LEADERSHIP ACTIVITIES AND GROUP GAMES

How Did That Happen?
Submitted by:
Matthew Lewis
Date Submitted:
November 17, 2017
Participants:
30
Equipment:
N/a
Instructions:
Everyone stands in a large circle One person begins and thinks of a word Whispers that word to the person on the right The nex person thinks and whispers a word similar to the word on their right Continues to go around the circle until completed
Electricity
Submitted by:
Dwayne Marshall
Date Submitted:
November 16, 2017
Participants:
Entire Class
Equipment:
Just 1 Object to obtain.
Instructions:
First Divide the Classroom in half making two teams. Each team will form a line holding hands standing across from each other. In the middle of the line i Will have the first two form a middle holding hands and at the other end will be the object the other person on the other and must get to before the other team. I will hold both hands at the end of the line and soon as I Squeeze both of their hands they have to send the squeeze down the line with there eyes close. whoever gets to the object first wins.
Zoomie Zoomie
Submitted by:
Kenya Berkley
Date Submitted:
November 13, 2017
Participants:
8+
Equipment:
none
Instructions:
Zoomie starts the game by patting his legs twice and then clapping his hands twice saying "zoomie zoomie". Everyone joins in and must keep this pattern throughout the whole game. Everyone gets in a circle and is numbered off (1-20/30). Zoomie begins by saying "zoomie zoomie,1, 1", then the person with that number must say his number twice and then someone else's number (ex. one, one, three, three). It is alright to call zoomie as a number but whoever zoomie is they can speed up the game. The pattern continues like this until someone messes up by forgetting the rhythem, forgetting to go, or saying someone else's number. The last person standing wins!
Cup Stacking Twist
Submitted by:
Debriana D Ross
Date Submitted:
November 12, 2017
Participants:
Everyone in class
Equipment:
Stacking cups, Yarn, Rubber bands, stopwatch
Instructions:
Instructions: Students will break off into groups of 4 to stack cups using nothing but a rubber band with 4 individual pieces of yarn tied to them. The bottom row must have 6 cups and the groups are to keep stacking until 1 cup is on the top. If participants are caught using their hands directly on the cup to stack them more than twice, their group gets a two minute penalty. This means, if that groups finishes at the same time as another group, or another group finishes a litter after them, they will lose because of their 2 minute penalty. This is a team building game that can be used in the classroom or in any type of leisure setting. The cup stacking game, without the direct use of hands, causes students to think critically while learning how to work as part of a team. Individual success does not matter because without the help of their team members, this game is impossible. The rubber band has to be stretched in many different places. The groups will have 4 minutes to complete this task. To separate the class into groups of 4, I will give them a colored post it note and whomever has the same color will be in the same group. A bag of candy will be given to the winning group.
Marshmallow Shooters
Submitted by:
Katlyn Tomasetti
Date Submitted:
November 9, 2017
Participants:
Entire class
Equipment:
A bag of mini marshmallow and solo cups
Instructions:
Participants will get to choose their own group of 4s. The objective of this game is to get as many marshmallows in your cup each round to win the prize. The prize will be disturbed to the highest point team after the 3rd round has ended, how points will work is the amount of marshmallows you have in your cup at the end of each round is the amount of points you have. There will be 3 rounds of different ways of shooting the marshmallow. One player will volunteer for holding the cup and sitting in the chair as another player from the same team will go up and shoot each round. First round is one player will stand behind the 6ft away mark from the cup and shot the marshmallow like a free throw shot in basketball or any other way the participant knows how. The second round gets harder because the next shooter will be blindfolded and the only one that can tell them where to go is their team members who do not have the cup, in which they have to stay behind the 6ft line. Members can only verbally tell them where to go unless they are running in to things to much. The third round participants will go back behind the line and this time they have to do a trick shot. Trick shots include behind the back, under the legs, and using your non dominate hand to throw, each shot made here will be worth 2 points. Each round will have one minute of throwing, players must stay behind the line or the marshmallows does not count, and the active player can only have one marshmallow in his/her hand at a time. And importantly participants must have fun!!
Secret Identity
Submitted by:
Jenica Ball
Date Submitted:
November 5, 2017
Participants:
Any
Equipment:
Sticky Labels or Masking Tape & Pen
Instructions:
1. Using sticky labels (post-its) or masking tape write the names of celebrities, christmas songs, cartoon characters, etc. The possibilities are endless, but just let the group know what group of people/things they are guessing from. 2. Have a small group of people stand at the front of the rest of the group (I am doing four groups of seven people since there are 28 people in the class). 3. Stick one of the labels on the back of each of the people standing at the front of the larger group. 4. Have the people with the labels turn their backs to the audience, so they can see what they say without anyone saying it out loud. 4. Going one by one, each person with a label on their back chooses someone from the audience and asks them one "yes or no" question to try and figure out who/what is on their label. 5. Once a player thinks they have solved it they must wait their turn to ask someone in the audience if they are correct. If they are not correct then this counts as their question and it is then the next person's turn. 6. First player to guess correctly wins and they advance to the final round! 7. The final round consists of each winner from each group (I will have four winners). Add a new label on their back and the first to guess correctly wins it all!
Name that Song
Submitted by:
Cierrae Caver
Date Submitted:
November 2, 2017
Participants:
5+
Equipment:
Game power point, candy for a prize, sound system, and a chalk board
Instructions:
1) Split teams up by the genre of music that they listen to 2) Then have them count off to split up into separate teams so that there are 5 groups that make up different genres 3) Have groups assign a team captain (the one writing on the board) and a team runner (the one running to the captain to tell the teams answer) 4) There will be 10 rounds and the team who has the most points in the end will win a prize **This activity is to teach Vygotsky's learning theory**
All Aboard
Submitted by:
Mike Wheeler
Date Submitted:
November 3, 2017
Participants:
Entire Class
Equipment:
One Tarp
Instructions:
For this activity, Start by laying out a tarp on the ground. Tell the group that they must all have 2 feet on the tarp in order to advance to the next stage. Stress that the only rule is that 2 feet need to be on the tarp. The tarp will be folded in half after each round causing it to shrink. Once that trap gets to a certain size and only about half of the group can fit, someone usually realizes that the rules never said how the feet had to be on the tarp, i.e. lay down around the edge. This activity shows the groups creativity, problem solving skills as well as listening skills
Killer Wink
Submitted by:
Nadia Saracco
Date Submitted:
October 30, 2017
Participants:
10+
Equipment:
none
Instructions:
Everyone gets into a circle. The group then decides who will be the guesser or the "detective". The detective steps out of the room while the group decides who will be the "killer". Once the killer is chosen, the detective can come back into the room and stands in the middle of the circle. The killer will make eye contact with people in the circle and will wink at them which "kills" them. Participants must wait at least three seconds before making a dramatic way to "die" by sitting down. The detective must guess who the killer is before everyone is out.
Caught Ya Peakin'
Submitted by:
Jaime Johnson
Date Submitted:
October 27, 2017
Participants:
Everyone in Attendance
Equipment:
Candy for winners
Instructions:
Participants will stand in a circle facing one another with their heads down. The leader will count down 3, 2, 1, and the participants have to look up directly at another person. If that person is looking at them too, they are both out. The last one or possibly two people still standing are the winners.
Numbers
Submitted by:
Tyler Lafferty
Date Submitted:
October 27, 2017
Participants:
30
Equipment:
none
Instructions:
You have one host who yells out a number. The participants then have to get in a group with that number. If the host calls 1 players have to put both hands together over their heads. If you are the last person to to put hands above your head you are out. If you are left without a group you are out.
Movie Trivia
Submitted by:
Audrey Meixner
Date Submitted:
October 26, 2017
Participants:
3 and Up
Equipment:
Movie Trivia PowerPoint (1) Movie Trivia Answer Sheets (3) Stopwatch (1) Prize (Only one group gets a prize)
Instructions:
For this activity I designed my own PowerPoint to create a trivia game for the class. There are four categories of different genres of movies. Round One is 80's and 90's movies, Round Two is Disney, Round Three is Action/SyFy and Round Four is Halloween. For each round, I created a slide with 5 different pictures (labeled 1-5) from scenes of different movies (in correspondence with the particular genre). Then on the answer sheet (I created and printed from Word) there are 10 questions total ( 2 questions per picture). For example: Picture One: The name of the main character in the picture:______________ ( 1 point) The title of the movie: ____________________ (1 point) Before the game starts, break the class up into 3 groups. Each group will receive an answer sheet and need to designate a writer. The groups will have 1 minute and 20 seconds to answer the questions (by working together) in correspondence to the pictures on the PowerPoint slide. Once the time is up, the next slide will provide the answers. The groups are responsible for tallying up their own score. There are FOUR rounds of this game. After the fourth round, it is the supervisors job to collect all of the answer sheets and add up the total number of points from each team. Whichever team with the highest number of points earned (from all four rounds) wins the game and receives a prize!
Laugh Circle
Submitted by:
Chris Annerino
Date Submitted:
October 23, 2017
Participants:
Minimum 5, no maximum
Equipment:
None
Instructions:
One person sits in the middle of the circle, the other participants have to take turns going next to the person in the middle and attempting to make them laugh. If you succeed then you're in the middle.
Telephone Charades
Submitted by:
Brady Long
Date Submitted:
October 18, 2017
Participants:
30
Equipment:
None
Instructions:
We will split the class into two teams and form a line in each team. The person in the front of each line will face me while everyone else will turn their back towards me while I instruct the game. I then perform an action that the first person has to watch and try to remember. They will then turn around and tap the next person and perform the action they watched me perform without speaking. The cycle continues until the end of the line and whichever team performs the action closest to my original action will receive a point. The team with the most points by the end of the game will be the winner.
Roll-Up Race
Submitted by:
Ashley Black
Date Submitted:
October 17, 2017
Participants:
Any
Equipment:
Fruit Roll- Ups
Instructions:
1.Have participants line up in a row (facing the judge) 2. Have participants unroll the fruit roll up as far as it will go until completely unrolled. 3. Participants must place no more than 1 inch of fruit roll up in there mouth. 4. They must place arms behind their backs and start when announced. After they have completely swallowed the fruit roll up they must step forward put arms in the air and have their mouth open for the judges to check. Rules: NO HANDS- ONLY USE MOUTH -If fruit roll-up falls out of mouth they automatically lose -If someone does not like fruit roll ups they may help judge
Human Pac-man
Submitted by:
Johnathan Reed
Date Submitted:
October 15, 2017
Participants:
depends on size of grid min of 5
Equipment:
Lines on floor paint or tape for example
Instructions:
Have 1 person as Pac-man and have the rest randomly scattered on the grid. The game lasts 2 min if Pac-man tags a person they must sit, squat, or show they are out in some way. The person who is out now becomes a wall that Pac-man can go around but nobody else can. Objective is to stay alive for the whole 2 min. Players must stay on lines at all times.
How do you like your neighbors
Submitted by:
Logan Taube
Date Submitted:
October 12, 2017
Participants:
Everyone in attendance
Equipment:
Chairs
Instructions:
The players will form a circle seated in chairs, one of the players will be it standing in the middle of the circle. The it player will approach a player in the circle asking them "How do you like your neighbors?". This player has three possible replies: "All right," "All wrong," "All mixed up." If the reply is "All right," the whole circle shifts to the right. If the reply is "All wrong," the whole circle shifts to the left. If the reply is "All mixed up," everyone scatters and finds a new chair. During the shifting the it player attempts to get a seat and the person left without a seat becomes it.
Frost Bite
Submitted by:
Coleman Briggs
Date Submitted:
October 11, 2017
Participants:
Groups of 4-5
Equipment:
Masking Tape, Blind Folds, Popsicle sticks, Note Cards, Pipe cleaners, Cotton balls, Toilet paper
Instructions:
The class will be divided into groups of four to five and we will be taking a trip to the North Pole. On our long frozen journey, we are faced with several challenges and we must build an igloo to survive through the night. Each group will elect one leader and the leader will have frost bite on both hands preventing him/her from using them. The rest of the team suffers from snow blindness therefore they cannot see. The leader must instruct their blind group on how to make a free standing igloo out of the provided materials. Each group will have 5 minutes and be given 10 notecards, 10 Popsicle sticks, 10 pipe cleaners and 25 cotton balls. The Igloos will be judged at the end and the winners will receive a reward.
Convince Me
Submitted by:
Jalen Morgan
Date Submitted:
October 11, 2017
Participants:
Everyone in attendance
Equipment:
1. Chalkboard (to keep score) 2. PowerPoint 3. Candy for winners
Instructions:
1. Evenly divide the class into 2 large groups. 2. Each group will select three members to come in front of the classroom for every round. 3. The two groups of three will represent their half of the classroom, by debating about their preference between two images displayed on PowerPoint. 4. Rock Paper Scissors will decide which group goes in for the debate first prior to round 1. 5. The other team will oppose and debate on their opinion. 6. I will select which group of three represented their team well by having a more effective debate and they will receive 1 point. 7. The winner from each round will get an opportunity to debate first the following round. 8. The half of the class with more points will have a selection of Laffy Taffy's or AirHeads.
Dare to be Different
Submitted by:
Jalen Morgan
Date Submitted:
October 10, 2017
Participants:
Everyone in Attendance
Equipment:
1. PowerPoint 2. Chalkboard (to keep score) 3. Candy for the winners
Instructions:
1. Divide participants into groups evenly. 2. A member from each group will come to the front of the classroom. 3. The PowerPoint will display questions based on Twitter polls asking about general preferences. 4. The selected members from each group will voice thier opinion as the represent their teams with the opportunity to recieve points. The least popular opinion will be rewarded 1 point while the popular suggestions receive none. 5. The group with the most points at the end will have a selection of Laffy Taffy's or AirHeads.
The Great Wind Blows
Submitted by:
Megan Hilt
Date Submitted:
September 26, 2017
Participants:
29 (whole class)
Equipment:
Chairs, participants and candy for the end.
Instructions:
- Arrange all the chairs to form a circle. One player starts in the middle, standing up and taking their chair out. He or she begins the round. - One person in the middle starts by saying "Great wind blows for everyone who…" and then says any characteristic that is true for that person. For example, if the person has been to Canada before, he or she can say, "Great wind blows for everyone who has been to Canada." All players who have been to Canada before must stand and quickly find a new seat that is more than 2 chairs away from them. If the player is not able to find an empty seat, he or she is the new person who is in the middle. - Other examples would be Great wind blows for everyone who hates chocolate Great wind blows for everyone who loves sushi - KEEP IT PG - Everyone will get candy at the end
Pass the Picture
Submitted by:
Natalie Kenny
Date Submitted:
September 13, 2017
Participants:
Any
Equipment:
Paper and pencil
Instructions:
• Get in your youth activity team and pair up with the person having the birthday month and day closest to yours. Anyone who doesn't have a partner available from their team should go to the front of the room and pair up. • If there is one person left, that person will be a judge along with Professor Schlag. • Each team should stand near one of the partner's desks. • One person in each team needs a pencil. •You and you partner will stand both facing forward with one person standing behind the other. •The front person needs the pencil. •The back person will be given an envelope which they won't look in until time starts. •When time starts, the back person will look in the envelope WITHOUT REMOVING THE PICTURE and draw the picture USING THEIR FINGER on the back of the person in front of them. •The front person will then draw what they think they felt as the picture on a blank piece of paper which was given to them. •The partners with the drawing that looks closest to the original drawing as determined by the judge will win Jimmy John's gift cards. •No talking during the drawing time. •You will have one minute to pass the picture. •Make sure to put your names on the sheet with your drawing. •For round two, you will switch roles in your team.
Social Ties
Submitted by:
Carolee Stark
Date Submitted:
September 12, 2017
Participants:
30
Equipment:
Two balls of yarn, 30 balloons, 14 pennies, 14 dimes, 2 quarters, candy/a prize
Instructions:
SOCIAL TIES To begin this activity, start with a group of 30 people. Before the activity begins, blow up 30 balloons and put a dime in 14 of them, a penny in another 14 of them, and a quarter in two of them. This will help break everyone up into two groups. Everyone gets a balloon, then we pop it, there will be an even number to make two groups- there will be a 'dime' group, and there will be a 'penny' group. Everyone stands in a circle, and then blown up balloons with the coins in them will be passed out to everyone. Once everyone has one, they are to pop the balloons to determine which team they will be apart of. There will be two quarters in each group, those will be the ones that start the round off. Once the participants know what coins are in their balloons, they will get in there respective teams. Then the group activity follows. Social Ties For the game, you will need two balls of yarn, smaller in size, and two groups of participants. The participants will stand in two circles near each other and will each be given a ball of yarn in a starting point- the people that had quarters will be the starting point. The ball of yarn is given to the quarter person, and then a stopwatch is started, and everyone is told to begin. The first person will hold on to the beginning of the ball of yarn, and throw it to another person while still holding on to the string, the next person must do the same and so on and so forth until the ball of yarn is gone, creating a web. The first team to finish the yarn ball out will get first choice of a good bag of candy. If anyone lets go of their string and breaks the web, the whole team has to start over again. After the game is finished and the winning team has been determined, they will get their choice of premium candy, and everyone else will also get candy, maybe not as big of pieces. Debriefing: Once the game is over, to debrief, I will explain that everyone is important and when we work as a team we can get a lot done. Also, that if someone wasn't there today or if they weren't there, the web would not have been made. This is just to reiterate everyone's importance in a group. All of the things we see on social media about suicide and suicidal thoughts- it's not cool, so I wanted to take a moment after the game and just remind everyone that they were all a very important part of the web that they made with each other today.
charradinary
Submitted by:
Nicholas Wiza
Date Submitted:
September 11, 2017
Participants:
Whole Class
Equipment:
nothing
Instructions:
This game is based off of Pictionary as well as charades, I will be dividing the class up into there project groups and from there everyone will have to participate in this game. teams will take turns selecting a member to go to the front of the room and draw a card. Whatever the card says on it they person will have to option to either act it out or they can have the option to draw it. The player acting it out is unable to speak words however they can whistle( like a theme song or any way they can associate with the answer) or makes sounds that go with the answer (such as Darth Vader Breathing). Each contestant will get 50 seconds of time to do there best impressions so the team can guess correctly. 2 points will be awarded to the team if the player successfully acts it out and 1 point will be awarded if they choose to draw and the team gets it correct. The Team with the highest point total after the time is up will get there choice of candy. All participants will receive a treat though. The objective of this game is to break down that awkward first stage of getting to know someone. especially since we will have a lot of interaction with our group members. laughing at each other in a positive way will definitely help teams become closer to each other. also it will be really funny to see some of these acted out. It is always interesting to see how people differ with their creativeness and this exercise helps bring out those jitters many people have
Ships and Sailors
Submitted by:
Taylor Hanneman
Date Submitted:
September 6, 2017
Participants:
29
Equipment:
None
Instructions:
Ships and Sailors is a game where participants listen to the facilitators instructions and follow their exact commands. In an open space, the participants spread out facing the facilitator. When the Facilitator (captain) says "ships" the participants go to the left, when they say "sailors" the participants go to the left. When the phrase "captain's coming" is said, all participants stand at attention until the facilitator says, "at ease". Other commands that will be called out require the participants to work together in different sized groups to compete the command. Those phrases are, "three men rowing", "bunk beds", "sweethearts", "four men eating", "man overboard", and "five men playing cards". In those actions, the number of people doing the activity is said; for bunk beds and sweethearts, it only requires two participants. The last animation is sharks. When a player gets out because they messed up the activity or they didn't make it into a group, they become sharks swimming around. When the facilitator says "shark attack" the "sharks" can chase and tag the remaining players to get them out as well. The facilitator will count down from 5 and then the shark attack will be over. The last 2 players of the game are the winners.
Picnic
Submitted by:
Jessa Coker
Date Submitted:
September 6, 2017
Participants:
All Classmates
Equipment:
None.
Instructions:
The game starts out with everybody sitting in a circle and one person starts out saying "I'm Jessa and I am bringing jellybeans to the picnic!" then the next person must say what the person before them's name and what they are bringing to the picnic! If you can't say everybody in front of you then you are out, but the last person standing has to say what everybody's name is and what they are bringing to the picnic!
The Best... Game!
Submitted by:
Erin Sullivan
Date Submitted:
September 5, 2017
Participants:
Groups of 4-5
Equipment:
Computer for PowerPoint Dictionaries Gum Paper Coins Tape measurer Stop watch
Instructions:
1. Divide into groups of 4-5. Every player must participate in at least one round. 2. Judge will announce a contest category (Ex: The Fastest... or The longest...). 3. Each group must select a member they think will win the category. 4. Judge will reveal the action or measurement and members will compete (Ex: The fastest... cup stacker or The longest... leg). 5. The winner earns a point for their group. The group with the most points wins.
Name Roulette
Submitted by:
Joey Billeter
Date Submitted:
August 31, 2017
Participants:
Any
Equipment:
None
Instructions:
To play this game you need to form two equal circles, one inside the other. Set the circles up so one person from each circle is physically standing back to back to one member from the other circle. (I use a spot on the ground to mark the spot for each circle) These circles both start moving in clockwise motion, ensuring each member of the circle passes through the "spot". Someone who is not in either one of the circles and not facing them, will call stop. At that point the people on each spot must turn around and face each other. The person who names the other first wins that round and the "loser" joins the other circle.
Pterodactyl
Submitted by:
Bria Thurman
Date Submitted:
August 31, 2017
Participants:
5-35 people per circle
Equipment:
A group of people, enthusiasm, a comfortable space. Prizes are optional
Instructions:
1. Find a space that can allow for everyone to get into a circle, and can handle a loud volume of possible yelling and/or screaming. 2. Participants will form a circle, and a random person will start off the game 3. The rules of the game are that there are two ways to travel the "commands" throughout the circle. a. Saying "pterodactyl" keeps the direction the same way it was passed to you. (If it was given on your left say pterodactyl to your right to keep the same direction going) b. "Cawing" reverts the direction back to the person who gave it to you. c. When the direction is reverted you can choose to follow the new direction by saying pterodactyl to the next person, or caw back at the person that cawed at you previously. d. Messing up the commands or following the wrong direction puts you out of the competition as a player and you become a heckler. 4. The body position for the game is for everyone to cover their teeth with their lips and bend their elbows to their side like a bird. 5. During the game if you laugh or show your teeth when someone says pterodactyl or caws you are out. 6. When you are out, you must stay involved and become the hecklers to those playing, using words but no physical touch to through off the remaining players. 7. The last person or a pair that come to a truce are the winners of the game. Excessive voice tones, faces, stances, and body movements are encouraged, physical contact is not to keep the game relatively safe.
Cross the line
Submitted by:
Haley Shannon
Date Submitted:
August 30, 2017
Participants:
30
Equipment:
List of statements, scotch tape
Instructions:
You will need to have enough room to form two lines. The lines should be parallel and be long enough for all participants to stand on each line and face other participants. Divide the group in half and have one half stand behind one line and have the others stand behind the other line. The participants should be facing each other. You will need a list of statements to read off. these statements should be similar to the following; Cross the line if you are female, cross the line if you prefer Pepsi or Coke, etc. Try to not pass any boundaries to make the group uncomfortable. As it is okay to push some limits depending on your participants but be very cautious as you may not know how someone will take a statement. When a statement is read students that agree with the statement should cross the line students that don't should stay put. Rules are that this should be a silent game no giggling, talking, etc. Also some guidelines should Include respect others and participants do not have to cross the line if they do not wish. After you read the instructions and the rules begging the activity with: "with that being said cross the line if you understand the rules." beginning reading statements. At the end you can do a reflection of activity.
Magic Fire
Submitted by:
Gordie Kaplan
Date Submitted:
May 4, 2017
Participants:
N/A
Equipment:
1) Enough two-strand bell wire to reach from a campfire to a location out of sight of participants [Home Depot, or any well stocked hardware store 2) 1 ball-point pen spring (+ another just in case the first is lost) :-) 3) 4 or 5 kitchen matches 4) 1 jar of Lamp Oil (NOT GASOLINE!!!) 5) A 12 volt car battery
Instructions:
This "activity" provides the opportunity to start a campfire where participants cannot know how the fire started. Steps to set it up and make it work: 1) Well before the time you want to use the magic fire bury the two strand bell wire from the campfire pit/location to the closest place that cannot be seen by participants...behind a tree in the closest woods area is perfect. Bury by sticking a shovel in the soil then slip the continuous wire in the slit and close the opening so there is the least amount of soil disturbance that indicates something has been buried in a direct line from the campfire to an out-of-site location nearby. At the campfire end place enough of the continuous line of wire in a plastic cup/container with enough wire coiled in the container to reach the middle of the log-cabin or tee-pee fire construction (of course before the fire has been started). Cover this container with dirt and ashes so it will not be seen/apparent. Bury it far enough away from the actual campfire center so that other campfires can be held without heat melting the container & wire coil. At the other end of the continuous line of now buried wire place the left-over coil of wire in another container and bury it also....there must enough extra wire to reach the car battery that will be brought to this "hidden" site as close to when the magic fire will be started as possible. Again, you do not want any participants seeing the battery or the person who will be stationed at the battery when the magic fire will be started. Several days before the magic fire day/time at another campfire. A leader says to the group; "I've heard that if a group of people at an unlit campfire all rubs there hands together to generate heat AND focuses on the fire the power of their energy will pass from their hands to the fire and the fire will start by itself." Let's try it....the group tries it several times and of course the fire will not start. The leader then says, "OH of course, we have not had enough time together to develop/build a community and therefore our group energy to start the fire will not work." The fire is then started with a match/lighter. This sets up the possibility of a magic fire in the minds of participants. Several days later when you plan to have the magic fire. Build your campfire (smaller is much better than HUGE...less danger of someone getting a burn from closeness to the fire and less waste/use of wood. I suggest a log cabin fire. When the log cabin structure is built but before any additional wood is placed inside the log cabin unbury the wire and bury it up to and lay it inside the log cabin structure. Now place several small "log" (smaller than the log cabin structure logs but larger than kindling in the bottom third of the structure; Now strip approximately one inch of insulation from each of the two-strand bell wires and connect them with the ball point pen spring to complete one end of a circuit. Break off 2/3 of the wood from the kitchen matches and insert the match heads in the spring coils (you may have to SLIGHTLY spread the spring to allow enough room for the match heads but not too much so the match heads will fall out. Next drape a small piece of rag over the spring with match heads inserted AND carefully build a random "fill" of dry kindling from the bottom layer of "logs" to the top of the log cabin structure. Check to make sure no one from any side of the campfire can look through the log cabin structure sides and see the rag/wire/spring with match heads, For a spectacular early burst when the fire has been started add a small layer of birch bark, pine-needles or tinder material to the very top of the fire. Now carefully pour enough lamp oil over the entire inside of the log cabin structure to lightly soak the tinder and kindling. The magic fire has now been arranged. Make sure the 12 volt car battery is hidden next to where the other end of the bell wire is buried & make sure approximately one inch of insulation has been removed from the very end of both strands of the bell wire formally buried at the hidden spot. Select a person to knell in this hidden area before participants arrive AND arrange a signal for when the person next to the battery should place and hold the stripped bell wire strands to both of the battery terminals. When she/he places and holds the wires to each terminal you have a closed electric circuit and electricity from the battery will heat the ball point spring wire that in turn will ignite the match heads and the fire will start...Thanks to the lamp oil, kindling and tinded the fire will quickly burn up and proide a towering column of flame (ANOTHER REASON TO BUILD A SMALLER FIRE!). When the kindling has burned the smaller logs in the bottom of the log cabin structure will start and you'll have a beautiful fire burning from the bottom of the structure up through the top. The leader goes through the same ceremony as she/he did several nights before....saying, "By now we've established a wonderful and strong community and I'll bet we now have enough energy to start this fire just by rubbing our palms together and focusing the heat from our hands to the unlit fire. Try it twice and the fire won't start HOWEVER on the third try which is the signal for the person hidden at the battery. It's time for her/him to hand-connect the two strands of wire to the two battery terminals... Don't worry about anyone seeing the wires underneath the fire when it is over and now a pile of burning embers with some mostly burned logs because the portion of wire inside the log cabin structure will melt.
The Maze
Submitted by:
Jessica Miller
Date Submitted:
May 2, 2017
Participants:
26
Equipment:
I will have 28 sheets of paper with every letter in the English alphabet on each one. A bag of candy in place of the "holy grail" as a prize for completing the activity.
Instructions:
I will first introduce the activity by showing a clip from the movie Indiana Jones and The Last Crusade which is similar to what the participants will be doing in the activity ( https://www.youtube.com/watch?v=mqT66AVml48 1:58). The participants, similar to what Indiana Jones did, will have to work together as a group to cross the maze successfully. There is one path that leads to the "holy grail" (candy). Each person, one at a time, will attempt to take the right path. If they take a wrong step then they have fallen to their "death" but are still essential in helping their classmates. Everyone is working together to have one person reach the "holy grail". 1) I will show the video. 2) I will explain the rules of the activity and the goal of the activity 3) I will move them to the location as to where we will be participating (outside if it is nice out...in the hallway if not.) 4) I will set up the maze. 5) One by one each participant will begin attempting to get to the "holy grail". a) If a person gets it wrong then their turn is over but they are essential in remembering the path they took so that they an help their classmates reach the "holy grail". 6) Once all the participants have gone through hopefully someone has figured out the correct path. If not they will still get the candy. The purpose of this activity is to work together as class to complete a task together. It is also important to pay attention and remember the path of each person so that you don't make the same mistake.
Tug of War in 'Nam
Submitted by:
Mike Wheeler
Date Submitted:
May 2, 2017
Participants:
Entire CLass
Equipment:
rope( 15-20 feet), Im using a Tow strap Bandana to mark off the center Sheet with team roles, cut in to strips to give to smaller groups
Instructions:
Have class split in to two (2) teams. With in each team, have the participants get in to small groups of 2-3. The smaller groups will recieve instructions on what they are to do when they join in to pull. The instructions rage from pull all the way to drop the rope or pull in the opposite direction of the team. The activity is to simulate the struggles of the War in Vietnam, but can be used to show what happens when not everyone is on the "same page" for team work
Human Knot
Submitted by:
Tia gonia
Date Submitted:
May 1, 2017
Participants:
All Students
Equipment:
People
Instructions:
The class will be split into two even groups. The groups will be made by counting students off by one or two. Each team will circle up outside or inside depending on the weather. Students will grab hands with someone across from them making sure the two hands each person has is from two separate people. Then the teams will have to untangle. Whichever team untangles the fastest is the winner. This is a great team building activity that requires students to work together to succeed.
Frozen T-shirt Race
Submitted by:
Nina DeAngelis
Date Submitted:
April 26, 2017
Participants:
All Students
Equipment:
Frozen T-shirts and zip lock bags
Instructions:
Each team receives a frozen t-shirt that has been frozen into a ball. Using teamwork the group must de-thaw the t-shirt and have one person from the group put it on. The teams are not allowed to use the concrete ground for the first 3 minutes. After the 3 minutes is up teams may begin to use the ground as a means to de-thaw the t-shirt. First team to unravel the t-shirt and have one person put it on is the winner.
Machinery in Motion
Submitted by:
Megan Shaver
Date Submitted:
April 27, 2017
Participants:
30
Equipment:
None
Instructions:
For this activity I will make groups of 4 to 5, then I will give each group an object to create only using their bodies and show how it works. For example a if one group had a car as an object they would form it, them move in motion and make the sound effects. This will help with teamwork and show that every person plays an important part in their group.
Twizzler Tie Up
Submitted by:
Maddie Collins
Date Submitted:
April 19, 2017
Participants:
All Students
Equipment:
Twizzlers, two other different types of candy
Instructions:
Each student will get a choice of two candies. Once you get your candy find one another person with a different piece of candy. They will be teams of two, each person will only use one hand to tie three Twizzlers together.
How Much Do You Use
Submitted by:
Ashley Black
Date Submitted:
April 19, 2017
Participants:
Group
Equipment:
Toilet Paper
Instructions:
1. Have participants sit in a circle and tell them that you are going to pass around a roll of toilet paper. 2. Invite players to "take as much as they will need to get the job done." 3. After everyone has had a good laugh over the amount of paper they took, tell them that for every piece of toilet paper they ripped off, they must tell the group one thing about themselves.
Lost on a Deserted Island
Submitted by:
Kenya Berkley
Date Submitted:
April 17, 2017
Participants:
10-230
Equipment:
Paper Pencils
Instructions:
Following a shipwreck, everyone has been stranded on a deserted island! Each person is allowed to bring one object to the island- something that represents them or something they enjoy. First, ask each person to describe what object they would bring and why. Ex, someone who loves music may bring their guitar, or someone who loves animals may bring their dog. Now, divide the class into smaller groups and ask everyone to work together to improve their chances of survival by combining the various objects that they introduced. Reward the most creative group. This activity gets people to open up and share a little bit about themselves and what they enjoy and value which is important because in any work place it is important to get to know your coworkers on another level.
Balloon Pop
Submitted by:
Brandy Mitchell
Date Submitted:
April 12, 2017
Participants:
Entire classroom
Equipment:
Balloons
Instructions:
1) students will begin by standing in a circle and holding hands. 2) I will place a balloon in the air in the middle of the circle. 3) students will try and keep the balloon in the air by using feet, arms,head and another body parts without releasing hands. 4) if the balloon hits the floor the count starts over, and if anyone stop holding hands it stars over. 5) every 10 seconds a new balloon is added.
Team Stacker
Submitted by:
Brandon Gilbeck
Date Submitted:
April 4, 2017
Participants:
31
Equipment:
10 cups per group 1 rubber band per group some string/twine to tie onto the rubber bands
Instructions:
First, push all of the desks to the side of the room so there is enough open space for multiple groups. Then, separate the class into groups of 4 to 6 people. Once the groups have been created, you will give each group 10 plastic cups and a rubber band with 4 pieces of string/twine attached to it. When the activity begins, each group must stack the cups in a certain way with only using the rubber band. 4 people will grab one of the strings attached to the rubber band and they must work together to pick the cups up and stack them up. If there is more than 4 people, the others will help lead their group and help them with the placement of their cups. The first group to stack all of their cups up wins.
The Hidden Quarter
Submitted by:
Gavin Keefauver
Date Submitted:
April 4, 2017
Participants:
20-30
Equipment:
Approximately 30 flag football belts and 1 quarter
Instructions:
The class will be split into 2-3 groups depending on the number of people in class. Everyone will be given a flag football belt to wear. Two groups will compete against each other at one time. This activity will take place outside since they will need room to run. One team will be on offense and one team will play defense. The team on offense will have the quarter that they will have to give to one player. The objective of the activity is to get the team member with the quarter to the end zone without getting their flag pulled to score. The defense will try to pull as many flags as they can, but specifically searching for the individual with the quarter to prevent them from scoring. Teams will switch offense to defense each round. The game will go for a few rounds or until time limit is reached. The point of this activity is to build teamwork within the group. The activity will also show that the more people on your team that care will help you be more successful. If a few people do not try then you can assume they do not have the quarter. In addition, "The Hidden Quarter" game shows perceptions people have. Most of the time the defense will run to get the fastest person thinking they have the quarter, but if the offense works together they can get points by being creative.
Human Tic Tac Toe
Submitted by:
Brianna Martinez
Date Submitted:
March 30, 2017
Participants:
31
Equipment:
18 Chairs
Instructions:
Human Tic Tac Toe will be set up with 2 groups of 9 chairs, in rows of 3. After the rows of chairs are set up, each student will find a partner. One will be X and one will be O. X's will stand on one side of the 9 chairs and O's Will stand lined up on the opposite side. Each group will be numbered off. After the group number is called, each X and O group number will race to a chair and the first to sit stays put. The first X or O group to make a line or diagonal line after 4 times will win. The only rules are, the chair you sit in must be on the opposite side of your line and there is no pushing/shoving/physical contact.
Build the Tower
Submitted by:
Jenny Gonzalez
Date Submitted:
March 30, 2017
Participants:
atleast 3 and up to 30
Equipment:
Materials needed: Open area 5-6 Bandanas 5-6 Plates 5-6 Cups 5-6 Forks 5-6 Spoons
Instructions:
How to Play: • To play this game you will need at least 3 and can play up to 30 people. You will divide everyone into groups of 5 or 6 people depending on how big the group is. • Then the people within the group must appoint everyone roles one (or more) people being the watcher, one (or more) people being the talker and only one person being blindfolded. • The "watcher" cannot speak. The watcher has to come up with a way to communicate with the talkers so together they could guide the blindfolded person • The "talker" cannot turn around and watch what the blindfolded person is doing. The talkers can only try to interpret what the watcher is doing. • The "watcher" will stand in front facing the talker right behind that person the blind folded person will be facing the opposite direction. • The purpose of this game is so that the blindfolded person will create a tower with the help of the "watchers" and the "talkers". The tower is created by placing a plate facing down (the ground) the cup on top of the plate and the fork and spoon in the cup. Create • The person leading the activity will have to scatter the plate, cup, fork, and spoon 15 feet away from the blindfolded person. • Last thing have fun!!!
Call Out
Submitted by:
Kyra Fair
Date Submitted:
March 27, 2017
Participants:
Group (However Many In Class)
Equipment:
None
Instructions:
1. Have guests sit in a circle with their desks 2.Pick A Person (Not Yourself) To Call Out A Continent,Country,State Or City 3.The Person To The Volunteer's Left Would Then Name A Continent,Country,State Etc That Begins With The Last Letter Of Whatever He/She Says 4.Anyone Who Can't Think Of Something In 10 Seconds Or Says Something That Was Already Stated Is Out 5.Last Person Is The Winner
Unwrap it
Submitted by:
Haley Shannon
Date Submitted:
March 22, 2017
Participants:
31
Equipment:
Saran wrap, prizes, gloves, and dice
Instructions:
To begin make sure there is enough room for participants to sit in a circle,preferably on the floor, so it is easier to pass the ball. If the group is two big make two separate saran wrap balls and divide the group into two separate groups. You need to have a pre made saran wrap balls filled with prizes. You want to make sure the prizes are spaced out and raveled into the ball so it is not easy to unravel. Give each group a pair of gloves and make sure who ever is going first puts the gloves on. The first person will start unravaling the ball while the next person takes the dice and rolls them. The ball must not be passed until someone rolls a double. When a double is rolled the person must take there gloves off and hand it to the next person. The next person can not start unraveling the ball until he/she has the gloves on. You continue this until all prizes are received.
Stand Up and...
Submitted by:
Megan Hilt
Date Submitted:
March 15, 2017
Participants:
Whole class (31 people)
Equipment:
None
Instructions:
The key to the activity is to watch/listen for when it is your turn. Have the class sit in a circle. The person with the card that says "START" on it will being the activity. The person with the start card also has an action to do. The class should remain quite unless their action involves talking. After the person with the start card preforms their action, everyone else must watch/listen for their action listed on their card. When they see their action being done, it is their turn to preform their action. This will continue until everyone has gone and the person with the last card says "THE END".
Silent Line-Up
Submitted by:
Courtney Powelson
Date Submitted:
March 8, 2017
Participants:
10+
Equipment:
None
Instructions:
First, we are going to move the desks out of the way so we will have room. During this activity, you will not be able to talk at all. You will have three minutes to form a straight line that is alphabetical by your middle name. You may use hand signals if you would like but can't say anything to one another. If your middle name starts with an A you will be at the front of the line and if your middle name starts with a Z you will be at the end of the line. Once the three minutes is up, you all will say your middle name to see if you got it correct.
Telephone pictionary
Submitted by:
Michael Dennis
Date Submitted:
March 6, 2017
Participants:
31
Equipment:
pen or pencil and paper
Instructions:
First we gather in a circle with the desks and I give each student 10 pieces of paper. Then I will tell them that they have 15 seconds to draw a picture of something on the paper then they must pass the stack of papers they have to the person on their left. Then after they receive the paper with a picture on it they are supposed to describe in words what they see on the paper. This continues until the participants have their original stack or they run out of new papers. This activity demonstrates how thongs can get lost in translation. Meaning you may see something one way while your neighbor sees it another.
Pass the Orange
Submitted by:
Alexis Marmion
Date Submitted:
March 1, 2017
Participants:
10+
Equipment:
Two oranges.
Instructions:
The class will be split up into two groups, and will stand side by side facing the other team. Starting at one end the first team member must place the orange in the fold of their neck, and pass to next member without using their hands. The goal is to make it all the way to the end without dropping or biting the orange. The timer will run for 5 minutes, the team that passes the orange the most through the full line wins. If the orange is dropped, bitten, or hands are used the orange goes back to the first team member and must start over.
mini 6 page book
Submitted by:
Amber Mead
Date Submitted:
February 27, 2017
Participants:
23 whole class
Equipment:
White computer paper printed/design paper stapler scissors
Instructions:
Break participants up into groups. Have each groups select one person from their group who will listen and watch the instructor make the book. The person who the group selected will then go back to their group and show them how to make the book. While the instructor is demonstrating how to make the book to the persons selected from each group the other group members will go select one white paper and one design paper and go back to their seats. The instructor will pass out one or two pairs of scissors for each group. After all the groups have finish putting together their books they will take turns stapling the center of their book to hold it together. The objective of the activity is for the groups to listen, share, and work together to create their book. Allowing communication and creative to happen.
Minute Mysteries
Submitted by:
Justin Pettit
Date Submitted:
February 23, 2017
Participants:
28
Equipment:
None
Instructions:
In this activity groups will be given a minute mystery to solve in which they can only ask me yes or no questions. During the activity the members in the groups have to work together to think of questions to ask me to help them solve the mystery. If they have trouble figuring them out then I can give them a hint that will help lead them to the answer. John, Mary, Hank, and Lily live in the same home. John and Mary go out for the night, and when they return home from their night out, they find that Lily is dead on the ground in the living room and is laying a puddle of water and glass shards. It is apparent to John and Mary that Hank had killed her, but Hank is not arrested or harshly punished. Lily is a fish and Hank is a cat. John leaves his house while wearing a mask and brings an empty bag with him. A short while later, John returns home with the mask and the bag is full. He goes back into his room and turns off the lights. John is a kid who went out trick-or-treating during Halloween. Adults are holding kids and patiently waiting for their turn. The kids are then given to a man. The man holds the kid while a woman shoots them. If the kid is upset, the man tries to calm the kid before the child is shot. The kids are getting pictures taken with Santa. A man travels to twenty different countries around the world. He stays in each country for around 4 weeks. During the entire trip he never sees daylight. The man is a mummy, who is on a tour to different museums around the world. John was walking along a set of railroad tracks when he sees a train coming towards him. John walks toward the train before stepping off of the railroad tracks. John was walking on a railroad bridge when he saw the train coming, so he had to walk across the bridge in order to get off the railroad tracks. Brad wins a race, but he doesn't get a trophy for winning that race. Brad is a racing horse and his jockey got the trophy.
Minute mystery
Submitted by:
Justin Pettit
Date Submitted:
February 23, 2017
Participants:
25-30
Equipment:
None
Instructions:
The teams have to figure out the mystery by asking yes or no questions
Superstar Diversion
Submitted by:
Ta'Kayza Crowder
Date Submitted:
February 20, 2017
Participants:
10 or more
Equipment:
small slips of paper, pens/pencils, bag or hat
Instructions:
For the first round, the individual who is "it" must utilize illustrative pieces of information in a way that is saying anything that may get their group to accurately figure out the word that is on each slip. For each turn, the 1-minute clock starts and the individual gets a slip from the sack and starts to give pieces of information. The group can yell out numerous answers , regardless of the possibility that they're off-base. The clue giver can state practically anything, other than the name on the paper. At whatever point the piece if the group accurately surmises the name on the sheet, the hint supplier snatches another slip from the pack. Toward the finish of the moment, the group includes the quantity of papers (guessed correctly) and gets one point for each paper. For the Final round, all the slips from the first round return into the bag. The game continues as before, except clue givers are not allowed to speak or make any noise at all! This round is played like charades. Again, for each correct guess, each team receives a point.
Blind Draw
Submitted by:
Cierrae Caver
Date Submitted:
February 15, 2017
Participants:
Ideal: 6-20
Equipment:
Paper, a writing utensil, a small selection of everyday items (for example: a coin, a well-known company logo, a pencil, a bottle, a key, etc). You could also print pictures instead of actual items.
Instructions:
This is a team building activity where each team has to choose and instruct an "artist" to draw an item that they are given. The teammates have to describe their chosen item without revealing what it is and they are not able to see what the "artist" is drawing. They also can not say the words that are presented on the sheet. In order to do this, the artist will face the wall and the teammates will be facing the other direction. The main three rules of the activity is that the "artist" cannot ask any questions, they are completely silent. The team can not state the words on the page or the object, and the artist and the rest of the teammates should never make eye contact. At the end, the team whose drawing is closest to the actual item wins a prize. This is a great activity for working on communication skills, honesty, and working together.
Extreme Plank Tournament
Submitted by:
Sam Crosa
Date Submitted:
February 15, 2017
Participants:
Whole class
Equipment:
No equipment required.
Instructions:
People are going to get into groups of four and I will teach them how to do the "extreme plank". People will put their feet on the upper back area of their partners and then all plank at the same time holding each other up. Two teams will be facing each other at a time and whatever team holds it for the longest then advances to the next round of the tournament.
Name a Line
Submitted by:
Natalie Kenny
Date Submitted:
February 13, 2017
Participants:
Any number
Equipment:
Paper and pencil
Instructions:
Since this is Valentine's Day, the whole activity will be themed for that (though it does not have to be). Students will be split into groups based on the color of wrapper they receive on a chocolate candy. Groups will then have one minute to formulate their strategy and make a guess as to how many answers they estimate they will have left on their list at the end of the activity. The estimate will be put on a colored sheet of paper which is given to each team. The group will then be given a word by the activity leader. Teams must come up with lines from songs containing at least six words with one of the words being the given word. Each song line must be from a different song. Each song line must be written down. Teams will have two minutes to accomplish the task. After the two minutes, one by one, teams will read their song lines aloud. All teams that have the same line, must cross it off their list. To receive points, teams cannot match other groups' answers. No electronic devices are allowed to look up answers. There will be two levels of winning: the team with the closest estimate on number of songs they would have left on their list after eliminating lines that other teams had and the team with the most answers remaining after comparing with the other groups.
Face-to-face blind drawing
Submitted by:
Danita Wheatley
Date Submitted:
February 8, 2017
Participants:
Any
Equipment:
Logos on paper, scratch paper, pencils, and prizes
Instructions:
Students will pair with someone they don't really know (to build new relationships). They will sit across from one another with one person having a sheet of logos and the other with a blank sheet of paper and a pencil. The person with the blank sheet has to close their eyes the entire activity while their teammate describes what the logo is without using the words listen on the logo sheet. Everyone will have 3 minutes per partner to draw as many logos as they can! Opening your eyes while drawing will result in disqualification. The team who draws the most logos correctly wins a prize at the end!
Toe Fencing
Submitted by:
Nina Tuman
Date Submitted:
February 8, 2017
Participants:
6 - any even number of players
Equipment:
Prizes if wanted
Instructions:
Every player must first get with a partner. Each pair must stand facing each other while placing their arms on each others shoulders. Next, both players must lift either their left/right foot and tap the inside of their partners foot with theirs, while counting to three in order to start the game. After the game is started, the whole point is to hit the other persons foot 3 times while trying to avoid having their own feet hit. (Very similar to a "Thumb War") When one person wins, they have to go find a new player to partner up with and compete, following the same steps as before. The player who lost, must follow the winning partner around cheering them on and calling their name! The last two players playing must compete for the winning spot, and will have plenty of cheerleaders following them! Prizes can be awarded to the winners.
Group Paper Plane Throwing
Submitted by:
Tristin Hobson
Date Submitted:
February 2, 2017
Participants:
32
Equipment:
Paper, Pen, Participants,Tape
Instructions:
16 classmates write the name of their favorite song on a sheet of paper, they walk out of the classroom and the other 16 use the sheets of paper to find the writer and their partner for the activity. The activity is throwing paper air planes, 16 team bracket with a winners side and a losers side Bonus is thrown in for the longest throw of the day
Diversity Cupcake
Submitted by:
Carlee Fosco
Date Submitted:
January 30, 2017
Participants:
33 The whole class
Equipment:
• Plain chocolate cupcakes, plain vanilla cupcakes • Frosting ( pink, purple, green) • Sprinkles (Pink, green, yellow. blue)
Instructions:
Assign different meanings to each aspect of the cupcake • Chocolate cupcake- Cisgender (Denoting or relating to a person whose self-identity conforms with the gender that corresponds to their biological sex). • Vanilla cupcake- Transgender (denoting or relating to a person whose sense of personal identity and gender does not correspond with their birth sex). • Pink Frosting- middle class • Purple Frosting- Working/ lower class • Green Frosting- Upper class • Sprinkles represent race • Black- Pink • Middle Eastern- Green • Asian American - Blue • Native American - Yellow Questions to consider: What part of your identity is most important to you? Do you feel privilege effects your everyday life? Is there any part of your identity you would be willing to give up? Have you ever felt that you had to conceal a part of your identity in order to fit in?
Alphabetically
Submitted by:
Allen Loggins
Date Submitted:
November 28, 2016
Participants:
Everybody
Equipment:
Knowledge of the alphabet
Instructions:
1) Everyone finds a spot to sit on the ground, it doesn't have to be a circle. 2) Eyes open or closed one person says the first letter of the alphabet, then others have to say the remaining letters in order with out two people saying the same letter at the same time. 3 ) Start over each time two people says the same letter
Pass the Banana
Submitted by:
Joey Billeter
Date Submitted:
November 16, 2016
Participants:
any number enough to make a circle
Equipment:
object to pass
Instructions:
Form a circle with all players sitting on the floor. It is important for the players to sit close together with their knees up and their hands tucked under their legs. The person in the middle has to figure out where the banana is as the people in the circle are passing the "banana" under their legs secretly.
Freeze tag
Submitted by:
Abbie
Date Submitted:
November 10, 2016
Participants:
10+
Equipment:
None
Instructions:
Participants split into two teams. The objective is to freeze every person on the opposite team, however, in order to become unfrozen a teammate has to tap a hand, arm or shoulder of the frozen person. The team to freeze every member of the opposing team wins.
Bang
Submitted by:
Chandler Pillsbury
Date Submitted:
November 9, 2016
Participants:
30
Equipment:
None
Instructions:
Students will form a big circle outside One volunteer will be needed to star the activity. Volunteer 1 has to point at another student in the circle, that student will then duck down to the ground, and the students so their left and right will race to say each other's names first. If the other student says your name before you say theirs, you are out and the circle will get smaller until the last person remains.
Act and React
Submitted by:
Kelly Sheehan
Date Submitted:
November 9, 2016
Participants:
10+
Equipment:
• Paper • Pens • A bag or something for the paper to go into • Room for movement
Instructions:
Tell everyone to take out a piece of paper and rip it in half. They will write down an occurrence that is creative to write down on the paper. EX: being attack by a bear in the woods. They will fold it up and put the paper in the bag. Next, five people need to volunteer to come up and pick out of the bag to see what they will have to act out. Split in two teams, once I say go, all five volunteers will have 30 seconds to act out, at the SAME TIME, what is on their piece of paper. Each team will watch, they can be writing down what they think each person is while they are acting it out, the people sitting should be fairly quiet. Once time is up they will stop, the two teams can talk to each other to try and figure out what they were acting out. The team with the most correct wins!
Think quickly
Submitted by:
Patrick Kolp
Date Submitted:
11-6-16
Participants:
Class
Equipment:
N/a
Instructions:
While in a circle, students shall gather In a circle and come up with words that rhythm with the person sitting/stading to their right. If the student does not think fast and come up with a word that rhythms in 5 seconds then they will be eliminated. This process will continue until someone wins.
Speed
Submitted by:
Tomas Kuliavas
Date Submitted:
November 3, 2016
Participants:
33
Equipment:
The equipment you will need for this game are a water bottle and a coin
Instructions:
To start Speed you need to divide the group into two even teams. Once you create both teams they need to sit down in two straight lines with their team and hold hands. The water bottle should be placed at one end in between the two lines. Then you tell everyone to close their eyes except for the two people at the front of the line. They will both be watching the leader (Me) flip the coin and waiting for it to land heads up. Once it lands heads up they will squeeze the persons hand next to them and send a pulse down the line. when the pulse reaches the end the final player can open their eyes and grab the water bottle. Whoever sends the pulse faster and gets the water bottle will get a point. you can play up to what ever you want depending on how well the activity is going with your group. All players must be silent during this game and everyone but the first player must keep their eyes closed until the pulse has passed them. This Activity helps Kids learn to focus and work as a team. They need to focus on the pulse being sent and need to work together to send the pulse as fast as they ca to the other end.
Transitions
Submitted by:
Andrew Crichton
Date Submitted:
November 2, 2016
Participants:
The entire class
Equipment:
No equipment is needed
Instructions:
Participants choose 2 words that are related in some way and have to change from word to word by changing one letter at a time. Example: changing boat to ship, ship to shop, shot, and continuing from that.
UFOS!
Submitted by:
Robert Liston
Date Submitted:
10//31/16
Participants:
10-15
Equipment:
Frisbees
Instructions:
Students will begin by forming a circle but remain about shoulder width apart. There will be two different colored Frisbees that will be given to random people. Each Frisbee will be assigned a subject so that when it is thrown they have to say something that is related to that subject. For example, a red disc will be movies and a white Frisbee will be a song. After that Frisbee is thrown, the person who catches the disc has three seconds to name a movie and throw the disk out of their hand or they are out. One can get out in multiple ways. If they throw the disk terribly and it goes over their head or on the ground the thrower is out. If the disk is easily catchable and touches the hand of the catcher they are out as well. If someone names a subject that has already been said before they are out as well. More disks can then be added with different subjects to make the task more challenging.
Building Bridges!
Submitted by:
Spencer Cotton
Date Submitted:
October 21, 2016
Participants:
Any
Equipment:
Ball of Yarn Scissors
Instructions:
Building bridges allows a group of participants to connect their strengths and/or interests with a simple ball of yarn. Here are the instructions: 1. During this leadership activity, have participants form a circle where no one is excluded. 2. Next, you need to pick a participant, hand them the ball of yarn, and have them identify something unique about themselves or a leisure interest they may have. 3. Someone must have that interest in common in order for the current person to pass the ball of yarn to them; the goal is to connect the entire group with one ball of yarn. 4. Once everyone is connected, you must show the group the importance of networking and finding a common interests with your peers. 5. The facilitator of the activity will then show what happens when you burn bridges by cutting the yarn thus signifying a lost of connections. 6. This can sometimes be detrimental to our friendships and even careers if we burn too many bridges and focus on the negative aspects/ stereotypes of our peers. 7. At the end of the activity, make sure to offer a reward for everyone in the group that encourages team building, respect, and creating connections.
What's Different?
Submitted by:
Sean Dowling
Date Submitted:
October 19, 2016
Participants:
Enough to form 2 equal lines. Ideally 16-20
Equipment:
None
Instructions:
The class will split in half and form two lines facing each other. Both sides will have 30 seconds to try and memorize every detail of the opposite line as they can. Afterwards one line will turn around while the other has 30 seconds to make changes to their line, what they're wearing, etc. Once the team is done making changes the other team will turn back around and each person in that line will try to make 1 guess to what has changed (scouts honor or we could take a pre-change picture for proof). Every correct answer will be counted. The team that guessed will then have the opportunity to make changes to their line while the other is turned around for 30 seconds. The same process will be repeated and the correct answers will be scored and compared to the other team.
Twisted Tossed Salad (FRUIT edition)
Submitted by:
Jasmine S. Bailey (Jazz)
Date Submitted:
October 18, 2016
Participants:
Medium group (10 to 29) or Large group (30+)
Equipment:
None
Instructions:
The group must gather in a circle (BOWL) with chairs (it would be best of the chairs have no arms to prevent injuries). Find a creative way to select the SPOON (person in the middle). The person in the middle has the power to get participants in the circle to move. The object of the game is to get people tossed up and out of their seats, but into another seat. The spoon (person in the middle) also has to find its way mixed into the salad bowl (getting a seat). The spoon can say random facts about the people in the room such as I brought a book bag to class, everyone who has a book bag must get up and find another seat. The person without a seat now becomes the spoon. In the beginning each person is given a blank note card or sticky note (possibly with fruit on them), but one card will be label spoon and that it how the spoon in the beginning is selected. There is a prize at the end of the game. Normally people think that being "it" is a loss. However, the last person at the end of the game standing in the middle wins the prize. This is the "twist" in the Twisted Tossed Salad (Fruit Edition).
Heads Up
Submitted by:
Ashli King
Date Submitted:
October 18, 2016
Participants:
Unlimited (but is easier with groups of 10-15)
Equipment:
None
Instructions:
For this game, you have the group arrange themselves in a tight circle. Each person around circle should be touching the person next to him or her. Then the instructor will tell everyone to put their heads down. Then the instructor will tell everyone heads up. When the instructor says heads up, each person in the circle should look up and at someone. If you look up and are looking someone else in the eye, both of you are out. When you get out, the two must say a compliment to the other individual in the center of the circle. After you say the compliment, you leave the circle and you are out. You keep playing it until you have two people left and those two will be your winners.
Back to Back Drawing
Submitted by:
Trent W. Grossman
Date Submitted:
October 17, 2016
Participants:
minimum of two
Equipment:
Participants will need a piece of paper and sturdy surface, as well as a pen or pencil.
Instructions:
Have everyone in the group pick a partner, then have them chose who will be instructing first and who will be drawing first. Explain to the group that partners will be sitting back to back. Before the group sits back to back inform them that this is a communication activity. The partner who is instructing will view an image then they need to explain that image to the partner who is drawing without actually saying what the image is. While showing images to the instructing partners be sure to alternate while you go down the line to insure that partners drawing will not be drawing the same thing as the person next to them. After two rounds have the instructors and drawer switch roles. When the activity is finished talk to the group about some of the things that made the activity challenging.
The Beatmaker
Submitted by:
Robby Barlow
Date Submitted:
October 17, 2016
Participants:
5 -15
Equipment:
None
Instructions:
Gather participants into a circle. One participant is singled out and made to stand out of the circle. The circle selects someone to make the "beats" for the group that they must follow. Beats can be any type of hand motion. The person is called the Beatmaker. The singled out person is sent back to the circle with their eyes closed. The circle starts the beat and the singled out person tries to guess with three attempts the Beatmaker. The Beatmaker must switch up the beat every so often. When the single out person either guesses the Beatmaker or exhaustes their guesses, they switch places with the Beatmaker. The game repeats as long as the group wishes so.
Hide and Spy
Submitted by:
Kyle Siebert
Date Submitted:
October 11, 2016
Participants:
As many as you want
Equipment:
None
Instructions:
One person will start as the person who is "it", they will find a place to stand close their eyes and count to 30. While they are counting, everyone else will try to find a place to hide in the immediate area keeping in mind they will want to be close enough in order to be able to view the person who is it. After the person counts to 30 they will open their eyes, this person cannot walk around, they must stay in place but can spin around to try to find people. When the person who is "it" spots someone they will say where they saw them and the person hiding there comes out of hiding and is out. Once the person who is it thinks they've found everyone they can they will raise a number high above their head with their fingers 0-5. It is the objective of everyone not out yet to see what number is being held up, if the person who is it spots them while they are doing this they are out. After enough time for everyone to have seen and memorized the number, the person who is it will close their eyes again and count to 20. All players who aren't out may at this point may move hiding spots if they wish to do so or find a new one. The person who is it will then again try to spot people and proceed to hold up a second number 0-5. When the person who is it doesn't think they can spot anyone else they will announce that the game is over. At this point the first person in hiding to WALK to the person who is it and correctly tell them the two numbers is the winner and becomes it for the next round.
Color me happy
Submitted by:
Bobby Dean
Date Submitted:
October 11, 2016
Participants:
Any
Equipment:
Paint sample cards and book rings
Instructions:
Each person picks out 7 colors one for each day of the week. The the participants put their cards on the book ring and pass it to another person. Then the persons with the cards write a positive note or encouragement on each color. When they are done they pass the completed ring back.
Do You Really Know Me?
Submitted by:
Te'Airra Williams
Date Submitted:
October 9, 2016
Participants:
Entire Class
Equipment:
Bowl, pen, paper
Instructions:
Everyone needs a pen and paper. Have everyone sit in a circle and place a bowl in the center. To start, everyone writes down one thing that they think no one knows about them and then places it in the bowl.After everyone has put one in the bowl, everyone pulls someone else paper. Then go around the circle and one at a time the person reads the paper out loud and trys to guess who the paper belongs to. You only get three trys to get it correct. The first person to guess 3 correct first wins.
Toilet Paper
Submitted by:
Amy Borgstede
Date Submitted:
October 9, 2016
Participants:
Unlimited
Equipment:
2 or 3 rolls of toilet paper
Instructions:
This activity will occur inside the classroom. It is basically an ice breaker with a funny twist. I will pass around the rolls of toilet paper and I will tell everyone to take as much as they need to "get the job done". Some people will take a few pieces and some will take a lot of pieces. Once everyone has toilet paper, I will tell them however many pieces they took, they have to tell us something about themselves. So if I took 3 pieces, I have to give 3 fun facts about myself. Everyone in the classroom will have a turn.
Sheep and Wolves
Submitted by:
Jessica Campbell
Date Submitted:
September 27, 2016
Participants:
Entire Class (About 30)
Equipment:
Dodge ball or soccer ball Big open space (outside or in the gym if weather is bad) Prizes
Instructions:
Two people are chosen to be wolves while the rest of the participants will be sheep. The goal is for the wolves to turn all of the sheep into wolves. The wolves must try to tag the sheep with the ball. They may not move while holding the ball. The wolves can throw the ball to each other but they have to physically tag the sheep with the ball not just throw the ball at them. Once a sheep is tagged, they turn into a wolf and must help the wolves to try and tag the remaining sheep. The game continues until time runs out or until there are only about 5 sheep left untagged.
All Ball of Emotions
Submitted by:
Shawnae Holliday
Date Submitted:
September 14, 2016
Participants:
Entire Class
Equipment:
Imagination
Instructions:
Have everyone stand in a circle. Join the group and pretend to be holding a ball. Toss the imaginary ball up in the air, catch it, and give everyone a sense of the ball's weight and dimensions. Explain that it is a magic ball that can become heavy or light, big or small, or anything you want it to be. Pick the person next to you and tell him that when you pass the ball, he has to take it as it is given (i.e., how you were acting with it), but that he can then transform it into whatever kind of ball or object he wants. Suggest that students express themselves by staggering under a heavy ball, bouncing a basketball against the ground, throwing a football, drowning in a puddle, being chase by a flock or birds, etcetera . As they become more comfortable, you can change the game from passing the ball around the circle to having them toss it to one another from across the room.
Shadow Tag
Submitted by:
Erick Smith
Date Submitted:
September 13, 2016
Participants:
Everyone
Equipment:
A ball
Instructions:
One person is picked to be "It". After that person is picked, everybody else lines up in a straight line behind him/her. I will then give everyone a number. After that, then I will toss a ball in the air, and the "It" person calls out a number 1-9 (The runners only go off of the second number like 62, 53, 64 and etc) once the ball hits the ground. After the number is called those people have to make it back to the other side before their shadow gets tagged, then they help the "it" person. last person standing wins.
Mrs.Right
Submitted by:
Brianna Bealer
Date Submitted:
September 13, 2016
Participants:
Entire Class
Equipment:
Classroom and Prize
Instructions:
First students will form a complete circle. Once participants have formed the circle, they will listen for further instructions.. The instructor (Me) will hand out candy to three random students. (The candy will not be open.) The challenge of the entire game is to listen carefully. The instructor will read a story and every time the participants hear RIGHT or LEFT, the participants with the candy will give it to the participant on the RIGHT or LEFT of them. Participants will continue to move the candy until the story is FINISHED. The participants that have the candy at the end of the story will keep it.
I Have Never
Submitted by:
Hayden Fox
Date Submitted:
September 10, 2016
Participants:
as many as needed
Equipment:
none
Instructions:
With everyone in a circle, one person starts in the middle and says something they have never done. Those who have done that thing then have to scramble to get into another person's (that has also done it) spot. If someone has never done what the person said then they don't move. The person that is stuck without a spot in the circle then has to say something they have never done and the cycle repeats.
Step to the line
Submitted by:
Tj Hanes
Date Submitted:
September 8, 2016
Participants:
30 students
Equipment:
Just duct tape
Instructions:
I will put a long line of duct tape in the middle of the line and read off a list of activities, likes, or dislikes. If what I read applies to them, then they will step to the line. The point of this activity is to see what people are interested in or what they do and possibly create some friendships.
Reverse Charades with a twist
Submitted by:
Amari Harris
Date Submitted:
September 7, 2016
Participants:
Entire Class
Equipment:
White boards, dry erase markers, and a deck of playing cards
Instructions:
1. Each player will receive one playing card 2. Players will group up according to card suite as quick as possible - Players can only use body gestures and nonverbals to communicate with other players in order to gather into their teams. ABSOLUTELY NO TALKING! - The faster a team gets together, the sooner they can receive their riddle and begin to solve it. 3/4. After a team has completely formed one team member, picked at random, will be removed from the group. This person will be the spokesperson for the group. Afterwards, the group will receive their riddle to unscramble and solve along with a whiteboard and marker. - Players have the option write out guesses to their riddle on their whiteboard 5. Once a team thinks they have their answer, they have to signal their spokesperson and either act out the answer to their riddle or attempt to draw it out for the spokesperson to try to guess - A team cannot simply show their spokesperson the written answer to their riddle - Spokespersons can ask questions for clarification from his/her team, but no one can verbally respond 6. Once a spokesperson thinks they fully understand and/or knows the answer to their team's riddle he/she will come to me see if the answer is correct. The first team's spokesperson with the correct answer to their own riddle wins! - If the spokesperson's answer is incorrect, he/she will have to go back to their team for clarification.
Caterpillar
Submitted by:
Holly Gloodt
Date Submitted:
September 1, 2016
Participants:
Whole Class
Equipment:
N/A. Wide open space
Instructions:
Students will need to get into 3 groups of 11. In the group, they will need to create a code work or a noise that the other groups won't know. Everyone needs to line up, one behind another. Once students are in line, they will need to place their hands on the shoulders of the person in front of them. The instructor of the game will give the students a countdown to when the activity will start. To move, students will need to make the code noise or say the code word. Example: the first person in line will make the noise/word, they hop. The next person says the word/noise, they hop. So on and so forth. The students will have to go from one end of the hallway to the other end. All students will get a prize at the end of the activity.
Ultimate Ninja
Submitted by:
Olivia Schulte
Date Submitted:
August 30, 2016
Participants:
5+
Equipment:
A large room or an outdoor area free of obstacles.
Instructions:
I. Set-Up: A. Players begin standing in a circle. Players should be: 1. facing the center of the circle 2. standing arms'- length apart from each other B. Once the players are in position, the game may be explained (or, if everyone has played before, the game can begin) II. How the Game is Played A. The goal of Ultimate Ninja is to be the last remaining ninja from the circle by eliminating the other ninjas in the circle by tapping their hands. On a given turn, a ninja can attack or move in one fluid motion to his/her right. Choose a person from the circle who will be the first ninja to attack in order to begin the game. 1. Everyone in the circle says "3, 2, 1... NINJA!" and then all ninjas quickly hold a ninja pose. 2. The player chosen to begin the game will now take his/her turn. 3. On a player's turn, he/she may do one swift ninja attack - one motion that attempts to touch the hand of the player to his/her right. After making this motion, the player must freeze and hold the motion they just made. Until his/her next turn. 4. Immediately after the player moves, it is the next player's turn and he/she can immediately do an attack. 5. Any time a player is attacked, he/she may dodge as a reaction by moving his/her hand or arm, but he/she cannot move his/her feet. 6. If a player gets his/her hand struck, he/she must leave the circle, as he/she is eliminated. 7. The game continues until all but one ninja is eliminated. The last ninja remaining is the Ultimate Ninja.
Team Building
Submitted by:
Te'Airra Williams
Date Submitted:
April 26, 2016
Participants:
27
Equipment:
Gummy Worms, Life-Saver Gummies, Clear plastic cups, cocktail stirrers, paper clips
Instructions:
The name of this team building activity called "Saving Sam" the objective of this activity is saving Sam by getting him back on his boat with the help of you because he is unable to swim. You must use all of the objects to help save sam back into his boat. You can not touch Sam with your hands only with two of the paper clips given.
Lost and Found
Submitted by:
Erick Smith
Date Submitted:
April 25, 2016
Participants:
Entire Class
Equipment:
We need to be outside, don't really need any equipment
Instructions:
Everyone will be split up into groups of three. In these groups everybody will get a set of words & they can choose who says what. When they is decided we will count off 1-3. Once that is done we will then mix up all the people in a circle. The catch is everyone will be in a circle facing outside the circle with their eyes closed. Then everyone will shuffle to the left or right for 15 seconds. Once they are done shuffling they will then say their word out loud until they find their other two mates and once they do that team wins the prize.
Apple Tag
Submitted by:
Taylor Rigg
Date Submitted:
April 25, 2016
Participants:
Entire class
Equipment:
Apples and participants
Instructions:
2 participants will volunteer to be taggers first. Once we have established the taggers, they will each receive an apple. The 2 people that are taggers will then try to tag everyone else as fast as they can. But there's a catch! The taggers must do this without moving. If they want to move, they must take a bite of the apple. 1 bite=1 step. Additionally, they can throw the apple to the other tagger if a participant is near them, so that they can tag that person. If the apple is completely eaten before all of the participants are tagged, they lose!
Electric Orange
Submitted by:
Robby Barlow
Date Submitted:
April 25, 2016
Participants:
All of the class
Equipment:
Coin, "Orange aka a ball of some type" or other item.
Instructions:
Divide the group in half and have each line up beside each other Shoulder to shoulder.The leader should be at one end of the lines with a coin, and another one should be at the other end with the orange. At one end another facilitator continually flips a coin. One person from each team watches the coin and squeezes their teammate's hand when they see the face (Heads or tails) each team member squeezes the next person's hand, passing the proverbial "electricity" down the line. When the last person's hand is squeezed, they grabs the "orange" from the leader. Whoever grabs it first wins and moves to the front of their line to watch the coin. Consequences happen if someone starts the proverbial "electricity" before the face has been seen, they lose and move to the far end of the line to grab the orange/other item. The game goes on until the person at the end of the line at the start is at the front or if crunched for time the best of out of number, "5 out 7 etc.". It's great if additional people are present to watch for false starts.
Kick the "Ah, Um" Habit
Submitted by:
Edith Garcia
Date Submitted:
April 20, 2016
Participants:
Entire class
Equipment:
Timer/Watch, List of Topics, Creative Minds
Instructions:
The main objective of this activity is to avoid saying the taboo words "Ah", "Um", "Like", or "You know". First each group will separate into their groups they have been working with from the beginning of the semester. I will hand out to each person a starburst to determine which one of them will go first. The first person must talk for about 40 seconds on a certain topic given to them. While the first person speaks the other members of the group must count how many times the individuals says any of the taboo words. Once the time is up the second person will go. This process will continue repeating till everyone from the group has had the chance to say their story. There will be a winner for each group and then they will face off in front of the class. The class will then decide the winner and that person will get the prize for the group.
Bubble Challenge
Submitted by:
Calahan Torres
Date Submitted:
April 18, 2016
Participants:
Everyone will play individually
Equipment:
Paper plates, whipped cream, gum, baby wipes
Instructions:
Students will be given a piece of plate with whipped cream on it and a piece of gum hiding under the whipped cream. The objective of the game is to find the gum underneath the whipped cream by only using your mouth and then attempt to blow a bubble with it. The first person who blows a bubble first, wins. If a student is seen using their hands or if they drop their gum while trying to look for it, they will be eliminated. Students will then use baby wipes to clean themselves up. The winner will earn a prize at the end of the activity. I chose to do this activity because it's a good way to have fun and it proves that even the simplest things can be difficult.
Feeling Jumpy
Submitted by:
Danielle
Date Submitted:
April 6, 2016
Participants:
The entire class
Equipment:
None
Instructions:
This relay race is for 2 or more players and should be played in an open area. To set up the game, mark off a playing field with start and turn-around lines. Players line up at the starting line. To play, each player must jump to the turn-around line and back. Sounds pretty straight-forward, right? But to win this race, you don't have to be the first to finish . . . you have to finish in the least number of jumps. So, if you finish in 12 jumps and your opponent finishes in 10 jumps, they would win.
Junk in the Trunk
Submitted by:
Madeline Stolinski
Date Submitted:
April 5, 2016
Participants:
Entire class, compete against group members
Equipment:
Seven ropes, seven empty tissue boxes (remove plastic and tissues inside), five ping pong balls per tissue box.
Instructions:
To start the activity, I will introduce the game "Junk in the Trunk" to the class. Participants will tie the rope around their waist with the tissue box on their lower back. The tissue box will contain five ping pong balls. The objective of the game is to get all the ping pong balls out of the tissue box before anyone else does. The only way participants can get the ping pong balls out is by jumping in place, wiggling and shaking. You may not touch the box, balls, or belt with your hands. If it is nice out, we will play the game in the grass outside of Currens Hall. Once we get outside, I will ask the participants to split up into their groups they have been working with all semester. Each group will stand in front of the class and compete against each other to see who is the quickest. Groups who are watching will help judge which person was able to get all the ping pong balls out first. Then, for the final round, winners of each group will face each other to see who is the Junk in the Trunk champion. That winner will then receive a prize. I chose this activity because it is a fun way to promote team bonding and friendly competition. It is also a great way for participants to engage in new ways of being active.
Magic Shoes
Submitted by:
Jennie Smail
Date Submitted:
April 5, 2016
Participants:
10 or more
Equipment:
People to play and your imagination!
Instructions:
Divide the group into two equal teams. Set a perimeter for where the teams start and end. Provide a basic description of the game with a story to keep the players involved and motivated. Example: Basic Description: Your team has been wandering through the dessert for weeks. You are stranded at an oasis where the water has been completely used up. You can see an oasis across the way, but the sand is too hot to walk on. Unfortunately the hot sand melted all but one pair of shoes. These magic shoes have some special properties: they can only be worn once in one direction by each team member, they may not be thrown, they may not be separated and your whole team must get to fresh water. The, provide rules to keep the game fair and fun. Rules: 1) The game begins when the entire team is behind the starting line. 2) The hot sand is never ending – the team cannot walk around to reach the oasis 3) The "magic shoes" are not an actual pair of shoes – they are imaginary. 4) The team must declare who is "wearing" the magic shoes before they enter the desert. 5) Only one person can wear the magic shoes at a time. 6) When a person is wearing the magic shoes, they are wearing both of them – the shoes cannot be split up- the shoes cannot be thrown over either. 7) Each person can only wear the magic shoes one time (one-way) to cross the desert. 8) If anyone touches the hot sand the entire team must go back and start over. 9) The team successfully completes the initiative when the entire team crosses over the lava, using the magic shoes, with no lava touches. At the end of the game, bring everyone together and discuss the values and skills that were learned during the game.
Cups and String
Submitted by:
Dawn Tonkinson
Date Submitted:
April 5, 2016
Participants:
They will be divided into there group they work with throughout the semester. estimating 5 people per group.
Equipment:
- 5 rubber bands -25 strings -15 red solo cups
Instructions:
First you will divide into the group given to you, and I will pass out the rubbers that already have the strings attached to them. (Made them in advance due to time restrictions). Then they will get on the floor in on open space and have 3 cups placed randomly by the leader in there group. They will take the ends of the strings, and together as a group try to get the rubber band with the strings attached around the cup and stack the cups on top of each other in a pyramid like formation. This is not a timed activity, but if it gets too long then I will put a timer on it. The group with there cups stacked first will win a prize that I'm bringing in. This activity is suppose to help the group now what its like to communicate with one another, and just work together as a team.
Corn Hole Relay
Submitted by:
Aaron Michel
Date Submitted:
April 4, 2016
Participants:
You can have as many players as you want, but I will have the class split up into their groups for their project.(Groups of 6-8)
Equipment:
For my activity all you need is corn hole boards and bean bags.
Instructions:
For my activity I will first set up the corn hole boards outside of Currens Hall. If it is raining or wet I will set it up underneath the overhang on the concrete, but if it is nice weather then I will most likely set it up in the grass. Corn hole is typically played as a type of relaxing leisure activity, but in my version groups will face off against each other in a time trail relay event. Two teams will go at a time and each team will have one bean bag and a minute to make as many points as possible. The point system works as follows; 1 point is earned when the player lands the bean bag on the board and 3 points are earned when the player makes the bean bag in the hole of the board. Now the player who tosses the bean bag must retrieve it and toss it back to their teammate before the next person can toss at the board. At the end of the 60 seconds, the team with the most points will win that round, but that is not the overall goal. The goal is to have the most points throughout all of the teams. This means that even if you lose a round you may still have a chance to be in the final two groups who will ultimately battle in the final round. In the final round all of the scores are wiped clean and the two teams are playing against each other for the prize. What I am attempting to give the groups is a good game they can play outside of class, as well as a little competitive fun and team work!
Hand It Over
Submitted by:
Audrey Meixner
Date Submitted:
April 1, 2016
Participants:
There will be a total of 29 participants if the whole class attends
Equipment:
2 pennies
Instructions:
The class will be divided into two separate groups. If the whole class attends, there will be one group of 15 and one group of 14. Each group will line up shoulder to shoulder in a horizontal line. The objective of this activity is to pass a penny from one end of the line to another, on the backs of the group members' hands. To make it more challenging, each group will have to pass the penny down the line and back. The first group to accomplish this task, wins! Now, this might seem like an easy task to achieve, but it's harder than you'd think! This activity requires teamwork and good communication in order for it to be successful.
All Aboard
Submitted by:
Alex Olson
Date Submitted:
March 31, 2016
Participants:
1 group or groups of people 5-8 people ideally
Equipment:
1 tarp for each group Size depending on group size
Instructions:
Start by laying the tarp on the ground. Instruct group members that in order to move on to the next "round" all members must have both of their feet on the tarp at the same time. This point should be made very clear as the only rule. After all group members have their feet on the tarp, ask them to step off and have them fold it in half. After the tarp is folded In half, have group members repeat the process of stepping on the tarp and getting both of their feet on top. Continue this process until the tarp is folded to about 3X3 foot square, or until it is folded too small for a group to handle and still be safe. By the time the tarp is very small, someone in the group usually figures out that you did not say they could not touch the ground and they figure out that they can all sit or lay on the ground on a circle putting their feet in the middle over the tarp. This provides a good opportunity to not only debrief the group problem-solving process, but to talk about rules we put on ourselves and how limiting that can be for our success. Note: this activity can also be done as a type of race to see who can get to the smallest size tarp first
Tic Tac Toe
Submitted by:
Jasmine S. Bailey (Jazz)
Date Submitted:
March 30, 2016
Participants:
6+ (4 teams)
Equipment:
Hula Hoops and beanie bags
Instructions:
Students will be divided up into 4 separate teams. The set up will use 9 hula hoops, a 3 by 3 concept. The object of the game is to get three in a row, however each team is only provided with three beanie bags a piece. The team is standing at least 15-20 feet (if space allot) away from the Tic-Tac-Toe set-up. The first team mates must run and place a beanie bag in an open section, then run back to the end of the line. The second and third team mate must repeat exactly what the first team mate did. If by the third team mate neither team got three in a row the fourth team mate and those after has a chance to run and switch the placement of one of the beanie bags. Teammates continue to go until a team has reached Tic-Tac-Toe.
So You Think You Can Draw?
Submitted by:
Kelly Rocks
Date Submitted:
March 29, 2016
Participants:
The entire class (31 people) or any number of people
Equipment:
Paper plates and markers
Instructions:
Participants will receive a paper plate with a line already drawn on it. Then the participants will receive a marker to draw with. The participants will be instructed to draw a spring scene which includes a flower with a leaf on the stem and the sun in the background. The aforementioned picture will be broken down in steps to be drawn starting with the stem of the flower, going then to the petals of the flower, the leaf on the stem of the flower and then finally the sun shining in the sky! Although this may seem easy, the participants will have to draw this scene with the plate placed atop of their heads!! The goal of this activity is to have the participants try to make all of the parts of the flower connect to each other and the line that was first drawn on their paper plates. Whoever's picture is the most connected will receive a prize. The goal of this activity to to get the participants to think about all that goes into an activity. When planning and leading a program or activity, only those who develop the activity really have step by step expectations about what the end goal of the activity is supposed to be. On the other hand, this activity allows participants to try to understand how sometimes going into an activity "blind" or not having a particular skill can make participation difficult. Though with the possibility of participants experiencing difficulty, leaders can make developing and further growing one's skills fun and enjoyable.
Talking Heads
Submitted by:
Johnathon Koprucki
Date Submitted:
March 29, 2016
Participants:
whole class 24-30 12 to 15 members per team
Equipment:
n/a
Instructions:
Students will be separated into 2 teams. They will be separated simply based on their preference of cake or pie. Once teams have been evenly figured out the game begins by a coin flip. Whoever wins the coin flip can decide if they want to start or not. The objective of each team is to win an argument or dispute given by me. One team will take the place of a medical doctor trying to convince a salesman he needs to get a check up. The other team will be a salesman trying to persuade the medical doctor to buy his product. The reason for the check up and the product of sale will be at the discretion of the team. The catch is each person has to say one word going down the line to make a sentence. Teams can not shout out words to help their teammates, but relying on each other is the key to winning. In other words each team has to think alike. Each team will get 4 sentences total and at the end of the dispute or attempt of persuasion the winning team should be obvious or decided by Dr. Schlag. The winning team gets first dibs on choice of prize. This activity should be kinda interesting and fun and teaches communication and social skills by giving students the opportunity to try and think alike to solve a problem.
Minefield
Submitted by:
Kyle Siebert
Date Submitted:
March 28, 2016
Participants:
Whole class
Equipment:
Chalk, timer, pen and paper
Instructions:
The class will split into their groups, these groups will be their teams. I will have drawn a grid on the ground with chalk that is 5 x 5 in about foot long squares. This area will serve as the "minefield". The objective of the game is to get every group member across the minefield as quickly as possible. Each group will have their own unique path that they will be trying to figure out. From one square you can only step to a square that is adjacent (including diagonal) to the step they are currently standing on. I will have a sheet of paper with the layout they are allowed to take in my hand so when they take a step I will tell them if they are safe or not. If they take a step and they are safe (going on the path I have written up) i will say "safe", they are then allowed to try to take another step. If they step off the path I will tell them "no" and they will have to get in the back of the line of their team and the next teammate will try. The only way to stay on the path is to go in the order that is on the paper, even if someone for example steps on what would be the fourth step but were able to get there from the second step, it is not considered part of the path yet because they haven't found the third step. Once everyone as made it across the path to the other side I will stop their time and record it, the fastest team wins. To keep everything fair, no two teams will have the same path and each path will have the same number of steps
Riddles and Word Games
Submitted by:
Jasper Perchalski
Date Submitted:
March 22, 2016
Participants:
whole class
Equipment:
none
Instructions:
read off these riddles Q:What has 4 fingers , a thumb, but is not alive? A: A glove Q: Theres a set of green glass doors, what can and cant go through Hints: feet but not toes, rabbit but not a hare, glass but not a window etc A: Anything spelled with a double letter Q: If its information you seek come and see me, if its pairs of letters you need i have consecutively three A: Bookkeeper Q: I have keys but no locks, space but no room, you can enter but not leave. What am I? A: keyboard Q: smell me, buy me, deliver me. I dont change A: scent, cent, sent Q: You have this once in a minute, twice in a moment, but never in a thousand years. What is it? A: Letter M
Giants, Wizards and Elves
Submitted by:
Robert Schnoes
Date Submitted:
March 23, 2016
Participants:
2 Large Groups
Equipment:
Eager playful souls ready to play and behave like children
Instructions:
The game follows the same rules as Rock, Paper, scissors except with the added benefit of being physically active. You have the players divide into two equal groups and have them take positions on opposite sides of the playing field (The size of the playing field varies depending on the amount of players involved). From here it is each teams job to decide on what they will be (Giants, Wizards or Elves) for this round of the game and regroup with the other team in the middle of the playing field. When the leader of the activity says "go" or whatever variation of the word they choose to start the game, the group will show what they have picked by performing the required actions. For giants they stand on their tip toes with their arms outstretched with an menacing growling noise "Rawwrrr, for Wizards you hunch slightly over like an old man and move your hands like casting a spell and shout something magical like "alakazaam" and finally for the elves you crouch all the way to the ground and make a high pitch elf noise like "Eeeeeee". Once these motions are made the winner will be decided in the Rock, Paper, Scissor fashion (Giants squash the Elves with their massive feet, Elves shoots an arrow into the Wizards before they can cast a spell and the Wizards zaps the slow moving Giants with their powerful magic... In other words Giant beats Elf, Elf beats Wizard, Wizard beats Giant). Once the winner is decided it is the job of the winning side to charge forward and lay hands upon one of the victims to capture/defeat them ( Rules of conduct should be appropriate to who you are playing with, for rule of thumb though we will go with that any touch making contact with most of the hand is considered a capture) and the losing side must retreat to their original starting point "safety". Once captured/defeated you join the capturing side and play for them next round. This is repeated until all players are on one side.
FeetBall
Submitted by:
Maddi
Date Submitted:
March 22, 2016
Participants:
26
Equipment:
Tennis balls balloons and deck of cards
Instructions:
Split up a large group into two smaller groups. Have them line up facing outward. All participants will sit on the floor. It will be a race to see who can get the ball to the end of the line using only their feet. The first group to get the ball to the end quickest, wins. You can then change it up and have them use the balloon next.
Human Pinball
Submitted by:
Leah Christofanelli
Date Submitted:
March 9, 2016
Participants:
All of class
Equipment:
1 kick ball or foam ball. I will be using more than 1 ball for this particular activity. And a field so we will be going outside.
Instructions:
Participants will be asked to form a giant circle. All players, except one, stand in a circle, facing inwards. Players spread their legs as wide as comfortable until their feet are touching their neighbors. Everyone bends down and swings their arms between their legs, like flippers. One person enters the circle as the moveable target. The flippers try to hit them by knocking a ball back and forth across the circle. If the target is hit, the person who hit them goes in the circle and becomes the new target. You can add more balls to make the game quicker.
Human Shield
Submitted by:
Amy Borgstede
Date Submitted:
March 8, 2016
Participants:
unlimited
Equipment:
Some sort of timer or stopwatch
Instructions:
Everyone stands in a circle facing each other. There is one person in the middle who is the "bomb". Each player in the circle chooses one person who is also standing in the circle to be their "human shield". No one should tell each other who they chose as their shield. When the timer starts, people in the circle try to get behind their shield. But their shield may also be trying to get behind their shield. After 30 seconds, the bomb explodes and those not standing behind their shield are out. The people that are out stand outside of the circle and chose a person that they think will be killed. If their person is killed, they can return back in the circle. Last player alive wins.
Clothespin Hunt
Submitted by:
Chris Friday
Date Submitted:
March 7, 2016
Participants:
28
Equipment:
-Clothespins
Instructions:
1) The class breaks into its program groups 2) Each person will receive 2 clothespins 3) Each person will then put each clothespin on some visible, loose part of their clothing 4) Each team will work together to try and remove the clothespins from members of other groups 5) When you remove a clothespin from someone, you then keep that clothespin 6) You can only remove other peoples clothespins, as long as you have at least one of your own remaining 7) Once both of your own clothespins are removed, you are out of the game 8) When all clothespins are removed, the groups come together and count their clothespins 9) The team with the most clothespins at the end wins whatever prize I come up with
Noodle Knife Fight
Submitted by:
Christoffer Breed
Date Submitted:
March 6, 2016
Participants:
6 or more
Equipment:
Foam noodles that are cut in half and bandannas for blind folds.
Instructions:
First the participants must split up into groups of two people, after everyone has a partner they must then decide which one of them is going to be blindfolded and which one is going to be the driver. Once everyone is ready to go they all must stand on the starting line, only those who are blindfolded are allowed to cross the line. THE DRIVER: If you are a driver you must stay behind the line and direct your partner to there color designated noodle which has been placed in the field (The driver will know what noodle to grab because it will be the same color as the blindfold that there partner is wearing). After the countdown the drivers must now direct there partner to the noodle have them pick it up and lead them to victory by telling them where all the other participants are located. THE FIGHTER: As the fighter you must listen for your instructions that your driver is giving out, this is going to be difficult because everyone else who is trying to eliminate you is also giving out directions to there partners, so listen carefully. Once you have your noodle in hand you must eliminate the other competitors by swinging your noodle and trying to hit them while still blindfolded. ONce you have been hit you then remove the blindfold and return to the starting line. CAUTION: When playing this game lookout for cheaters make sure the blindfold are on all the way and also look out for people running into each other. GOAL/ LESSON: The main lesson that can be learned from this activity is communication is very important in everyday life and to be honest. However, this activity also shows us what it is like to lose our sense of sight, so this can help teach kids about disabilities as well.
Iced Tea
Submitted by:
Hannah Schulz
Date Submitted:
March 2, 2016
Participants:
Entire Class
Equipment:
Frozen T-Shirt
Instructions:
I will have the class break up into our group activity for this game. Frozen t-shirt will be provided to each group. When everyone is ready, I will say go and the teams will start. The objective of the game is to be the first group to unfold the frozen shirt and put it on one person in the group. Players must NOT place their T-shirt in water, no other objects may be used, and cannot leave the game area. Heads and arms must be completely in the t-shirt (in the right holes) to be declared the winner.
The Great Cookie Contest
Submitted by:
Terraisa Hanes
Date Submitted:
March 1, 2016
Participants:
the entire class
Equipment:
Chairs and cookies
Instructions:
Every one will break into their groups and then one group at a time will have to take a cookie and place it on their foreheads. Then they will have 30 seconds to get the cookie from the top of their foreheads into their mouths. There is only one rule THEY CANNOT USE THIER HANDS. Then the winner in each group will go into the championship round to try to win the main prize.
Fox Tail 500
Submitted by:
Jon Myres
Date Submitted:
February 24, 2016
Participants:
3 or more
Equipment:
Fox Tail ball
Instructions:
First purchase or make a fox tail ball. It's basically a tennis ball with 3 to 4 feet of vinyl streams or ribbon coming off the end of the ball. Instead of throwing the ball, you swing the ball around in circles then let go. The fox tail will travel farther than a normal tennis ball if you had just thrown it with your hand. One person throws at a time. The person throwing the ball stands at one end of a field and the catchers (group of two or more) stand at the opposite end. The person throwing calls a number and throws the ball. Whoever catches the ball gets the number called in points. The first person to reach 500 points gets to throw next. This is a great game to teach children to take turns when the thrower alternates, practice addition while adding up their points, and multi-task while keeping track of their points while playing the game.
Holy Flop, I Flipped the Boat
Submitted by:
Mariah Von Bruenchenhein
Date Submitted:
February 23, 2016
Participants:
All member of class
Equipment:
Tarp Stop watch
Instructions:
Split students into 4 groups containing around 5 students per group. Each group takes a turn standing on the tarp. The task is to flip the whole tarp over without any members falling off. Each group will be timed and who ever has the fastest time will win the game. If a group member falls off, the whole group is disqualified. Students who are not on the tarp will be the extra eyes incase the leader does not see a participating group member fall off the tarp. Goals of this activity would be communication within the group. This activity involves the whole team so everyone must be active or the group will likely fail.
Carpet Putting
Submitted by:
Quay sobotka
Date Submitted:
February 18, 2016
Participants:
Entire class
Equipment:
2 golf putters one right handed, one left handed 4 golf balls 3 dish cloths, with circle drawn in center with permanent marker 2 golf tees
Instructions:
Use the 2 golf tees a marker for where you putt from. Every person gets 4 putts to land on 3 dish towels. Each towel is further than the first. the closest towel counts as 1 points the second as 2 and the third as 3. If the ball lands in the circle the towel score doubles. Whoever has the most points at the ends wins a prize. In the instance of a tie, we have ourselves a putt off
"What you got?"
Submitted by:
Chris Holling
Date Submitted:
February 16, 2016
Participants:
As many as you want.
Equipment:
None or a drum, something/someone to keep a beat.
Instructions:
Divide the class evenly to form 4 groups. Two groups will battle against one another in a rap-style kind of format. Once groups are divided into two groups they will go one at a time and will be given a scenario. Ex: The Jungle, they have to follow a simple beat and come up with things they can do in that specific location setting-while repeating them in a rhythmic way 3 times to the beat. Once they get to the third repeat they have to say "what you got?" Which challenges the other group to come up with something else in that location. Each round the stakes should grow higher. You can make the beat faster, throw in different locations at random times and even judge the groups answers. The only way you can lose is if, you run out of things to say, don't follow the beat, or the thing you say doesn't really match the location. It's an awesome activity if everyone gets involved and pumped, or can fail if people don't try or take it seriously. Good way to unleash some beginner rap strategy and is a fun improv game.
Every man for themselves
Submitted by:
Petey Holmes
Date Submitted:
February 17, 2016
Participants:
20-30
Equipment:
Three hula-hoops and three soft balls.
Instructions:
Now my game consists of a mixture of two games that many kids enjoy. Dodge-ball and tag. So, three participants will be selected to be designated throwers. A designated thrower gets one ball at the start of each round and is forced to stay inside the hula-hoop when throwing the ball. Now there are 5 taggers selected to go along with the throwers. The taggers goal is to tag as many people as they can get. Once taggers and throwers are selected everybody else is placed behind a line and given boundaries to stay in between. The game is played in rounds until one person if left. Participants who are not taggers or throwers will be running from one side of a court to another trying not to get tagged or hit by a ball. Reminder, people who are designated throwers can not tag runners and can only get a participant out by throwing the ball at a person inside the hula-hoop.
Word Race
Submitted by:
Cara Wing
Date Submitted:
February 16, 2016
Participants:
The whole class
Equipment:
The instructor will provide 60 notecards with a different word on each card.
Instructions:
1. Break up into four teams 2. Each team will be given a stack of notecards with a word on each card. (The words must remain face down) 3. One person will come up to the front to start the game and the rest of the team will make a line. 4. This person will place one card on top of their head for their team to read. 5. Their team must help this person guess the word that is written on the card without saying any part of the word. 6. Once the word is guessed by the person in front, the next person in line will go up to the front and pick the next card. 7. Repeat the process until all 10 cards have been guessed. (Everyone on the team must go at least once but there will people going more than once) 8. The first two teams to complete their deck the fastest with go into a sudden death match with a deck of 5 cards each. 9. The two teams that do not make the sudden death round will pick a team to help judge in the next round. 10. The judges will make sure that the teams correctly guess the word and also make sure that the team is not saying the word on the card. 11. The instructor will have 10 extra cards in case someone accidently says the word on the card, or the person guessing sees the card.
Poopdeck
Submitted by:
Brianna Bealer
Date Submitted:
February 16, 2016
Participants:
All
Equipment:
Cones to section off the different decks or anything that be a marker of the different decks i.e. Poles or bookbags.
Instructions:
Students will distinguish between UpperDeck, Poopdeck and MiddleDeck! First students will start off at UpperDeck. The leader will explain that they need to listen to all directions. It's similar to "Simeon Says"! For example! UpperDeck bend and twist! So the students would run to the UpperDeck and bend& twist! However, the last person to get to the deck is out. Technically they aren't out because they will be the extra eyes for the leader. Once the leader says PoopDeck they have to find a partner and run to PoopDeck while holding hands. Those without a Partner are out. Those who are last to the PoopDeck are out. Once at the PoopDeck you have to do a dance. That's the only time you can do things that the leader didn't say. This was designed for students/children that have problems crossing their midline. The last player is the winner and can be given a prize but today there will not be any prizes.
Four Corners
Submitted by:
Brooklyn Wexell
Date Submitted:
February 15, 2016
Participants:
The entire class
Equipment:
Note cards with trivia question and four answers labeled A B C D to choose from on all of them.
Instructions:
Label each corner in the room A B C D. Hand out one note card to each person, have the participants read the question and whatever they think the correct answer is they need to go to the correct labeled corner. When standing at the corner pick a partner in the same corner and check each others cards to make sure they are in the correct corner. After checking your answer everyone comes back to the middle of the room and starts switching cards. While switching cards with someone else you need to say your name and a fun fact about yourself. (With each new person say a new fun fact about yourself) You will switch until the instructor tells you "corners" and you go to the correct corner and repeat.
"The Best Game" and "Where the Wind Blows"
Submitted by:
Carolee Stark
Date Submitted:
February 11, 2016
Participants:
Large group (20-24)
Equipment:
Popsicle sticks, coins, timer, extra paper, participants, prizes, a way to keep score,
Instructions:
For "The Best Game": The class will be split up into groups of 6-7 participants (depending on how many will be there that day) by being given a Popsicle stick with a random color panted on the bottom of it, the groups will be purple, yellow, green and red. From there the groups will get together, and they will be given a prompt such as "the tallest thumb" or "the highest jump". From there the participants within the group will figure out who among them has "the best" of these features. The "best" from each group will compare with the "best" of the other groups and the team with the winning participant will receive a point for their team. It will continue in this manner until all prompts are used or the time runs out. From there, it is possible to move into another short game, if time allows. The next game will be called "Where the Wind Blows". In this game, participants will need to check the popsicle stick that they received earlier, and the participant that has a smiley face on the end of their stick with be the one who is "it" in "Where the Wind Blows". The chars are moved and are faced into a circle and the person that is "it" stands in the middle. There are only enough chairs for everyone who is sitting. The person who is "it" will say something that they have never done, i.e. "I have never been on a plane", or "I have never broken a bone". Any participant that is seated that HAS done this thing will have to get up and try to trade chairs with someone else who has, while the person who is "it" also tries to get a chair. There is no moving to chairs directly to your left or right, only elsewhere in the room. The person who is left standing at the end of the time will "lose" and not receive a prize (mini candy bars).
Neighbors
Submitted by:
Eliza Weiters
Date Submitted:
February 10, 2016
Participants:
Everyone
Equipment:
Chairs
Instructions:
Everyone will put their chairs in a giant circle (if there are too many people we can separate them into two groups). I will ask for a volunteer(s) and if someone does not volunteer then I will pick someone. There is one person in the middle of the circle. That person will approach someone and ask "who are your neighbors?" and then the person he/she chose has to say the names of their neighbors. Then the person in the middle will ask them "How do you like your neighbors?" The person they chose can respond in three different ways "all right" "all wrong" & " all mixed up". If they say "all right" then everyone in the chairs will shift to one chair to the right. If they reply "all wrong" then everyone shifts one chair to the left. If they reply "all mixed up" everyone scatters and finds a new chair within the circle. While everyone is shifting the person in the middle is trying to find an open chair to sit at. If the person finds a chair the last person to sit down is in the middle. If they do not find a chair they continue to be in the middle.
Marshmallow Spagetti Tower
Submitted by:
Julia Roberto
Date Submitted:
February 8, 2016
Participants:
20+
Equipment:
Uncooked spaghetti noodles, large marshmallows, 1 roll of masking tape and 1 yard of string
Instructions:
Splitting into six groups of four, usng just these supplies, which team can build the tallest tower? There's a catch: the marshmallow has to be at the very top of the spaghetti tower, and the whole structure has to stand on its own (that means no hands or other objects supporting it!) for five seconds.
Fashion Show
Submitted by:
Danielle FitzSimmons
Date Submitted:
February 8, 2016
Participants:
28
Equipment:
Bubble wrap, paper, tape, scissors, and ribbon.
Instructions:
There will be 4 groups of 7 participants. Each group will be allowed to use the materials provided by the instructor. Each group will have to create an outfit for one member of their group. They will be given 10 minutes to get materials as well as create their outfit. At the end of the time, Dr. Schlag will judge each group on their outfits. I will have a score sheet compiled for Dr. Schlag to follow. Once all the outfits have been judged, then the score will be announced and the winner will get a prize!
Release Your Inner Animal!
Submitted by:
Cory Signa
Date Submitted:
February 3, 2016
Participants:
10+
Equipment:
outdoor space, toy animals/animal crackers, prizes
Instructions:
In this activity, students will be divided into teams based on what type of animal they pull out of the bag. There will be a total of 4 teams with 4 different animals to choose from in the bag. Once teams have been picked, we will go outside and begin a competition. 2 teams will race each other at a time. These teams will line up in a straight line and get ready to race. Here is the catch, you have to run and make the sound of whatever animal you chose during the race. Ex: if you picked a tiger, you will have to roar like a tiger while running like one as well. Once the first person races to the end AND comes back, the next person in line can go. The object of the game is to have your team win first while also cheering your team on! The winning team overall gets a prize! Teams who are not racing should cheer on other teams or practice your animal impersonation! People who show the most spirit and enthusiasm will win a special prize as well! If you do not wish to participate or cannot, you can help be a judge to make sure everyone is playing fair. Since there are 4 teams, you will have two races, with the winning teams facing each other in the championship round. Once your team has been eliminated, you will cheer on the remaining teams or help judge.
Penguin Race
Submitted by:
Edith Garcia
Date Submitted:
February 3, 2016
Participants:
6+
Equipment:
Buckets and Starburst
Instructions:
Individuals will be separated into 2 groups. Both groups will stand in a straight line and place their piece of starburst in between their knees Both groups will now connect by holding each other's shoulders The line must stay connected at all times! The groups will have the option to either jump or waddle their way towards their own bucket. Each group will have their own bucket waiting for them at the other side ( this is similar to a relay race ) Once the first person gets to the bucket they must drop their starburst in the bucket and reconnect to the back of their own line. The second person will also drop their starburst and reconnect at the back of their own line.This will continue until all members drop their starburst and reconnect with their line. Once everyone from the line is done, everyone must sit at the same time while staying connected. If the starburst candy drops from one of your team members knees, the whole group must bend down and let that individual pick up the starburst and place it again in between their knees. The line must stay connected at all times! They key to this game is to not drop the starburst and make it to the finish line. The group that does it the fastest will be the winner of this penguin race. The winner will also receive a prize!
Ships & Sailors
Submitted by:
Olivia Schulte
Date Submitted:
February 2, 2016
Participants:
At least Six, but there is no limit to how many can play
Equipment:
NONE
Instructions:
Participants will have to work together in a "Simon Says"- type activity, collaborating on many of the different activities. DIRECTIONS:Tell all participants to stand in the middle of the room facing the leader, who will be "Captain" during the game. The role of the Captain is call out the actions and dismiss the players who don't do the actions quick enough or who break from character. Once the captain calls an action, each player has 5 seconds to start performing the action. If they don't find a group fast enough or perform the right action, they are out of the game, and will become "Sharks" during the Shark Attack part(s) of the game. The Captain will give a series of orders. Any participant who cannot complete the order correctly in a timely manner is out and must sit down on the side. The orders and their explanations are as follows: 1. SHIPS: All must run to their right. 2. SAILORS: All must run to their left. 3. SEA SICK: All must pretend to vomit. 4. HIT THE DECK: All must quickly lie on their stomach. 5. BEACHED WHALE: All must lie on their stomach, grab their ankles, and blow raspberries. 6. CAPTAIN'S COMING!: Everyone stands at "attention" (in a salute), and they can't move from this position until the Captain says, "At Ease!" If they laugh or break from the attention, they are out. 7. SHARK ATTACK: The Captain or "Sharks" (people who are out of the game) have 5 seconds to tag people. Anyone tagged before the five seconds are up is out. 8. MAN OVERBOARD: Sailors must find a partner. One person drops to one knee the other stands behind them, puts a hand on their shoulder. Both scan the ocean for the overboard man. Anyone without a partner or groups who have more than two are out. 9. THREE MEN ROWING: Participants are to form groups of three and sit in a row on the floor. They are to swing their arms as if they are rowing, and sing "Row, Row, Row Your Boat." Anyone with less or more than three people in a group is out. 10. FOUR MEN EATING: Participants are to form groups of four and sit down in a circle, and pretend to feed themselves. Anyone with less or more than four people in their group is out. 11. FIVE MEN POINTING NORTH: Participants are to gather next to each other in groups of five and point and look upward, as if pointing at a star. Groups with less or more than five people in a group are out. The last person or two people left win the game.
Minute to win it
Submitted by:
Chris Holling
Date Submitted:
February 2, 2016
Participants:
30+
Equipment:
-Open space -Couple of tables/desk -Chairs -Stopwatch -Laptop/Screen to view activity blueprints -3 Inflated Balloons (per person) - 5 Paper Grocery Bags -Potato (per person) -5 Peanut M&M's (per person) -5 Bendy Straws (per person) -Oreo cookies -One pair of panty hose (per person) -Two pennies (per person) -36 soda cans -Rubber bands
Instructions:
Difficulty scale: (Weak/easy) 1-2 (Relatively easy/moderate) 2-3 (Very hard/complicated) 4-5 Guidelines -1 minute per each activity. -Show blueprint before each person begins activity (this shows what the competitors will be doing and how they will be doing it). -6 rounds -6 groups of 5 (adjusted for group of 30 people, can be smaller or larger depending on participants). -6 people compete against each other at a time. -Keep score on paper (recorded by "team captain"). -Only one group will win (no ties). -Either groups can be assigned before this game or competitors can choose their own groups (might be time consuming to let them choose). -Groups "not on the board" are NOT eliminated! This just means they have not earned any points yet, but can come back and steal points from other groups in 1st, 2nd, or 3rd, place. -There needs to be a judge always watching competitors when they're, doing the activity. People caught cheating will be penalized/eliminated for it. -For this game to run properly there must be a stopwatch. -If no one can complete the activity during the time duration they can "tap out" and send a different member, of their group in for them. Failure to complete the activity after a second time, will result in 0 points earned for that group. -Have fun, and make sure to have the correct materials set up and ready to go for this game. First round points: Defying Gravity 1st place- 15 points 2nd place- 10 points 3rd place- 5 points 4th, 5th, and 6th place- not on the board Second round points: Rapid Fire 1st place- 30 points 2nd place- 20 points 3rd place- 10 points 4th, 5th, and 6th place- not on the board Third round points: Cookie Face 1st place- 60 points 2nd place- 30 points 3rd place- 15 points 4th, 5th, and 6th place- not on the board Fourth round points: Bite Me 1st place- 120 points 2nd place- 60 points 3rd place- 30 points 4th, 5th, and 6th place- not on the board Fifth round points: Spudnick 1st place- 240 points 2nd place- 120 points 3rd place- 60 points 4th, 5th, and 6th place- not on the board Sixth round points: Penny Hose Whoever has the most points up to this round, will face off in this last challenge with the other highest ranked group. Whichever group has the highest amount of points, or completes the activity before the time limit (60 seconds), will be the Minute to win it champions! #1 DEFYING GRAVITY Difficulty level: 1-2.5 Link to blueprint: https://www.youtube.com/watch?feature=playerembedded&v=2RbqIATpDHg Materials • 3 Inflated Balloons (per person). Instructions 1. When the clock starts, player releases all 3 balloons into the air. 2. Player may not hold balloons, allow them to rest on the body, or hit the ground, or the game is over. 3. To complete the game, player must keep all balloons off the ground for 60 seconds #2 BITE ME Difficulty level: 3-4 Link to blueprint: https://www.youtube.com/watch?v=5NuKYQhsZ8g&feature=playerembedded Materials • 5 Paper Grocery Bags • Table Instructions 1. Set up the game by cutting each grocery bag to a different height (10?, 8?, 6?, 4?, and 2?) on the floor, right side up. 2. When the clock starts, player may attempt to pick up the tallest bag and may only touch the floor with his or her feet. 3. If the player touches the ground with some body part other than the feet while attempting to grab a bag, he or she must reset by standing up before making another attempt. 4. To complete the game, player must have all 5 bags concurrently on the table within the 60-second time limit. #3 SPUDNICK Difficulty level: 4 Link to blueprint: https://www.youtube.com/watch?feature=playerembedded&v=EpR91vdpwo Materials • Potato (per person). • 5 Peanut M&M's (per person). • 5 Bendy Straws (per person). Instructions 1. When clock starts, player stands 5 straws into potato, then balances chocolate-coated peanut candy on each straw. 2. To complete game, 5 chocolate-coated peanut candies must rest concurrently on straws for 3 seconds within the 60-second time limit. #4 COOKIE FACE Difficulty level: 3 Link to blue print: https://www.youtube.com/watch?v=oLvLVL_rfD4 Materials • Chair • Oreo cookies Instructions 1. Cookies must be placed in the middle of your forehead, not touching your eyebrows. 2. You can tilt your head and move your face, but you cannot touch a cookie with your hands. 3. The cookie must remain in contact with your face, so you can't try to toss it from your forehead and catch it in your mouth. 4. If a cookie falls before reaching your mouth, you must start over with a fresh cookie. 5. The cookie must actually go in your mouth, held securely by your lips and/or teeth, to count. (You don't have to eat it though). If you're playing by the three-cookie rule, once it's in place, make sure everyone knows this then spit it out and start with the next one. #5 PENNY HOSE Difficulty level: 4-5 Link to blueprint: https://www.youtube.com/watch?v=B4Ign4Y8CZ8 Materials • One pair of panty hose (per person). • Two pennies (per person). Instructions 1. No part of your hand or arm that is covered in panty hose may touch any other part of your body 2. If you drop a penny and it hits the floor, you're done and the game is lost. 3. The player stands near the table or the spot on the floor where the pennied panty hose are waiting for him or her. 4. When the one-minute timer begins, the player can then pick up the pair of hose and start rooting for the pennies. 5. The most important thing to remember is that only one hand can touch each leg of the panty hose. So one hand/arm will be working down one leg of the hose, while the other hand/arm will be working the other. You cannot grab a leg with one hand and use the other hand to wiggle down for the penny. Both hands must be working both panty hose legs at the same time without working together. #6 RAPID FIRE Difficulty level: 2-3.5 Link to blueprint: https://www.youtube.com/watch?v=5M1lmH4_E4k Materials • 36 soda cans • Rubber bands • Table Instructions 1. If you have played or know bowling, then you know how the pins are set in a triangle. The same way you make a triangle in bowling, is the same way you're going to stack the soda cans for this game. 2. Make a triangle with 6 soda cans, 3 on the bottom tier, 2 on the middle tier and then one on the very top. 3. Make a foul line at some distance. Now the contestant should stand on the other side of the foul line. As the stopwatch starts the contestant can use his fingers to stretch the band to its fullest capacity and release so that that it should hit the cans. The contender who hits all the cans within 60 seconds, wins the game.
Shoulders
Submitted by:
Taylor Stirmell
Date Submitted:
February 2, 2016
Participants:
5+
Equipment:
None
Instructions:
The object of this game is to reach the number 21 and remember all the rules of the game as a group. Have the group form a circle so everyone can be seen. Pick one person to start the group off with number 1. That person will say "1" while hitting their shoulder, does not matter which one. If the person hits their right shoulder then the next person is the person to the right, if they hit their left shoulder than it is the person to their left. The next person will say "2" while they hit their shoulder, once again does not matter. As before, if they hit their right shoulder than it goes to the right but if they hit their left shoulder than it goes to the left. The game then continues until they hit the number 21. The only difference is when the number 7 and 11 are reached. When the number 7 is said the person puts their hands up like a giant equal sign. The way their top hand is point is the direction the game continues for number 8. Then 8 is called and it goes back to hitting your shoulder. Then once 11 is called the person puts their hands up, like 7, in a giant equal sign. Only this time the way that their bottom hand is pointing is the direction the game is going next. Then when 12 is called it goes back to hitting your shoulder. If a person hesitates or makes an error, then the game is over and the group restarts with 1 at the person that made the error. Once the group reaches 21, the person that said 21 creates a new rule for a number. For example at number 2 the person could do a peace sign towards the next person, and the person that says "3" goes back to the normal hitting the shoulder. The only numbers that you cannot create a rule on are 7, 11, and 21. Once 21 is hit again there is a new rule made along with all the rules that have been put in place already. The rules need to be appropriate and clearly stated. This is a fun game but can be challenging for some.
Snapshot
Submitted by:
Austin Orr
Date Submitted:
February 2, 2016
Participants:
All
Equipment:
None
Instructions:
Snapshot is a game where you end up making a scene with people being the objects within the picture you are making. It is an improvisation game where everyone gets into a line and when the leader says go the first person goes up and pretends to be something. Each person then follows not long(about 3-5secs) after the person in front of them and pretends to be something or someone else. No one picks a scene it just happens. You can be anything so be creative! Just make sure its appropriate.
Schlag's Song Wars
Submitted by:
Megan Johnson
Date Submitted:
February 1, 2016
Participants:
10+ people
Equipment:
An empty bottle
Instructions:
Split group into at least 2 groups of 5. After each group is divided, send them to different sides of the room. Next, you will explain the rules of the game to the participants. Following this, you will state a word. Teams will have 30 seconds to think of/write down songs that has the word that you stated in it. After the 30 seconds is over, you will spin a bottle in the middle of the room. The team that the bottle lands on will start that round. Each team will take turns singing a song that has the word that was stated earlier in it. Every team member must take part in singing the song. If the team cannot think of a song within 15 seconds they will be eliminated. There will be 3 rounds that are just like this.
Name tag Shuffle
Submitted by:
Jessica Seger
Date Submitted:
January 28, 2016
Participants:
10-30
Equipment:
• Sticky name tags or note cards • Markers or pens • Big open area
Instructions:
First, everybody takes a note card and writes their name on it. If using sticky name tags do not remove the seal. Make sure the sticky side stays attached to the seal. Then before the group starts shuffling think of 2 truths and a lie. Once everybody has got their facts, go find a partner that you do not know. When you get to that partner and the leader says go, tell them your name and facts. When telling the facts do not have the person guess the lie. Once one person is done then the next person goes and the same thing. Now here is the shuffle part. Once both are done, you switch names and facts. So person A becomes person B and person B becomes person A. Then both people go and find a new partner and repeat what they just did. You keep shuffling with partners for about 3-5 minutes. Also, you cannot take your own name tag back. Once the time is up, gather everybody up in a circle and pick on 1 person to start by reading off the notecard they have in their hand and the facts they got for that person. Once someone reads them off. Then you ask that person to identify themselves and ask them if those facts were the original facts they started the game with. If they are the right ones, then the group tries to guess the lie. If they are the wrong facts, that person must tell the original facts and then the group guesses the lie. After that person is done introducing themselves, then they read their card and say the facts with that name. It all starts over again and repeats what the first person did. The group keeps doing this until everybody has went. I n the case there are two people that don't get in the order and they have each other's names, just one of them goes and then they switch. The purpose of this game is to get a group of people up and moving and getting to know people. This game also tests your listening and memorializes skills.
Nuclear Holocaust
Submitted by:
Matthew R. Alwood
Date Submitted:
January 28, 2016
Participants:
Everyone in the class.
Equipment:
I will need a timer (I'm planning on using my phone). I will also need the deck of notecards with various affects on them.
Instructions:
the premise of this game is that a nuclear bomb has just gone off, by some miracle, we all survived. Not all of us survived completely in tact though. Most of the players will have a disability, be it physical, such as missing their legs, or psychological, like believing that everything red is lava and they have to save all their friends. 1 card will not have a disability. That person is the leader. After cards have been distributed, I will explain that the purpose of the game is to get back to the bomb shelter before another bomb goes off in 5 minutes. The players will pretty much be in two teams: those who are sane enough to get back to the bomb shelter, and those who are so crazy that they actively stop those people from saving them. The game ends when, either the timer ends, or everyone is in the bomb shelter. After I have explained this, I will set a specific point to be the bomb shelter, and tell everyone to disperse around the gym. We will play two rounds. Remember: the crazier you act, the more fun you'll have.
Leadership Squares
Submitted by:
Jillian Ross
Date Submitted:
January 28, 2016
Participants:
Any size
Equipment:
Something to make a giant cross (+). Depending on the location and available resources, you might use two long lengths of rope or cord, chalk, tape, cones, existing lines on a gym floor, etc. At least one line needs to be long enough that your entire group can place themselves along it.
Instructions:
Using two lengths rope (or other available resources), create a cross (+). The lines within the cross represent continuums with extremes on either end. Designate which line you will start with and follow the steps below. Step #1: Water or Wind? In a moment, I will read two descriptions. Once I have finished reading both, I want everyone to line up along this continuum based on where you feel you are in regards to these two extremes. There is no "right" or "wrong" place to stand on this continuum, but you may NOT stand in the middle. Here are the two descriptions: If you are on this side, you are Water: "I don't often voice strong opinions, particularly if I think it will cause hurt or be a waste of time. I put others before myself pretty consistently. I'm very flexible. You probably don't really know where I stand on issues, or what I think about you, unless you ask very directly. It's hard for me to state my own needs." If you are on this other side, you are Wind: "I state my opinion and take stands easily. People know exactly what I think, feel, and want. I'm an open book and you don't even have to read the words because I tell them to you, especially if you try to cross one of my lines. Fight or flight? Let's get real - I stay right here and tell it like it is. I don't have a problem saying 'my way or the highway' if need be." Everyone place yourself where you feel you belong on this continuum. This is about where you view yourself. Remember the exact middle is not an option. Step #2: Cool cucumber or hot tamale? Now, I will read two more descriptions. When I have finished reading both, I want you to (without moving from your place in on this left/right continuum) move yourself along this second, up-and-down continuum with the two far ends defined thus: If you are on this end, you are a Cool Cucumber: "I am calm and rational, and I do not get flustered about anything. I even have difficulty getting excited about things most people think are neat and exciting. My emotions are a glassy pond." If you are on the other end, you are a Hot Tamale: "I tell people how I feel about everything. I am angry about social injustice. I cry at sad movies. My emotions are extremely active - the perfect storm." Everyone move yourself where you feel you belong on this continuum. Again, these refer to how you feel you are internally and you may NOT stay on the line. Step #3: Analysis of the outcome As you can see, everyone in now in one of four quadrants. The four quadrants represent four different types of leadership styles. All of these styles are necessary in order to make Camp Rocky a success. Let's take a closer look at each of the quadrants, their strengths and weaknesses and their place in the group: This is quadrant 1; these people are our Architects. Architects emphasize meaning and conceptual functions. They are information and opinion seekers. Architects are good at analysis and process observation. They prefer to make decisions based on fact and like to have as much information as possible before making a decision. Architects can come up with totally off-the-wall solutions (that work!). They can also translate feels and experiences into ideas. However, Architects can be slow in making decisions or get dogged down in facts. Therefore, they can happily leave most decisions to others and focus on only one decision. Architects need to watch out for non-involvement or unrealistic ideas if they get into their own world. If a leader has this style, honor their need for information while also requesting they tell you how they will decide or delegate, and when. Architects and analysts are often in the minority but their function is essential. If a group doesn't pay attention to this area, it will miss out on significant learning that comes from observation and analysis. The group may also miss important process steps or other ways to view a situation if they do not pay attention to this quadrant. However, too much of this style in a group may stall movement because the discussion, laissez-faire attitude and analysis allows opportunities to pass. This is quadrant 2; these people are our Drivers. Drivers emphasize action and directing. They are information and opinion givers. Decision making is easy for them. Drivers are often the keepers of the vision in a group. They are great at taking a stand, being direct, and making things happen. Drivers are not usually shaken by critical feedback. Because indecision drives them crazy, drivers may push a group to make a decision. However, Drivers sometimes decide without input from others and step on toes. They can make mistakes when moving too quickly without adequate information. Drivers sometimes come across as too impersonal and lose connection with their group. These individuals have to be careful not to "over-lead." If a leader has this style, be as direct as possible when dealing with them. Bring problems and opinions to them: they expect this. If a group does not have drivers, they must pick up driver functions or they can fail to meet far-reaching goals. Mature drivers are non-reactionary individuals with much ability in the other quadrants, and they help ground a group. When this style is not mature, there may be too much individuality or structure. Turf battles or a lack of member autonomy and collaboration ensue. This is quadrant 3; these people are our Relationship Masters. Relationship Masters emphasize caring. They are excellent at building and sustaining community. Relationship Masters work well on a team. They are great at building rapport, consensus, and commitment, as well as seeking feedback. Relationship Masters provide support and praise. They feel concern and display high regard for others' wishes, viewpoints, and actions However, Relationship Masters may not take an unpopular stance if it puts a relationship at risk. They can put so much emphasis on a relationship that tasks and decision-making fall behind. Relationship Masters may even forget or downplay their own needs, to their own detriment. If a leader has this style, you may need to ask them to be more specific in outlining their expectation. Encourage critical feedback from them and tell them when you want to know what they think and want. You cannot have too much caring and respect as part of your capacity - it is the glue that's essential for a group to function. As a leader, it is powerful when combined with other quadrant functions. If it is the only style a group has, the group may not take enough risks or make enough decisions to move forward significantly. The group may also avoid conflict to the extent that there is lack of depth in genuine connection and innovation. This is quadrant 4; these people are our Spontaneous Motivators. Spontaneous motivators emphasize emotional stimulation. They often voice their ideas and supply passion to follow those ideas. These individuals are energizers! Spontaneous Motivators are great at motivating people as they possess a sense of mission or vision. They are good at engaging in energetic dialogues with other group members. However, Spontaneous Motivators can be emotionally bound to their ideas; objectivity may be their biggest challenge. Spontaneous Motivators can create a highly emotionally charged climate if they put too much emphasis on challenging others and confronting assumptions. If a leader has this style, know your own position and don't be afraid to voice it. Ask them to give concrete examples to back up their viewpoints. Spontaneous motivators are often light bulbs. Groups need this function to sparkle, create, prod, stir the pot, and impassion. A group without this style may be functional, but somewhat lackluster. When mature people with this style choose to be detached and monitor their emotional involvement, this is highly effective. If too much of this style is present in a leader, a group can be overly reactive or so impassioned about their ideals that they lose touch with other realities. (Interestingly, many charismatic leaders and cult leaders come from this quadrant…) Take some time to think about yourself and the leadership quadrant you are in. Do you think the description was accurate? Why or why not? What did you learn from this exercise? What did you find interesting? What did you notice about our group? What are your strengths and weaknesses and how might your leadership style affect the way you work in a group? What are some specific examples? What about the other leadership quadrants? Are there gaps in some leadership styles that you can help fill? Which leadership styles possess strengths that can help fill your gaps? Get together with the other members of your quadrant and discuss your thoughts. Afterwards, each group will share the answers to these two questions with the class: 1. What do you think is the most important thing your particular leadership style can contribute or bring to the Camp Rocky team? 2. How will you work with individuals with other leadership styles? Like I said before, all leadership styles are necessary for Camp Rocky to be a success. While everyone will have a dominant trait, they will also show signs of other styles depending on the circumstances. People can (and do!) act in different ways depending on their role and situation. However, stepping into a different style may be uncomfortable for them or take a concentrated effort. Even if it is uncomfortable at first, individuals can (and often do) rise to the occasion. Preferred leadership styles may even change over time. Every style has strengths and weaknesses. Being aware of your predominate style and your fellow Camp Rocky member's styles can help us fill in the gaps, see blind spots, build appropriate teams, seek appropriate help, and know our strengths as a team!
cross the creek
Submitted by:
Johnathan Reed
Date Submitted:
January 27, 2016
Participants:
3+
Equipment:
30 sheets of paper
Instructions:
set sheets out in a 5x6 grid then have students line up and take turns attempting to walk across the creek. Students may only step onto one tile at a time and can only move one tile at a time in any direction. if a student steps on a tile that is not marked as safe on the person leading the games sheet the person must return to the end of the line and the next student may attempt to solve the problem.
Cross The Creek
Submitted by:
Adena Ruckoldt
Date Submitted:
January 27, 2016
Participants:
5-30
Equipment:
30 pieces of paper (will need more if choosing to break the group into teams-30 pages per team), notepad and writing utensil
Instructions:
Setup: First, setup the playing area (for each team) by laying out 30 pieces of paper in a square (6x5). Then, using the notepad and writing utensil draw the playing area and mark off which of the papers will be the safe path to the other side. As a team, participants need to figure out how to cross the playing area or "creek" only using the papers that are safe. If someone steps on a paper that is not in the safe path, they need to go to the end of their team's line. The goal of this game is to work together to remember the safe path so that the whole team can make it across the creek. If choosing to make teams, groups can race to see which team can cross the creek first. The purpose of this activity is to practice cooperation and communication.
Evolution (AKA Ultimate Rock Paper Scissors)
Submitted by:
Austin Orr
Date Submitted:
January 27, 2016
Participants:
as many as possible
Equipment:
People Prizes
Instructions:
Everyone gathers up in a circle or cluster. Everyone will start as an egg with there hands over their heads like they are an egg. When you say go everyone will go and find someone else that is an egg and play rock paper scissors. The winners become chickens while the losers stay eggs. The chickens put there arms up like chickens and cluck as they play rock paper scissors with another chicken. If you win as a chicken you become a dinosaur if you lose you go back to an egg. As a dinosaur you put your arms up close to your body and rawr like a dinosaur as you play rock paper scissors with another dinosaur. The loser becomes a chicken and has to go play another chicken while the winner becomes a camp counselor. When you get to camp counselor you have to play with another camp counselor to secure your spot. If you lose you go back to being a dinosaur. After you have secured your spot you can then play rock paper scissors with anyone who has not secured a spot until they win their way up the ladder. The winner is who ever makes it too the top. The whole point of this game is too teach people that you need to always look back at who you had to get passed because some day you may be able to help them get to where you are today.
Penny Shake
Submitted by:
Eliza Weiters
Date Submitted:
November 17, 2015
Participants:
Classroom
Equipment:
10 Pennies
Instructions:
Everyone will close their eyes and hold their hand out. So no one knows who are the ones with the pennies. I will hand out the pennies to random people. When I say go they will have to circulate around the classroom and shake peoples hands. Also with shaking their hands, they have to ask them their name. Each person can not refuse the penny. After awhile I will say stop and the people with the pennies will have to identify themselves. The one with the most pennies towards the end is the winner.
To Infinity Knot Beyond
Submitted by:
Kirsten Mapes
Date Submitted:
November 16, 2015
Participants:
5-30
Equipment:
Able body people
Instructions:
For a group of 20 or more split into two groups. 1. Get the members of each group into a tight circle. 2. Have them hold hands with someone that is not next to them. 3. Try to get out of knot. A. While trying to get out of the knot hands must stay linked. B. Grips can be loosened so participants don't get hurt. C. Can hold just a finger if needed.
Scream Machine
Submitted by:
Brooklyn Wexell
Date Submitted:
November 13, 2015
Participants:
Everyone in the class
Equipment:
None
Instructions:
Everyone stands in a tight circle, with their heads down looking at their shoes. When 'Heads Up' is called everyone looks up and stares at someone else in the circle. If that person is staring right back at you, then you scream and jump back out of the circle. If the person you're looking at is not looking at you, put your head back down and wait for the next round. Keep going until there are two players remaining.
Wait your turn
Submitted by:
Shanico Roberts
Date Submitted:
November 11, 2015
Participants:
25
Equipment:
none
Instructions: