Bat and Moth
Inside a circle, a blindfolded bat tries to catch the moths using only sound, just like real bats use echolocation. Students practice listening skills, moving without sight, and trusting the group.
How to play
- Form 3 circles of about 8 students holding hands, about 20 ft across. Spend 1 minute explaining how bats find their way using echoes (2 min).
- In each circle, a blindfolded bat and two moths step into the middle. Everyone else forms the cave wall and keeps holding hands.
- When the bat calls "Bat!", the moths must answer "Moth!" from wherever they are. They may walk to a new spot between calls.
- The bat walks with hands up in front at chest height and tries to tag a moth. The bat can call no more than five times per minute.
- If the wall feels the bat getting close, they softly say "wall" as a warning. When the bat tags a moth, or after 90 seconds, players switch roles.
- Rotate until everyone has been a bat and a moth at least once (about 12 min).
Rules
- The bat and moths walk only, never run.
- Moths always answer and never disguise their voice.
- The bat keeps hands up in front as bumpers.
- Students who do not want a blindfold can close their eyes or play as a moth.
Variations
Easier
One bat against one moth in a smaller circle.
Standard
One bat against two moths with five calls per minute.
Harder
Add a mosquito who must tap the bat without getting caught and can only answer with a buzz.
Adaptations
- Limited mobility: a student using a wheelchair can be the bat in a wider circle with moths moving slowly.
- Visual impairment: this game is naturally inclusive; the student can play bat as usual and coach others on how to listen.
- Autism or noise sensitivity: use small circles, quiet calls, and the option to be part of the wall.
Learning goals
- Find your way in space using sound information.
- Trust the group in order to move safely without sight.
- Learn how some nocturnal animals find their way.
Equipment for a class of 25
- blindfolds: 3
Teacher tip
This is a calm game that works well after a high-energy Halloween activity. Stress that the circle wall keeps everyone safe: if it breaks, play stops.
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