Recreational Games Outline
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Recreational Games Outline Class Length: Class size: Class Location: 1 hour 15 minutes Up to 50 participants • A large field Materials: Rope, Frisbee, #10 Can, and two differing color bandanas Class Set-up: Consider getting a water cooler from dining hall if it will be a hot day, because your participants will need it. Safety Precautions: Be mindful of all participants well-being during the activities as they are highly physical in nature. As you will be playing many tag games make clear what a tag looks like, demo. Introduction: (5 minutes) Introduce yourself and the fact that you are going to be leading them through some GREAT camp games. The better they listen to the instructions the more game time they will all have. Activity 1: (20 - 30 minutes) Freeze Tag Activity 2: (20 - 30 minutes) Tug-O-War Activity 3: (20 - 30 minutes) Ultimate Frisbee Activity 4: (20 - 30 minutes) Red Rover Activity 5: (20 - 30 minutes) Capture the Flag Activity 6: (20 - 30 minutes) Camouflage Activity 7: (20 - 30 minutes) Kick the Can Class Tear-Down: Have students help with a quick litter sweep of the area. Return all equipment into the tote and back to program closet. If you got a water cooler please remember to return it to dining hall. Revised Jan 2012 Recreational Games Class Length: 1 hour 15 minutes Class size: Up to 50 participants Class Location: • A large field Materials: • Rope • Frisbee • #10 Can • 2 differing color bandanas Class Set-up: • Consider getting a water cooler from dining hall if it will be a hot day, because your participants will need it. Safety Precautions: • Be mindful of all participants well-being during the activities as they are highly physical in nature • Be ready to implement other roles in the games for those who may have certain disabilities • As you will be playing many tag games make clear what a tag looks like, demo Overview: Participants get an opportunity to have fun playing games that can be easily associated and done at camp. Introduction: (5 minutes) Introduce yourself and the fact that you are going to be leading them through some GREAT camp games. The better they listen to the instructions the more game time they will all have. Activity 1: (20 - 30 minutes) Freeze Tag Determine and explain clear boundaries with the group. Explain all the rules and determine who “it” is. The game does not begin until you say “go”. • The person who is “it” must tag other participants. • If you are tagged you freeze in that position. • You may not be unfrozen until another player tags you and then you are back in the game. • If the person who is “it” can successfully tag and freeze every player that person has won and another person can be picked to be “it”. Revised Jan 2012 • If the “it” person seems to be getting tired or enough time has passed (10 min) you may start a new game where someone else is “it”. Activity 2: (20 - 30 minutes) Tug-O-War Set up rope and determine a middle boundary line with the group and determine teams. Explain all of the rules before allowing either team to pick up the rope. The activity does not start until you say “go”. • Each team will line up on their side of the rope. • The teams will then pick up the rope and pull until at least one person from the other team crosses the center line. • At this time the game is over and a new game may start. Activity 3: (20 - 30 minutes) Ultimate Frisbee Determine and explain clear boundaries with the group. Set up two end zones at opposite ends of the field. • After teams have been decided each team will disperse on their ends of the field. • The facilitator will act as a referee • The game begins when the defense throws the Frisbee to the offense. • Players may not run with the Frisbee but must pass it to their teammates. • The player with the Frisbee has 10 seconds to throw it before they lose possession. • When a pass is not completed (out of bounds, interception, or blocked) the other team takes possession. • No physical contact is allowed between players. • A goal is determined when a player successfully passes the Frisbee to another player in the end zone. Activity 4: (20 - 30 minutes) Red Rover Played in an open field free of large debris. For safety, players should only hold hands, no wrists or forearms. No interlocking fingers. Clasped hands must remain down at students’ sides. NEVER at waist level, only below and NEVER in front of the line of students i.e. no “clotheslining” or punching. • The group is divided into two equal groups and lined up on opposite ends of the field linking hands, not wrists or forearms. • One group yells “Red Rover, Red Rover, send (name) right over”. Calling someone from the other group. • The person who is called must run as fast as they can towards the other group. They try to break through the opposite line by running through the gap between two students, causing them to release each other’s hands. • If that person is able to “break through” the two people who let go must join the other team. • If the person called is not able to “break through” then they must join the other team. Revised Jan 2012 • The game ends when everyone is on one team. Activity 5: (20 - 30 minutes) Capture the Flag Determine and explain clear boundaries and a middle boundary line with the group. Set- up four random cones on each side of the field. Explain all the rules and then give each team a bandana to go and hide. The game does not begin until you say “go”, make sure both groups have correctly hidden their flag and chosen a jail before beginning. • Each team must hide their bandana under one of four cones set up on their side of the field • Each team must designate a jail • If you are tagged while on the other teams side you must go to their jail • If a free teammate tags you while in the jail you are then free but must go straight back to your side with your hands behind your head before rejoining the game • If you find the bandana and then get tagged you must drop it right where you were tagged and the other team may not move it from that spot • Each team may position players near the bandana for protection but must be at least 10 steps away so the other team has an opportunity to grab it If you find that the game has begun to drag and no progress is being made by either team feel free to yell “jailbreak” releasing all those in jail back to their sides to play again. If your class time runs out while playing, give them a countdown of time remaining and the team that got the bandana closest to their side wins. Activity 6: (20 - 30 minutes) Camouflage Played in the woods, with many trees, logs, plants to hide behind. • A “hunter” is chosen and told to stand next to a designated tree • All other players hide at a count, maintaining line of sight of hunter once hidden • Hunter then looks for players maintaining contact with the designated tree • As the hunter finds people they shout out their name AND what they are wearing (and if you think they are cheating, have them direct you to where they see them so you can verify what they see) • If players are correctly spotted they come make contact with same tree and the hunter may then make contact with them extending the hunters viewpoint with each new discovery • When the hunter can see no one else they close their eyes for a designated amount of time and you yell “camouflage” telling all hiders to find a new hiding spot CLOSER to the hunter than they were before • If after three times yelling “camouflage” a person may successfully tag the hunter during the count than they will become the new hunter in the next round Activity 7: (20 - 30 minutes) Kick the Can Played in a field surrounded by woods with many areas to hide. A jail must be designated. • One person is chosen/elected as “it” and starts near the can in the center of the field Revised Jan 2012 • Everyone else goes and hides within a designated boundary • Upon a countdown of 20-30 seconds (ample time to run and hide) “it” may begin to search for the other players • “It” tries to tag all the other players and those who get tagged must go to jail • If any uncaught player manages to stealthily kick the can without getting caught all the players from the jail are free to go and hide again • If all players get tagged than “it” wins and a new “it” is chosen for the next round Class Tear-Down: • Have students help with a quick litter sweep of the area • Return all equipment into the tote and back to program closet • If you got a water cooler please remember to return it to dining hall Revised Jan 2012 .