चाहे तपाईं घरबाट सिक्दै हुनुहुन्छ वा कक्षाकोठामा फर्किनु भएको छ, फेस-टू-फेस पुन: जडान गर्दा सुरुमा अप्ठ्यारो महसुस हुन सक्छ।
सौभाग्यवश, हामीले २१ सुपर रमाइलो पाएका छौं विद्यार्थीहरूको लागि आइसब्रेकर खेलहरू and easy no-prep activities to loosen up and strengthen those friendship bonds once more.
कसलाई थाहा छ, विद्यार्थीहरूले प्रक्रियामा नयाँ BFF वा दुई पत्ता लगाउन सक्छन्। र के स्कूल भनेको सबैको बारेमा होइन - सम्झनाहरू, भित्री मजाकहरू, र चिरस्थायी मित्रतालाई फर्केर हेर्नको लागि?
विद्यार्थीको संलग्नतालाई बलियो बनाउन र सिकाइमा उनीहरूको रुचि जगाउन, विद्यार्थीहरूको लागि रमाइलो आइस-ब्रेक गतिविधिहरूसँग कक्षाहरू मिलाउन आवश्यक छ। यी केही रोमाञ्चक गुच्छा जाँच गर्नुहोस्:
Elementary school icebreakers (ages 5-10)
🟢 Beginner level (ages 5-10)
1. Guess the pics
उद्देश्य: Develop observation skills and vocabulary
कसरी खेल्ने:
- Select pictures related to your lesson topic
- Zoom in and crop them creatively
- Display one picture at a time
- Students guess what the picture shows
- First correct guess wins a point
AhaSlides integration: Create interactive quiz slides with images, allowing students to submit answers via their devices. Real-time results show on screen.
। प्रो टिप: Use AhaSlides' image reveal feature to gradually show more of the picture, building suspense and engagement.

2. Emoji charades
उद्देश्य: Enhance creativity and non-verbal communication
कसरी खेल्ने:
- Play in teams for added competition
- Create a list of emojis with different meanings
- One student selects an emoji and acts it out
- Classmates guess the emoji
- First correct guess earns points

3. Simon says
उद्देश्य: Improve listening skills and following directions
कसरी खेल्ने:
- Teacher is the leader (Simon)
- Students follow commands only when prefixed with "Simon says"
- Students who follow commands without "Simon says" are out
- Last student standing wins
🟡 Intermediate level (ages 8-10)
4. 20 questions
उद्देश्य: Develop critical thinking and questioning skills
कसरी खेल्ने:
- Divide class into teams
- Team leader thinks of a person, place, or thing
- Team gets 20 yes/no questions to guess
- Correct guess within 20 questions = team wins
- Otherwise, leader wins
P. शब्दकोष
उद्देश्य: Enhance creativity and visual communication
कसरी खेल्ने:
- Use online drawing platform like Drawasaurus
- Create private room for up to 16 students
- One student draws, others guess
- Three chances per drawing
- Team with most correct guesses wins
6. I spy
उद्देश्य: Improve observation skills and attention to detail
कसरी खेल्ने:
- Students take turns describing objects
- Use adjectives: "I spy something red on the teacher's table"
- Next student guesses the object
- Correct guess gets to be the next spy
Middle school icebreakers (ages 11-14)
🟡 Intermediate level (ages 11-12)
7. शीर्ष 5
उद्देश्य: Encourage participation and discover common interests
कसरी खेल्ने:
- Give students a topic (e.g., "top 5 snacks for break")
- Students list their choices on a live word cloud
- Most popular entries appear largest
- Students who guessed #1 get 5 points
- Points decrease with popularity ranking
। प्रो टिप: Use the word cloud feature to create real-time visualisations of student responses, with size indicating popularity. AhaSlides' word cloud updates in real-time, creating an engaging visual representation of class preferences.

8. Flag of the world quiz
उद्देश्य: Build cultural awareness and geography knowledge
कसरी खेल्ने:
- Divide class into teams
- Display flags of different countries
- Teams name the countries
- Three questions per team
- Team with most correct answers wins
AhaSlides integration: प्रयोग गर्नुहोस् प्रश्नोत्तरी सुविधा to create interactive flag identification games with multiple choice options.

9. Guess the sound
उद्देश्य: Develop auditory skills and cultural awareness
कसरी खेल्ने:
- Choose topic of interest (cartoons, songs, nature)
- Play sound clips
- Students guess what the sound represents
- Record answers for discussion
- Discuss reasoning behind answers
🟠 Advanced level (ages 13-14)
10. Weekend trivia
उद्देश्य: Build community and share experiences
कसरी खेल्ने:
- सप्ताहन्त ट्रिभिया सोमबार ब्लुजलाई हराउनको लागि उपयुक्त छ र हाई स्कूलका विद्यार्थीहरूलाई उनीहरू के गरिसकेका छन् भनी जान्नको लागि उत्कृष्ट कक्षाकोठा आइसब्रेकर। जस्तै नि: शुल्क अन्तरक्रियात्मक प्रस्तुतीकरण उपकरण प्रयोग गर्दै एहास्लाइड्स, you can host an open-ended session where the students can answer the question without a word limit.
- त्यसपछि विद्यार्थीहरूलाई सप्ताहन्तमा कसले के गर्यो अनुमान गर्न सोध्नुहोस्।
- विद्यार्थीहरूलाई सोध्नुहोस् कि उनीहरूले सप्ताहन्तमा के गरे।
- तपाइँ एक समय सीमा सेट गर्न सक्नुहुन्छ र सबैले आफ्नो पेश गरेपछि जवाफहरू प्रदर्शन गर्न सक्नुहुन्छ।

Py. पिरामिड
उद्देश्य: Develop vocabulary and associative thinking
कसरी खेल्ने:
- Discuss connections and relationships
- Display random word (e.g., "museum")
- Teams brainstorm 6 related words
- Words must be connected to main word
- Team with most words wins
२. माफिया
उद्देश्य: Develop critical thinking and social skills
कसरी खेल्ने:
- Assign secret roles (mafia, detective, citizen)
- Play in rounds with day and night phases
- Mafia eliminates players at night
- Citizens vote to eliminate suspects during day
- Mafia wins if they outnumber citizens
High school icebreakers (ages 15-18)
🔴 Advanced level (ages 15-18)
13. Odd one out
उद्देश्य: Develop analytical thinking and reasoning skills
कसरी खेल्ने:
- Present groups of 4-5 items
- Students identify the odd one out
- Explain reasoning behind choice
- Discuss different perspectives
- रचनात्मक सोचलाई प्रोत्साहन गर्नुहोस्
14। मेमोरी
उद्देश्य: Improve memory skills and attention to detail
कसरी खेल्ने:
- Display image with multiple objects
- Give 20-60 seconds to memorise
- छवि हटाउनुहोस्
- Students list remembered objects
- Most accurate list wins
AhaSlides integration: Use the image reveal feature to show objects, and the word cloud to collect all remembered items.
15. Interest inventory
उद्देश्य: Build relationships and discover common interests
कसरी खेल्ने:
- Students complete interest worksheet
- Include hobbies, films, places, things
- Teacher displays one worksheet per day
- Class guesses who it belongs to
- Reveal and discuss common interests
16. Hit it in five
उद्देश्य: Develop quick thinking and category knowledge
कसरी खेल्ने:
- Choose category (insects, fruits, countries)
- Students name 3 items in 5 seconds
- Play individually or in groups
- Track correct answers
- Most correct wins
Py. पिरामिड
उद्देश्य: Develop vocabulary and associative thinking
कसरी खेल्ने:
- Display random word (e.g., "museum")
- Teams brainstorm 6 related words
- Words must be connected to main word
- Team with most words wins
- Discuss connections and relationships
18. Me too
उद्देश्य: Build connections and discover commonalities
कसरी खेल्ने:
- Student shares personal statement
- Others who relate say "Me too"
- Form groups based on common interests
- Continue with different statements
- Use groups for future activities
AhaSlides integration: Use the word cloud feature to collect "Me too" responses, and the grouping feature to organise students by interests.
Virtual learning icebreakers
💻 Technology-enhanced activities
19. Virtual scavenger hunt
उद्देश्य: Engage students in virtual environment
कसरी खेल्ने:
- Create list of items to find at home
- Students search and show items on camera
- First to find all items wins
- Encourage creativity and resourcefulness
- Discuss findings and experiences
20. One-word check-in
उद्देश्य: Used before and after the class to gauge sentiments and as an ice-breaker.
कसरी खेल्ने:
- Students create custom virtual backgrounds
- Share backgrounds with class
- Vote on most creative design
- Use backgrounds for future sessions
AhaSlides integration: Use the image feature to display background designs, and the voting feature to select winners.
Expert tips for maximum engagement
🧠 Psychology-based engagement strategies
- कम जोखिम गतिविधिहरु संग सुरु गर्नुहोस्: Begin with simple, non-threatening games to build confidence
- सकारात्मक सुदृढीकरण प्रयोग गर्नुहोस्: Celebrate participation, not just correct answers
- सुरक्षित ठाउँहरू सिर्जना गर्नुहोस्: Ensure all students feel comfortable participating
- Vary the format: Mix individual, pair, and group activities
🎯 Common challenges & solutions
- Shy students: Use anonymous voting or small group activities
- Large classes: Break into smaller groups or use technology tools
- समय बाधाहरू: Choose 5-minute quick activities
- Virtual settings: Use interactive platforms like AhaSlides for engagement
📚 Research-backed benefits
When implement right, icebreakers for students can have numerous benefits according to research:
- बढ्दो सहभागिता
- कम चिन्ता
- राम्रो सम्बन्ध
- Enhanced learning
(स्रोत: चिकित्सा शिक्षा)
कुञ्जी टेकवेहरू
विद्यार्थीहरूका लागि आइसब्रेकर खेलहरू प्रारम्भिक बरफ तोड्ने र वार्तालापलाई आमन्त्रित गर्नेभन्दा बाहिर जान्छन्, तिनीहरूले शिक्षक र विद्यार्थीहरू बीच एकता र खुलापनको संस्कृतिलाई बढावा दिन्छ। कक्षाकोठामा अन्तरक्रियात्मक खेलहरू बारम्बार एकीकृत गर्दा धेरै फाइदाहरू साबित भएका छन्, त्यसैले केही रमाइलो गर्न नहिचकिचाउनुहोस्!
Looking for multiple platforms to play no-prep games and activities can be daunting, especially when you have tons to prepare for the class. AhaSlides offers a wide range of interactive presentation options that are both fun for teachers and students.
प्राय : सोधिने प्रश्नहरू
How do I adapt icebreakers for different age groups?
For younger students (ages 5-7), focus on simple, visual activities with clear instructions. For middle schoolers (ages 11-14), incorporate technology and social elements. High schoolers (ages 15-18) can handle more complex, analytical activities that encourage critical thinking.
3 रमाइलो आइसब्रेकर प्रश्नहरू के हुन्?
यहाँ 3 रमाइलो आइसब्रेकर प्रश्नहरू र खेलहरू छन् जुन विद्यार्थीहरूले प्रयोग गर्न सक्छन्:
1. दुई सत्य र एक झूट
यस क्लासिकमा, विद्यार्थीहरूले पालैपालो 2 आफ्नो बारेमा सत्यपूर्ण कथनहरू र 1 झूट बोल्छन्। अरूले अनुमान लगाउनु पर्छ कुन झुटो हो। यो सहपाठीहरूका लागि एक अर्काको बारेमा वास्तविक र नक्कली तथ्यहरू सिक्ने रमाईलो तरिका हो।
२. के तपाई बरु...
विद्यार्थीहरूलाई जोडा बनाउनुहोस् र मूर्ख परिदृश्य वा छनौटको साथ "के तपाई बरु" प्रश्नहरू सोध्नुहोस्। उदाहरणहरू हुन सक्छन्: "के तपाई एक वर्षको लागि सोडा वा जुस मात्र पिउनुहुन्छ?" यो हलुका प्रश्नले व्यक्तित्वलाई चम्काउन दिन्छ।
3. नाममा के छ?
Go around and have each person say their name, along with the meaning or origin of their name if they know it. This is a more interesting intro than just stating a name, and it gets people thinking about the stories behind their names. Variations could be the favourite name they've ever heard or the most embarrassing name they can imagine.
राम्रो परिचय गतिविधि के हो?
नाम खेल विद्यार्थीहरूको लागि आफ्नो परिचय दिनको लागि एक उत्कृष्ट गतिविधि हो। तिनीहरू वरिपरि जान्छन् र एउटै अक्षरबाट सुरु हुने विशेषणको साथ आफ्नो नाम भन्छन्। उदाहरणका लागि "जैजी जोन" वा "ह्याप्पी हन्ना।" यो नाम सिक्न एक रमाइलो तरिका हो।