# Grab That Spoon!

Small groups write review questions on index cards, then take turns racing to grab a central spoon to answer questions and score points.

**Time:** 15 minutes. UWT suggested 15-minute standard allocation based on Bowman's 5-minute core game plus writing and debrief
**People:** 4 to 24. Table groups of 4 to 6 participants

## Choose this exercise

**Purpose:** Test and reinforce recall of recent training content through participant-generated quiz questions.
**Use it when:** Use at the end of an instructional unit or workshop when participants need an active, fast-paced recall check.
**Skip it when:** Skip when participants are exploring delicate topics, when fine-motor reach games could exclude members, or when factual recall is not the learning goal.

## Materials and tools

- One 3x5 index card per participant
- One pen or pencil per participant
- One plastic spoon per small group of 4 to 6 people
- Scratch paper for scorekeeping (one sheet per table)

## Before participants arrive

1. Arrange seating into small groups of 4 to 6 around tables or circles of chairs.
2. Place one plastic spoon within easy, safe reach of all seats at each table.

## Say this to open

We are going to check what we remember from today's session with a quick review game called Grab That Spoon. Each person will write one question and answer on an index card, along with a point value from 1 to 5. Then you will take turns asking your question while tablemates compete to grab the spoon and answer first.

## How to run it

### 1. Write question cards (3 minutes)

Distribute one index card and pen to each person. Ask everyone to write one clear factual question about the covered topic, the correct answer, and a point value from 1 (easy) to 5 (challenging). Set the card face down when finished.

### 2. Set up the table round (1 minutes)

Ensure one plastic spoon sits in the center of each table equidistant from all players. Ask each group to designate one volunteer reader to start. The reader will not grab the spoon during their own turn.

### 3. Play the review game (7 minutes)

The reader reads their question out loud. The first participant to touch the central spoon earns the right to answer. If correct, that player gets the assigned points. If incorrect, they score zero points (or lose that amount if the table agreed). The next person clockwise becomes the reader and reads their card. Continue until every player has read their card or time expires.

### 4. Tally and debrief (4 minutes)

Call time. Have each person total their points. Congratulate high scorers with quiet applause. Facilitate a brief whole-room debrief by taking 2 or 3 responses to selected debrief questions.


## Debrief questions

- What was a question that your group debated or discussed?
- Was there a question that had more than one right answer?
- What is one concept from the game you want clarified before we move on?

**Finished output:** A set of completed question cards and quick diagnostic feedback on group comprehension.

## Remote

In online breakout rooms of 4 to 6, replace the central spoon with an agreed non-physical buzz-in, such as typing 'BUZZ' into the breakout chat or using a virtual raised hand. The reader asks their question verbally, the first person to signal answers, and participants self-record their scores on scratch paper.

## Hybrid

Keep in-person tables playing with physical spoons and assign remote participants to a dedicated virtual breakout using the remote chat buzz-in mechanic. Do not mix remote and in-person participants in the same competitive buzz-in group.

## Access and participation choices

- Participants may choose to serve as timekeeper, reader, or scorekeeper instead of grabbing the spoon.
- Allow participants with physical or mobility limitations to call out a designated code word or tap the table instead of lunging for a spoon.

## If the session gets stuck

**Two players grab the spoon at the exact same split second, causing minor conflict.**

Instruct the reader to serve as the sole neutral referee; if tied, the reader poses an impromptu tiebreaker question.

**A participant writes a question that is ambiguous or has incorrect information.**

Remind groups that differences in understanding are learning opportunities. Encourage the reader to open the question to group consensus.


## Terms used here

- Point value: A self-assigned difficulty rating from 1 (very simple) to 5 (most difficult) written on each question card.

## Sources and adaptation

Observed in Thiagi GameLetter (October 2007), which attributes the game 'Grab That Spoon!' to Sharon L. Bowman from her book The Ten-Minute Trainer.

Recovered Sharon L. Bowman's review game 'Grab That Spoon!' published in the Thiagi GameLetter (October 2007). Corrected the corrupted old metadata claim that this was a 'relationship mapping exercise'. Preserved original rules: card creation with 1-5 point values, central grab object, reader rotation, and scoring. UWT added structured step timings totaling 15 minutes, inclusive buzzer alternatives, remote and hybrid adaptations, and specific access options.

[The Thiagi Group](https://thiagi.net/archive/www/pfp/IE4H/october2007.html)

[The Thiagi Group](http://thiagi.net/archive/www/pfp/IE4H/october2007.html)

Current run sheet: https://unitedwetransform.com/exercises/tgl-october-2007/
