Rec Periods - Capital High School

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