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The 175 Best Camp Games: A Handbook for Leaders
The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders The 175 Best Camp Games: A Handbook for Leaders

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Publisher: Boston Mills Press

Author Statement: by Kathleen Fraser, Laura Fraser and Mary Fraser ; Illustrations by Bernice Lum
Audience: Trade
Specs: 60 color illustrations, bibliography, index
Pages: 160
Trim Size: 8 1/2" x 11" X 1/2"
Language code 1: eng
Publication Date: 20090824
Copyright Year: 2009
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The 175 Best Camp Games: A Handbook for Leaders

Games for kids 4 to 16, plus tips on keeping them fun and fair for all participants.

Games for kids 4 to 16, plus tips on keeping them fun and fair for all participants.

Camp games are meant to be fun. Here are the very best camp-tested games for boys and girls aged 4 to 16, with easy-to-follow instructions and illustrations. The Frasers include indoor and outdoor games for both small and large groups, with some old favorites and lots of new, soon-to-be favorites.

The 175 Best Camp Games also includes advice on:

  • Choosing the right game for the situation
  • Starting and ending games
  • Dealing with rule breakers
  • Modifying games for varied abilities
  • Assuring safety and good supervision.

This practical guide is easy to use, and the more than 175 games are divided into five chapters:

  • Break the Ice (Name Dropping, Life Raft)
  • Taking It Easy (Speed Rabbit, Electricity)
  • Getting Them Moving (Soh Koh No, Kitty Wants a Corner)
  • Running Them Ragged (Pairs Tag, Fox in the Henhouse)
  • Wet and Wild (Battleship, Sharks and Mermaids).

Though written with camp leaders in mind, this book will appeal to youth activity directors, counselors, counselors-in-training, coaches, scout leaders, parents, teachers and any other adult looking for creative group activities for youth that include all participants and require little or no special equipment.

Bio:

Laura and Mary Fraser are accredited teachers who spent a combined 16 years as camp leaders and activity program directors. Kathleen Fraser is an editor, writer and the parent of grown campers and camp leaders. The Frasers live in Mississauga, Canada.

Bernice Lum is an award-winning artist and illustrator of 40 books, including 3 Little Firefighters, Mighty Maddie and Stuff to Hold Your Stuff.

Preface:

Introduction

We began as kids, eager to play and even more eager to fit in. We wore old sneakers and hats that made our ears stick out. We thought that our camp in a park in the suburbs was pretty close to being in the wilderness. We thought our counselors were the bee's knees, especially when bees stung our knees and we needed ice packs and a hug.

We returned later as leaders, eager to help new campers make friends and have fun. We wore old sneakers and hats that made our ears stick out. We sometimes wished that our camp in a park in the suburbs was a sleep-away camp in the wilderness, but we were glad when we got to go home at the end of the day. We thought our campers were amazing and enthusiastic kids, even though they sometimes drove us a little crazy. We were proud when we could give them ice packs or a hug, but were even more proud when we handed the kids back to their parents, knowing that each child had enjoyed his or her day and felt like a meaningful part of a team.

Years later, teaching in classrooms, we meet our former campers and feel honored when their 13-year-old brains remember a summer we spent together when they were five and we played camp games.

Why We Play Games
Games are the most useful tool we know in aiding childhood development. They help children develop hand-eye coordination, fine motor skills, listening skills, and the ability to think, respond and strategize. They encourage children to work together as a team to achieve a common goal. They allow children to experience success and failure in a positive and supportive environment. They help children communicate with each other and with adults. They teach children valuable life lessons, such as "if you break a rule, you have to deal with the consequences," or "if you brag about winning the game, nobody will want to play against you next time."

Today, as children's time in front of various "screens" (television, computer, video game) is increasing, it is more and more important to encourage children to play games with other real live kids. Particularly for children who do not have brothers or sisters, and children who do not live in child-friendly neighborhoods, playing games at camp, at a recreation program, or at school may be the only time that they get to interact sociaUy with other children in their age group without the structure of learning a specific sports drill or vocabulary word.

In addition to the social benefits of game playing, the health benefits of daily physical activity are well documented. Play is extremely important in developing healthy children who will go on to become healthy adults. By getting kids up and moving, we teach them the importance of physical activity in living a healthy and long life.

Why We Wrote This Book
During our collective years as camp counselors and teachers-in-training we found a great many games books. Some of them included detailed rules for sports; some of them had exhaustive descriptions of pencil and paper games, or card games Some described games that encouraged pummeling playmates! But none of them seemed to contain what we needed. We needed camp-tested games that would excite even the most seasoned camp veterans. We needed a games book that took into consideration the concerns of today's recreation programs and addressed issues such as supervision, safety, and inclusion of children of all ages and abilities, including those with special needs or behavioral challenges.

We began cobbling together binders with notes of games we played when visiting other programs, games we saw someone else play or heard someone describe, or games that we had tried before, but had found ways to modify to make them more exciting and engaging for each individual participant.

As we moved from the world of day camps to the world of teaching, we decided we needed to write this book. We needed to take our notes and turn them into a guide for today's camp counselors, youth activity directors, recreational program leaders, counselors-in-training, teachers, coaches, scout and club leaders, parents and anyone else looking for creative group activities that include all participants and require little or no specialized equipment.

How To Use This Book
Just because the title of the book is The 175 Best Camp Games doesn't mean these games are meant only for camps: they can be played in schoolyards, gymnasiums, community centers and backyards year-round. With games for all levels of movement and activity, and games that appeal to a variety of age groups and activities, this book will help you play with just about any group of children.

We have divided the games into five chapters: Break the Ice, Take It Easy, Get Them Moving, Run Them Ragged, and Wet and Wild.

Games in BREAK THE ICE work best at the beginning of the program session, as many of them are based on learning each other's names and getting to know each other. These games range in activity level and amount of space required, but none of them will leave your participants exhausted. And although these games are ice-breakers, they can be played throughout the camp session to develop group unity and a team atmosphere. At the end of this chapter we also include some activities especially good for building skills and spirit among leaders and leaders-in-training.

TAKE IT EASY games require only minimal movement. However, they are not necessarily easy or low-energy or quiet: we don't believe that any game is a quiet game (with the exception of Silent Ball, at page 66). These games are good to play right after an exhausting game of tag, or just after lunch when tummies are full. Most of these games will work well in small spaces. This chapter includes a number of brain games.

GET THEM MOVING games require some movement and physical activity. These games are usually on-your-feet and may require quick bursts of speed to get from one place to another. They generally require a larger playing area than Take It Easy games, but many can still be played inside. We've included relays in this chapter.

RUN THEM RAGGED games are designed to exhaust your participants, to burn off their energy, and to raise heart rates. These games usually require a medium or large space and, though many can be played in gyms, most are more fun outdoors. Many variations of tag are included in this chapter.

Finally, WET AND WILD games are played in, around, or with water. Some of them are in-pool games, some can be played in a lake or river, and others use equipment such as buckets of water, sponges or water balloons to get participants wet and cooled off.

In addition to dividing the games by chapter, we have used several handy icons to help game leaders match their programing needs to the games in the book.

See the key, left, for an explanation of what each icon means.

We also share our camp-tested strategies for keeping play fun, fair and safe. Throughout the book we have included many recommendations and tips on how to play games, encourage participants and structure a camp program. These TIPS FOR LEADERS are based on our years of experience, especially at camp but also in school environments, as well as many enjoyable occasions spent comparing notes with other camp counselors, parents and educators.

With each game, you will find a list of required equipment, a recommended number of participants, and a game plan. Many games also include variations and suggestions for modifying games to include more or fewer participants, to increase or decrease the difficulty level, and to include participants with physical, intellectual or developmental disabilities or behavior challenges. These suggestions will help you keep your participants safe, happy and having fun, but leaders should continually monitor the games and activities the group is playing to prevent injured bodies and hurt feelings.

We encourage you to use this book as a starting guide for developing your own recreation program, whether it is in a camp, a school classroom or in your own backyard. Take our games and create your own rules. Make them fit the needs of your program and your participants. Use your imagination to create a new twist on an old classic, or combine the rules of two games to create a new super-game.

And be proud when, at the end of the day, you hear the kids saying how much fun they had playing games with you.

RAINY DAY GAMES can be played in spaces as small as a tent on wet weather days. Of course, they can also be played outside when it's dry.

LARGE GROUP GAMES are best with 15 or more players and can often be played with groups of 30 or more.

BRAIN GAMES require participants to use their strategizing, memory and problem-solving skills.

EASY IN, EASY OUT games are games without elimination that participants can easily join or leave without affecting the outcome of the game.

PLAN-AHEAD GAMES require some advanced planning - for example, filling up water balloons, drawing chalk outlines on the floor or selecting child-appropriate music.

MAKE-BELIEVE GAMES involve using your imagination: these range from imitating animals all the way to acting out charades.

EASY-TO-FOLLOW GAMES require limited instructions and limited specialized skill.

EVERYBODY WINS GAMES involve the entire group playing together and working toward a common goal.

TEAM-BUILDER GAMES develop teamwork and cooperation and teach children how to compete fairly and leaders-in-training how to work together.

TOC:

Table of Contents

Introduction

Break the Ice
My Name Is Aaron and I Like Aardvarks
Dress Me
Hula Hoop Pass
Name Dropping
Blind Man's Bluff
Move Your Butt
Frozen Ts
I Love Marmalade
Team Jump Rope
Name Ball Bounce
Life Raft
Go!
Ho!
Human Knot
String Toss
Darling, If You Love Me
Shoe Pile

Leadership Activities
Cooperative Rocks
Nuclear Reactor
Minesweeper
Helium Stick
Pass the Ball
The Elephant Game
Leaky Pipes

Take It Easy
Buzz
Black Magic
Charades
Junior Charades
Pictionary
Going on a Picnic
This Is a What?
Twenty Questions
Two Truths and a Lie
I Spy
What Has Changed?
Total Recall
Rigmarole
Pass the Slap
Crambo
Dumb Crambo
Look Up, Look Down
Heads Up, Seven Up

Drama games
Broken Telephone
Who's the Leader
Human Machine
Red Ball, Yellow Ball
Master and Servant

Improv Games
Freeze
Bus Stop/Park Bench
Sitting, Standing, Lying
Party Quirks
Murder Wink
Up, Jenkins!
Electricity
King's Keys (aka Pirate's Treasure)
Soh Koh No (aka Ah Soh Koh)
Silent Ball
Scavenger Hunt
Backwards Scavenger Hunt
Blow Soccer

Overnight Camp
A Little Night Music
Feelings on the Floor
Star Pictures
Flashlight Tag
Werewolf Tag
Thorn and a Rose
One-Word Story

Get Them Moving
Spiderman
Speed Rabbit

Parachute Games
Fruit Salad
Cat and Mouse
Shark Attack
Chute Ball
Color Exchange
Parachute Golf
Ford Angular Gear Box
Kitty Wants a Corner
Animal Game
SPUD

Just for Juniors
Doggy Doggy
Simon Says
Follow the Leader
Catch
Beans
Mother, May I?
Duck, Duck, Goose
Flying Dutchman
Group Sculptures
Hot and Cold
Horses, Knights and Cavaliers
Lemonade
Guard the Castle (aka CN Tower)
Jump the Creek
Larry, Curly, Moe
Atom
Human Ladders
Evolution
Wax Museum
Steal the Bacon

Musical Games
Musical Chairs
Cooperative Musical Chairs
The Shark
Rikki Tikki
Dance Freeze
Star Strike
Tunes on a Topic
Limbo Contest

Theme Days
Crazy Costumes
Zany Food

Relay Races
Over-Under Relay
Tunnel Relay
Blind Artist / Blind Writer
Balloon Pass
Ice Floe Race
Orange Pass
Leapfrog Relay
Beach Toy Relay
Beanbag Balance Race

Run Them Ragged
Ship to Shore
Dragon Tails
Red Light, Green Light
Chuck the Chicken
Crab Soccer
Frolf

Tag, You're It
Pairs Tag
Beanbag Tag
Manhunt
Blob tag
PacTag
Slow Motion Tag
Category Tag

Frozen Tag (aka Freeze Tag)
Lightning Tag
Toilet Tag
Cow-Tipping tag
Hot-Dog Tag
Fox in the Henhouse
Giants, Wizards, Elves
Chocolate Factory
Candy Corners
Octopus (Run Like Chewbacca)

Traditional Games
Capture the Flag
King of the Castle
Red Rover
British Bulldog
Cops and Robbers
Predator Prey
Chicken Fight
Sword in the Stone: Supreme Master of the Universe
Hide and Seek
What Time Is It, Mr. Wolf?
Streets and Alleys
Ultimate Frisbee
Foosball Soccer
Dodgeball
007 Dodgeball
King's Court Dodgeball
Dragonball
Ball Master
European Handball
Speedball
Dryland Torpedo

Wet and Wild
Drip Drip Drop
Firefighter Relay
Wet T-Shirt Relay
Water Limbo
Water Balloon Toss
Wet Potato
Battleship

Swimming Games
Marco Polo
Colors
Sharks and Mermaids (aka Sharks and Minnows)
Water Polo
Still Pond
Musical Kickboards
Fisherman
Torpedo
Stuck in the Mud

Tips for Leaders
Key to Game Icons
How to Start Games
Peaking Games
Play the Game
Equipment
Modifying Games for Abilities
Inclusion is for Everyone
Bending the Rules
Tips on Training Leaders
Evaluating Leaders
Creating a Daily Program
Sample Programs
Smog Days
Transition Games
Lost for Words
Shy Kids
Also Known As (AKA)
Dealing with Rule Breakers
Lights Out
Dealing with Homesickness
Energizers
Age Groups
Birthday Party Plan
How to Create Even Teams
Rock, Paper, Scissors
Modifying Games for Themes
How a Relay Race Works
How to Create a Kooky Relay
Group Challenges
Ways to Make a Relay More Difficult
Pros and Cons of Elimination Games
Ways to Choose It
Setting Boundaries
Supervision and Safety
Stay Safe in Sticky Situations
Supervision and Hide and Seek
Lost Child
Dealing with Boring Betty, Competitive Charlie and Lazy Linda: Encouraging Equal Play
There's More to Life Than Circle Dodgeball
007 Clap Game
Modifying Games for Number of Participants
Water Safety
Sun Safety

Acknowledgments
Bibliography
Index

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