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| Service Unit 10 | ||||||||||||
| Leaders Meeting Schedule Calendar of Events Library & SU Supplies Helpful Hints Contacts Back to Home Page |
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| Hints for Game Leaders Games are great for large or small groups of people. They're great for a group to get to know each other, to work together, and trust each other. There are some that are good if you have a few unexpected minutes to fill with nothing planned. There are some that are great if you're on an overnight with spare time during a meeting. There are some that challenge your mind and your body. There are some that are just plain fun. How to Teach Games 1. Get the girls' attention and have them get into formation for playing the game. 2. Explain or show the game briefly and let them play right away. 3. If the game is at all complicated, show them one part at a time letting them try each part immediately. 4. Let them have fun with the game before you check on mistakes, but stop when necessary to make the rules or action clear. 5. As soon as the girls are able, let them carry on the game themselves. Help them only as a referee, or join in with them and play. 6. Stop the game after a reasonable amount of time. If they play it to death the fist day, they lose the fun of coming back to it later. 7. In competitive games, encourage the girls to play for the fun of playing it again. A Few Games to Try Make a Break (Active) This is a good circle game for a large group. Make a double circle, each player on the inside facing her parter on the outside. One person acts as caller, standing in the center of the circle. She calls "back to back" and the players turn so that their backs are together; "side to side", and the players turn sideways; "hand to hand" and they touch hands; "face to face" and they are back the way they started. These calls may be given in any order. When the players least expect it, the caller may call "Make a break." The players in the inside circle must change partners. As they change, the caller tries to find a partner for herself. The person who is left without a partner becomes the next caller. Chase the Tail (Active) Divide the players into groups of four or fine, each player placing her arms around the waist of the player in front of her and by no means letting go. The last player on each team is given a white handkerchief that she tucks into her belt. The lines chase each other, the first player in each line trying to get the white handkerchief away from the last person in the opposing line. Kiwi to Orange (Quiet) Put group in circle. One person is in the middle. One person in the circle starts the game by saying her own name, then someone else's. Ex: Jen to Nancy. The person in the middle must reach Nancy before Nancy can say "Nancy to Amy." If the person in the middle got to Nancy before she saide - to Amy, then Nancy is it. If not, it keeps going. This is a good game if the group does not know names well. If they do, then have them each pick a fruit to be or any other category. Then they would say "kiwi to organge." Human Knot (Team Building) The group connects hands randomly and then untangles without letting go of their handholds. The group not only works together; it also shows who the leaders in the group are. Line Up (Team Building) Have the group line up according to height with their eyes shut, or by birthday without talking. |
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