favorite app unique ringtone family photo a message sharing good

Transcription

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

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