Name and Purpose
- Zoomy Zoomy is a circle rhythm game that builds listening, number memory, and beat-keeping skills.
- Players stay connected to the group through a shared rhythmic chant.
a.k.a.
- Number Call
- Zoom Zoom
Age / Group / Time / Space
- Ages 8-16 | 8-25 players | 10-20 minutes | Any indoor or outdoor space where players can sit in a circle
Materials
- No materials required
- Optional: numbered cards or sticky labels for players who prefer a visual number reference
Quick-Run Card
- Sit in a circle. Assign everyone a number. The leader is “Zoomy.”
- Together, set the rhythm: slap knees twice, snap twice, repeat.
- Zoomy starts the chant: “Zoomy Zoomy, Zoomy ZooMa” x2 to the beat.
- Zoomy calls a number twice on the beat. That number repeats their number twice, then calls another number twice.
- If someone loses the rhythm or calls out of turn, they become a Rhythm Keeper on the sideline and count 4 beats before re-entering.
Setup and Boundaries
- No physical boundaries needed. The circle is the play space.
- Signal: a raised hand from the facilitator to pause or restart the rhythm
- Make sure everyone can hear clearly before starting
How to Play
- Everyone sits in a circle. Assign a unique number to each player. The facilitator or a volunteer is “Zoomy.”
- The group sets a shared rhythm together: slap knees twice, snap twice. Practise for 30 seconds before the game begins.
- Zoomy starts the call-and-response chant to the beat: “Zoomy Zoomy, Zoomy ZooMa, Zoomy Zoomy, Zoomy ZooMa.”
- Zoomy calls a number twice on the beat: “Zoomy Zoomy, 7 7.”
- The player with that number responds on the beat with their number twice, then passes to another: “7 7, 2 2.”
- That player responds: “2 2, Zoomy Zoomy” or “2 2, 5 5” and so on.
- If a player loses the beat, calls the wrong number, or calls a number out of rhythm, they become a Rhythm Keeper.
- Rhythm Keeper role: Move to the side of the circle and keep the beat by clapping or slapping knees. Count aloud or silently through 4 full rhythm cycles, then re-enter the circle and take their original spot.
- Play continues until everyone has had a chance in the Rhythm Keeper role, or until time is called.
I-OPt Options
Start
- (A) Active: Take a number and join the full call-and-response
- (S) Support: Volunteer as Zoomy and lead the opening chant
- (Q) Quiet: Take a number near the end of the circle to have a few rounds to listen first
- (O) Observer: Watch from outside the circle, keep the beat quietly, join when ready
Mid
- (A) Active: Stay in the call-and-response, push for faster rhythm
- (S) Support: Become the Rhythm Keeper and help the group stay on beat from the sideline
- (Q) Quiet: Hold your number and respond on the beat; no need to add speed or flair
- (O) Observer: Watch from outside, track how many rounds the group can keep going without a break
Late
- (A) Active: Try calling numbers faster on the beat
- (S) Support: Coach someone returning from Rhythm Keeper back into the circle
- (Q) Quiet: Stay in the circle at a comfortable pace; pass to Zoomy if you want to step back
- (O) Observer: Count total successful passes across the whole group; report at debrief
End
- (A) Active: Lead the group in one final attempt to beat their best streak
- (S) Support: Help count beats and celebrate the group’s longest unbroken chain
- (Q) Quiet: Reflect and share one thing you noticed at debrief
- (O) Observer: Share your count from the sideline as the group’s unofficial scorekeeper
Inclusion Adaptations
- Players who have difficulty with auditory processing can hold a numbered card and point to it rather than call out; others respond to the visual cue
- Players who find the rhythm physically challenging can clap instead of slapping knees, or simply nod on the beat
Stewardship Moment
- This game needs nothing but people and a rhythm. No materials, no waste.
- Ask: “What would happen to this game if we played it in a natural space, like a forest? What rhythms do you hear there?”
Consent
- Pre-brief: “This game uses a shared rhythm and number calls. For those not comfortable with being called on or keeping pace with the group, the Rhythm Keeper role on the sideline is a full part of the game, not a penalty.”
- Mid-game check: After the first 5 minutes, pause the rhythm. “Thumbs up, sideways, or down. How is everyone feeling with the pace?”
- Opt-out/re-entry: Any player can move to Rhythm Keeper at any time by raising a hand. To re-enter, count 4 rhythm cycles and step back into the circle.
Risks and Mitigation
- Players feeling embarrassed when they miss the beat: staff narrate effort positively; Rhythm Keeper is framed as a role, not a punishment
- Faster players dominating the speed: facilitator sets the pace and slows the rhythm if needed
- Confusion about whose number was called: allow a brief pause for the group to confirm
Warm-Up Suggestions
- “Snap and Clap Pass”: pass a clap around the circle on a steady beat before adding numbers
- “Name and Bounce”: say your name twice in rhythm while bouncing on the beat to warm up the pattern
Debrief Questions
- What? “What happened when the rhythm got faster? What changed?”
- So What? “What helped you stay in the game? What made it harder?”
- Now What? “When do you need to stay in rhythm with a group in real life? What helps you do that?”
Cleanup and Reset
- Collect any numbered cards or sticky labels if used
- No other cleanup required
