staff training games - pbworkscampsource.pbworks.com/f/fstaffgames.pdf · 3. action-interests name...

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Appendix F page 1 of 1 Staff Training Games This appendix contains games and exercises meant to be used as only one part of a camp staff orientation. These activities compliment, but do not take the place of, a complete program of training focusing on job-specific responsibilities, site-specific risk management (safety), and intergroup relationships. The enclosed activities fall into several general categories: Grouping Games (designed to sort staff into pairs or small groups); Get Acquainted/Ice Breaker Games (designed to introduce staff to one another); Mixer Games (designed for fun, with less emphasis upon gathering new data about other staff members); Team Building/Group Building (designed to draw staff together once they have become known to one another); Trust Activities (designed to create trust and confidence in each other, once team building has begun); Skills and Theory Instruction (designed to teach or elicit knowledge or skills); Experiential (designed to let participants experience a feeling first-hand); Sponge Activities (meant to fill small amounts of time between sessions, or during an unforeseen lapse in the program) Closure (designed to end or summarize an experience or session) Section 5 of this manual provides a games progression which can be used in a games session. But keep in mind that these games can be dispersed through all of your training, and not just reserved for the one or two sessions devoted solely to game playing. Regardless of type, however, you will find that, generally, the games and exercises included here are: Brief They range from a one-minute illustration or observation to a 30-minute group discussion exercise. Since they are used to supplement other material, however, the time devoted to them should be minimized. Inexpensive Most materials can be found at the site, or collected with little cost prior to the orientation. Active The participants act and react; they do not simply listen. Low-risk. The experiences here have been used with success. If matched to the right context and applied in a positive and professional manner, they will almost always succeed. Adaptable. The best games, like the best humorous stories, can be adapted to fit any situation and reinforce several different points. They can often be modified slightly and still retain their original flavor and character. Focused. By careful selection (and adaptation) a skilled trainer can select an activity that complements nearly any objective demanding to be met in the orientation program.

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Page 1: Staff Training Games - PBworkscampsource.pbworks.com/f/Fstaffgames.pdf · 3. Action-Interests Name Game Activity Type: Get Acquainted Synopsis: ACTION–INTERESTS NAME GAME is a silly,

Appendix F page 1 of 1

Staff Training Games This appendix contains games and exercises meant to be used as only one part of a camp staff orientation. These activities compliment, but do not take the place of, a complete program of training focusing on job-specific responsibilities, site-specific risk management (safety), and intergroup relationships. The enclosed activities fall into several general categories:

Grouping Games (designed to sort staff into pairs or small groups); Get Acquainted/Ice Breaker Games (designed to introduce staff to one another); Mixer Games (designed for fun, with less emphasis upon gathering new data about other

staff members); Team Building/Group Building (designed to draw staff together once they have become

known to one another); Trust Activities (designed to create trust and confidence in each other, once team

building has begun); Skills and Theory Instruction (designed to teach or elicit knowledge or skills); Experiential (designed to let participants experience a feeling first-hand); Sponge Activities (meant to fill small amounts of time between sessions, or during an

unforeseen lapse in the program) Closure (designed to end or summarize an experience or session)

Section 5 of this manual provides a games progression which can be used in a games session. But keep in mind that these games can be dispersed through all of your training, and not just reserved for the one or two sessions devoted solely to game playing. Regardless of type, however, you will find that, generally, the games and exercises included here are:

• Brief They range from a one-minute illustration or observation to a 30-minute group discussion

exercise. Since they are used to supplement other material, however, the time devoted to them should be minimized.

• Inexpensive Most materials can be found at the site, or collected with little cost prior to the

orientation. • Active The participants act and react; they do not simply listen. • Low-risk. The experiences here have been used with success. If matched to the right context and

applied in a positive and professional manner, they will almost always succeed. • Adaptable. The best games, like the best humorous stories, can be adapted to fit any situation and

reinforce several different points. They can often be modified slightly and still retain their original flavor and character.

• Focused. By careful selection (and adaptation) a skilled trainer can select an activity that

complements nearly any objective demanding to be met in the orientation program.

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Appendix F page 2 of 2

Every effort has been made to find and recognize the primary source or contributor of each activity. Some are "traditional" games which have been enjoyed for decades at various camps, and appear in many publications under different author names. Others are new activities, adapted for the camp setting from various business and education training programs. Your best sources for additional games are those books and individuals listed as sources at the end of each activity, and your own staff!

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Appendix F page 3 of 3

Staff Training Games Matrix

Activity Name: Grp GA Mix TB Tr Sk Exp Sp Clo1. Animal Sounds l2. Progressive Groups l3. Action-Interests Game l l4. Balloon Mixer l5. Sing Song Sorting l6. Pinch Me l7. Hug Tag l l l8. Mel l l9. People to People l10. A Puzzling Event l11. Moving Name Game l12. Alliteration Name... l13. Where Do You Stand? l l14. T. P. Confessions l15. Four Facts, One Lie l l16. Personal Scavenger... l17. Listening and Inferring l18. Toe Stepping l19. Paper Bag Dramatics l l20. What's Your Bag? l l21. Geometry & Diversity l22. What's in a Name? l l23. Path Across a Pie l l24. Pistons l l25. Shoulder Rub-Down l l

Grp Grouping Games GA Get Acquainted/Ice Breakers Mix Mixer Games TB Team Building/Group Building Tr Trust Activities Sk Skills and Theory Instruction Exp Experiential Sp Sponge Activities Clo Closure

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Staff Training Games Matrix

Activity Name: Grp GA Mix TB Tr Sk Exp Sp Clo26. Lap Sitting Game l27. Killer l l28. Positive Self Concept l l29. Grab Bag Relay l30. Pictionary l31. Hands Down l l32. Balloon Volleyball l33. Four Letter Words l34. CrossWords l35. Upset the Fruit Basket l l36. Run the Gauntlet l37. Cows l l38. Handsful Relay l39. Desperation l40. Prui l41. No-See Volleyball l l42. Thread the Needle l l43. Skin the Snake l l44. Ladder Game l45. Human Mixmaster l l46. Camp Community... l l47. Shut-Out l l l48. Paper Dolls l l l l49. Labeling l l l50. Take One Step l l l

Grp Grouping Games GA Get Acquainted/Ice Breakers Mix Mixer Games TB Team Building/Group Building Tr Trust Activities Sk Skills and Theory Instruction Exp Experiential Sp Sponge Activities Clo Closure

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Appendix F page 5 of 5

Staff Training Games Matrix

Activity Name: Grp GA Mix TB Tr Sk Exp Sp Clo51. Cinnamon Roll-Up l l52. The Ideal Staff Member l l53. Balloon Juggling l l l l54. Knots l l55. Group Jump Rope l l l56. Mattress Relay l l l57. Picture Perfect l l58. Kim's Game l l l59. Diversity Kit l l60. Job Satisfaction l61. Suitcase Sleuth l l62. Crazy -Ates l l63. Third Degree l64. How Many Squares? l l65. Puzzling Situations l66. True-False Scramble l l67. Who's the Leader? l68. Take a Seat l69. Message Mural l l70. One-on-One Trust... l l71. Circle Trust Falls l l72. People Mover l l l73. All Aboard l l

Grp Grouping Games GA Get Acquainted/Ice Breakers Mix Mixer Games TB Team Building/Group Building Tr Trust Activities Sk Skills and Theory Instruction Exp Experiential Sp Sponge Activities Clo Closure

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Appendix F page 6 of 6

Below is a hyperlink (clickable) list of the 73 games included in this Appendix, arranged in the same order as the table above. The index of this CD manual contains an alphabetized hyperlinked list. 1. Animal Sounds 2. Progressive Groups 3. Action-Interests Name Game 4. Balloon Mixer 5. Sing Song Sorting 6. Pinch Me 7. Hug Tag 8. Mel 9. People to People 10. A Puzzling Event 11. Moving Name Game 12. Alliteration Name Game 13. Where Do You Stand? 14. Toilet Paper Confessions 15. Four Facts, One Lie 16. Personal Scavenger Hunt 17. Listening and Inferring 18. Toe Stepping 19. Paper Bag Dramatics 20. What’s Your Bag? 21. Geometry and Diversity 22. What’s In a Name? 23. Path Across the Pie 24. Pistons 25. Shoulder Rub-Down 26. Lap Sitting Game 27. Killer 28. Positive Self Concept 29. Grab Bag Relay 30. Pictionary 31. Hands Down 32. Balloon Volleyball 33. Four Letter Words 34. CrossWords 35. Upset the Fruit Basket 36. Run the Gauntlet 37. Cows

38. Handsful Relay 39. Desperation 40. Prui (Proo-ee) 41. No-See Volleyball 42. Thread the Needle 43. Skin the Snake 44. Ladder Game 45. Human Mixmaster 46. Camp Community Construction 47. Shut-Out 48. Paper Dolls 49. Labeling 50. Take One Step 51. Cinnamon Roll-Up 52. The Ideal Staff Member 53. Balloon Juggling 54. Knots 55. Group Jump Rope 56. Mattress Relay 57. Picture Perfect 58. Kim’s Game 59. Diversity Kit 60. Job Satisfaction 61. Suitcase Sleuth 62. Crazy “-Ates” 63. Third Degree 64. How Many Squares? 65. Puzzling Situations 66. True-False Scramble 67. Who’s the Leader? 68. Take a Seat 69. Message Mural 70. One-on One Trust Falls 71. Circle Trust Falls 72. People Mover 73. All Aboard

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Appendix F page 7 of 7

1. Animal Sounds Activity Type: Grouping Synopsis: ANIMAL SOUNDS is an activity designed to start off programs, as it randomly divides any sized crowd into workable groups of 4–8 people. Grouping needed: None. Procedure: Determine first the total number of participants you must divide into groups, and divide this total number by the number you wish to be in each group. The resulting number is the number of different animals you must assign (for example, 80 total divided by 8 in a group would be 10 different animals). Pick 10 animals with unique sounds, and write animal name on eight slips of paper (good choices would be horse, pig, cow, rooster, duck, cat, dog, sheep, chicken, snake, monkey, etc.). As participants arrive at activity area, have them randomly draw a slip from a hat, and begin making the appropriate animal sound. They should find like animals, and form a group accordingly (all pigs together, all horses together, etc). Later, groups can be remixed by requiring that there be only one of each animal in each group. (Other categories, such as modes of transportation, can also be used). Also fun is blind folding participants before they have to find their group members. Discussion Questions:

1. How did you feel making an animal sound in front of strangers? 2. How did you feel when you located your first group member?

3. Will anyone admit that they did not not make their noise until they heard someone else making the noise already? Materials Required: Slips of paper (one for every person) with different animal names. Approximate Time Required: 3–5 minutes. Source: Unknown 2. Progressive Groups Activity Type: Grouping Synopsis: PROGRESSIVE GROUPS is an activity designed to help trainees get acquainted, moving from one-on-one contact and discussion to small groups. Grouping needed: None. Procedure: In a large room or outdoors, announce that you are forming a map of the continental United States, and indicate the furthest most points of it (and the directions of the compass) by showing

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Appendix F page 8 of 8

where Maine, Florida, California, and Washington would be. Ask group members to place themselves in the proximity that they originally hail from. Those from out of the country should place themselves in the proper direction away from the States. Once this is done, have people identify to the others where they are standing (geographically). Divide the entire "map" in half, and have participants pair with another person from the opposite side of the map. Once these pairs are formed, have members of each pair talk for 4 minutes about what they love about children (specify 2 minutes each). Then have each pair find another pair, and discuss for 4 minutes what they believe are the most important things camping can provide for children (specify 1 minute each). Continue in this way, changing topics, and gradually increasing numbers of people, while perhaps reducing time. Discussion Questions: 1. How did it feel when there were more people to talk, and less time in which to do it? 2. What might that tell us about our relationship to children? Materials Required: None. Approximate Time Required: 10 minutes. Source: Unknown 3. Action-Interests Name Game Activity Type: Get Acquainted Synopsis: ACTION–INTERESTS NAME GAME is a silly, quick way to learn names and get acquainted, particularly in groups where participants do not know one another. Names are easily remembered, particularly if this game is combined with other name games. Grouping needed: Groups of 10 or less. Procedure: Tell participants: Think of a hobby or interest you enjoy, and then think of some actions that can represent that. Take a moment to move around in your space and come up with one movement that represents your interest. This can be something as simple as a movement of the arm, or it can involve your whole body. (Perhaps have a couple of "hams" that know this exercise demonstrate for everyone else). The oldest person will go first, and do his movement, saying his name as he does it. Now everyone say his name and do the movement at the same time. Now the person on his left will do his or her name and movement. Everyone should repeat this, and then repeat the first name–movement again. Continue until everyone in the circle has had a turn. Discussion Questions: 1. Were you more embarrassed to do an action, or to reveal an interest of yours to the group? 2. Who has an interest that means more to them than the one they chose, but you were

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Appendix F page 9 of 9

embarrassed to share it, or didn’t know how? 3. What might this tell us about our kids and their interests and strengths? Materials Required: None. Approximate Time Required: 10 minutes. Adapted From: Games, Creators of Environment, Anderson 4. Balloon Mixer Activity Type: Grouping Games/Get Acquainted Synopsis: BALLOON MIXER is an active grouping game to be used to establish pairs for other introduction–type games. Grouping needed: None. Procedure: Each person writes their name on a slip of paper and fold it to the size of a fortune–cookie fortune. They place this inside a balloon, which they blow up and tie. All balloons are then mixed together, and each player then chooses a different balloon than their own (a different color guarantees that they won't get their own name). Each player then breaks the balloon, and finds the player whom it names to be their partner. Balloons can be used for other games prior to their breaking. Materials Required: One balloon and slip of paper per person. Approximate Time Required: 5-10 minutes. Source: Rice; Yaconelli, Play It See Also: Grouping Games 5. Sing Song Sorting Activity Type: Grouping Games Synopsis: SING SONG SORTING is an active, grouping game to be used before other group–type activities. Grouping needed: None. Procedure:

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Appendix F page 10 of 10

Each person receives a slip of paper that he is to keep secret. The papers contain the names of songs, such as Row, Row, Row Your Boat, Old McDonald, Happy Birthday, etc. Everyone is to remain silent until signal is given. When signal is given, players must find each other. Singing the song written on their slip, players must sing and search until they find the other "singers" in their group. They stick together and search, until after a period of time leader stops game. The team that has done best job getting together wins. Discussion Questions:

1. How did you feel singing in front of strangers? 2. Did your singing change when you located your first group member? Why?

3. Will anyone admit that they did not sing until they heard someone else singing their song? Materials Required: Slips of paper with different songs written on them Approximate Time Required: 5 minutes. Source: Rice; Yaconelli, Play It See Also: ANIMAL SOUNDS 6. Pinch Me Activity Type: Grouping Game/Get Acquainted Synopsis: PINCH ME is an active, silly grouping game to be used before other group–type activities. Grouping needed: None. Procedure: Everyone is to remain silent. Each person receives a slip of paper that he is to keep secret. The papers read: Pinch, Sniff Loudly, Tickle, Pull Ear, Step on Toes, Rub Tummy, Scratch Back, and so on. When signal is given, players must find each other. Pinch, for example, must go around pinching others until he finds the other "pinchers" in his group. They stick together finding pinchers, until they can find everyone in their group. Leader calls time after 3–5 minutes, and team that has done best job getting together wins. Materials Required: Slips of paper. Approximate Time Required: 5 minutes. Source: Adapted from Rice; Yaconelli, Play It See Also: Grouping Games

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Appendix F page 11 of 11

7. Hug Tag Activity Type: Grouping/Mixer Synopsis: HUG TAG is an active, funny game, which is easily learned and later taught to campers. Grouping needed: None; this activity can actually group your participants for you, into any # per group. Procedure: One person volunteers to be "it," and will soon try to tag others as in traditional tag. Before beginning, however, he/she calls out a number, and the only time a person cannot be tagged is when he or she is hugging in a group of that number. Whoever is not hugging in a group of that number can be tagged, and is now it. This "it" calls out another number, and people must change partners, again forming "hug groups" of the correct number. Continue to play, but stop before it grows tiresome. (This is a great way to get kids and adults to interact with one another, especially if the participants are fairly new to each other. There is also no elimination, which is the problem with MEL). Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Unknown. See Also: MEL; FOUR LETTER WORDS; CROSSWORDS; PEOPLE TO PEOPLE 8. Mel Activity Type: Mixer/Grouping/Sponge Synopsis: MEL is an active, fun tag game. A better option might be Hug Tag, since MEL eliminates players. MEL should only be used if you desire elimination for some reason. Grouping needed: None. Procedure: All participants mill about the room, repeating the word "Mel" over and over again. The leader then calls out a number, and all participants must instantly form a group of that number. Whoever is not in a group of that number is eliminated, and must sit out. The leader tells group to "Mel" again, and once he/she feels that everyone is sufficiently mingled, calls out another number, and participants must again form groups of the correct number. Continue to play, but stop before it grows tiresome. (This is a great way to get kids and adults to interact with one another, especially if the participants are fairly new to each other. HUG TAG, however, is a superior form of this game, since there is no elimination).

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Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Gary Sharrenberg See Also: HUG TAG; FOUR LETTER WORDS; CROSSWORDS 9. People to People Activity Type: Grouping/Ice Breaker/Mixer Synopsis: PEOPLE TO PEOPLE is a loud, active game played indoors or out, involving a lot of confusion and some competition. Grouping needed: Pairs. Procedure: Players form circle, facing inward. Players choose a partner, or use preexisting partners. Leader stands in the middle of circle and calls out a combination of body parts, such as "Toe to Toe," or "Elbow to chin." That is the cue for people to place their toes against their partner's, or for partners to place one elbow against the other's chin. Partners hold this stance, while leader calls out another combination (this could continue happening, several times). HOWEVER, if leader says, "People to People!," then all players must change partners, and leader at same time will attempt to get a partner. Person left without a partner is the new leader, and begins to call out body part combinations again. Continue to play in same manner. Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Michael Brandwein See Also: UPSET THE FRUIT BASKET; HUG TAG 10. A Puzzling Event Activity Type: Grouping Synopsis: A PUZZLING EVENT is a semi-active activity, stressing group cooperation and interaction. Grouping needed: Any number, to be formed into groups as Procedure:

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Appendix F page 13 of 13

At the beginning of the session hand each player a jigsaw puzzle piece and have them write their name on the back. (Make your own puzzle pieces if you like). Instruct the group to find the other three or four individuals whose pieces connect to theirs. Finally, have the group arrange themselves to form the whole puzzle. By using several small puzzles you can use this activity to divide into several small groups. Materials Required: Several puzzles, as described above. Approximate Time Required: 5-10 minutes. Source: Kamstra, The Good Times Games Book See Also: Grouping Games 11. Moving Name Game Activity Type: Get Acquainted/Ice Breaker Synopsis: MOVING NAME GAME is a silly, quick way to learn names and get acquainted, particularly in groups where participants do not know one another at all. Names are easily remembered, particularly if this game is combined with other name games. Grouping needed: None, although you may wish to split into groups of 10 or less once all understand the directions. Procedure: Tell participants: Think of the name you like to be called, and then think of the number of beats in that name. Now take a moment to move around in your space and come up with a movement, or series of movements, for every beat in your name. This can be something as simple as a movement of the arm, or it can involve your whole body. (Perhaps have a couple of "hams" that know this exercise demonstrate for everyone else). The person with the birthday closest to Christmas will go first, and do his name-and-movement. Now everyone say his name and do the movement at the same time. Now the person on his left will do his or her name-movement. Everyone should repeat this, and then repeat the first name-movement again. Continue until everyone in the circle has had a turn. Materials Required: None. Approximate Time Required: 10 minutes. Source: Anderson, Games, Creators of Environment 12. Alliteration Name Game Activity Type: Get Acquainted

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Appendix F page 14 of 14

Synopsis: ALLITERATION NAME GAME is a low-active, quick way to learn names and get acquainted. Names are easily remembered, particularly if this game is combined with other name games. Grouping needed: Groups of ten or less. Procedure: Group sits in circle. Leader gives his name with adjective that describes him. Adjective must begin with same letter as name. Example: "Eager Ed." Next person in circle says name of leader and his own name and so on. Last person repeats name of everyone else in group. Also can use favorite food, activity, etc. EXTENSION: Require that all staffers learn all other alliterated names, and call staffers by those name for an entire day. Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Unknown 13. Where Do You Stand? Activity Type: Get Acquainted/Skills and Theory Instruction: Self-Concept Synopsis: WHERE DO YOU STAND is a semi–active exercise, stressing understanding of the significance of groups; shows participants that they are always member of some group, and are often group members even without consent; shows that people have both negative and positive attitudes towards groups they are in. Grouping needed: None. Procedure: Get the entire group together. Tell participants that you will call out pairs of group labels, asking those who fit one description to move to one side of the room, and those who fit the other to move to the other side of the room. Tell them to move as fast as possible. Encourage them to be conscious of their feelings as they are participating. Use some of the following groups but feel free to add your own. Notice the progression from easy groups to harder ones. SIMPLE: boys/girls students from one school/from another high school students/college students upperclassmen/underclassmen brown eyes/other color eyes

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MORE DIFFICULT/CONTROVERSIAL: rich/poor concerned/unconcerned beautiful/ugly cool/uptight silly/serious MORE DIFFICULT: good/bad honest/dishonest those who like themselves/those who dislike themselves true believers/doubters pure/impure Discussion Questions: 1) Encourage participants to discuss their feelings and reactions. 2) Try to draw out some new understandings about groups. 3) Explore the significance of groups they are members of. What does this mean about them as people? 4) Relate your findings to working with children at camp. What difference will it make if the child you are trying to reach feels as if she is from the untalented group? the ugly group? the unwanted group? Materials Required: List of opposites (from above). Approximate Time Required: 10-15 minutes. Source: Kamstra, The Good Times Game Book 14. Toilet Paper Confessions Activity Type: Get Acquainted/Ice Breaker Synopsis: TOILET PAPER CONFESSIONS is a low-active way to have trainees get acquainted by telling interesting facts about themselves. Grouping needed: Groups of 6 or less. Procedure: Group members sit in a circle, facing inward. Each participant is asked to take as much toilet paper as he/she would need to blow their nose (or would need at a normal sitting). Starting with the leader, each person in turn tells one interesting/unique thing about him/herself for every square of toilet paper they have taken. Try to find both similar and varied differences within the group. Materials Required: Rolls of toilet paper.

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Approximate Time Required: 5-10 minutes. Source: unknown See Also: FOUR FACTS, ONE LIE; other Get Acquainted Games 15. Four Facts, One Lie Activity Type: Get Acquainted/Ice Breaker Synopsis: FOUR FACTS, ONE LIE is a low-active way to have trainees get acquainted by telling interesting facts about themselves. Grouping needed: Groups of 6 or less. Procedure: Each person in the group tells name and four things about him/herself. These things may include place of origin, favorite musical group, hobby, age, favorite movie, favorite child's game, etc. Four of the things will be the truth, one of the things will be a deliberate lie (the name given can be a fact or the lie). It is up to the other people in the group to guess the lie. Discussion Questions: 1. How can this help us in dealing with children at camp (the information they willingly offer us won’t always be accurate or complete). Materials Required: None. Approximate Time Required: 5-10 minutes, depending upon number of people. Source: unknown See Also: TOILET PAPER CONFESSIONS, other Get Acquainted Games 16. Personal Scavenger Hunt Activity Type: Get Acquainted/Ice Breaker Synopsis: PERSONAL SCAVENGER HUNT allows participants who are fairly new to one another to interact freely, and without reservation; helps participants to discover things about themselves and others. Grouping needed: None. Procedure:

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Appendix F page 17 of 17

Beforehand, compile a list of "qualifiers" for the group. This might include such items as: Someone with a birthday in June, Someone with contact lenses, Someone in the National Honor Society, Someone from out of the state, Someone from out of the country, etc. The list can be compiled with information previously known about participants, or with no knowledge whatsoever of participants. A lengthy and varied list insures that many will be involved. Once completed, photocopy the list, and hand out to participants. Allow a certain number of minutes for participants to circulate, getting signatures of those who qualify for the categories (one person per qualifier, and no one can sign their own list). At end of time limit, give an award to person who secured the most signatures. Materials Required: One list and pencil for every participant. Approximate Time Required: 5-10 minutes. Source: unknown 17. Listening and Inferring Activity Type: Get Acquainted/Ice Breaker Synopsis: LISTENING AND INFERRING is a quiet, passive exercise, designed to facilitate the involvement of individuals in a newly formed group. Grouping needed: Groups of 3. Procedure: Triads are formed. The criterion for formation is not knowing the other two people (not always possible). Separate triads from each other as much as possible. Participants name themselves A, B, and C.

1) Participant A takes 3 minutes telling B and C as much about himself as he feels comfortable in doing. B and C then take 3 minutes telling A what they heard him say (but A cannot speak at this time). They also tell what they infer (or assume) from what he said or left unsaid. A now speaks, verifying or negating what B and C have inferred.

2) Process is repeated, with B, and then C. 3) A variation could have participants explore a point of view, a question, or a common

experience. Follow up with further group exercises. Process if time allows. Discussion Questions:

1. As a listener, was there anything which distracted you from being able to concentrate upon the person talking?

2. What did you do to avoid those distractions? Materials Required: None. Approximate Time Required: 5-10 minutes, depending upon number of people.

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Source: unknown See Also: FOUR FACTS, ONE LIE 18. Toe Stepping Activity Type: Get Acquainted/Ice Breaker Synopsis: TOE STEPPING is a silly, very active exercise, designed to have people interact with one another in a very physical and aggressive way; great for participants who do not really know one another. Grouping needed: Pairs. Procedure: Trainees must be paired for this exercise. (Choose an activity that can pair people, such as People to People, or divide into pairs by having people look for that person who has a birthday closest to their own). To play, partners face one another, holding hands. The object of the game is to attempt to touch the toes of your partner, while keeping him or her from touching your own. The object is not to stomp their feet, but to lightly tap their toes. Once you have scored three hits, or been tapped three times, switch partners. Honest self–refereeing is a must. Discussion Questions:

1. At the same time, I want both of you to point to the person in your pair that took this activity more seriously.

2. Raise your hand if you worried that you would hurt the other person.

3. Raise your hand if you didn’t care. Materials Required: None. Approximate Time Required: 2-5 minutes. Source: unknown See Also: Paired Trust Activities 19. Paper Bag Dramatics Activity Type: Get Acquainted/Ice Breaker Synopsis: PAPER BAG DRAMATICS is a creative, semi–active activity that encourages interaction and spontaneity.

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Grouping needed: Groups ranging from 4-8. Procedure: Ask each group to plan and put on a skit, using the articles in the bags as props. Skits may be pantomimed or with dialogue. All persons in the group must take part, and all objects in the bag must be used. Persons may act as objects if they are not characters. Set a time limit for preparation, then have each group perform. (As a variation, groups can all be given same props). Materials Required: 4–5 random and varied articles in a bag for each group (the odder the objects, the better). Approximate Time Required: Advanced preparation needed for gathering supplies. 15-20 minutes for activity. Source: Unknown See Also: PICTIONARY; WHAT’S YOUR BAG 20. What’s Your Bag? Activity Type: Get Acquainted/Team Building Synopsis: WHAT’S YOUR BAG is a good get–acquainted activity for staff, to be used after other more active ones. Allows members to share parts of their personalities with other group members that may be difficult to articulate in other ways. Grouping needed: 4-8 per group. Procedure: Using small groups, have participants spend about fifteen minutes looking through magazines, clipping out words and pictures which describe their personalities, their characteristics, their interests, their hopes, etc. Using the bags, have participants paste those things on the outside which describe how they appear on the exterior, and paste those cut–outs on the inside that reveal who they are on the inside. Allow participants more time to exchange and look through magazines. After 15 minutes, have participants share their personality bags within their own groups, everyone first showing their exteriors, and then going around a second time, showing interiors. Materials Required: One large lunch bag or grocery bag for each participant, glue, scissors, construction paper, plus a large assortment of old magazines, particularly those with a lot of color pictures. Approximate Time Required: 25-30 minutes. Source: Serendipity Youth Ministry Encyclopedia See Also: PERSONNEL HANDBOOK

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21. Geometry and Diversity Activity Type: Get Acquainted/Ice Breaker Synopsis: GEOMETRY AND DIVERSITY is a brief, pen and pencil exercise, can be done in a lecture or seminar setting; emphasizes the importance and naturalness of diversity among people. Grouping needed: Pairs. Procedure: Have participants pair up with person sitting next to them. Leader says, "One of you draw a geometric figure on a piece of paper." (pause) "One of you draw a geometric figure inside the first." Leader then processes, asking, "How many have two different geometric figures on the paper? How many have the same? Which is right?" May also wish to ask, "How many pairs had two persons draw? In how many pairs did one person draw both figures? I never stated that both people had to draw." Leader can then go on to briefly discuss diversity and creativity, and perhaps listening for content. Message: “Camp is a place where we not only tolerate difference between people, but we encourage it." Discussion Questions: See Procedure. Materials Required: Paper and pencil or pen for every two people. Approximate Time Required: 5-10 minutes. Source: Michael Brandwein 22. What’s In a Name? Activity Type: Get Acquainted/Ice Breaker/Experiential Synopsis: WHAT'S IN A NAME is a brief pen and pencil exercise which can be done in a seminar setting; emphasizes difficulties children and adults may have in performing skills which they have not been introduced to, or have not practiced. Grouping needed: None. Procedure: Leader says, "Take a piece of paper, and sign your legal (normal) signature. Now below that, sign this same signature, but use the opposite hand." After giving participants the chance to do this, process what occurred. Usually, first reaction of participants is to groan (I can't do it). It's not that you can't do it, it's just that you can't do it in the same way, not as well, not as easily. This exercise demonstrates how difficult things are if you don't practice, or if you are being introduced to them for the first time.

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Discussion Questions:

1. What does this experience mean to us in regard to how we encourage kids at camp? Materials Required: One pencil and paper per person. Approximate Time Required: 2-5 minutes. Source: Michael Brandwein See Also: GEOMETRY AND DIVERSITY; PATH ACROSS A PIE 23. Path Across the Pie Activity Type: Get Acquainted/Ice Breaker/Trust Activities Synopsis: PATH ACROSS THE PIE is a pen and pencil exercise which can be done in seminar setting; emphasizes the importance of communication, clear direction, good teaching, trust. Grouping needed: Pairs. Procedure: Have participants pair with another person next to them (help loners find partners). Ask one person to be A, one to be B. Announce (after they've decided) that A is the artist (if there are groans, remember them, and later point them out as examples of self–labeling). A is to draw a circle, and on that circle place two dots, directly opposite one another. B turns and shuts his eyes, while A draws either a jagged or curvy line, going from one dot, through the circle, to the other. B then turns back, and A places the pencil in B's hand, putting the point on one dot. Using verbal cues only, A coaches B, attempting to have him draw along the line that A first made. Look at results. Switch and do exercise again, this time with B as the artist (revenge!). Debrief, discuss: "How many of you trusted the person you worked with? Lets's discuss Trust." (Use flip chart, write the word ENCOURAGING). "What did he say or do that encouraged you?" Write these down. Then write word HARDER. "What did he say or do that made it harder, or discouraged you?" From there take discussion where you want, either discussing principles or specifics (trust, good teaching technique: "Here's what we're going to do"). May also wish to use some acronym, such as "Positive, Immediate (feedback, reinforcement), Enthusiastic" to mark out the type of skills teaching and direction you would like to see in the staff. Materials Required: Paper and pencil for each two people. Approximate Time Required: 5-10 minutes. Source: Michael Brandwein See Also: LABELING

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24. Pistons Activity Type: Get Acquainted/Ice Breaker/Skills and Theory Instruction: Self Concept Synopsis: PISTONS is a values clarification exercise, which requires participants to define themselves in an either/or situation, which no gray, wishy–washy areas. Grouping needed: None. Procedure: Staff should be seated on chairs, in either a circle, groups, or seminar fashion. The leader has a list of paired terms, and instructs staff, "If the first term I read describes you, then stand; if the second term I read describes you, then remain seated." Begin to read list which should start fairly basically. After you read each pair, allow participants to look around at the choices made, then have everyone sit before moving on to next pair. This is an excellent way to become familiar with the perceptions which your staff members have of themselves. This sample list can certainly be adapted to your own group:

01 chocolate/vanilla 02 red/blue 03 short/tall 04 organized/messy 05 shy/outgoing 06 creative/noncreative 07 passive/active

08 logical/emotional 09 patient/impatient 10 forgiving/unforgiving 11 athletic nonathletic 12 calm/nervous

Discussion Questions:

1. Do these labels become limits? 2. Are you what you call yourself? 3. What do the kids call themselves?

4. What have their parents, teachers, friends, been telling them that they are? 5. Can we give them new self–perceptions? Materials Required: List of terms, usually two polar opposites. See attached list for ideas. Approximate Time Required: 5-10 minutes. Source: traditional See Also: LABELING; PAPER DOLLS; WHERE DO YOU STAND? 25. Shoulder Rub-Down

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Activity Type: Get Acquainted/Ice Breaker/Sponge Synopsis: SHOULDER RUB-DOWN is a break activity to be used between games or sessions; strictly for unwinding, relaxing. Grouping needed: Groups of 4-10, or as total group. Procedure: All players should form in a circle (players could already be in a circle form previous game, or from sitting in a circle in forum-type session). Players massage the shoulders of the person to their left for 1 minute, and then switch and massage the shoulders of the person on their right. Materials Required: None. Approximate Time Required: 5 minutes. Source: Keith Schoch 26. Lap Sitting Game Activity Type: Get Acquainted Synopsis: LAP SITTING GAME is a semi-active introduction game, for getting relatively unknown participants in physical contact with each other. Grouping needed: At least 20 participants, as a group. Procedure: Form chairs into circle, one for everyone. Players are seated and leader stands in center. Leader reads a "qualifier" from a list (of your own design), and if anyone meets the specification, they must move accordingly. For example, the Leader says, "If you wear contact lenses, move two seats to the right." Those people must stand and move, and will typically end up on someone's lap. Leader reads another qualifier, and people move again. Leader explains, "If there are players on your lap and you need to move, then they go with you." Continue reading from list (adapting as you go along, if you see someone who has not moved yet), having players move both left and right, a different number of seats each time. Go through about 30 qualifiers, and be sure to keep it moving! Materials Required: List of qualifiers. Approximate Time Required: 5-10 minutes. Source: Unknown. See Also: PISTONS, WHERE DO YOU STAND?

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27. Killer Activity Type: Get Acquainted/Mixer Synopsis: KILLER is a semi–active game, requiring concentration; allows participants to be silly and dramatic; also allows everyone to be killed, and be a good sport at the same time. Grouping needed: None. Procedure: Leader asks all players to close their eyes, and he picks killer by walking briskly around room, tapping one person on the head. All players walk around room, shaking hands and saying hello. The killer is to kill off other players by tickling their palms with one finger while shaking hands. The killer can “skip” a kill by shaking hands normally. It is important that players should wait 20-30 seconds to die after being tickled, and should make the death as dramatic and chilling as possible. If a “live” player thinks he knows who the killer is, he shouts, "I accuse!" and must be seconded by another player in 10 seconds, who shouts the same thing. If not seconded, the game leader kills the accuser. If seconded, the leader asks both accusers on the count of three to point at the killer. If they are wrong, or point to different players (even if one of them is right), they are both dead. If both point at the same person, and it is indeed the killer, then the game is over. Game continues until killer is caught, or until there are only three players left. Materials Required: None. Approximate Time Required: 10-15 minutes. Source: Adapted from Rohnke, Silver Bullets See Also: PRUI 28. Positive Self Concept Activity Type: Get Acquainted/Team Building Synopsis: POSITIVE SELF-CONCEPT allows participants to share facts about themselves, and demonstrates that it is acceptable to verbalize one's own positive qualities. Grouping needed: None. Procedure: Give each participant a 4 x 6 card and piece of masking tape. Each person is then asked to write on the card 4 or 5 things they really like about themselves. (Since most people tend to be overly modest and hesitant to write something nice about themselves, some light encouragement on the facilitator's part may be needed. The leader may share his/her own list).

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After 3-4 minutes have passed, ask each person to tape the card to themselves, and then circulate about the room, reading the cards of others (or these cards can be worn at a meal). Materials Required: One card and marker per person. Approximate Time Required: 5-10 minutes. Source: Unknown. See Also: FOUR FACTS, ONE LIE; TOILET PAPER CONFESSIONS 29. Grab Bag Relay Activity Type: Mixer Synopsis: GRAB BAG RELAY is a relay game to be played indoors or out. Grouping needed: 2 or more teams. Procedure: Teams line up single file, and bags are placed on opposite end of room. At signal, players run up one at a time and, without looking, reach into bag and grab item which they eat as quickly as possible. Judge okays that it is thoroughly eaten, and team member runs back. First team to finish all items wins. Materials Required: Similar bags filled with similar food items (banana, baby food, pudding cup, pretzels), one bag per team (equal numbers of items in each bag) Approximate Time Required: 5-10 minutes. Source: Camp Sebago (traditional) See Also: Mixers 30. Pictionary Activity Type: Mixer Synopsis: PICTIONARY is an active, loud game, requiring quick thinking and piggybacking of ideas; can be used to discuss that concept during a session on brainstorming. Procedure: An activity very similar to "Win, Lose, or Draw." Each team sends one person to the leader who provides a name or title to be drawn (these could be camp related, Bible related, television, literary, personality, whatever). Each runner must return to his or her team, and on the word "go!" must draw the title or name, without using any numbers or letters as clues. First team to

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guess correctly wins ten points (have that artist show all groups the drawing). Groups choose a new artist (be sure everyone gets a chance) and game continues. Specific categories could be decided beforehand, and then put on slips of paper to be drawn from a hat. Decide also if you will allow groups to see each other's pads (if not, then place pads in circle facing outward, and arrange groups life the spokes of a wheel). Materials Required: One newsprint pad and marker per group. Approximate Time Required: 15-25 minutes. Source: Pictionary Game 31. Hands Down Activity Type: Mixer/Sponge Activity Synopsis: HANDS DOWN is a quick game that can be both cooperative and competitive, and used indoors or out. Develops teamwork. Grouping needed: Groups of at least three, but less than eight. Procedure: Group members stand in circle, facing center. Each person places both hands into circle. Next, participants stack their hands on top of each other, basketball style. On "go" the person whose hand was on the bottom brings their hand to the top of the circle (go very slowly to begin). The next person brings his or her hand up from the bottom and places it on top of the first person's hand. This repositioning continues until all hands are in original order. Play for three laps and five lap races, having person with hand originally on top calling out the number of laps. Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Unknown 32. Balloon Volleyball Activity Type: Mixer Synopsis: BALLOON VOLLEYBALL is a low-active, indoor version of volleyball, requiring no net. Grouping needed: 10 or more participants, divided into two teams. Procedure: Line up at least four single file rows of chairs (always even # or rows). Each row should alternate

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directions, so that rows face another. Teams are made up of participants who are facing in the same direction. Object of game is to hit a balloon in direction you are facing, over the last row of players on the other team. It is illegal to stand. Have spotters keep score, put balloons back into play, and begin to add balloons as points are scored. (Have ample supply already blown up). Materials Required: Chair for each participant, several balloons. Approximate Time Required: 10-15 minutes. Source: Keith Schoch See Also: NO-SEE VOLLEYBALL; Mixer Games 33. Four Letter Words Activity Type: Mixer Synopsis: FOUR LETTER WORDS is a very active, cooperative/competitive game requiring quick thinking. Can get noisy; therefore perfect for groups that are either timid or too laid back. Grouping needed: None. Procedure: Everyone is given a card with a letter of the alphabet on it (avoid rarely used letters such as x and q; add extra vowels). The object of the game is at the word "Four!" to find three other people whose letters, combined with yours, spell a four–letter word. Allow one minute to form, try to sort out who is left, and quickly have groups announce their word. Play again, forming groups of three, five, and six. Materials Required: A large card with a letter of the alphabet on it for each participant (will need to repeat some vowels and consonants). Approximate Time Required: 5-10 minutes. Source: Keith Schoch See Also: CROSSWORDS; HUG TAG; MEL 34. CrossWords Activity Type: Mixer Synopsis: CROSS WORDS is an active and loud game requiring quick thinking and teamwork. Grouping needed: None.

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Procedure: Players do NOT begin in groups. Every player is given a letter card (be sure to include extra vowels, and avoid rarely used letters such as x and q), and upon the word "Three!" must form with other players to spell words with three letters. Players can, however, use a letter from another word as one of the letters of their word (like a crossword puzzle). Try to get everyone connected, and then see what words have been formed. Play again, using four, five, six letter combinations. Materials Required: A large card with the letter of the alphabet on it for each player (some consonants and vowels will need to be repeated). Approximate Time Required: 10 minutes. Source: Keith Schoch See Also: FOUR LETTER WORDS; HUG TAG; MEL 35. Upset the Fruit Basket Activity Type: Mixer/Get Acquainted Synopsis: UPSET THE FRUIT BASKET is a loud, active game which can be played indoors or out; involves a lot of confusion and some light-hearted competition. Grouping needed: None. Procedure: Circle chairs, facing inward. Players sit and are counted off, one to four. Each number is then assigned a fruit (ones are apples, twos are grapes, etc.) and players keep these names throughout game. Everyone sits except for one player (he/she will start as the leader). He/she stands in the middle of chairs and calls out the name of a fruit. That phrase is the cue for people who are that fruit to change chairs (all others remain seated). At same time, leader attempts to take a seat. Remaining person is now the leader. HOWEVER, if leader says, "Upset the Fruit Basket!," then all players must change seats. Play again in same manner. (Instead of fruit names, names of fast foods such as hamburger, hot dog, french fries, etc. can also be used, with "fast food!" being the same as "upset the fruit basket!"). (A great variation is to play this with a parachute, running underneath as it is lifted). This can also help to get people acquainted by using qualifiers such as “anyone from out of state;” “any new staff members;” “any staff with a brother or sister at camp;” “any staff member who is looking for a relationship;” etc. Materials Required: Enough chairs for every player; parachute optional (see above). Approximate Time Required: 5-10 minutes.

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Source: Traditional. 36. Run the Gauntlet Activity Type: Mixer Synopsis: RUN THE GAUNTLET is an active outdoor game which is great for coed groups; good for morale, boosting energy. Grouping needed: Separate guys and girls, or into any two teams. Procedure: The girls are given newspaper bats and form two separate parallel single file lines, facing each other, with approx. 3–4' between them. The boys tie the blown–up balloons to their bottoms, and attempt to "run the gauntlet" between the two lines of girls. The girls attempt to pop the balloons by hitting them with the newspapers. Once a boy's balloon is popped, he is out. Last one left is winner. Girls can then switch places with the boys. Materials Required: Enough balloons and string for every guy and girl; enough rolled-up bats for half the group. Approximate Time Required: 10-15 minutes. Source: Rice, Yaconelli; Play It 37. Cows Activity Type: Mixer Synopsis: COWS is an aggressive, loud, coed game, which can be played indoors or out. It encourages both cooperation and competition, and helps the staff to “loosen up.” Grouping needed: 20 or more, guys and girls mixed. Procedure: Move all chairs out of the way. Make 2, 3, or 4 teams of girls, and give each a border an equal distance from the center of the room. All the guys clump together in the middle of the room, holding on to each other the best that they can. Get the guys to start "mooing," and when you say "Go!" the girls should try to drag as many guys as they can to their border. (Decide if girls are allowed to tickle in their attempts). Once a guy is over the border he may not go back to the center of the room. The winner is the team of girls that pulls the most guys to their part of the room. Materials Required: None.

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Approximate Time Required: 5-10 minutes. Source: Keith Schoch See Also: RUN THE GAUNTLET 38. Handsful Relay Activity Type: Mixer Synopsis: HANDSFUL RELAY is a relay game, best played outdoors Grouping Required: Equal teams, up to 16 per team. Procedure: Set items in piles at one end of room; line up teams in single file at other. On signal, first player goes and picks up one item, and returns. Second player accepts this item, and goes and gets another. Second player returns with both items, which third player accepts, and so on. Game continues in this way. After first player goes, it is his/her job to pick up fallen items. Fallen items are returned to pile, where they must be picked up again by person who dropped them. Once last player has finished (returned with all items), team is done. First team done is winner. Materials Required: An identical set of items (toilet paper, brooms, balls, skillets, ladders, etc.) per team. Approximate Time Required: 5-10 minutes. Source: Rice; Yaconelli, Play It See Also: Mixers 39. Desperation Activity Type: Mixer Synopsis: DESPERATION is a fun outdoor game, played in teams, with participants competing individually. Grouping needed: Two teams, no more than 16 on a side. Procedure: Two teams get on opposite sides of room. For each round, one person from each side is blindfolded; two squirt bottles are placed randomly between them after they've been blindfolded. On "Go," blindfolded players attempt to walk to the middle and pick up the squirt bottles. First contestant to squirt the other wins. Players on the sidelines can yell directions to their blindfolded teammates. Squirt bottles are more fun than guns! Materials Required: Blindfolds, water, one squirt gun or bottle per team (well–cleaned liquid

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detergent bottles, plastic mustard bottles, or shampoo bottles make good squirters for this game). Approximate Time Required: 5-10 minutes. Source: Keith Schoch; variation from Rice; Yaconelli, Play It 40. Prui (Proo-ee) Activity Type: Mixer Synopsis: PRUI is a fun activity that gets people intermingling; it has little practical purpose, and is more for fun than anything else. Grouping needed: None; play as one large group. Procedure: All participants place blindfolds over their eyes (leader can help the last couple people). Leader then walks through crowd. The one person that the leader places his hand upon (on the head) is "Prui." That person then removes his/her blindfold. (Leader can then put on a blindfold). Participants start milling about once leader says "Prui?". Shaking another's hand, a participant asks, "Prui?" If the other person answers with "Prui?" both persons continue to fumble blindly about. However, if you shake a hand and ask, "Prui?" and there is no answer, then you have discovered Prui, and can remove the blindfold. Participants, as they remove blindfolds, hold hands, and continue through crowd, picking up others. Game ends once everyone has found Prui. Discussion Questions: 1. How did it feel to be stumbling about blindly? 2. Towards the end, did it feel as though everyone else had found Prui but you? 3. What does this have to do with our work here at camp? (Many times people feel that they are in the dark about an issue, or people feel that they are being left out of something. It is up to us to reach out and draw everyone into group). Materials Required: Blindfolds (one for each player). Approximate Time Required: 10 minutes. Source: Keith Schoch See Also: KILLER 41. No-See Volleyball Activity Type: Mixer Synopsis: NO-SEE VOLLEYBALL is a fun outdoor game, played in teams, stressing

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cooperation and fair play more than competition. Can be played indoors with some adaptation of materials. Grouping needed: Two teams, no more than 16 on a side. Procedure: Divide players into two equal teams, and have them sit on floor on two opposite sides of net. Set up net like traditional volleyball, but construct it so that it is a solid divider, with view to other side obstructed (cover with blankets or sheets). Use a large soft ball, or multiple balls. Players may not stand up to hit ball. Another variation is played outdoors, with net still covered, but players are standing. Each team has a number of sheets or blankets which they use like firemen's nets to catch and throw water balloons back and forth over the net. You need no judges, only linesmen to keep plenty of water balloons in play. A good idea might be to play without an obstruction first, in order to let players develop the throwing and catching skills. Materials Required: Net(s); blankets or sheets; large, soft balls or water balloons. Approximate Time Required: 15-20 minutes; allow time for set-up. Source: Serendipity Youth Ministry Encyclopedia See Also: BALLOON VOLLEYBALL 42. Thread the Needle Activity Type: Mixer/Team Building Synopsis: THREAD THE NEEDLE is an active, silly, sometimes embarrassing game, allowing participants to let down their guard; more cooperative than competitive; can be done indoors or out. Grouping needed: Any number of players, divided into teams of around fifteen. Procedure: Players are divided into relay teams. Spoons are tied to ends of balls of string. On word "go" the first person drops spoon into clothing until it comes out bottom of pants or dress, unwinding string as he/she goes. Next person takes spoon and continues in same manner, until every person in the relay line has successfully threaded the spoon through their clothes. Last person lets spoon drop to floor. He/she then picks it up, and begins the unthreading process. First person begins winding string back onto ball as it begins coming back. First person must have spoon in hand and string wound up again for team to win. Good game to stress teamwork, and allow staff to laugh at themselves. Materials Required: Metal spoon and kite string or yarn (ball of about 40 feet to 50 feet) for each team.

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Approximate Time Required: 5-10 minutes. Source: Traditional 43. Skin the Snake Activity Type: Mixer/Team Building Synopsis: SKIN THE SNAKE is an active cooperation game, played indoors or out, although a good deal of space is needed. It is both competitive and cooperative. Grouping needed: Any number of players, teams of no more than 20. Procedure: Players are divided into teams, which form a single file line, facing front. EVERY player crouches slightly, reaches their left hand back between their legs, and reaches their right hand forward (taking the left hand of the person in front of them). Now, the last person in line sits down, and the rest of the line slowly begins to shuffle backward, never letting go with their hands! As each person can progress no further, they will also sit (lay) down (last person, then second to last, and so on). Players must take care to straddle carefully over others on ground. Once everyone is seated, person who was first stands again, and begins to walk back. Note that all this time, all hands are still locked. After practicing, try as a race. (Note: anyone wearing a skirt needs to be last in a line!). Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Traditional. See Also: LADDER GAME 44. Ladder Game Activity Type: Mixer Synopsis: LADDER GAME is an active, competitive/cooperative game, played indoors or out, which utilizes a large space but no equipment; good for large group rainy day activity. Grouping needed: Any number. Procedure: Players are divided into two teams. These two teams form lines, opposing players facing one another. Players from opposite teams are then paired, having them lay on backs, soles of feet touching. The next pair of players is placed parallel to this pair, about 1–2 feet away, and so on,

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until all players are laying on floor, forming one large ladder. Each pair is then given a number. When their number is called, this pair stands, runs down through ladder (stepping between legs), out bottom, around sides, back through top, and into original spaces. Player there first scores a point for their side. Takes time to set up, but worth it. Materials Required: None. Approximate Time Required: 15-30 minutes. Source: Camp Tecumseh (Traditional) See Also: SKIN THE SNAKE 45. Human Mixmaster Activity Type: Mixer Synopsis: HUMAN MIXMASTER is a semi-active exercise, stressing group cooperation and interaction. Grouping needed: None. Procedure: 1. Instruct everyone to stand in a circle. The object of the game is simple; simultaneously all players must walk directly across the diameter of the circle and reform into a circle. The circle should be exactly the same as before, but with players facing the opposite direction. 2. After players have done this once or twice, have them keep their hands at their sides and not bump into anyone as they walk. Strategies will start to emerge. Some people will walk slowly while others will walk quickly to get across. 3. If a player does accidentally bump into someone else, he/she must say "beep!" There will probably be quite a few "beeps" as people cross. 4. Finally, everyone must execute the move across the circle with eyes closed. Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Gregson, Bob, The Incredible Indoor Game Book See Also: KNOTS 46. Camp Community Construction Activity Type: Team Building Synopsis: CAMP COMMUNITY CONSTRUCTION is a reflective, creative exercise, best done

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at a quieter time during the staff training period. It emphasizes teamwork and ownership of the program, and allows staff and leaders to evaluate their own priorities and philosophies as they relate to camping. Grouping needed: Groups of 8 or less. Procedure: Use existing groups of 6–8 people, or divide up in a manner that will mix staff by experience and age. Explain to the groups that they have been given materials to design a model of the ideal camp. As directors and designers, each group must decide what type of program they will run and what population they will serve, and their camp should contain the facilities and grounds which best serve that population's interests and needs. (Create a whole story or scenario if you wish, but ultimately convince the groups that all decisions are to be made by them, that there are no preexisting criteria or conditions to limit their creativity). As facilitators of the camp, they will name it, decide what philosophies or beliefs it will be governed under, and what its primary goals will be. Groups should then begin building, with the understanding that they have 25 minutes to complete the model. As the groups build, the leader may wish to ask: Who will your camp serve? Will it be run year–round, or only during the summer? What long range plans do you have for the camp, that you can’t provide for now?" What types of new programs will your camp incorporate? After 25 minutes, allow all participants to walk around and look at the various camps. Then ask each group to provide a spokesperson, who will have exactly 2 minutes to provide a "tour" of the camp facilities. Do not allow questions or criticisms of the models at this time. After "tours," the leader can talk about the need to form a common vision for the camping experience, and the need for individuals to pool their resources, in order to serve all needs of the campers. Explain then that the ultimate camp would incorporate the aspects of every group's model. With five minutes remaining, using either the left–over materials or a supply of new, ask the groups to connect their camps to one another (scale differences should be ignored). This can be followed up by a quieter group–building exercise. Place the model in a prominent site during training period, and during entire summer if possible. Materials Required: Large amounts of varying craft supplies including colored papers, markers, tape, glue, scissors, yarn, popsicle sticks, cardboard, felt, clay, scrap wood, cups, etc., dispersed equally for number of groups participating. Approximate Time Required: 20-30 minutes, plus 10 minutes for sharing/processing. Source: Unknown. See Also: THE IDEAL STAFF MEMBER 47. Shut-Out

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Activity Type: Team Building/Experiential/Skills and Theory Instruction: Socialization Synopsis: SHUT–OUT develops awareness of social isolation and the potentially harmful results of cliques. Grouping needed: Groups of 8-16. Procedure: One person from each group volunteers to be it, and stands outside of group. Rest of group stands in tight circle, as close as possible, and leader instructs them to place their arms around each other's shoulders and waists. Leader now instructs the person on the outside to try to get into the circle of the group. Let the outside individuals attempt this for 3–5 minutes, and then stop activity for processing. Use with other group building activities. Discussion Questions: 1) The people who were on the outside: How did you feel as you were trying to get into the group? 2) The people on the inside: What were your feelings as you kept that person out of your group? 3) Was there anyone who got into the circle? 4) Was there a group that let the person in? 5) Did anyone notice that I did not, at any point, tell the groups not to let the outside person in?" Continue processing in this manner. Materials Required None Approximate Time Required 5-10 minutes. Source: unknown See Also: PAPER DOLLS; LABELING 48. Paper Dolls Activity Type: Group Building/Experiential/Skills and Theory Instruction: Socialization Synopsis: PAPER DOLLS is an exercise which allows participants to learn (experientially) the damaging effects of gossiping and back–stabbing. It is meant to be processed, and used with other group–building exercises. Procedure: Using preformed groups, leader distributes one paper doll to each group. Leader instructs, "I want each person to take turns insulting this person. Be specific. Say things that are entirely derogatory. And as you say your insult, tear a piece off this person. Then pass the person to the left, continuing to do this until I say stop." Allow 1–3 minutes, or until it seems that there is little left of the paper people. Then leader processes this first part, saying, "How did you feel as you

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did this? If it felt good, why did it feel good? If it felt bad, why did it feel bad?" Allow time for as many to share their experience as wish to. Now pass out masking tape. Leader says, "I would now like the last person who had the paper doll to start. I would like you to say something positive to this paper person, something encouraging. As you do so, I would like you to tape a piece back in its original place. Then pass the person to your right. Go ahead." Continue until it seems that paper dolls are sufficiently put together, or until groups have decided that it's hopeless. Process a second time, asking, "How did you feel as you tried to put this person back together? Have you ever felt like this before? What has this exercise made clear to you? How will this help us in our relationships this summer?" (Check out Ephesians 4:15–16). Continue with other group–building exercises. Discussion Questions: Included in Procedure. Materials Required: Large paper people, cut from full sheets of 9x12 construction paper; one long strip of masking tape per group (1 foot) Approximate Time Required: 15 minutes. Adapted from: Thom and Joani Schulz, Youth Ministry University See Also: SHUT-OUT; LABELING 49. Labeling Activity Type: Experiential/Group Building Synopsis: LABELING is a semi–active exercise, intended to provide opportunities for meeting others in a group. At the same time, however, a serious discussion regarding stereotyping and labeling can be prompted from this activity. Grouping needed: None. Procedure: Leader discusses activity and goals. Labeling Category List is distributed to each person, to copy each category on a different label. LABELING CATEGORY LIST: (choose any six; modify to suit needs) Happy Friendly Sexy Commands Respect Motherly Mysterious Intelligent Fun Talented Participants mill around room, holding 1 minute discussions with others, labeling those who they feel fit each category (place actual category labels on person's clothing). After ten minutes, split

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into groups of five to seven, and discuss reactions to being labeled (and not labeled) by other's first impressions. (Approx. 10 minutes). To process, suggest questions such as: "On what did you base your judgments? Can you think of a recent situation where you mentally labeled someone, or felt labeled? What label did you like best? Did you find yourself trying to fit a label, or did you act naturally? Did your behavior change as you were being labeled? What does this exercise say about behavior we might elicit from others by our expectations? Were you influenced by the labels already on someone, or did you make Synopsis choices?" Discussion Questions: Included in Procedure. Materials Required: 6 blank labels, blank name tags, or strips of masking tape for each person, copy of Labeling Category List, pencils or felt–tipped markers Approximate Time Required: 5-10 minutes. Adapted from: Thom and Joani Schulz, Youth Ministry University See Also: PAPER DOLLS; SHUT-OUT 50. Take One Step Activity Type: Group Building/Experiential/Closure Synopsis: TAKE ONE STEP encourages reconciliation with one another; support of one another. Good with a group that is in formation/group building phase. Good ending exercise. Grouping needed: None. Procedure: Leader gathers group into a circle, and has them place their arms around one another. Leader talks about enjoyment and pleasure of being part of a group and sharing the closeness that a group offers. Leader then acknowledges that while the potential for being a real and sharing closeness with each other always exists, sometimes we separate ourselves and can't enjoy the love that God intends. Leader then starts narrative: To show you what I mean, I would like everyone in the circle who has been part of a group and has ever let that group down, to drop your arms from another's shoulders. (Allow a brief period of silence). Sometimes we say things that are harmful to other people. I would like anyone who has ever said something that was harmful to another member of a group to take a step backward. (Silence) Often we exclude others from our group. If anyone has ever excluded another person from a group or made someone feel left out, please take another step backward. (Silence) Sometimes we say things that aren't true. We deny making a mistake, or we are afraid to tell somebody something. If this has ever happened to you, I would like you to turn and face away from the center of the circle. (Silence) Sometimes we have pretended not to see the needs of other people. If there are times that you have ignored the needs of other people and remained apart from them, I would like you to close your eyes. (Silence)

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We were meant to be together, yet at times our actions keep us apart. If you have ever helped someone with a need they had, I would like you to turn around. (Silence) It is important to listen to people. If you have ever taken time to listen to a friend who had a problem, I would like you to take one step in toward the circle. (Silence) The best gift we can give to people is to welcome them and make them feel included. If you have ever made someone feel welcome and a part of things, open your eyes. (Silence) Confession to one another can tear down walls. If you have ever shared away that you have failed someone, even if it was hard to do, then take another step in toward the circle. (Silence) God asks us to forgive one another. If you have ever forgiven someone, then place your arms around the people beside you. (A group hug would be appropriate). Comments: The Leader will need to watch the group and change the narrative slightly if it appears that a group member might be left out of the group. Giving the directions, “Go and bring another into the group,” can pull in members who are far from the circle towards the end of exercise. Materials Required: Narrative provided above, with changes as required. Approximate Time Required: 10 minutes. Source: The Giving Book, Schulz See Also: CINNAMON ROLL-UP 51. Cinnamon Roll-Up Activity Type: Closure/Team Building Synopsis: CINNAMON ROLL UP is a quick, “feel-good” activity to be used at then end of a team-building session. Grouping needed: None. Procedure: Tell everyone to hold hands in a circle, facing center. Ask one person (by name) to drop the person's hand on their right, and begin to spin in a counterclockwise direction in the circle. This action should cause the rest of the group to wrap around the spinner (like a large cinnamon roll). Tell everyone to give the group a big hug and then let go. This is a non–threatening way to get your group to physically touch one another. Materials Required: None. Approximate Time Required: 5 minutes. Source: Unknown

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See Also: TAKE ONE STEP 52. The Ideal Staff Member Activity Type: Team Building/Skills and Theory Instruction: Skills and Traits of Exemplary Staff Synopsis: THE IDEAL STAFF MEMBER is a cooperative, semi–active exercise using existing skills while developing new awareness through sharing and introspection; allows staff to inductively determine the necessary attributes of a good camp counselor (or Staff member in general). Grouping needed: Groups of more than 4, less than 8. Procedure: Groups are separated from each other, with room on floor to spread full piece of mural paper. (Or instruct groups to tape 4 pieces of newsprint together in a row, long side to long side). Each group has a participant lie on the paper to be traced, head to toe. Using the silhouette now on the paper, have participants work within their group, drawing in and writing in the characteristics of the "Ideal Staff Member." Specific clothes, body parts, equipment, labels, etc., can be drawn in, to encompass all the qualities which the group members feel are important. Allow 15 minutes for this, and then have two or three people from each group bring their Ideal Staff Member to the front, with a group spokesman who will point out the various features of their particular drawing. Have each group tape their drawing up after this, and allow drawings to remain up for rest of training session. Discussion Questions: Questions/comments should be drawn naturally from the presentation process. Materials Required: One 6' x 2' piece of mural paper (or 4 18 x 24 sheets of newsprint), 2 magic markers, and masking tape for each group. Approximate Time Required: 20-30 minutes. Source: Unknown. See Also: CAMP COMMUNITY CONSTRUCTION; CRAZY -ATES; SUITCASE SLEUTH 53. Balloon Juggling Activity Type: Team Building/Skills and Theory Instruction: Importance of Cooperation/ Closure Synopsis: BALLOON JUGGLING is an active, fun demonstration; focuses on helping staff understand importance of teamwork and cooperation in handling overall responsibilities. Grouping needed: None.

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Procedure: Leader asks for volunteers to help blow up balloons. Then one or two staff members with leadership roles are chosen, and are asked to keep one balloon (each) aloft. This seems easy, and leader may talk about the one main responsibility which various staff members are entrusted with. But then, these same participants are given additional balloons (responsibilities), and it becomes more difficult to juggle everything. Once three or four balloons have been assigned to leaders to keep aloft, you can ask other staff members to assist; the point being that through teamwork and cooperation, many things can be handled well, rather than relying upon one person to carry the entire burden. Discussion Questions: You may wish to ask several returning staff members, prior to this session, to recall a situation from a past season in which a cooperative effort was needed. These staff members can share those illustrations following the above demonstration. 1. Can you predict any camp situations that might require cooperation? 2. How might we assist someone who seems to be struggling, without it appearing that we are “butting in” or doubting their abilities? Materials Required: Balloons. Approximate Time Required: 10-15 minutes. Source: Unknown 54. Knots Activity Type: Team Building/Closure Synopsis: KNOTS is a semi–active, cooperative, team–building exercise; can be used for closure after a session on problem solving, or can be used to give participants a “stretcher” right before a session break. Grouping needed: None. Procedure: Have group stand in a circle, shoulders touching. They should raise their right hands over their heads and grab the right hand of the person directly across the circle from them. Now with their left hands they should grab the hands off any other person in the circle. Without letting go, the group must unravel so that they are again standing in a circle. (Another method is to have a ring of people join hands with those on either side of them, and then have one person begin weaving in and out of circle, taking all other participants with him. He can go over and under other player's arms. Try to untie, starting with same first player). Materials Required: None. Approximate Time Required: 5-10 minutes.

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Source: Adapted New Game See Also: CINNAMON ROLL–UP 55. Group Jump Rope Activity Type: Team Building/Mixer/Sponge Synopsis: GROUP JUMP ROPE is an active, cooperative, and funny way to get people working together (there are no losers!). Grouping needed: 10 or more participants, one group. Procedure: Have entire group stand in one circle. Ask participants to place their arms around shoulders of people on either side of them. Now see if everyone, at the count of "1,2,3, Jump!," can jump up into the air at the same time. Object is to get all feet off the ground at the same time. After mastering that, have leader stand in center of circle and point his arm toward people in the circle. Tell participants to imagine that there is a jump rope in that hand, and that they need to jump when it is pointed in their direction. The leader then begins to turn clockwise, and everyone jumps one by one, getting faster as leader speeds up. Continue until leader or participants die of exhaustion. (This is superior over using a rope and weighted object, as it eliminates snags and some embarrassment by late–jumpers). Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Keith Schoch See Also: COOPERATIVE SITTING 56. Mattress Relay Activity Type: Team Building/Mixer/Trust Synopsis: MATTRESS RELAY is an active cooperation game. It can be played competitively but is inadvisable in that way due to safety; players should take their time. Grouping Needed: Any number over 10 participants, split into two groups. Procedure: Players lay on floor, side by side, in alternating pattern, so that they are head to foot, foot to head. Holding arms straight up in the air (bench press position), a mattress, with a camper laying on it, is passed from hand to hand, all the way down the line. Several practice runs with an empty

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mattress should be done. Once mattress reaches end, leaders should remove the participant, who then lays at the end of the line. Mattress is carried back to front of line, where next person goes. Materials Required: One thin camper mattress. Approximate Time Required: 10-20 minutes. Source: Rice; Yaconelli, Play It See Also: PEOPLE MOVER 57. Picture Perfect Activity Type: Team Building/Experiential Synopsis: PICTURE PERFECT is a simple activity that can be used during a low-energy period. Grouping needed: None. Procedure: To prove that groups can work better than individuals, give each participant a page from a coloring book and a single crayon. Tell them to color the picture as beautifully as they can. Give only that direction. Some will immediately begin to color. If participants ask for another crayon, give them one. When they are done, ask how much better their pictures could have been had they asked partners to trade crayons, or if they had helped someone else to color their picture. The point: remember to consider all resources, and to ask for help when needed. Materials Required: Several crayons, pictures. Approximate Time Required: 10 minutes. Source: Traditional 58. Kim’s Game Activity Type: Team Building/Experiential/Skills and Theory Instruction: Observation Synopsis: this or a similar exercise will demonstrate that group (collaborative) effort is more powerful than individual effort. Grouping needed: 20 participants per group. Procedure: A quick way to do this in a group setting with few materials is to show an overhead picture with a number of easily recognized silhouettes (objects such as chairs, stars, fork, etc). Ask participants to individually list what they view in a short time span (illuminate the icons for five seconds only),

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and then allow them to compile a group list. The group list will always be larger than an individual list. With a smaller group, thirty to forty common objects can be placed on a table and covered with a sheet. After viewing the objects for eight to ten seconds, the participants return to their seats to compile individual, and later group, lists. It is helpful if several objects share similar traits (several items containing wood, etc.). Materials Required: Depends on method; see above. Approximate Time Required: 10 minutes. Source: Rudyard Kipling 59. Diversity Kit Activity Type: Team Building/Closure Synopsis: DIVERSITY KIT helps to create metaphors around which appropriate attitudes about camp can be built. Grouping Needed: Small groups of about 6-8. Procedure: Give each group a small plastic bag containing the following objects: a button, a Lifesaver, a toothpick, a golden thread, a mint, an eraser, a magnifying glass, a marker, and a tape measure. Each group is to create a metaphor for staff relationships based upon each of the objects. Some examples: button: reminds staff to “button their lips,” in order to avoid saying harmful things to each other, and to the campers; Lifesaver: reminds staff that they can ask for help when they need it; toothpick: reminds staff that they should “pick out” and encourage the best qualities in themselves and others; golden thread: friendship ties everyone on staff together, or, a problem that is quickly mended between friends is prevented from becoming worse (a stitch in time saves nine); eraser: mistakes are unavoidable, but can be eased by apologies and the support of our fellow staff members; magnifying glass: reminds staff to look more closely at how the staff responds as a whole to camper needs; marker? tape measure? Materials Required: Depends on contents of kit. Approximate Time Required: 10-20 minutes. Source: Unknown 60. Job Satisfaction

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Activity Type: Team Building Synopsis: JOB SATISFACTION provides opportunity to discuss what factors motivate employees, and what would motivate staff in the camp setting. Grouping needed: Groups of 3-6. Procedure: Distribute copies of the form, "What Do People Want From Their Jobs?" Ask each person to indicate which of the 10 items listed is felt to be of most importance in contributing to employee morale. Weight the items from 1-10, assigning 10 to the most important item, 9 for #2, etc., in a reverse weighting order so that all 10 numbers are used. Then have each group total the individual weights within their group. Rank the 10 items under the column marked "Group." Tell the group that this same scale has been given to thousands of workers around the country. The order seen on this page is the order chosen by most supervisors. 1. High wages 2. Job Security 3. Promotion in the company 4. Good working conditions 5. Interesting work 6. Personal loyalty of supervisor 7. Tactful discipline 8. Full appreciation of work done 9. Help on personal problems 10. Feeling of being in on things However, when most employees are given the same exercise and asked what affects their morale the most, their answers tend to follow this pattern: 1. Full appreciation of work done 2. Feeling of being in on things 3. Help on personal problems 4. Job security 5. High wages 6. Interesting work 7. Promotion in the company 8. Personal loyalty of supervisor 9. Good working conditions 10. Tactful discipline Discussion Questions: Collect data from each group, record on an overhead or flipchart, and compare. 1. In comparing your group’s data with supervisors, what might account for the difference? 2. In comparing your group’s data with other camp groups, what might account for the

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difference? 3. What would you expect from your camp director and your immediate supervisors, based upon this information? 4. How can you, as staff members, increase the job satisfaction of your peers? Materials Required: Copy of chart for each participant; overhead transparency or flipchart with same chart, with space for adding group votes. Approximate Time Required: 5-10 minutes. Source: unknown, described in Newstrom; Scannel, Games Trainers Play "What Do People Want From Their Jobs?" (Rank from 1-10, with 10 being most important, and 1 being least) Individual Group Factors Supervisors Employee

High Wages

Job Security

Promotions

Good Working Conditions

Interesting Work

Loyalty of Supervisor

Tactful Discipline

Appreciation of Work

Help with Personal Problems

Being In On Things

61. Suitcase Sleuth Activity Type: Skills and Theory Instruction: Understanding Camper Traits/Needs Synopsis: SUITCASE SLEUTH uses an inductive approach as staff members draw inferences about imaginary campers, based upon physical evidence. Grouping needed: 4-8 people per group. Procedure: There are several options for this exercise: it can be done total group, or small group. Questions can be provided on a hand-out for written records of observations, or processing can take place verbally only. Read the procedure below and then decide what might work best in your situation. Prior to this session, one suitcase is obtained for every 8 trainees. Into each suitcase is placed items which provide “clues” about a particular child. Use the attached list for ideas, or let

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returning staff members help you to “design” and “stock” suitcases which mirror the types of problems your staff is likely to encounter. During the actual session, each group, looking through the objects in the suitcase, attempts to draw inferences about the child to whom they belong. Discussion Questions: Based upon the evidence in the suitcase and the suitcase itself, tell us: 1. How old is the camper? 2. Is the camper a boy, or a girl? 3. What seem to be his or her interests? 4. What problems might he or she be bringing to camp? 5. What might interest him or her the most here at camp? 6. Which objects concern you the most, and why? 7. Are there any items missing which should be there? 8. What other generalizations can you make about this camper? Staff will discover that an object will “tell a very different story” for one of them than for another. Materials Required: Advanced preparation: collection of suitcases and objects for each (see list), 1 suitcase per each group of 8 trainees; contents to fill each suitcase. Optional: copied forms with questions, pencils for each group. Approximate Time Required: 30-45 minutes. Source: Keith Schoch Suitcase Contents List: (Note: not all materials should be placed into one suitcase; an excellent idea is to pack a suitcase with a particular “type” of child in mind) clothing (dirty or clean? large or small? scant or plentiful? underclothes or not? every conceivable type of foul weather gear? what slogans are printed on clothes?) flashlight (with batteries, or without? are there extra batteries? is the child’s name written on the flashlight?) money (how much? all in change? loose? or all in bills? or a very large check?) books (what kind? how difficult? are they “adult” paperbacks? comic books?) video game(s) stationery (with or without stamps? preaddressed?) personal hygiene items (are there any? are there “feminine products”? are there several combs

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and brushes? plentiful cases of make-up?) practical joke items (rubber dog droppings, water balloons, whoopee cushions) “contraband items” (cigarettes, drugs, spray paint for tagging, “dirty” pictures) stuffed animals, toys, blankets (what type? how many? how worn?) camera jewelry (what kind? how cheap or expensive?) tapes, CDs (what groups? what messages expressed by those groups?) shoes, sneakers (what kind? how many pairs?) photographs (of whom? how many?) 62. Crazy “-Ates” Activity Type: Skills/Theory Instruction: Skills and Traits of Exemplary Staff Synopsis: CRAZY "–ATES" is a game which elicits from staff members the qualities which should be found in themselves; it causes them to think more about these qualities than if they were simply presented on a hand-out as a "list of essentials." Best used with other Group Builders, and THE IDEAL STAFF MEMBER. Grouping needed: 6-8 per group. Procedure: Divide staff into several teams of 6–8 people. Have each team write "–ate" at the top of their newsprint. Ask participants to think about the skills, abilities, and knowledge needed of a staff member. Using the suffix "–ate," ask staff teams to come up with as many words as they can, describing what an ideal staff member needs to do or be in his work at camp. Allow 5–10 minutes. Some possibilities would include: create, anticipate, calculate, affectionate, celebrate, investigate, mediate, meditate, relate, motivate, congregate, inflate, etc. The list is nearly endless. Have a facilitator from each group then quickly run through the words, and award a prize to the group with the most words. Leader can then perhaps quickly touch upon a few of the words which he/she feels to be most important (such as motivate, communicate, participate, cooperate, anticipate, create, educate, celebrate). Discussion Questions: 1. Which word appeared on every list? Why might this have occurred? 2. Rank your list from 1 - whatever, 1 being the most important skill or attribute, 2 the second most important, and so on. 3. Why is the ranking so hard to agree on?

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Materials Required: pieces of chart paper, markers. Approximate Time Required: 10-15 minutes. Source: Adapted from Michael Brandwein See Also: THE IDEAL STAFF MEMBER 63. Third Degree Activity Type: Skills/Theory Instruction: Skills and Traits of Exemplary Staff; Understanding Camper and Age Characteristics Synopsis: THIRD DEGREE is an exercise designed to sharpen counselors' skills in detecting and understanding campers' behavior. Although not focused directly on techniques for dealing with camper behaviors, it does provide an excellent basis upon which to build further role plays and discussions. Grouping needed: None. Procedure: Counselors serve as F.B.I. agents, and Program or Support Staff serve as spies. Prior to this session, each “spy” is assigned one habit (see list below). They are to exhibit this habit whenever they are addressed during the session. Counselors one by one ask questions of the spies, stating the spy's name before addressing him/her. Counselors can ask any question (except what each spy's instructions were), although the content of questions is really not important. What is important is the manner in which the spies answer, since each has a habit unique to him or her. For the 8 spies, the following habits might be assigned (one to each): 1. Lie during every answer. 2. Try to start an argument each time you answer. 3. Always state the name of a color in each answer. 4. Always use a number in your answer. 5. Always answer question with a question. 6. Always scratch during your answer. 7. Clear your throat at some point when answering. 8. Pretend to misunderstand questions each time when answering. 9. Always insult questioner. 10. Always name a food when answering. 11. Always exaggerate answer. Discussion Questions: 1. Which were the easiest to figure out? 2. Which were the most difficult to figure out? 3. How does this detective skill transfer to your duties as a staff member? Materials Required: Behavior cards for participants, paper and pencil for each observer.

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Approximate Time Required: 15-25 minutes. Source: Adapted from Serendipity Youth Ministry Encyclopedia See Also: SUITCASE SLEUTH 64. How Many Squares? Activity Type: Skills and Theory Instruction: Observation Skills Synopsis: HOW MANY SQUARES is a brief pen and pencil exercise which can be done in seminar setting; emphasizes perception and ability to see all available options. Grouping needed: None. Procedure: Place drawing where all participants can see it (see Materials below). Ask participants to decide how many squares there are total. Allow 2–3 minutes for this, and then ask corporately how many were found (correct total is 30). This exercise can lead into discussion of perception; that is, seeing all that is there, but may not be readily visible. Materials Required: Large drawing of a square divided into 16 smaller squares (4 rows down, 4 across). Approximate Time Required: 5 minutes. Source: Unknown See Also: GEOMETRY AND DIVERSITY; PATH ACROSS THE PIE 65. Puzzling Situations Activity Type: Skills and Theory Instruction: Any Content Synopsis: PUZZLING SITUATIONS is a reflective, perception and communication building exercise. It also tests a group’s knowledge of any chosen subject matter (counseling skills, camp rules, age characteristics, etc.). Grouping needed: Groups of 4-6 participants. Procedure: Each group is given a bag containing a complete, unconnected puzzle, plus several extra pieces. The real puzzle pieces will contain true statements, and the extra pieces will contain false statements. The object is for group to discuss statements, decide whether or not they are true,

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and then complete puzzle with pieces which they have kept (rest should be set aside, since the group may reconsider some of them). Statements could relate to program, counselor solutions, statistics about children and families, personnel policies, trivia, etc. First group to complete their puzzle correctly could be given prize, although winning is really not the goal. Any group who successfully completes their puzzle should be considered a winner. Discussion Questions: 1. Which false statements gave you the most trouble? 2. Which true statements surprised you the most? Materials Required: Several puzzles, in pieces (cardstock can simply be cut into 10-16 odd shapes). One side should form a picture, and the other side should contain statements (one per piece). Extra, nonuseable pieces should be added in. Approximate Time Required: 5-10 minutes. Source: unknown 66. True-False Scramble Activity Type: Mixer/Skills and Theory Instruction: Informal Assessment Synopsis: TRUE–FALSE SCRAMBLE is an active game, which serves as a practical review for material which might have been taught to campers, students, or staff. Grouping needed: Two or four teams. Procedure: Compile a list of questions that can be answered true or false. Divide players into two or four teams seated across from each other in parallel rows, with an extra chair placed at each end, in the gaps between the two lines. Players on each team number off (players with same numbers should sit directly opposite each other). Leader reads a question. Leader then calls a number; the players with that number jump up and race to the appropriate chair. First player to occupy correct seat scores a point for his/her team. Materials Required: Chair for each player, plus two or four others. Approximate Time Required: 10-15 minutes. Source: Rice; Yaconelli, Play It 67. Who’s the Leader? Activity Type: Skills Instructional: Observation Skills/Mixer

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Synopsis: WHO'S THE LEADER? is a cooperative guessing game requiring concentration and increased perception, utilizes existing skills. Grouping needed: One group, any size. Procedure: Group sits in circle, facing inward. One person volunteers to leave the room. Group decides who will be the leader (should not be the usual leader). This chosen leader begins an action which the group will repeat (clapping hands, snapping fingers, tapping shoulders). When volunteer returns, he finds group doing something (such as clapping their hands). His job is to identify leader, who is the only one who can change the action of the group (leader changes from hand-clapping to finger snapping). Leader should change activity every 5-10 seconds. Once discovered, another person volunteers to go out. Materials Required: None. Approximate Time Required: 5-10 minutes. Source: Traditional 68. Take a Seat Activity Type: Skills and Theory Instruction: Articulating Clear Expectations/ Experiential Synopsis: TAKE A SEAT is a quick, fun, experiential game that points to the need for clearly articulated expectations. Grouping needed: None. Procedure: A certain group of participants is chosen. It can be return staffers, International staffers, program staffers, etc. They are sent out of the room, out of earshot. A chair is placed at the front of the room or in the center of the staff, so that all are facing it. The remaining staff is told, “When a person returns, say nothing. Do nothing. Give no signals or encouragement of any kind. If, and when, they sit on the chair, we will applaud wildly.” One by one, participants are let back in. No one, including leader, says a word. Participants will probably seek information, but will most likely get the idea and just sit, or give up and sit. Discussion Questions: 1. What’s the point of this exercise? (that people can only do what you want if they know your expectations). 2. To the victims: “How did you feel?” 3. To other staff: “Did any of you want to help? Why is that our natural reaction?” 4. What does this mean in regard to our responsibilities here at camp?

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Materials Required: One chair. Approximate Time Required: 10 minutes. Source: Unknown See Also: THIRD DEGREE; WHO’S THE LEADER? 69. Message Mural Activity Type: Skills and Theory Instruction: Feedback/Team Building Synopsis: MESSAGE MURAL provides a public place for expressing feelings/opinions about session content. Grouping needed: None. Procedure: Few directors ever seek feedback from staff during Orientation, apart from question/answer segments which usually occur at a session’s end, when all participants are plagued by “information overload.” Directors and trainers should realize that immediate, ongoing feedback can help them to tailor future sessions to immediate needs of their staff. One method for feedback is a Message Mural. A large piece (or combined pieces) of paper is put up in a prominent place, and participants are encouraged to express their feelings there (an excellent place is the dining hall, or where snacks are served). The messages can be very general, or trainers can put up questions/issues to be responded to: • What was your favorite Get Acquainted game? Why? • How do you handle a camper who won’t participate? • What question would you ask Super Counselor? • Rate the following staff outings on a scale of 1-10. • Favorite Scripture verses; tell if you have a devotional that you can share! • Questions about planning clubs? • What do we need to discuss more? Separate sections can be devoted to “sign-in” (to get people writing), “messages to each other,” and so on. The Mural should be checked often by trainers so that issues can be addressed, and responses can be made there if appropriate; if the mural is ignored, feedback will drop off immediately. Ground rules for acceptable messages can be posted to ensure that the Message Mural remains a constructive site. Materials Required: Large paper; crayons or markers; trainer input; time. Discussion Questions:

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1. How many of you agree with the comment made about ? 2. Someone noted a problem with . Any suggestions? 3. What corrective steps can we take now to change the situation? Approximate Time Required: Ongoing. Source: Adapted from Emily Hitchins, "Graffiti Provides Useful Feedback," Training, August, 1979, p. 12. 70. One-on One Trust Falls Activity Type: Team Building/Trust Activities Synopsis: ONE–ON–ONE TRUST FALLS are an excellent activity to be used in group building situations, also in preparation for teamwork–type challenges and activities. Grouping needed: Pairs (of about equal size). Procedure: Leader must understand trust falls, and demonstrate with a practiced volunteer before group EVER attempts this activity. Working in pairs, one partner turns his/her back, and crosses arms over their chest. Second person, in Ready Stance (one foot back, hands at chest level, palms out) behind them asks, "Ready?" First Person replies, "Ready," and Second Person says, "Fall." First Person falls back and is caught, and then placed back upright on his/her feet. Appropriate distance is measured by rear person placing hands upon front person's shoulders (one arm's length distance). Be sure to demonstrate the procedure and set-up several times before participants try it. It is crucial that the first person remain stiff. Before attempting with group, emphasize the importance of: 1. Beginning with a short distance fall (a simple “leaning back”) and only step-by-step building towards greater distance falls. 2. Catching the faller with confidence, and some “give.” The catcher must cushion the faller, not suddenly stop, or jerk, the faller’s body. 3. Paying attention and taking the fall seriously! One missed catch, and confidence erodes quickly. Discussion Questions: 1. For the person falling, “What did your partner do to make you feel confident? Did anyone fall because you were not caught properly? How did you then feel on your next fall?” 2. For the catcher, “Did the faller seem to trust you? What were you thinking each time?” 3. For all, “Is it easier to be the faller or the catcher the first time?” 4. How does this relate to our work this summer? Materials Required: None.

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Approximate Time Required 5-10 minutes. Source: Keith Schoch See Also: CIRCLE TRUST FALLS 71. Circle Trust Falls Activity Type: Trust Activities/Team Building Synopsis: CIRCLE TRUST FALLS can be used after ONE–ON–ONE TRUST FALLS, or alone; good for team building activity, or before team challenges. Grouping needed: Groups of 6-9. Procedure: Leader must understand trust falls, and demonstrate with a practiced volunteer before group EVER attempts this activity. ONE ON ONE TRUST FALLS are a good prerequisite to this activity. All participants stand in tight circle, hands up in "ready stance" (one foot back, hands at chest level, palms out). One participant stands in middle, eyes closed, arms crossed over chest. He/she falls forward, backward, or sideways and is caught and stood back up by participants in the circle. Players should support the faller high on his/her body (shoulders) and be sure to stand him/her up, not push them over. It is important that the player in middle remain stiff. Before attempting with group, emphasize the importance of: 1. Beginning with a close circle (a simple “leaning back”) and only step-by-step building towards a larger circle, and greater distance falls. 2. Supporting the faller with confidence, and some “give.” The catcher must cushion the faller, not suddenly stop, or jerk, the faller’s body. 3. Paying attention and taking the fall seriously! One missed catch, and confidence erodes quickly. Discussion Questions: 1. For the person falling, “What did the group do to make you feel confident? Did anyone fall because you were not caught properly? How did you then feel on your next fall?” 2. For the catchers, “Did the faller seem to trust you? What were you thinking each time?” 3. For all, “Is it easier to be the faller or the catcher the first time?” 4. How does this relate to our work this summer? Materials Required: None. Approximate Time Required: 5-10 minutes.

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Source: Keith Schoch See Also: ONE ON ONE TRUST FALLS; Trust Activities 72. People Mover Activity Type: Trust Activity/Team Building Synopsis: PEOPLE MOVER is a semi-active way to develop trust in peers through cooperation. Grouping needed: None. Procedure: All participants except spotter and volunteer lay on floor, ear to ear in a row, bodies alternating directions. They should be as close to each other as possible. All participants then put hands straight up in the air, palms up. Volunteer then sits on first set of hands, and spotter helps him/her to lay back on other sets of hands. Volunteer stays stiff, and holds arms out crucifix–style for balance. Participants then proceed to pass volunteer down the line. It works very well, but only if all people on floor all help to carry the load. Spotter helps person off the end of the line. Materials Required: None. Approximate Time Required: 15 minutes. Source: Adapted New Game 73. All Aboard Activity Type: Trust Activity/Group Building Synopsis: ALL ABOARD is a semi-active cooperative exercise which encourages participants to work together toward a common goal which cannot be reached without participation by all. Grouping needed: Depends upon size of platform or base (see below). Procedure: The object is to have as many people as possible occupy the space of one object, such as a T–shirt or large square of cardboard, at one time. This can be done cooperatively, with only one group, or as a competition, using several teams. Participants should build pyramids, hold other people, put players on their shoulders, etc., the winning team being the one that has the most people on the object. To avoid accidents, be sure that objects such as milk crates are not used on smooth surfaces. Incorporate a time limit if teams are used. (You can also use a taped square on the floor, 2' x 2'). Discussion Questions:

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1. What encouraging comments did you hear from participants? 2. Who had to ask for help? 3. Did anyone try to organize the group, or was it a total group effort that made you successful? Materials Required: A T-shirt, rock, or similar object which is greater than one square foot, but smaller than three square feet (depends upon size of group). Approximate Time Required: 5-10 minutes. Source: Adapted New Game See Also: Trust Activities