The 175 best camp games A handbook for leaders

Kathleen Fraser, 1957-

Book - 2009

Saved in:
Subjects
Published
Erin, Ont. : Buffalo, N.Y. : Boston Mills Press : Distributed by Firefly Books (U.S.) c2009.
Language
English
Main Author
Kathleen Fraser, 1957- (-)
Other Authors
Laura Fraser, 1985- (-), Mary Fraser, 1983-, Bernice Lum
Physical Description
160 p. : col. ill. ; 28 cm
Bibliography
Includes bibliographical references (p. 157) and index.
ISBN
9781550465167
9781550465051
  • 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
Review by Kirkus Book Review

Three former campers, leaders and now full-fledged teachers have compiled a treasure-trove of games and activities suitable for children in early-elementary- through uppermiddle-school grades. While the title indicates "camp," the ideas are appropriate for a number of situations, from schoolyard play to gyms, backyards and community centers. Divided into five large categories"Break the Ice," "Take It Easy," "Get Them Moving," "Run Them Ragged" and "Wet and Wild"the games are also coded for certain features such as "Rainy Day," "Brain Games," "Everybody Wins" or "Team Builder." Clear, easy-to-follow instructions include number of players, equipment and game plan, augmented by Lum's humorous cartoon illustrations and completed with extra hints and tips for leaders in shaded sidebar-style notations. Tips range from "modifying for abilities" to "peaking games," in which suggestions are given for ending on a high note before kids get bored or frustrated. While most games are universally appropriate, a quick guide by age range would have been appreciated. Nevertheless, a great resource. (bibliography, index) (Nonfiction. YA) Copyright Kirkus Reviews, used with permission.

Copyright (c) Kirkus Reviews, used with permission.

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 neededcamp-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. Excerpted from The 175 Best Camp Games: A Handbook for Leaders by Kathleen Fraser, Laura Fraser, Mary Fraser All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.