Starbo, the SKITJAM mascot SKITJAM
SKITJAM FIELD GUIDE

High School Icebreaker Games

Use a privacy-conscious high school icebreaker with temporary names, shared drawing, and no requirement to disclose personal facts.

Start a Jam
Starbo wearing a party hat
Best for
high school educators and students age 13+
Group size
6–12 players
Time
10–25 minutes
THE ACTUAL IDEA

Make the whole room part of the drawing

Teenagers can recognize forced icebreakers immediately, especially when they demand vulnerable or performative answers.

SKITJAM changes the usual drawing-game rhythm: the group joins one room from ordinary browsers and contributes to the same timed canvas. Players do not wait for individual turns, and the activity does not depend on one confident artist carrying a team. After drawing, the room invents titles and votes, so observation and comedy matter as much as moving the pencil.

For a new class, club, or advisory, that structure creates a visible shared problem instead of asking people to manufacture conversation from nothing. The messy result belongs to the room. It becomes something players can point at, explain, defend, rename, and remember together.

SET IT UP

A practical way to run it

Choose a fictional challenge, let students join with monster identities, and allow the picture to become funny without singling anyone out.

  1. Create the room. Open SKITJAM, choose whether the host is playing or screen casting, and put the lobby where the group can see it.
  2. Join without ceremony. Players scan the QR code or enter the short room code, then use a suggested silly name if they want a privacy-friendly identity.
  3. Draw before overexplaining. Let the first prompt teach the controls. Everyone draws at once while the authoritative countdown stays on the host screen.
  4. Name and vote. The room submits titles, votes without seeing authors first, and watches the winning mess replay.
MAKE IT YOURS

One variation worth trying

Use the title vote as the speaking bridge: discuss why a title fits the image rather than asking who submitted it before the reveal.

Variations work best when they change one social constraint at a time. Keep the join flow, drawing controls, and phase order familiar. Change the prompt pack, time pressure, drawing rule, or way the group discusses the reveal—not all four. That gives players enough confidence to take creative risks while preserving the surprise.

QUICK ANSWERS

Frequently asked questions

Does a student need a school email?

No email is needed to join a room or class-year community; verified benefits are separate.

Can the teacher use a projector?

Yes. Host Display is designed for a shared screen.

Is the activity anonymous?

Party identities are temporary, but room activity is visible to participants and should not be treated as guaranteed anonymity.

Starbo
WHO MADE THIS?

Created and written by Annabella Proctor

Annabella created SKITJAM as a social drawing game where the software gets out of the way and the room becomes the performance. Grayworth handles publication, legal responsibility, privacy operations, and hosting.

About the creator