favorite app unique ringtone family photo a message sharing good
Transcription
favorite app unique ringtone family photo a message sharing good
Introduce yourself to 9 different people and use your smartphone to share 1 item below. Be sure to get each person’s signature in the corresponding box! favorite app unique ringtone a message sharing good news favorite photo most important phone number stored exciting event listed on your calendar family photo favorite song stored recent place you looked up directions to There’s An “App” For That!: Useful Tools at Your Fingertips Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com There’s an “App” for That!: Useful Tools At Your Fingertips Kim Aycock * Camp 2 Campus Learning Solutions * 601-832-6223 * info@kimaycock.com App Notes Building Relationships Forming Groups Searching for Unique Qualities Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com App Notes Tuning-In to Campers Communicating With Campers Being Flexible Setting Expectations Being Intentional Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com FACEBOOK: helps you connect and share with the people in your life (building relationships) + “friends” (varying degrees of?) + “what to post on your wall” or “hide” (let people see what you want them to see) Mik Kcocya: Make introductions by saying your name backwards (Kim Aycock = Mik Kcocya) and the translation of what it means (one who likes to play with fun-noodles) Call Me Louie Buena: Former pet name + street lived on (Trainer’s Warehouse Book of Games, p. 64) Superhero Introductions: Name, special powers, costume, battle cry, sidekick? (Trainer’s Warehouse Book of Games, p. 27) Show and Tell: Each person brings 3 objects that will help others get to know who they are and what is important to them (Trainer’s Warehouse Book of Games, p. 349) LINKED IN: strengthens and extends existing network of trusted contacts…bringing people together around a common interest (forming a community with campers) Pokerface: Each person is given a card facedown and places it on their forehead so that others can see card; mingle with others in group and try to figure out value of card based on the way they are treated by others. (Playing With a Full Deck, p. 89) Blind Shapes: Find your people using small wooden shapes. (Bullying Prevention Field Guide, p. 18) Dress Alike + Secret Handshake + 3 Things in Common (similar activity to “4 of a Kind” found in Playing With a Full Deck, p. 12) Knuckle Jousting: Put tape roll on knuckles and make contact with another person’s tape, on the count of 3, separate and person without tape now cheers for other person when facing opponents until there is an overall “winner”. (Essential Staff Training Activities, p. 96) GOOGLE: search engine to help staff discover unique qualities about their campers (and about each other) Penny Pondering: See handout (The Game Finder: A Leader’s Guide to Great Activities, p. 27) Human Treasure Hunt: See handout (QuickSilver, p. 78) Whoonu: See handout (www.cranium.com) ITUNES: “tune in” to campers (listening techniques) Do as I say...not as I do: First person SAYS one thing he/she likes ("I like to jump up and down"), but DOES another (flaps his/her arms). The second person DOES what was just SAID (jumps up and down), but SAYS something he/she likes ("I like to rock climb"). This pattern continues around the circle. (www.ultimatecampresource.com) King/Queen Frog: Do your motion and then someone else’s until someone makes a mistake. That person moves to “frog chair” and others move until empty chair is filled. The catch is that the motion stays with the chair; start again. (The Caring Classroom, p. 44) Mixed-Up Directions: Stage 1 – group says and points in the same direction (up, down, right, left) as you; Stage 2 – group points in same direction, but shouts opposite direction; Stage 3 – group points in opposite direction, but shouts same direction. (Inspire! 2: Ice Breakers and Openers) One-on-One Interview: Each person gets one minute to share life story with a partner; partners introduce each other to the group (The Caring Classroom, p. 38) Power of Non-Verbals: Person “A” tells person “B” a passionate story; “B” acts bored for first round. Person “A” retells story, this time “B’ is very interested in what “A” has to say. (Trainer’s Warehouse Book of Games, p. 204) IM: communicating with campers (asking questions) Year in Review Cards: Hand one card to each participant. Ask them to find a partner and share one question from the back of their card. After the two have each shared a question and answer, have them exchange cards and find a new partner. Encourage 3-4 partner exchanges. (www.training-wheels.com) Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com IM (cont.): communicating with campers (asking questions) Ball of Questions: Write questions - as many as can legibly fit - using a Sharpie marker on a blown up beach ball. Participants toss ball around (can use music) until told to stop; whoever has the ball looks at the question closest to his/her right thumb and reads aloud and answers for the group. The ball acts like a "talking stick" so the expectation can be set ahead of time that only the person with the ball has permission to speak. Continue tossing ball around to give more participants a chance to answer a question. (Don Wood) Hot Seat: Have 5 participants volunteer to come forward and stand (or sit in chairs) in front of group. Facilitator reads aloud one question; all five answer the same question (or choose to pass). Continue this process for several questions and then choose 5 new people to be in the "hot seat". (This version of "hot seat" was inspired by a similar activity at Camp Wingate-Kirkland, Yarmouth Port, MA.) GUMBY: being flexible Captain’s Coming: different twist to “Simon Says” (there are MANY different versions of this game!) Captain’s Coming: all at attention At Ease: must follow “Captain’s Coming” before giving another command Man Overboard!: 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. Crows Nest!: Three players stand backs to each other and lock arms at the elbows to form the crows nest. Mess Table!: Four players squat in a circle like sitting at table and pretend to eat like they haven't eaten in days. Walk the Plank!: Five people stand in a single file row hands on the shoulders of person in front of them. Mermaid!: each player individually thrust out right hip, places right hand on that hip, takes left hand and makes a big exaggerated wave and yells out "howdy sailor!" (www.teampedia.net) Change That Tune: each group picks a short song that everyone knows; challenge is to sing old song to a new tune and rhythm (Trainer’s Warehouse Book of Games, p. 379) WEATHER CHANNEL: weather now, by the hour, 36-hour, 10 day forecast (set expectations…campers like to know what Is coming) “Pop It”: Use with staff as intro to this “app” (Essential Staff Training Activities, p.71) You Tube Video – What do you want your camper group to look like at the end of a session? Quest for Best Practices: See handout TWITTER: “tweets” in a typical camp day – follow us on twitter (making good choices…not leaving it up to chance = being intentional at every possible moment) SKUNK: See handout for activity to show Chance vs. Choice (morning, meals, rest hour, activities, evening, etc.) REFERENCES: Beich, E. (2008) Trainers Warehouse Book of Games: Fun and Energizing Ways to Enhance Learning. Pfeiffer. Cain, J., C. Hannon, and D. Knobbe (2009) Essential Staff Training Activities. Kendall/Hunt Publishing Company. Cummings, M. (2005) Bullying Prevention Guide: Experiential Activities specializing in Anti-Bullying. Training Wheels Inc. Cummings, M. (2007) Playing With a Full Deck: 52 Team Activities Using a Deck of Cards! Kendall/Hunt Publishing Company. Frank, L. (2001) The Caring Classroom: Using Adventure to Create Community in the Classroom and Beyond. GOAL Consulting. Moore, A. (1992) The Game Finder: A Leader’s Guide to Great Activities. Venture Publishing, Inc. Rohnke, K. and S. Butler. (1995) Quicksilver: Adventure Games, Initiative Problems, Trust Activities and a Guide to Effective Leadership. Kendall/Hunt Publishing Company. WEBSITES: www.cranium.com www.teampedia.net www.training-wheels.com www.ultimatecampresource.com Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com PENNY PONDERING…no longer will you take a mere penny for granted! (Source: The Game Finder: A Leader’s Guide to Great Activities by Annette C. Moore, p. 27) On a Lincoln penny, locate the following: 1. A serving of corn: 2. A fruit: 3. A type of flower: 4. A type of hot or cold beverage: 5. Large body of salt water: 6. A rabbit: 7. Part of a needle: 8. Part of a stream, as it enters a river: 9. A messenger is… (2 words): 10. A sacred place: 11. Wooden part of railroad tracks: 12. The side of a road: PENNY PONDERING…no longer will you take a mere penny for granted! (Source: The Game Finder: A Leader’s Guide to Great Activities by Annette C. Moore, p. 27) On a Lincoln penny, locate the following: 1. A serving of corn: 2. A fruit: 3. A type of flower: 4. A type of hot or cold beverage: 5. Large body of salt water: 6. A rabbit: 7. Part of a needle: 8. Part of a stream, as it enters a river: 9. A messenger is… (2 words): 10. A sacred place: 11. Wooden part of railroad tracks: 12. The side of a road: HUMAN TREASURE HUNT Directions: All members of the group sit together; assign a scorekeeper. This is a test to see how many points each group can generate, NOT a competition between members of the group. Read each question and have the group assess their points. Bonus points are in addition to other points. Questions: 1. State you were born in: Score 1 pt. for each different state represented in the group. Bonus = 5 pts. for each person born outside USA 2. Date of birth: Score 1 pt. for each different month represented in the group Bonus = 5 pts. for each holiday/today/if all members born in the same month, or for 2 members with same birthday 3. Number of grandparents: Score 1 pt. for each living grandparent of every member; step-grandparents included 4. Pets: Score 1 pt. for each different kind of pet represented 5. Brothers and Sisters: Score 1 pt. for each sibling Bonus = 2 pts. for each step, half or adopted sibling; 2 pts. if only boy or girl in family; 1 pt. for being only child 6. Languages Spoken: Score 2 pts. for each different language spoken (fluently) in group; Bonus = 5 pts. for each member who speaks more than 1 language; 10 pts. for each member who speaks more than 2! 7. Years at camp: Score 2 pts. for each year of all members (including this year); Bonus = 5 pts. for new campers/staff; 5 pts. for campers/staff over five years at this camp 8. Instruments played: Score 2 pts. for each different instrument represented in group 9. Fame: Score 1 pt. for each member in group appearing on local TV, 1 pt. for appearing in local newspaper; 3 pts. for appearing on national TV, 3 pts. for appearing in a national magazine SKUNK The Game of “Choice vs. Chance” (adapted from the April 1994 issue of Mathematics Teaching in the Middle School) S K U N K How to Play: Each letter of “SKUNK” represents a different round of the game; play begins with the “S” column and continues through the “K” column. The object of “SKUNK” is to accumulate the greatest possible point total over the five rounds. The rules for play are the same for each of the five rounds. • • • • • • • Have players make a “SKUNK” score sheet as shown above. To accumulate points in a given round, a pair of dice is rolled. A player gets the total of the dice and records it in his/her column, unless a “1” comes up on either die. If a “1” comes up, play is over for that round and all the player’s points in that column are wiped out. If “double 1’s” come up, all points accumulated in prior columns are wiped out as well. If a “1” does not occur on any given roll, the player may choose either to try for more points on the next roll (stay standing) or to stop and keep what he/she has accumulated (sit down until next round). Once a player chooses to stop for a given round, he/she must stay seated until a new round begins (when all players are seated). Note: If a “1” or “double 1’s” occur on the very first roll of a round, then I usually let players write down the value of whatever points have been rolled and continue the game from there. Discussion points: • Winning vs. self-improvement • Goal-setting • Risk-taking (safe vs. unsafe risks) • Power of Peer Pressure • When do you “put on the brakes”? • Listening to your “gut” or the “voice inside your head” • Choice of decisions you make vs. Chance or “luck” Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com WHOONU GAME www.cranium.com 1-A 1-B Bubblegum Dolphins Climbing trees Clowns Pinball Coconut Knitting Pumpkin Carving 2-A 2-B Pepperoni Microwave Ovens New York City Telling Jokes College Football Popcorn Dinosaurs Perfume 3-A 3-B Checkers Pineapple Chinese Food Doing Laundry Picnics Flying Kites E-mail Riding the Bus 4-A 4-B Nail Polish Ice Skating Pickles Goldfish The Desert Concerts Stuffed Animals Coffee 5-A 5-B Sunglasses Libraries Skim Milk The Comics People-Watching The Color Green Dodgeball String Cheese 6-A 6-B Chocolate Cake Fixing Things Pinatas Gardening Instant Messaging Small Towns Spelling Miniature Golf 7-A 7-B Cooking Hamsters Fishing Country Music Pirates Corn on the Cob Golf Snow Days Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com
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