Lifelines to Jumpstart Your Camp Program: A “Million” Ideas
Transcription
Lifelines to Jumpstart Your Camp Program: A “Million” Ideas
Lifelines to Jumpstart Your Camp Program: A “Million” Ideas Kim Aycock * Camp 2 Campus Learning Solutions * 601-832-6223 * info@kimaycock.com Staff Training/ Morale Evening Programs/ Special Events Outings/Overnights Meals and More Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com Arts/Crafts Program Activities Games Out of the Ordinary! Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com Staff Training Book: Essential Staff Training Activities by Jim Cain, Claire Marie-Hammon, and Dave Knobbe (www.training-wheels.com) Favorite Activity: Leadership Dance, p. 60 Use a Camera close-up photo camp tour staff create their own slideshow to demonstrate what they will DO to work with campers of different ages in group living, program activities, etc. digital (or Polaroid) camera scavenger hunt staff slideshow for end of staff orientation training Time Capsule: create during orientation and save for mid-summer (stash away ideas and props to be used at a later date – take out at a future staff meeting) Staff Morale (trophies/awards from www.trainerswarehouse.com): Top Banana Hot Air Balloon Award (for staff who rise above the rest!) Mini-Sneakers (for someone who has gone the extra mile or walked in someone else’s shoes) Puzzle Piece Trophy (for staff who work well as a team) Super Hero (for staff who exceed expectations) Karate Belt Wristbands (different levels of goal setting) Staff Bingo (a fun way for staff to “keep it fresh”) – see detailed handout Evening Programs/Special Events Case of the Missing Forks (Giant Game of Clue – see detailed handout) Tie-Dye Theme Party (www.familyfun.go.com) Tie-Dye shirts, socks, shoelaces Blow Painting (watercolor paper + india ink) Mini Tie-Dye T-shirt Lapel Pin (clay) Tie-Dye cake and ice cream (using vanilla ice cream + different flavors of gelatin) Sharpie Pen Science (white t-shirt, plastic cup, rubber band, Sharpie markers, rubbing alcohol) http://www.stevespanglerscience.com/experiment/00000032 Twisted Fairytales (The True Story of the 3 Little Pigs as told to Jon Scieszka) Wacky Watermelon Carve/Decorate a Watermelon Contest (Family Fun Magazine: June/July 2009) Greased Watermelon Relay (in a pool or lake) Watermelon Seed-Spitting Contest Watermelon songs (http://www.preschooleducation.com/swatermelon.shtml) Watermelon Look-Alike Dessert = honeydew melon, raspberry sorbet, chocolate chips (www.familyfun.go.com) Camp 500: create land, sea, and sky activities (build a race car – can use edible materials, a raft, and an egg-drop contest). Each team competes in each area; give same supplies “Glow” For It: come decked out in something that glows in the dark for evening program Minute to Win It: see list of games on www.nbc.com (each has to be completed in 60 seconds or less). Hole in index card: http://teachkidsart.blogspot.com/search/label/math (Paper Magic) Camp trips/Outings (www.momsminivan.com) Pirates of the Caravan (dress up in costumes for your next roadtrip!) “Key Lock”: make up your own rules for identifying different vehicles on the road Car-i-Oke (Sing to your heart’s content to this backseat boredom buster music CD and booklet by David Shiller; sold on www.amazon.com) Printables: Roadtrip Bingo, License Plate Game, Counting Cows, Battleship Aluminum Foil Art, Cootie Catchers, String Games (Jacob’s Ladder, etc.) Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com Overnights (Family Fun Magazine: June/July 2009) Campfire Caps = felt, sticks, marshmallows (www.familyfun.go.com) Star gazing + constellation formation (challenge campers to find and name their own constellations) I’m Going to the Moon (twist on “I’m Going on a Picnic” alphabet game) Sneakers (game to play in the dark – silence is key!) Grilled Bananas (bananas, brown sugar, lemon juice, cinnamon, butter) Wintergreen Lifesavers (chew with your mouth open in complete darkness and a friend will see sparks fly!) Color Challenge (identify specific colors in the dark – use construction paper swatches) Mealtime Fun Perdue Dinnertime Fun Book (download 3 pages of games – free!) Original Dinner Games, Gather ‘Round Dinner Game, Restaurant Dinner Games (Family Time Fun Games) Grammie Sammies: graham crackers and frosting (yum!) Dirt/Sand Cake: make your favorite concoction in a flower pot (add gummy worms) or bucket (add sea shells) Edible Campfire: tortilla + licorice ring + (peanuts), (peanut butter) + Chinese noodles, tootsie rolls + pretzels + candy corn, hot chocolate mix + white grape juice Arts/Crafts (www.familyfun.go.com) T-shirts: puzzle piece, fool the eye tie Bracelets: magazine roll=up, edible, fish swivel + beads, snack bag/gum wrapper chain, etc. Accessories: designer flip-flops, silly sunglasses, stylin’ sleep mask Duck Tape: bracelets, wallet, flowers, hiking gear, etc. (www.ducttapefashion.com) Misc: God’s Eye memory keeper, charm bags, rock necklaces, recycle robots, pipecleaner creations, thumbprint art, lightswitch cover (use camp logo), etc. Program Activity Areas Ball sports: use a tennis ball in soccer or a Nerf ball in basketball Tennis: use wadded up socks Swimming: frog kick + freestyle arms; variety of uses for fun noodles (www.swimmingpooltoys.net) Beach Ball: use Sharpie marker to write various “drills” (15 bobs, tread water for 1 min., etc.) Archery/Riflery: have campers design their own targets Slacklining: balance activity on 1 inch webbing tensioned between 2 anchor points Games Whoonu (by Cranium) and Racer’s Ready (www.ftfgames.com) Ruckus card game (www.funstreetgames.com) and Ratuki (Hasbro) Dice (Skunk or Bunko – see detailed instructions in packet), Left/Center/Right, Farkle Anything Auction: campers/staff collect a bunch of objects for points (www.familyfun.go.com) Knuckle Jousting: tape roll on top of hand (“losers” cheer for “winners” by joining end of line) Hot Weather: sponge/bucket relay, musical ice buckets (use trash can lids or round sleds) Out of the Ordinary! Bugs, Birds, Butterflies, and Blossoms: take time to show children the wonders of nature White Squirrel: have camper groups decorate the camp mascot found at various locations I Scream: ask your local ice cream hotspot if they will name a flavor after your camp! Red Cadillac: bonus points if you have a fun vehicle escort your group on their ice cream mission Gutter Sundaes (Camp Illahee, Brevard, NC) Cucumber Canoe Races (Family Fun Magazine: July/August 2008) Frozen T-shirt Contest (Family Fun Magazine: July/August 2008) Spider Webs: combination of game, art, and obstacle course! (Family Fun Magazine: May 2008) String games (Cat’s Cradle, story of your name, hometown, shoelace tie, etc.) Shoes (throw/kick/stack/sculpture/relay) The World’s Largest Underwear – 3 people will fit in this giant pair of underwear…it is fun to walk around camp and visit campers and staff in their activities! (www.training-wheels.com) Bubber – the lightest modeling compound on earth (www.amazon.com) Hide and Seek – what interesting object can be hidden for campers to find? Where in the World is Your Camp ??? Contest: have campers send in photo with a given camp object Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com Website Resources www.training-wheels.com (Training-Wheels by Michelle Cummings – props, books, you name it!) www.trainerswarehouse.com (Trainers Warehouse by Susan Landry – more props, books, training ideas, etc.) www.ultimatecampresource.com (Songs, skits, games, events and more camp ideas!) www.wilderdom.com/games/ (Games organized by categories of icebreakers, team-building, trust, environmental, etc.) www.funattic.com/game_list.htm (Games organized by categories of ball, carnival, card, circle, relay, etc.) http://www.free-party-games.com/index.html (Free party games of all kinds!) www.familyfun.go.com (A resource of Disney’s crafts, recipes, party themes, printables, etc.) www.momsminivan.com (A resource of ideas to use on roadtrips such as games, printables, etc.) www.ftfgames.com/product.php (Family Time Fun Games) http://teachkidsart.blogspot.com/2009_07_01_archive.html (Teach Kids Art -- GREAT activities!) www.summercampprogramdirector.com (themes, programs, arts and crafts, skits – you name it!) http://honestlywtf.com/diy/diy-wrap-bracelet/ (cool wrap bracelets – a party for your arm!) Good Books (recommended by my Mom!) – great for campfire/bedtime stories! I’m Gonna Like Me: Letting Off a Little Self-Esteem by Jamie Lee Curtis and Laura Cornell (“I’m gonna like me wearing flowers and plaid. I have my own style. I don’t follow some fad.” The key to feeling good is liking yourself because you are you!) Flop-Ear by Guido Van Genechten (Flop-Ear was sad because he was not the same as all the other rabbits. This charming story describes Flop-Ear’s hilarious attempts to be like everyone else, and his eventual acceptance of the fact that he is different.) What If The Zebras Lost Their Stripes? By John Reitano (Zebras would be much too smart to let their colors tear them apart!) The Little Engine That Could by Watty Piper (an oldie, but goodie!) Dear Children of the Earth: A Letter from Home by Schim Schimmel (A tender reminder of the responsibility we all have to protect the world in which we live.) The Empty Pot by Demi (A story of how honesty is always the best policy!) One Smile by Cindy McKinley (A story of how even the smallest act of kindness can powerfully impact the lives of others.) Pete & Pillar: The Big Rain by Jeffery Stoddard (A story of friendship that gets put to the test.) Enemy Pie by Derek Munson (Maybe your enemy is not really your enemy after all!) The Perpetual Story (HoS conference attendee, November 2009) – use a blank journal/ composition book and have campers “read” a story by passing book from person to person and making up characters, plot, etc. as they go along. Story can be continued at any time or campers can start a new “book” as needed. From Simple Truths (www.simpletruths.com) Sample Titles (some have 3 minute video clip on website) 212*: The Extra Degree Heart of a Teacher Laughter is an Instant Vacation Finish Strong Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com CAMP STAFF BINGO (inspired by Camp Wingate-Kirkand * Yarmouth Port, MA) Sit by a camper you don’t know very well for a meal Write a note to brighten the day of another staff member Play a new game with your campers Add a twist to one of your activity periods (ex: play soccer with a tennis ball) Teach a new song Invite a camper to lead part of an activity you are teaching Listen to a camper for an entire minute without interrupting Read to or make up a story for your campers Go to bed EARLY tonight! Dress up in a fun costume today just because… Compliment the kitchen staff Give a high-five to a 1st year camper FREE SPACE Find 5 things you have in common with your co-counselor Take your campers on a (night) hike Be a buddy to a camper who is having a hard time and introduce them to another camper Ask your campers what they are most proud of Show your appreciation for the maintenance and support staff Write down a fun activity and save it for the next rainy day Find 5 creative ways you can incorporate a balloon into a typical day and do them! Have your camper group dress alike in some way for an entire day Be on the lookout for a camper who is homesick today and find a way to make them smile Write a letter/email to someone at home to tell them about what you have learned this summer Teach campers a game using a piece of string Do a random act of kindness for someone on the medical staff Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com The Case of the Missing Forks: A Camp Mystery Theme Day Scene: Breakfast on what appears to be a “normal” day at camp. But wait! The forks are missing – there is not one fork to be found in camp. The characters from “CLUE” (Professor Plum, Mrs. Peacock, etc.) make an appearance (A.K.A. a skit!) to solicit help from the campers to solve this mystery! There are plastic forks hidden all over camp that can be turned in for points and a prize for the team who finds the most by the end of the day. Later That Day: campers gather in a central location to find clues about who took the missing forks, where they were taken from, what vehicle was used in the getaway, and where the forks were hidden. To Start: Each team will be given an envelope containing a checklist, a pencil, and a number of “Clue” cards (The number of cards in each envelope depends on the number of teams playing and the number of people, places, and things involved in the mystery. One card from each category will be placed in the confidential envelope; these cards are considered to be the solution to the mystery). Each team will begin the game at the designated central location, where a representative from each team will roll the die (or draw a number if there are more than 6 teams). The numbers on the die (or that are drawn) determine the location each team will start (have teams start at a different place if possible). Examples of possible locations are given below: • Location #1 – Ball Room (McLeod Lodge) • Location #2 – Billiard Room (Rec Lodge) • Location #3 – Conservatory (Canoe Lake) • Location #4 – Dining Room (Dining Hall) • Location #5 – Hall (Wishing Well) • Location #6 – Library (Curtis Lodge) • Location #7 – Lounge (Totem Pole) • Location #8 – Parlor (Swim Lake Bleachers) • Location #9 – Stables (Barn) • To Play the Game (an adaptation of the board game, “CLUE”): 1. At the start of the game, each team should look at the cards that are given and check these suspects, escape vehicles, starting locations, and hiding spots off their checklists. (Because they have these cards, they know they are not the cards that are in the confidential envelope.) 2. Throughout the game the entire team must travel TOGETHER and arrive TOGETHER to the places named above. When a team arrives at a particular location, the team proposes a possible scenario for the “mystery,” i.e. “We think Mr. Green took the forks using a fun noodle as the getaway vehicle, and they were taken to the Treehouse. Teams must; however, always use the place where they are currently located in their scenario as the place the forks were taken from. (When at the Dining Hall, they cannot guess that the forks were taken from the Library.) 3. When teams propose possible scenarios at each location, they will be shown ONE of the cards of ONE of the people, places, or things, involved in the mystery (by a person who has been assigned to facilitate the groups arriving at each location). Therefore, they now know that it is not one of the cards in the confidential envelope. Teams will then begin to notice which cards are never shown. As more clues are revealed, each team will begin to formulate an idea as to what the true scenario is. 4. During the game, teams move from place to place by always coming back to the central location after having guessed ONE scenario (only one guess per turn) to roll the dice (or draw a number) that will determine the next “move.” Teams are allowed to go to a place more than once; however, after rolling (or drawing) the same place for the third time, the team is allowed to request to roll (or draw) again until getting a different number. 5. At the end of the game a bell will ring and all teams will return to the central location where each team will do their detective work and quietly discuss the mystery. The group must agree on the suspect, where the forks were taken from, the escape vehicle, and where the forks are now hiding. It is important for teams not to share any information at this point!! Teams will reveal their conjectures during evening program. Evening Program: each team will present their conjecture for the solution to the mystery in a given central location. (Allow approximately 20‐30 minutes for groups to make final preparations.) Props will be provided that can be used in the “skits” (forks, getaway vehicles, etc.) Prizes will be awarded to the team(s) with the correct answer (or the most accurate answer) and also to the group with the most enthusiasm and creativity. It is important for each team to have an exciting, creative, and dramatic performance. Don’t forget to award a prize to the team that collected the most plastic forks throughout the day! References: the real “CLUE” game by Parker Brothers, the first adaptation by Alice Lurain (Camp Woodland, Eagle River, WI), and the second adaptation by Susan Edwards (Camp Illahee, Brevard, NC). Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com BUNKO 1. Have 4 people sit at each table. It’s not necessary to “assign” people to a particular table because they will be moving around anyway. Any “extras” should be combined to existing groups of four; two people can act as one OR there can be one group of two. 2. Give each person an index card or piece of paper to keep score. Put name on score sheet and then number down the side from 1 to 6. 1 2 3 4 5 6 3. Each table should be given three dice. 4. A “round” consists of the following: • • • Players take turns rolling the three dice, and they should be rolling for “1’s.” A player rolls the dice until a roll produces no possible points. Points are tallied by one point given for each “1” that is rolled or if three-of-a-kind is rolled (of any number EXCEPT “1’s”) five points are added to a person’s score. Only count dice that land on top of the playing surface. At this point, the tallies and scores are individual. All play STOPS when one person in the room gets “BUNKO.” BUNKO can be obtained in one of two ways. First, it can be a score of “21” tallies OR it may be an instant BUNKO if someone rolls three “1’s.” (This is an automatic 21 points for the person who rolled the three-of-a-kind.) Now all individuals count up how many tallies were gotten for this round and mark off to the side on their score sheet. Persons sitting opposite each other now combine scores (no need to write this down) and compare with the other opposite pair in each group of four. The two persons in each group of four with the LOWEST combined score move to the next table (clockwise or whatever – you decide) and the other two with the HIGHEST combined score stay at their original table. If the two pairs tie for a given round, have both pairs stay at the same table for the next round. 5. Play continues after everyone is settled at new (or old) tables and Round 2 begins. Round 2 is identical to Round 1 with the only exception being that players are rolling for “2’s.” (An automatic BUNKO would be counted if a player rolls three “2’s.”) 6. Have a snack break after the end of Round 6. Play then resumes beginning with rolling for “6’s” (again) and then back down to rolling for “1’s.” The game is officially finished after 12 rounds of play (or whenever you decide it is over!). Now have individuals find their total scores by adding up the tallies gotten in all rounds of play. Prizes can be awarded for the 3 top individual scores or as otherwise decided. Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com 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 POLAROID SCAVENGER HUNT Using a polaroid (or digital) camera, take the pictures listed below including everyone in your group: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. with something beginning with the letter “I” wearing a hat under something with someone not in your group with something cold with not one smile or smirk with a 6-legged friend standing by a camp sign hugging a tree on the stairs Kim Aycock * Camp 2 Campus Learning Solutions 601-832-6223 * info@kimaycock.com * www.kimaycock.com the Parcel Anything Auction FamilyFun magazine, e 2007, page 76) meets musical chairs, r stuck with the parcel ic stops must open it to k. Here are some silly de in your parcel. (From FamilyFun magazine, June 2007, page 74) In this zany roundup game, kids have 3 minutes to collect a bunch of household items for points. Here are some suggestions for the auctioneer’s point list. our scariest face, your face, your angriest face, ur saddest face. n to your tongue and say olive juice” five times • • • • • omeone in the group to g-around-the-rosie with • • • • e person to your right a nd foot massage. ime making and eating a r peanut butter and jelly ch. Row, Row, Row Your while doing jumping jacks. ound 10 times with your in your ears. hokey pokey. our nose and sing le, Twinkle Little Star.” omeone in the group without touching him or tty-cake with the person rom you. he alphabet backward. e group in the Pledge of nce. and quack like a duck. t the moon for 15 . our eyes and blow kisses umping on one foot in a ab walk around the group. a temper tantrum. • • • • • • • • • • • • • • • • • • • • • • • • Comb or brush: 5 points Something in a frame: -10 A nonbreakable candle holder: 9 Something squishy: 11 Toothbrush: -3 (unless it belongs to the holder, then it’s worth 3) Teddy Bear: 14 Something completely black: 12 Washcloth: 5 Magazine: 10 (an extra 10 points if it’s FamilyFun!) Book: 8 Oven mitt: 7 A sharp object: -12 Writing instrument: 8 Plastic spatula: 5 Something with flowers on it: 18 An article of clothing: 2 A left shoe: 6 A right shoe: 8 Something made of paper: 9 Eyeglasses: -7 A hat: 12 Something perfectly round: 10 (an extra 5 if it bounces) Something made of wood: 12 Fork: 4 Spoon: 5 (an extra 3 points if it’s made of metal) Pillow: 15 Coaster: 3 (set is worth 12) Box of tissues: 6 Dish towel: 2 Napkin: 1 Something made of wood: 15 Roll of toilet paper: -3 Butter knife: -5