Olympia School District Outdoor School – Session Two RECREATION PERIOD WEDNESDAY 4:00-5:00 PM For All Activities/Recreation Periods there will be multiple stations set up. IN THE BACKROOM OF THE LUNCH ROOM: ARTS and Crafts Table (Names of Student Leaders Assigned) Drawing Last table in the Lunch Room: cleared and set for dinner prior to leaving Board Games: (Names of Student Leaders Assigned) BIG FIELD: *Name of Student Leader *Name of Student Leader *Name of Student Leader *Name of Student Leader *Name of Student Leader *Name of Student Leader **All other Student Leaaders are participating and assisting with their kids MATERIALS NEEDED: Sound System Microphone Music 5 Hula Hoops 8 Nerf Balls 1 Bandana 10 Colored Pennies 4:00 PM Introduce the Events 4:05- 4:15 PM First Annual Cispus Hula-Hoop Circle Challenge Everyone forms a large circle, and hold hands. The first Hula-Hoop is added and the object is to make a complete circle with the Hula-Hoop (without breaking hands) then a 2nd, 3rd, and 4th Hula-Hoop are added going in different directions. This game is done to music and when the music stops check to see if the Hula-Hoops have made a complete circle. TAG GAMES 4:15-4:35 PM SHARK ISLAND 4 Hula-Hoops in the corner with Nerf balls in each hoop A large circle is made in the middle for Shark Island Designate an area for the Hospital (picnic table) Object of the game: To steal a coconut (Nerf ball) from a Shark without being tagged To Start: All players gather on the island in the center of the gym Pick up to 10 players to be sharks (depending on how many kids) Place Nerf balls in the Hula-Hoops Sharks guard the islands to keep islanders from stealing the coconuts. Sharks cannot touch the coconuts or go inside the Hula-Hoops. On the signal (Alana on Microphone) Islanders try to steal the coconuts from the Sharks Islanders are safe from the Sharks while they are on the island (Middle Circle) Sharks can tag the Islanders that leave the island and send them to the Hospital (shark bite) (Daniel) will change a few sharks to islanders to keep the numbers somewhat balanced. Islanders who retrieve balls without being tagged go to the Hospital to get ONE person out of the hospital. 4:35- 4:50 PM LINC (BRONCO TAG) (Student Leader’s Name) leads directions – (Student Leaders Names) To Start: Have the group get into pairs and lock elbows. There is one person that is it and another to be chased (you can have two chasee’s if there is an odd number of people). The Chasee will then run from the person who is it. If tagged, they then become it, but they can reach safety if they then lock elbows with a person. The person on the other end then has to let go and becomes the Chasee. 4:50-5:00 PM FAINTING GOAT TAG Description: One person is chosen as the Guardian. Whoever the Guardian touches becomes the new Shepard. The "Goats" can fall to the ground to avoid being tagged for up to 10 seconds. As long as they are on the ground, they are safe. The Goat can't fall to the ground unless the Guardian is 10 feet away or closer. This game is very tiring. If we still have time BLIND FOUR CORNERS ALL STUDENTS DISMISSED BY 5:00 PM High School Leaders will line-up on the sidewalk to gather all their kids/campers. Student Leaders will have 15 minutes to take campers to the restroom and wash and BE AT FLAG CEREMONY by 5:15 PM. ** REMEMBER campers will be coming back from various hikes during this time- they do not ALL come back at the same time – that would be too easy- by breaking down the games into 15 minute or 20 minute timeframes – this allows for others to join in frequently. WEDNESDAY ALL-CAMP ACTIVITY AFTER DINNER There will be multiple stations to address various needs of students- those that prefer a quieter activity- we will have Games and Crafts in the Lunchroom. Counselors you must deliver your campers to another station prior to reporting to the Dance Party- and return to pick them up. In the backroom of the Lunchroom: ARTS and Crafts table (Names of Student Leaders) Drawing Last table in the Lunchroom needs to be cleared and set for dinner prior to leaving Board Games: (Names of Student Leaders) 6:15-7:10 PM Camp Cispus Ultimate Dance Party Party Hosts: (Names of Student Leaders) Need: Sound System, IPOD, Microphone Cha-Cha Slide Prior to doing this dance, teach the various moves involved- -take it back means move back – what does CHA-CHA look like etc. Cupid Shuffle “What Does the Fox Say” Hoedown Throw-down Electric Slide Sprinkler Walking the Dog Lawn Mower Counselor Dance (students follow) Student lead Students and High School Leaders follow THURSDAY RECREATION PERIOD 3:45-5:00 PM SPLIT FIELD WITH PARACHUTE This is repeated again for the 6-7:10 PM slot- unless it is raining- then we will move to the gym for field activities. *Name of Student Leaders *Name of Student Leaders *Name of Student Leaders *Name of Student Leaders *Name of Student Leaders *Name of Student Leaders Field 1: (side closed to the indoor fire pit- with sound set-up) This is how we Buffalo: (Name of Student Leaders) jump in Salmon, Mosquito & Bear (Energizer) start be defining what each animals looks like and sounds like- then begin as small group of 4- them move to bigger group until you have 2 groups in a face off. SMAUG’S JEWELS Ages: All Location: Field or Gym Equipment: Cones for boundaries, dots for jail, 3 sock wands for jewels, pinnies for taggers Set Up: Field: Make boundaries using cones. Gym: The walls will be the boundaries. Make a jail in one of the corners. Make a safety line for players to stand without getting tagged. In the middle make a circle using dots and place the sock wands between add additional 2 dots. Game Play: Assign two taggers (dragons) give them each a pinnie. Ask the taggers will leave the room/area. While they are gone – choose 2 people to be the secret freers. The taggers come back to the area: one tagger, will stand on the dots in the middle of the playing area and the second tagger- will run around the playing area. Players will start behind the safety line. They will attempt to steal the jewels from the dragons. Players may only take one jewel at a time. Players may not throw the jewels or slide feet first to get the jewels. If a player gets tagged – they go to jail. A secret freer will come and free the player from jail. When free, players get a free walk back to the safety area. If both freers are tagged, everyone is stuck in the jail. WAY CAPTURE THE FLAG Ages: All ages Location: Field or Gym Equipment: Two (2) ropes for boundaries, cones/dots, 12 balls, 4 different colors or types of balls, 4 hula hoops, and rubber chicken or sock/wand. Set Up: Field: Make boundaries using cones. Gym: The walls will be the boundaries. Both Gym and Field: Place the ropes diagonally from corner to corner – so that they intersect in the middle. Where the ropes intersect place the rubber chicken or sock wand. In the middle of each area, place a hula hoop with three (3) of the same kind of balls (or same color ball) in each hoop. In one of the corners, place cones for a “jail.” Game Play: Divide the kids into four (4) groups. Each group is assigned an area and balls to guard. The object of the game is to get as many balls from the other teams as you can and bring them into your hoop. Players may only take one ball at a time. Players may not throw the balls to your teammates. When a player goes into another team’s area, that player can get tagged. When tagged, players will go to the “community” jail. The only way out of the jail is for a teammate to get the chicken or sock wand from the middle of the playing area and bring it over to their teammate to free them. Important: Players with the sock wand/chicken cannot get tagged and can only use the wand/chicken to get their players from the jail. If there are only 2 people per team – the leader can be the designated “freer.” The game is over when the leader says stop or when one team gets all the balls in their hoop. Guarding: Players cannot stand inside the hula hoop to guard. The leader may want to use dots for a guarding area – so it is a little easier to get opponents balls. Variation: Three-way Capture the Flag. One area can be for the jail – or a “free” pass area where no one can get tagged. KINGPIN Description Kingpin is a combination of Bombardment and Jailbreak. This activity works well with groups sized from 14 to 50+ kids. My campers ask to play this game EVERY DAY!! Each team has five (5) cones or bowling pins set up roughly 20-30 feet from a mid-line. On each side, there is also designated a jail for the other team, a 6' x 6' mat works well. Line up all balls, rubber-coated foam ball are best, on the mid-line. Teams should line up behind their cones or pins. On "go," the teams rush the mid-line to gain control of the balls. After a countdown from 5, the players may start to throw the balls in an attempt to knock down the other team's cones or pins. The first team to knock down the other side's cones or pins is declared the winner. (Once a pin is knocked down, even by the team guarding it, it must remain down.) This is the FIRST way to win. While attempting to knockdown the cones or pins, players may also be knocked out by being hit with a ball OR having their thrown ball caught on the fly by the opposing team. When knocked out, the player must cross to the other team's jail. While in jail, should any "jailed" player catch a ball thrown to them by their own team, everyone in the jail gets a free walk back to their side. If a team knocks out ALL the players on the opposite team, they win the match. This is the SECOND way to win the game. ALL-CAMP ACTIVITY 6:00-7:10 PM During All-Camp Activities we will always have the Craft Center open. Large Field is split in half When using the Parachute: 1. 2. 3. 4. 5. 6. 7. 8. Kids should have an over-hand grip Watch what they are doing at all times Follow Directions No standing under the parachute unless the game calls for it No running under the parachute unless the game calls for it Kids should not pull on the parachute Kids do not have to grab the parachute by its handles If there is a hole in the middle of the parachute – kids may not stick their heads through it. SIDE 1 PARACHUTE LEAD BY Parachute side: (Names of High School Student Leaders) Shark Attack Color change Pony Express PONY EXPRESS Players Pair-Up: One person goes under the parachute while the teammate stands outside. The player underneath sits or crouches under the parachute facing out and is the rider. The outside player faces in, holds on to the parachute, and is the pony. All the ponies lift the parachute up. This releases the riders who crawl between their ponies’ legs and run around the parachute. While the riders are running, the ponies make a mushroom and get down on all fours bringing the parachute with them. It’s similar to “Climb the Mountain,” except the players keep holding on to the parachute with their hands instead of tucking it under their knees. The riders come back to mount the horses who are all set to cross the great big mountain of parachute before them. Switch roles and repeat. CAT AND MOUSE Cats chase mice. To protect themselves the mice in this game hide under the parachute. Everyone holds the parachute loosely at about waist level. Whoever has a birthday closest to June 9 (or any other date you prefer) gets to be under the parachute as the mouse. The player (wearing the most yellow) gets to go on top of the parachute as the cat. The cat closes its eyes while everyone begins making waves to help hide the mouse. The mouse stays low and scurries underneath the parachute to avoid the car. The cat, (who is on all four paws), open its eyes and tries to catch the mouse underneath all the waves. Usually the cat has a time limit with everyone counting out loud in unison to twenty or some other appropriate number. The cat and mouse then choose someone who hasn’t gone before to play out the next round. Depending on the size (i.e. age) and number of your players you might want to experiment with different numbers of cats and mice. A strategy tip: Players can either use the parachute to help the mouse escape from the cat or to reveal the mouse to the cat by holding the parachute down momentarily. Please play fair with this tip. IGLOO Lift the parachute up into a giant mushroom, take a couple of steps in and bring the parachute down behind you with everyone inside the parachute sitting on the edge. You have just built the warmest igloo in the world. Not only does it look great from the outside, but from the inside it’s a wonderful place for telling secrets or playing the classic game of Telephone. And when it’s time to get out, “The last one out is a turnip. CLIMB THE MOUNTAIN First make a giant mushroom. Then on a given verbal signal, such as “Down!” bring the parachute down quickly and hold the edge down with your knees. This traps the air underneath the parachute. Now pretend to be a mountain climber and on your knees, try to scramble up the snowy mountain of cloth using just your arms TREASURE HUNT Equipment Needed: Frisbee, Nerf balls, etc. Throw everything under the parachute: balls, jump ropes, Frisbees, stale bread. Everything is fair game. Arrange all the players around the parachute and have them make a steady heartbeat. On the upswing point to one or more people to go under the parachute, search for a particular treasure and bring it out. The heartbeat gives an automatic time limit: If a seeker stays too long and gets touched by the parachute, she or he must rebury the treasure for the next round. SHARKS AND LIFEGUARDS Choose two (2) players to be the sharks and two (2) players to be the lifeguards. Have everyone else sit holding the parachute on their lap, with their feet under the parachute. The sharks crawl under the parachute tagging people’s feet. If a player gets his/her foot tagged – he/she will yell, “Lifeguard” x 5. The life-guards need to run and free the players before he/she stops yelling life-guard. If a player yells life-guard 5 times and a life-guard did not make it on time, that player also becomes a shark. Sharks may only tag feet – no pulling. Sharks must only crawl under the parachute – NO standing. When the leader sees lots of people under the parachute – he/she will yell, “Everyone out in 5 seconds.” The leader will then count down from 5. FIELD GAMES FOR HALF THE FIELD SPUD EQUIPMENT: One Nerf ball ORGANIZATION Have players stand in a circle formation, spaced arm’s length apart and facing inward; then number off around the circle. Select one player to get a ball and stand in the center of the circle. DESCRIPTION OF ACTIVITY 1. Circle players, start jogging CCW around the circle. Center player, tosses the ball overhead and calls a number. Circle players, quickly move as far away from the center player as soon as possible. 2. The player whose number is called, catches the ball on one or no bounces, and yells “Iceberg!” All players must then stop immediately and hold their positions. 3. Now the player with the ball throws it so that the ball hits a motionless player below the waist. If you miss, you get one spud and must toss the ball overhead again, calling a new number. If you hit a player, that player gets one spud and becomes the new center player. 4. When you have collected three spuds, you must come to me to perform a task (push-ups, jumping jacks, or sit-ups etc.) before you can rejoin the game. AMOEBA TAG Two people are it. They hold hands and chase people. Any person they catch joins the chain by linking hands. When another person is caught they can stay together or spilt 2 and 2, but they must split even numbers and can link together at will. This game is played until nobody is left. Ghost in the Graveyard (Similar to Red light Green Light) One Player stands at one end of the playing field, the other group of kids stand on the opposite end. The person who is alone is a person pretending to be in a graveyard. When they turn their back the “ghost” (other group of kids on the other side of the field), move to try to be the first to tag the person. When the person turns around the ghosts need to stop and not move. If they move they have to go back to the beginning to try again. First to tag the person is the winner and the new person in the graveyard *Name of Student Leader *Name of Student Leader *Name of Student Leader *Name of Student Leader *Name of Student Leader * Name of Student Leader
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