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By collaborating to design, operate and present a "machine", children explore creativity, physical storytelling and teamwork in a playful, competitive context.
1. Introduce Dixons
Explain that Dixons is an electrical superstore and discuss the types of items you might buy there.
Divide the children into groups of around six or seven.
2. Become objects
Tell the children that you are entering the store and announce an item you need, for example:
"Oh, I really need a washing machine."
Each group has one minute to create that machine using their bodies. Once time is up, visit each group and observe their machine in action.
Decide which machine you are going to "buy" based on:
3. Encourage imagination
As the game develops, encourage the children to use their imagination further by requesting more inventive items, such as:
4. Encourage healthy competition
Create a sense of fun competition and ensure that every group has their machine "bought" at some point.
Encourage groups to involve everyone and think carefully about how their machine functions as a whole. Use your choices to model fair decision-making, highlighting creativity, effort and collaboration rather than just humour. This game works particularly well as a confidence-building ensemble activity.
Lucy Quick, Principal of Perform.