Activity Description

Jump de Jump is a fast-paced jump and tag energiser game that will challenge everyone.

Benefits of Jump de Jump Energiser Group Activity

  • Fun and Playful
  • Works on reflexes
  • Encourages competition
  • Elimination activity
  • No props needed

How To Play Jump de Jump Energiser Group Activity

Have everyone form a circle and provide each person with a number. Inform the group that this activity is an elimination game and that it will begin when everybody shouts and counts down, “3-2-1-JUMP”

On the word, ‘JUMP’ everybody must jump backwards, as far as they can. After making the jump, this is the position everybody must move from in order to tag somebody else or to avoid being tagged. So, think and move strategically to find your start position.

The person who was given the number ‘1’ in the beginning, is the one to start the game by trying to tag another person. In order to do this, they must again jump in any direction. While performing the jump, they must try and tag another player.

When player number ‘1’ jumps, everybody else in the group must also jump at the same time. Everyone jumping creates a burst of energy in the room, along with anticipation and enthusiasm. Whoever’s turn it is to jump must only do so once and is not allowed to jump around like a rabbit. Also, wherever each player lands, they must stick to that place, even if they, by accident, jump too close to another player. Players will learn to strategically place themselves as they jump during the game. On the other hand, some may jump without thinking, placing themselves in precarious positions. This is all part of the fun of playing ‘Jump de Jump’.

Once player ‘1’ completes their jump, player ‘2’ must then follow and jump, then player ‘3’ etc. Each time a player jumps, this prompts everyone else to also jump. There is only one ‘tagger’ at a time, which is passed around the circle until everyone has had a turn.

 When a player is tagged, they must then step out of the game and observe everyone else as the game continues. The aim of this tag game is to be the one remaining player who has not been tagged.

Have you got it, then let’s play. “3-2-1 and JUMP.”

Contextual Framing Ideas

Imagine monkeys in the jungle, jumping from tree to tree. What if they learned this skill by playing a game of tag with each other in the trees. Okay, maybe this is not a true fact, but you can imagine yourself being able to jump like a monkey…

Being aware of your surroundings is important, this next activity will help you to sharpen your observation skills. Or, it might just shock and surprise you…

Step-by-Step Instructions for Jump de Jump Energiser 

  • Have everybody form a circle and randomly assign a number to each person. Start from the number 1.
  • Begin the game by shouting – “3-2-1 and JUMP” Everybody must then jump, in any direction, where they land is where the game of tag begins.
  • Inform the group that the player who was assigned the number 1, starts. They must jump and try to tag another player.
  • When player ‘1’ jumps, this prompts everybody else to jump as well. Wherever each player lands, this is where they must remain until the next player (player number 2) jumps.
  • For instance: Player 1 jumps (everyone jumps), player 2 jumps (everyone jumps) …
  • The process of jumping and tagging continues one player at a time, around the circle.
  • If you are tagged, you are eliminated and must stand aside.
  • The game continues until there is only one remaining player standing.
  • You can play the game once or twice; each round can last for about 5 minutes.

Facilitators and leaders tips

You will find that most groups, when playing a tag game, will automatically begin a new game. If this doesn’t happen, you can easily initiate another game, until everyone understands the game. Groups will want to do more because tag games are fun and energizing. Because of this, using this type of game, at the right moment in a program, can help to energize the atmosphere for the following activity.

Instead of just telling your group what to do, let them make some decisions. By allowing them to provide ideas for the game, increases participation and a willingness to continue. There are quite a few variations, read further to find out more.

Debriefing and Reflection Tips 

Here are some questions to ask the group, which will help them to process their experience of playing the game ‘Jump de Jump’

  • Are there any particular observations you made during the game? Was there anything that surprised you?
  • Were you confused at any stage during the game? Explain.
  • Did you consider the environment safe and what was the atmosphere like during the game?
  • What do you think would support a ‘safe’ playing environment? What would you consider unfavourable?

Variations of Jump de Jump Energiser Group Activity

  • Options for Elimination: Even if you have been eliminated, here are some ideas for these players. Once tagged, they can
  • remain standing where they’ve been tagged
  • remain standing where they’ve been tagged but can try and tag the ‘tagger’ from their stationary position.
  • Remain in their position until their number comes up again. They can then rejoin the game and shout their number out.
  • Number play: Instruct players to always call out their numbers and say “JUMP” before jumping and tagging. This does make a slight change in the game, as those eliminated must continue shouting out their number and saying “JUMP”. There will then be moments in the game when a player (who has been eliminated) will not jump or tag anybody. Players can then incorporate more strategic moves and make the game more entertaining.
  • If you find you have a very large group, just divide this group into smaller teams of about 10 to 15.

Basic Details
Property Type : Energizers
Listing Type : Placeholder
Activity Type : Energisers
Focus On : Having Fun
Outcome Based : No, just fun
Facilities : Indoor, Outdoor
Props Required : None
Duration : 1 - 5 minutes
Exertion Level : High
Group Size : 1 - 8, 9 - 16, 17 - 30
Age : Children, Youth, Adults