Activity #1: Role-Playing
Goal
to relate what we know about Egypt to lives of real or realistic people who lived then.
Preparation
Small index cards, on which are written WHO, WHAT, or WHERE: There must be enough of each to create and equip all the groups of 3 in the room. On the front of each card is written as follows:
WHO
cards indicate who the people in the scene are. Example: Pharaoh Ahknaton, a high priest of Isis, a commander of Egyptian troops against the Nubians.
WHAT
cards indicate what they are meeting about. Example: Temples to the old gods are to be shut and new ones built to Ra. The army is to be cut back as peace will be signed with Nubia.
WHERE
cards indicate where the meeting takes place. Example: The Throne-Room in the palace at Thebes
Procedure
Teams are formed consisting of 3 persons. Try to form teams that include extroverted persons with the shyer ones.
Give each team 15 minutes to create and practice a scene in which each character shows who he is through speech and actions. (Teams should try to use actions as well as speech)
Leader should circulate, asking characters questions about their feelings and helping with suggestions if the team is “stuck”.
Culmination
All other teams act as audience while each team presents its scenes. Suggestions are made and incorporated as the scene is run through a second time. Agreement is reached on what should be kept for another day. Notes are taken to preserve the best touches.
Sample Lesson Plans
Activity #2: Role-Playing, Part 2
Goal
to enrich and deepen the characterizations of Egyptian citizens each student played in Activity #1. To remember and increase familiarity with the scene previously played.
Preparation
Players find a spot in the room where they can be as isolated as possible. Each sits on the floor in silence. Each must have done Activity #1.
Procedure
Students are expected to maintain silence as each character is interviewed. The leader tells each participant to close eyes, and to form a mental picture of his/her character. The leader asks:. What color are the eyes? Hair? How tall are you? How old are you? As he asks each question the participant mentally answers the question. Participants are told “BE that person now!”
Culmination
Then the leader walks about the room interviewing each character. Each must answer in the voice of his character, as loudly as possible:
Who are you? How do you feel? What do you want? and, of course, sometimes “Why?” to the responses.
When everyone has been interviewed, initiate a discussion: Who was really in character? Could YOU stay in your character? What could you do to help maintain it?
Activity #3: The Singing Syllable
Goal
to encourage cooperation and ensemble concentration; to warm up full voice before improvisations or rehearsals.
Preparation
Group of 10 or more, in seats.
Procedure
“It” is appointed, and sent from the room till summoned. A conductor is appointed. The conductor divides the room into 3 teams and gives each team one syllable of a 3 syllable word. A tune, one that is universally known, is chosen. At the conductor’s signal, each group begins to sing just its own syllable to that song. The conductor can call for softer or louder, but otherwise pretends to conduct.
Example: Suppose the word “cucumber” is chosen. One team sings “cu, cu, cu, cu, cu, cu, cu” While the others sing “cum” and “ber”. Players should try to stay together and follow the motions of the conductor as to speed and volume.
Culmination
“It” is summoned back. “It” must then, by walking around the room and listening, decide what the word can be.
The game is most fun and most beneficial when everyone is cooperating and singing their best. After two or three times, the group is well warmed up and usually has enjoyed it.
Activity #4: Group Improvisation
Goal
practice in ensemble playing.
Preparation
Form groups of 4 or 5.
Procedure
Group is given a well-known historical event. Using mime only, they are to act it out. You may want to appoint one member of the group as a director. For example, the Discovery of the Americas by Columbus might be acted out: Columbus, sailors show rolling gait of seamen. Crew mimes mutinous threats. Columbus folds arms, shakes head grimly. Lookout sees land! All fall to knees to thank God!
Culmination
Remaining groups, after they have prepared their own skit, acts as audience, tries to guess the event.
Activity #5: Gibberish (after Viola Spolin)
Goal
to get natural, energetic speech from young actors who may be shy or hesitant in speech.
Preparation
Groups of 2 or 3, one group at a time.
Procedure
Give the group a subject to discuss. They begin to improvise a conversation. When the flow is well established, call out “Gibberish!” The group must switch to nonsense syllables, but make the conversation appear to continue normally, until you call out “English!” They then switch back to normal. Repeat several times with each group.
Culmination: Other groups listen, enjoy, make suggestions.
Activity #6: Speak a Little Louder, Dear:
Goal
to get a particular player to feel what it’s like to speak up in front of other folks.
Preparation
Choose a group of 3 or 4 persons, including the actor who needs the help.
Procedure
Ask the group to improvise a scene in which everyone except the low-speaker is DEAF. Tell him he has to tell this family that a flood is coming and they must move to high ground. The others just don’t get the message, somehow. They are not totally deaf. If he speaks loudly enough.
Culmination
Praise the loudest performance. Ask the actor how it felt? Could he do it again, even louder?
Activity #7: Stage Race
Goal
to help students achieve familiarity with positions on stage.
Preparation
Two large (equal-sized) 9-square stage diagrams should be chalked on playground. Discuss the names and the historical background of the various positions. Form two equal teams, each facing one of the diagrams.
Procedure
Teacher calls out commands: “Cross to DR, face audience.” “Find center stage, face up left.” Teams get points if their player gets to proper place on diagram first.
Culmination
Game ends when every player has had a turn.