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
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omeone in the group to
g-around-the-rosie with
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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.
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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