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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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