United We Transform | Facilitator run sheet

Jump In Jump Out

Participants form a circle and respond together to directional jumping commands under shifting cognitive rules. They practice aligning speech and movement, then intentionally say the opposite while continuing the action.

8 minutes | 4 to 24 people

Choose this exercise

Purpose: Re-engage group attention and physical coordination through rapid verbal and motor response drills.

Use it when: Use during energy dips, after seated presentations, or to transition between heavy agenda blocks.

Skip it when: Skip when participants have mobility limitations that make jumping unsafe, or when the room lacks open, clear floor space.

Group arrangement: Single circle facing inward

Timing: UWT suggested duration (8 minutes) expanding the source 20-second active rounds into a complete facilitated run with debrief.

Materials and tools

Before participants arrive

  1. Clear chairs and tables to leave an open central space large enough for all participants to form a single standing circle.
  2. Check floor surfaces for slip or trip hazards.

Say this to open

Let's form a standing circle facing inward. We are going to test our coordination and focus with four simple directional commands: Jump in, jump out, jump left, and jump right. For our first round, the rule is simple: Say what I say, and do what I say. If holding hands feels comfortable, you may; otherwise, just stand close together in the circle.

How to run it

  1. Set up and practice round 2 minutes

    Assemble the group in a circle facing inward. State the four possible calls: Jump in, jump out, jump left, jump right. Demonstrate one jump in place. Explain rule 1: 'Say what I say, and do what I say.' For example, when the facilitator calls 'Jump in!', everyone says 'Jump in!' and hops forward toward the center. Run two slow practice calls.

  2. Run Round 1 (Same speech, same action) 2 minutes

    Call out a continuous series of jump commands at a brisk pace for roughly 20 to 30 seconds. Stop when the group completes the sequence or when the circle loses cohesion. Invite everyone to reset their spacing in the circle.

  3. Run Round 2 (Opposite speech, same action) 2 minutes

    Introduce rule 2: 'Say the opposite of what I say, and do what I say.' Neutral example: If the facilitator calls 'Jump in!', participants must chant 'Jump out!' while physically jumping into the center. Run the commands continuously for 20 to 30 seconds until the sequence finishes or breaks down in laughter. Reset the circle.

  4. Debrief and transition 2 minutes

    Bring the circle to rest. Ask 1 or 2 reflective questions to the whole room, taking 2 or 3 quick volunteer responses before moving into the next agenda item.

Debrief questions

Finished output: Completion of two coordinated physical-verbal movement rounds.

Remote

This game relies on physical shared-circle momentum. For a remote video setting, run it as a screen-based alternative: Participants stand or sit back from their webcams. Instead of jumping into a circle, they move their upper body or point in four directions: In (toward camera), Out (lean back), Left, and Right. Facilitator calls commands unmuted; participants keep microphones open or unmuted if latency allows, following Round 1 and Round 2 rules on screen.

Hybrid

In hybrid settings, in-person participants form a circle facing a shared room camera so remote members are visible. Remote participants execute the upper-body directional movements (In toward screen, Out away, Left, Right) while in-person participants jump in the circle. The facilitator calls commands for everyone simultaneously.

Access and participation choices

If the session gets stuck

Participants pull on each other's arms when jumping in different directions.
Ask the group to release hand contact immediately and complete the drill with hands free.
Confusion halts the second round almost immediately.
Slow down the calling tempo. Run one deliberate demonstration call where everyone speaks first before jumping.

Terms used here

Sources and adaptation

Observed on Playmeo, where the activity is attributed to Mark Collard.

Retained the core mechanic from Playmeo (circle formation, four directional jump calls, Round 1 'say what I say, do what I say', and Round 2 'say the opposite, do what I say'). UWT added optional hand-holding, seated mobility modifications, explicit pacing breakdown, neutral example, remote screen alternative, and debrief prompts.

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