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The resistance paradox

Trainees who resist games most strongly at the start are often the ones who get the most out of them. The resistance is usually about fear of looking foolish — not a real objection to games themselves. A warm, non-judgemental introduction and a quick, low-stakes first activity almost always dissolves it.

⏱️
Time anxiety is real — acknowledge it

UK GP trainees are often exhausted and time-pressured. They arrive at HDR having just finished a clinic. Telling them upfront — "this will take ten minutes and I promise it is worth it" — removes the silent anxiety that makes the first few minutes feel stiff. Acknowledge their time before asking for it.

🌍
IMGs often warm to games faster than expected

Trainers report that international medical graduates frequently engage enthusiastically once they understand the format. Many come from cultures with strong traditions of group learning and collaborative activity. The key is to give a clear, brief explanation of why you are doing the activity — the "why" matters especially to those from more formal educational backgrounds.

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The same game, different outcomes — every time

Experienced UK GP trainers consistently report that running the same game with two different trainee cohorts produces completely different discussions. This is not a failure of the game — it is the game doing its job. The learning emerges from the specific people in the room. This is what makes games endlessly re-usable.

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Online games need even more energy from the facilitator

Zoom and Teams reduce spontaneous energy. The silence after an instruction feels longer. The laughter does not travel. Trainers running virtual sessions report needing to bring approximately twice the energy they would in a face-to-face room — and to keep activities shorter, with more frequent check-ins. Start with the camera-on request made warmly, not as a demand.

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Connect the game to the day's topic — every time

Games that feel disconnected from the session content are seen as time-wasting. Games that clearly link to what follows — even loosely — are seen as valuable warm-ups. A thirty-second bridge statement between the game and the topic ("what we just experienced in that game is exactly what happens in a consultation when...") transforms the exercise from a fun detour into an educational cornerstone.

🏆 What the Best HDR Sessions Do Differently

UK GP training schemes that consistently get the best trainee feedback from their half-day release sessions tend to share a recognisable set of habits. These are not from any official document — they are patterns that emerge when you ask trainers what actually works.

Habit What it looks like in practice Why it matters
Start with an icebreaker — always Even five minutes of a quick name game or warm-up question at the start of every session, regardless of the topic Trainees arrive stressed and fragmented. The icebreaker signals: "we are in a different mode now." It resets the room.
Vary the format each session Never the same educational method twice in a row — games, case discussions, role-play, fishbowl, debate, and so on Predictability kills engagement. Trainees stop bringing their full attention when they know exactly what to expect.
Give trainees ownership of one session per year A trainee-led HDR session where the cohort plans and runs the day themselves Designing a session is one of the deepest forms of learning. It develops teaching skills, confidence, and peer relationships simultaneously.
Debrief explicitly — out loud After every game or activity, a structured five-minute discussion using the four-phase model Silent reflection is invisible. Spoken debrief makes the learning visible to the whole group — which amplifies it.
Keep the group size right Split groups larger than 12 without apology or lengthy explanation Large groups produce passive observers. Smaller groups produce active participants. There is no value in keeping a group of 20 together for a game.
Check in with the group mid-session A quick temperature check — "how is this landing?" — at the halfway point Small course corrections mid-session are easy. Losing a group's attention for the second half is very hard to recover from.

⚠️ What Gets in the Way — GP-Training-Specific Barriers

These barriers are specific to UK GP training contexts. They are different from the generic pitfalls listed earlier. Knowing them in advance helps you plan around them.

😩 "We are all too tired for this"

GP trainees frequently arrive at half-day release having seen 18 patients, dealt with prescription queries, answered letters, and maybe not eaten. This is real. The solution is not to ignore it — it is to design your opening activity specifically to meet people where they are. A short, low-pressure energiser that acknowledges the week they have had is more effective than a demanding activity that asks them to bring energy they do not have.

Try: "Quick check in — one word to describe your last hour before you walked in here."

📱 The phone distraction challenge

GP trainees are often on-call or contactable during HDR. The expectation that they might be called away is real and reasonable. Rather than fighting this, build it into your ground rules openly: "We all know some of you may need to step out — that is completely fine. For the next ten minutes, can we all try to be fully here?"

Naming it normalises it and, paradoxically, often reduces how often it actually happens.

🤐 "I don't know these people well enough yet"

Early in the training year, cohorts are still strangers. Games that require emotional openness or vulnerability are premature. In the first few sessions of a new year, choose icebreakers that are light, factual, and low-risk — name games, "two truths and a lie," predictament cards. Save the deeper reflection games for when the group has a foundation of trust.

🪑 Wrong room, wrong setup

Many GP training centres are rooms designed for lectures, not movement. Fixed rows, limited floor space, and formal layouts are genuine physical barriers to interactive games. Check the room in advance. Even rearranging chairs into a circle transforms the social atmosphere before a single word is spoken. TPDs report this small physical change makes a measurable difference to participation.

🧑‍🏫

Trainer Pearls — Teaching This Effectively

🟣 Common Trainee Resistance Patterns

  • Initial scepticism is almost universal — especially with trainees who have had more academic than experiential training. Do not be put off by folded arms at the start.
  • Trainees from certain educational backgrounds may find participatory learning unfamiliar. Acknowledge this warmly and explicitly — it normalises the feeling without shaming it.
  • Some trainees fear looking foolish. Ground rules that specifically name psychological safety reduce this significantly.
  • IMGs may find certain game formats culturally unfamiliar. Offer brief context and check in afterwards.

🟣 Tutorial Ideas: Games to Use in GP Training

  • Communication skills tutorial: Use the group communication exercise (see downloads). Directly practises sending and receiving clear information — a skill directly relevant to consultation performance.
  • Reflection and feedback tutorial: Run a brief role-play scenario followed by a structured game-based debrief using the four-phase model. Much more powerful than just "what went well, what could be better."
  • Half-day release induction: Use icebreakers early in the training year to build cohesion within the cohort. Trainees who feel connected to each other learn better together for the entire three years.
  • Problem-solving scenarios: Use the criteria-forming game (see downloads) to help trainees practise clinical decision-making under uncertainty — a direct skill transfer to GP practice.
  • Session evaluation: Replace the standard form with the human bar chart game at the end of every study day. It takes five minutes, generates honest data, and people actually enjoy it.

🟣 Discussion Questions for Tutorials

  • "When have you learned something most deeply? Was it from a lecture or from doing something?"
  • "What gets in the way of you taking risks in learning — and how does this parallel what gets in the way of you taking risks in clinic?"
  • "What would it take for you to feel genuinely safe enough to make mistakes in this group?"
  • "Think of a game or activity you did in medical school or earlier training that you still remember. What made it stick?"
🌟
Facilitator Wisdom

The best facilitated sessions feel effortless from the outside — but that effortlessness is the product of meticulous preparation. The group never sees the prep work. They just experience the result. That invisibility is your craft.

🏁

The Bits to Remember Tomorrow

🎲 Core Principles

  • Games are evidence-based — not a gimmick
  • Choose the game type to match the group need
  • Prepare thoroughly — room, resources, timing, accessibility
  • Your energy as a facilitator is the biggest variable
  • Initial resistance is normal — do not let it stop you
  • The debrief is where the learning actually happens
  • Participate yourself — it sets the standard for the room

⚡ Common Mistakes to Avoid

  • Choosing without assessing the group first
  • Wrong timing — energy mismatch
  • Group too large and not split
  • Unclear instructions — don't just wing it
  • Rushing or skipping the debrief
  • Half-hearted facilitation energy
  • Excluding anyone through poor game choice
🌱
A closing thought

The best teachers in medicine have always known something that the research is now catching up with: that the person who grows most in a teaching session is often the facilitator. Every game you run teaches you something new about how your group learns, how you respond to uncertainty, and what good facilitation actually feels like from the inside. Run more games. You will learn as much as they do.

Here's a collection of interesting games

For the theory and rationale behind games - scroll down

Although some of these videos talk about games at school, the key principles are transferable to teaching adults in General Practice.

Icebreakers

Icebreaker: alphabet game

Icebreaker: numbers game

Icebreaker: paper planes

8 Icebreakers

Icebreakers: name game impulse

Icebreaker: ball game and others

Icebreaker: cheers and fears

Icebreaker: similar truths

Icebreaker: pass the beat around the room

Icebreakers: 1-2-3 claps

Icebreaker: a yes no warmer

Icebreaker: 3 more easy games*

Icebreaker: large group games (good)

Icebreaker: pass the beat around the room

Energiser: stop-walk

Energiser:  variant on stop-walk

Energiser: jump in – jump out

Energiser: around the world

Energiser: 1, 2, 3 break it down clap

Energiser: cross lava pit, human caterpillar & more

Energiser: zip zap zop

Energiser: around the world

Energiser: zip zap zop

Energiser: 1, 2, 3 break it down clap

Learning game: run to the board (I like the way the teacher makes it fun.  How can we do something similar with our trainees?)

Learning game: active listening

Energiser: around the world

Energiser: zip zap zop

Energiser: 1, 2, 3 break it down clap

Virtual Icebreakers

5 virtual icebreakers via Zoom

large group icebreaker

Energiser: around the world

Energiser: zip zap zop

Energiser: 1, 2, 3 break it down clap

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