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Jump In Jump Out

Jump In Jump Out is a circle energiser in which the group jumps in, out, left or right on the leader's command while saying the command aloud. Later rounds split saying from doing: people must say the opposite of the command while still following it, or say it and do the opposite. It is a staple of adventure education with no known originator, published among others by playmeo and High 5 Adventure Learning Center.

Facilitation script

  1. 1

    Form the circle, explain the four commands, offer the stepping option and make hand-holding optional.

    2 min
  2. 2

    Round one: say what I say, do what I say. Call about ten commands, roughly 20 seconds of jumping, then re-form the circle.

    1 min
  3. 3

    Round two: say the opposite, do what I say. Explain the new rule, call about ten commands for roughly 20 seconds, then re-form the circle.

    2 min
  4. 4

    Round three: say what I say, do the opposite. Explain the new rule, call about ten commands for roughly 20 seconds and let the laughter settle.

    2 min
  5. 5

    Optional debrief: which round was hardest, and where do we see the same gap between words and actions at work?

    3 min

Tips

  • Call commands in a steady rhythm and slightly faster than the group can comfortably manage; the mistakes are the point.

  • Offer a stepping version before you start, not after someone has hesitated, and make hand-holding a choice.

  • Keep each round to about 20 seconds, because the circle loses its shape quickly and the joke wears off with repetition.

Common pitfalls

  • Insisting on hand-holding and big jumps without an alternative, so people with injuries or reservations either sit out visibly or risk a fall

  • Running rounds too long, which turns laughter into fatigue and makes the third round feel like a chore

  • Explaining all three rules up front, so the group forgets them and you lose the surprise of each new twist

  • Calling commands too slowly, which lets everyone get it right and removes the reason the activity is funny

  • Forcing a heavy debrief onto what was meant as a two-minute break, which makes the group wary of the next energiser

Variations

Low-impact version: step instead of jump, or stay in place and lean or point in the direction. Seated or remote version: replace the jumps with hand or head movements towards the camera, keeping the say-and-do rules. For groups above 30, run two or more circles with one caller each, or a single caller with a microphone. Hand the caller role to a participant for a final round.

Where it fits

Fast physical energiser after sittingBreaking tension with shared laughterOpening a conversation about habits and unlearningIllustrating mixed messages, where words and actions do not matchOutdoor or team-day warm-up

When to use it

  • After lunch or a long presentation, when the group needs to move and laugh for five minutes

  • At the start of a change or unlearning session, as a physical experience of how hard it is to override an automatic response

  • On a team day or outdoor programme where people expect to be active

  • When a meeting has become stiff and a shared, harmless failure would loosen it

  • Before a discussion about leaders saying one thing and doing another

When not to use it

  • Participants have limited mobility, injuries or are dressed for a formal setting; use a seated option such as Looking Around or Sync Claps

  • The floor is slippery, uneven or crowded with furniture and bags

  • The group is remote; Looking Around gives the same say-versus-do confusion on camera

  • Physical contact is unwelcome for cultural, personal or health reasons and the circle cannot work without hand-holding in your space; drop the hand-holding or pick Walk and Stop

  • People have just met and the setting is formal; start with a lower-exposure opener such as Common Ground

Related methods

Frequently asked questions

What is Jump In Jump Out?▾

Jump In Jump Out is a circle energiser in which a caller gives one of four commands (jump in, out, left or right) and the group says the command aloud while jumping. In later rounds people must say the opposite of what they do, or do the opposite of what they say. It takes five to ten minutes and needs no equipment.

What are the rounds in Jump In Jump Out?▾

Round one is "say what I say, do what I say". Round two is "say the opposite of what I say, do what I say". Round three is "say what I say, do the opposite". Each round lasts roughly 20 seconds or about ten commands.

What can you debrief after Jump In Jump Out?▾

The activity gives a direct experience of how strongly habit links speech and action. Useful questions are which round was hardest, what people did to cope, and where the team receives or sends mixed messages. Keep the debrief short unless unlearning or consistency is the session topic.

Is Jump In Jump Out safe for every group?▾

It involves jumping and usually hand-holding, so it does not suit every participant or room. Offer a stepping or pointing version, make hand contact optional and check the floor surface and spacing first. If several people would need to sit out, choose a seated energiser instead.

How many people can play Jump In Jump Out?▾

It works best with roughly 6 to 30 people in one circle. Larger groups can be split into several circles, each with its own caller, or led by one caller with a microphone.

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Method descriptions on Workshop Weaver are original content written by our team, based on established facilitation practices. This method was inspired by work from Adventure education (originator unknown), as described by playmeo and High 5 Adventure Learning Center.