Adventure Programming GAMES

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PAD30 - Schoenhardt GOLOs 1 Adventure Programming GAMES Groups? What? So What? Now What? Games / Initiatives / Stunts Aims & Characteristics Types Icebreakers De-Inhibitizer Activities Communication Decision Making & Problem Solving Trust & Empathy Social Responsibility

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Adventure Programming GAMES. Groups? What? So What? Now What? Games / Initiatives / Stunts  Aims & Characteristics  Types Icebreakers De-Inhibitizer Activities Communication Decision Making & Problem Solving Trust & Empathy Social Responsibility. GROUP FORMATION. - PowerPoint PPT Presentation

Transcript of Adventure Programming GAMES

Page 1: Adventure Programming GAMES

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Adventure Programming GAMES

Groups?What? So What? Now What?Games / Initiatives / Stunts

Aims & Characteristics Types Icebreakers De-Inhibitizer Activities Communication Decision Making & Problem Solving Trust & Empathy Social Responsibility

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GROUP FORMATION

WHAT - Issues or goalsWHO - Size, leadership, experience

WHERE – “Where the group is at?”HOW - INTESNISTY

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What is the aim of a low organizational game?

• Successful participation for everyone

• FUN

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What do you think makes a good game?

Characteristics:• Often based on an organized game• Rules are simple / as needed• Stress on FUN not competition• Skills are not advanced• Limited equipment and facilities• Easily adapted• Usable for various group / age / ability• Taught and organized quickly

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BRIEF

• Instructions & Rules = FVC• Non-negotiable• SafetyExample: HIGH FIVE!

determines the type Now Just DOIT

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1. Icebreakers

• Get to know one another• Non-threatening• Fun & easy to accomplish• Group based – not competitiveExamples:

every bodies it, elbow tag, warp speed, 2 truths & a lie!

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2. De-Inhibitizer

• Willingness to take some risks, try something new; feel (a little inept)

• Co-operative and supportive atmosphere

• Fun increase confidenceExamples:

elves, giants, wizards; smartie game, WAA!

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3. Communication

• Work on ability and skill to communicate thoughts, feelings and behaviors though activities that emphasize:• Listening & sharing ideas• Physical activity• Problem solving• Leadership evolves

Examples:Human knot, All aboard, hoola hoop pass,

warp speed, marble tubes, flying carpet

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4. Decision-Making / Problem Solving

• Physical activity and communication required to solve a stated problem

• Trickier!• Demand the group to listen, co-operate

and compromiseExamples:

TP shuffle, radio active peanut butter, All aboard, stork stand

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5. Trust and Empathy

• Physical and verbal interaction• Risk• Co-operation and support• Gradual growth of trust –

reinforcement and repetitionExamples:

Yurt Circle, trust fall

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6. Social Responsibility

• Must support & encourage one another• Thinking and planning ahead• Communicate and co-operate• Metaphoric relationship to the “world

outside”• Group identityExamples:

spotting, 2-person trust fall, spider’s web

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Co-operation vs. Competition

• Togetherness• Communication• No outsiders• Participation

• Common goal team

• Achievement• “Losers”

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DEBRIEF (It is the metaphor!)when skilled can structure the real learning of the game!

What

So What

Now What?

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DEBRIEF (It is the metaphor!)

What, So What, Now What?

• Two way communication

• Everyone encouraged to participate

• Confidentiality• Group focuses on

issues and provides the solution/ resolution

• Bonding, teaching, learning

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DEBRIEF - “WHAT”

• The facts• “go around”, “oranges &

lemons”• Raise awareness of issues &

interpretation

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DEBRIEF - “SO WHAT?”

•The learning•Interpretation of the activity•Value of the activity

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DEBRIEF - “NOW WHAT”• Taking lessons learned and

applying them to the future• Connect to the “bigger picture”

and other contexts• “tomorrow at this time”• Future goals

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Go Forth and DOIT!

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