Experiential Ed. Youth Activities

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Experiential Youth Activities: With New Activities Being Added Weekly!

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High Energy

AIRPLANE CAPER
Time: 1–2 minutes
Purpose: Lighten up a tough day; re-energize
Participants: All
Materials needed: Paper
Instructions: Two teams are formed on opposite sides of the room; each person makes a paper airplane. Everyone begins to throw her or his airplane to the other side at once. The goal is not to let any planes land on the floor.
Taken From http://www.onlineexpert.com/elearning/user/pdf/NatSem/ManagingDiverseWorkforce/Team-BuildingGamesActivitiesIdeas.pdf
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WALK THIS WAY
Time: 10–15 minutes
Purpose: Encourages risk
Participants: All can play — one at a time
Materials needed: Music
Instructions: Everyone stands in a room leaving a path through the middle of the group. One person at a time walks or dances through the path from one end to the other. Each person in turn must follow, but each walk or dance step must be different than any that have been done before.
Desired outcome: As one person said, “After you’ve behaved like an idiot, for the rest of the day you’ll take any risk to get the job done!”
Taken From http://www.onlineexpert.com/elearning/user/pdf/NatSem/ManagingDiverseWorkforce/Team-BuildingGamesActivitiesIdeas.pdf
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SNEAK A PEEK GAME
Time Required: 10 minutes
This problem solving activity requires little more than a couple of sets of children’s building blocks. The instructor will build a small sculpture with some of the building blocks and hide it from the group. The participants should then be divided into small teams of four. Each team should be given enough building material so that they can duplicate the structure you’ve already created. The instructor should then place their sculpture in an area that is an equal distance from all the groups. One member from each team can come up at the same time to look at the sculpture for ten seconds and try to memorize it before returning to their team. After they return to their teams, they have twenty-five seconds to instruct their teams about how to build an exact replica of the instructor’s sculpture. After one minute of trying to recreate the sculpture, another member from each team can come up for a “sneak a peek” before returning to their team and trying to recreate the sculpture. The game should be continued in this pattern until one of the team’s successfully duplicates the original sculpture. This game will teach participants how to problem solve in a group and communicate effectively.
Taken From http://www.huddle.com/blog/team-building-activities/
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STANDOFF
Time: 5-10 minutes
Purpose: Release Energy
Participants: All can play — divide into two teams
Materials needed: None
Instructions: This game is designed as a large game of rock paper scissors with each team huddling together and deciding what they will pick. When the judge calls “standoff” both teams line up back to back and on the count of three turn around and show their respective choice. If both teams have the same sign they go back to a huddle to make a new choice. If one team has rock and another paper then the rock team must run to a designated safe zone while the paper team chases them down. Anyone tagged before reaching the safe zone or crossing a safe line then joins that team. The game finishes when all members are on one team. A variation of this could be a substitution of rock paper scissors for cowboy, bear, ninja or any other goofy combination.
An STK Original
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DEAD FISH
Time: 5-10 minutes
Purpose: Release Energy
Participants: All can play
Materials needed: Music
Instructions: All participants are encouraged to dance as goofily as possible along with the music until the designated judge turns it off. When the music stops all participants must stop dancing and collapse to the floor and remain motionless while the judge walks among them looking for any movement. Those caught moving then join the judge in observing their fellow “dead fish.” When the music begins again all the dead fish get up and begin dancing again. This is continued until all participants are out or a change of game is needed. For an added twist of fun dead fish can make ridiculous poses on the ground in conjunction with each other.

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BIG WIND BLOWS/TRAINWRECK
Time: 5-10 minutes
Purpose: Learn about one another
Participants: All can play
Materials needed: Chairs/Marker of Position
Instructions: Have participants arrange their chairs in a large circle spaced about the room with one designated individual standing in the middle (there should be one less chair then there are people playing). The individual in the middle then makes a value statement, a factual statement about themselves, or something that they like. It should look something like this “The Big Wind Blows If… you are from Wisconsin, you like McDonalds, you think football is better than baseball etc. If you agree with the statement that was made or it applies to you then you must get up from your seat and rush to find another open seat. You cannot run to a seat to your direct left or right. If you cannot find a seat or they are all taken then you become the new individual in the middle and proceed to make a new statement. A variation of this game is to have the option of calling “Trainwreck” at which point everyone must get up from their seats to find a new spot.

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MUSICAL CHAIRS
Time: 5-10 minutes
Purpose: Release Energy
Participants: All can play
Materials needed: Chairs, Music
Instructions: There should be one less chair than there are participants. The leader should turn the music on and everyone begins walking in a circle around the chairs. When the music stops everyone must attempt to find a seat, whoever does not have a seat is eliminated. A chair is taken out and the game continues. It helps if the leader in control of the music is not watching the participants, this way it is completely neutral.

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THE SKYS THE LIMIT
Time: 5-10 minutes
Purpose: Teamwork
Participants: All can play – Teams of 4
Materials needed: Tower Building Materials (10 soda cans per team), Two Marshmallows per team, Two Blindfolds per team, masking tape
Instructions: Tape off a zone for each team (5×5 feet). Give each team ten soda cans and two marshmallows. The task for each team is to build the tallest tower they can in a four minute span. The base of the tower can only be one can. Two team members must be blindfolded. Only the blindfolded team members can touch the cans. Positions can be rotated during the time span. If a team runs out of cans they may grab extra cans that will be available (at no other time can a team member leave their masking tape zone). Marshmallows are used to try and take down opposing towers. They may be blocked and be picked up again and used only if they can be reached without leaving the zone. At four minutes call time and everyone must stop what they’re doing and the height will be measured. This can be repeated and the base can now be more than one can or maybe have no blindfolds this time, the possibilities are endless.
Taken From More Activities That Teach by Tom Jackson pages 306-308

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Low Energy

NAME DUEL
Time: 5-10 minutes
Purpose: Learning Names
Participants: All can play – divide into two teams
Materials needed: Sheet
Instructions: The group is divided into two teams and separated by a large sheet or blanket that is held by two referees. The opposing teams should not be able to see each other, and may have to huddle so that no one can be seen on the outside edges of the blanket. While the blanket is still being held up each team will silently select one member of their team to approach the blanket as their chosen dueler. When the judges see that each team has chosen a dueler they will count to three and drop the sheet. Whoever says the name of the other dueler first wins and the loser must join the winning duelers team. Each team then selects a new dueler and the process continues until all members are on one team.
An STK Original
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PEOPLE PICTIONARY
Time: 10-20 minutes
Purpose: Teamwork
Participants: All can play – divide into desired teams
Materials: None
Instructions: This game operates similarly to pictionary except that instead of drawing the object/action teams must attempt to recreate it using their bodies in conjunction with each other. There are a number of variations of this game where both teams are given a word and a neutral party or judge decides who better represents the object or word or teams can be given separate words and the other team must try and guess what their word is. Teams are welcome to lay on the ground in a 2D form or stand and create a 3D image.
An STK Original
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PTERODACTYL
Time: 5-10 minutes
Purpose: Icebreaker, make a fool of yourself
Participants: All can play
Materials needed: None
Instructions: Participants form a circle and cover their teeth with their lips so that when they bite down their lips are between their teeth. The selected participant begins by looking to either his left or right and saying pterodactyl. The receiving participant can then either pass the “pterodactyl” in the same direction or reverse it back to the original participant by making a dinosaur squawk/roar. It is extremely difficult not to laugh or show one’s teeth but as an added challenge those who show their teeth can be eliminated as participants should try and “hold it together” as best they can.

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VILLAGE CHIEF/FOLLOW THE LEADER
Time: 5-10 minutes
Purpose: Teamwork, Fun
Participants: All can play
Materials needed: None
Instructions: Have everyone space themselves out in a circle either sitting or standing. Have one participant be the designated “stranger” and leave the circle and be out of sight or earshot of the rest of the group. The remaining individuals decide who will be their “leader” or “chief.” Everyone in the circle must then imitate the leader for the remainder of the game (if they put their hands on their head or start clapping everyone else must do their best to follow them). The stranger then returns to the circle and must guess who the leader is (they are only allowed a certain number of guesses depending on the group size). It is important that participants do not give away who their leader is, that is to say they should not be staring directly at the leader or fail to switch over to a new gesture when the leader does, attention is key.

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SILENT LINEUP
Time: 2-5 minutes
Purpose: Communication, Split into teams
Participants: All can play
Materials needed: None
Instructions: Tell the participants that for the next game they must remains silent throughout the entire game until instructed to speak again. Tell a fellow leader to stand on the opposite side of the room and then tell the participants to line up from yourself to the other leader by order of… age, shoe size, height, hand size, number of people in your immediate family – and then count off for the desired number of teams. This is a great activity to mix people up and make it fun.

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ANIMAL LINE
Time: 2-5 minutes
Purpose: Communication, Split into teams, Be goofy
Participants: All can play
Materials needed: None
Instructions: Instruct the participants that you cannot talk for this activity. Whisper into each participants ear the name of an animal and then have them line up in order of… size, height, ferocity – and they can only communicate by acting like their animal or making their animal’s sound.

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COUNT TO 15
Time: 5-10 minutes
Purpose: Communication, Teamwork
Participants: All can play
Materials needed: None
Instructions: Have everyone sit in a circle facing outwards. The group must try to count to 15 without anyone speaking at the same time or saying the same number. If this happens you must restart from  __________________________________________________________________________________________________________________

THUMPER
Time: 5-10 minutes
Purpose: Communication, Be Goofy
Participants: All can play
Materials needed: None
Instructions: Arrange participants in a circle so everyone can see each other. Each person must come up with their own sign/gesture with their hands or face. You can use a theme such as animals and have each person make a sign and a sound to make the game even goofier. Go around the circle a few times to make sure everyone knows each sign. To begin the game one person flashes their own sign followed by the sign of another participant. That person then flashes their own sign and the sign of another participant. Play can continue indefinitely or people can be eliminated for hesitating or forgetting to flash their own sign.

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SOME CALL IT ART
Time: 10-20 minutes
Purpose: Communication
Participants: All can play, Teams of Two Needed
Materials needed: Two pieces of paper per person, pencils, three example drawings
Instructions: Hold up an example drawing to the participants and let them examine it for twenty seconds, then blindfold the participants and have them attempt to draw the picture from memory. The picture should not be too complicated but should require participants to pick up their pencil for different parts (A house with a door, chimney, and windows, with a tree on one side). After the participants have finished they should compare their drawing with the original. For round two grab a new example picture and have participants split into pairs. One partner will draw blindfolded while the other is allowed to view the example picture and guide their partner with verbal cues only. For round three have the partners switch roles and grab a third example picture to draw. After this round compare the drawings to the examples.
Discussion: What was the difference between round one and rounds two and three? Was it difficult to follow directions? Give directions? What can this activity tell us about communication? What can we do to make sure our communication is clear?
Taken From: More Activities That Teach by Tom Jackson page 266-268