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J E N N A H U G G I N S
2 0 1 4
ACT IV ITY NOTEBOOK
R C P T 4 2 1
D R . WA G S TA F F
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TAB L E O F CONT EN T S
Activities…………………………………………………………………………….3
Warm Ups/Stretches………………………………………………………………...........3
Name Games…………………………………………………………………………………..…5
Play Games………………………………………………………………………………..………6
Tag Games………………………………………………………………………….…..………..11
Trust Exercises……………………………………………………………………………..……13
Initiatives…………………………………………………………………………………….….…14
Transitions………………………………………………………………………….………….….15
Challenge by Choice…………………………………………..………………16
Experiential Learning Cycle………………………………..………………18
Debriefing/Processing Methods…………………………..…………….19
Full Value Contract………………………………………….…………………22
Goal Setting…………………………………………………….…………………24
Group Briefing………………………………………………….…..…………..25
Training Reflection/Notes………………………………………………….26
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Activities
Warm-‐Ups and Stretches
1. Old Lady Grady
Have group stand in a circle. One person starts by asking the person to the right:
(First person) “Hey, did you hear what happened to Old Lady Grady?”
(Person on right) “No, what happened?”
(First person) “She died!”
(Person on right) “How’d she die?!”
First person demonstrates a stretch and says, “By doing this!”
Everyone in the circle does the stretch, and then the conversation starts again with
the second person repeating the conversation with the person to his or her right
until everyone in the circle has shown a stretch that Old Lady Grady did.
2. Peanut Butter Jar
Have the group stand in a circle. Explain to them that they are trapped inside a huge
peanut butter jar. First they must “scrape the peanut butter” off the bottom by
stretching out their feet/legs in a circular motion. Then they have to scrape the
peanut butter off of the middle edges, stretching their hips in a circular motion.
Then they scrape the peanut butter off by using their heads and stretch their necks
in a circular motion. Lastly, they stretch their arms to the top of the jar and around
the jars edges.
3. Snoopy and the Red Baron
Have participants find a partner. Once with their partner, decide who is Snoopy and
who is the Red Baron. Have partners face one another with their hands in front of
each other, palm to palm but not touching. With feet planted, the Red Baron moves
up, down, right, left, circular, zigzag, all while making airplane noises. Snoopy must
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follow them, staying palm to palm and also making airplane noises. After about 30
seconds have them switch roles.
4. Stork Stretch (not for every group)
Put participants in groups of 3. Have them stand facing one another in a triangular formation. One person raises his or her right leg and places their foot on the right
thigh of the person to his or her right, as that person continues the identical action
to his or her right. So everyone's right leg should be as parallel to the ground as
possible, as his or her right leg is supported on his or her right hand partner’s
thigh. The left legs support the trio. Have them repeat this with the left legs.
5. Yurt Circle Stretch (not for every group)
Have the group stand in a circle holding hands. Have them far apart so their arms
are tightly stretched, but make sure they have a good grip with the people on their
left and right. Have everyone lean back, then lean forward. Then, have every other
person go forward, the others leaning backwards. (Can be done while holding a rope
as well)
6. Back to Back
Have group get into pairs of 2. Have partners interlock arms while standing back to
back. While interlocked, slowly lower to the ground and sit. On the count of three,
they should push against each other’s backs to get back up to a standing position.
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Name Games
7. How Do You Like Your Neighbors?
Materials: spot makers (marshmallow foam pads, circle spots, etc.)
Make a circle with any material you have to use as a “base spot” with one less spot
than there are players. Players stand in the circle at a spot and one player stands in
the middle of the circle. The player in the middle approaches a player at a spot and
asks, "Do you like your neighbor?" The player in the spot says, “I like _____
(name of player on the right) _______ (all right; all wrong; all mixed up).” If the player
says “all right”, everyone has to move over a spot to the right. If they say “all wrong”,
everyone must move over a spot to the left. If the player says “all mixed up”, all the
players have to run around and find a new spot in the circle.
8. Thumpety Thump Thump!
One person starts in the middle of a circle. The person in the middle picks someone
and if the chosen person does not say the name of the person to their right before
the person in the center says “THUMPETY THUMP THUMP!”, they are now “it” and
have to stand in the center.
9. Do You Know Everyone’s Name?
Ask group if they know everyone’s name. Have a few try going around the circle and
naming everyone. If someone has a hard time remembering names, have everyone
say their name and a fun fact about themselves to help others remember them.
10. The Wind Blows Those… (My Friends Who…)
Materials: spot makers (marshmallow foam pads, circle spots, etc.)
Have enough spots for everyone in the group except for one person who starts in
the center of the circle. The person who starts in the center says, “My name is
___________, the wind blows those who ______________.” They fill in the blank with
something about themselves (I.e. wearing jeans; likes to hike; plays video games;
etc.) Anyone who also shares what the center person shared has to run to a new
spot in the circle. They cannot go right next to their original spot. The one person
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left without a spot stays in the center and says their name and the phrase with
something about themselves. Do this until almost everyone has gotten in the center;
use judgment to see when the energy is fading to move on to a new game.
Play Games *Always identify hazards, even if they are obvious!
11. Caught Green Handed
Materials: big green hand, cones
One player is “it”. The person whom is “it” stands on one end of the gym (or set up
cones outside) with a green hand (or any object similar) placed on the floor behind
them. The other players line up behind a line on the other side of the gym (or use
cones and questimate a good distance). “It” counts to three, after three they turn
around. As they count, the other players run closer to the green hand. Once “it” turns
around after three, everyone must freeze. If they are caught moving, “it” can send
them back to the starting line. Once everyone makes it to the green hand, their
mission is to get the hand back over their starting line without getting caught with it.
Every time “it” counts to three after the hand is retrieved, they have one guess of
who is holding it. If the person is caught green handed, the individual has to give the
hand back and go back to the starting line, everyone tries to get the hand again.
Players must work together to get the hand undetected back across the starting line.
12. Earth Ball
Materials: moon ball
With a huge blown up ball, throw it up into the air and try to keep it there. Have
players count each time it is hit to keep it from hitting the ground. (RU ABLE’s last
known record: 522 hits) Good game to play while waiting for people to arrive.
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13. Captains Coming
Facilitator is the "Captain." The role of the Captain is to call out the actions and
dismiss the players who don't do the actions quick enough or who break from
character. Once the captain calls an action, each player has 3-‐4 seconds to start
performing the action. If they don't find a group fast enough or perform the right
action, they become a mermaid. The actions are:
§ Captain's Coming!: Everyone stands at "attention" (in a salute), and they can’t
move from this position until the Captain says, "At Ease!" If they laugh or break
from the attention, they are dismissed.
§ To the ship!: Players run to the right.
§ To the shore!: Players run to the left.
(for an added bonus be sure to point the right direction the first few times and then
begin to point the opposite occasionally. You will be surprised how many go the way
you point instead of the right direction)
§ Man Overboard!: One person drops to one knee the other stands behind them,
puts a hand on their shoulder. Both scan the ocean for the overboard man
§ Crows Nest!: Three players stand backs to each other and lock arms at the
elbows to form the crows nest.
§ Captain’s Table!: Four players squat in a circle like sitting at table and pretend to
eat like they haven't eaten in days. Tell them to make really loud eating sounds
like "YUM YUM YUM YUM YUM!"
§ Mermaid!: each player that has been dismissed thrust out their right hip, places
right hand on that hip, takes left hand and makes a big exaggerated wave and
yells out "howdy sailor!"
14. Ring Toss (Group Juggle)
Materials: rubber rings
(Groups no larger than 15) Have group stand in circle. Facilitator starts out with one
ring and tosses it to a player after saying player’s name. Players pass the ring to
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another player who hasn’t gotten the ring yet (after saying player’s name) until the
ring ends at the facilitator. Make sure players remember whom they threw the ring
to and have them go around fast and try not to drop the ring. Once they have done
that, facilitator adds in a different colored ring and tosses the ring in reverse order.
Have both rings going around at the same time, add more for challenge.
15. Elephant Ball
Materials: ball (medium sized)
(no larger than 11 players) Participants stand in a close circle, legs at least shoulder
width apart with their feet pressed up against the feet of the players next to them.
Have them bend towards the ground and use one arm as a “trunk”. Throw a ball into
the circle, if a player has a lets the ball out of the circle, they have to run around the
circle and then retrieve the ball.
16. Yee-‐Haw
In a tight circle a person starts out by saying “Yeehaw!” with a motion to the left or
to the right to start the game. The person it is sent to now has to either say:
“Yeehaw!” to the right or to the left
“Down Diggity Dog” and point to someone across the circle
“Four Shifter Gear Box” making everyone punch in and out of the circle 4 times
“Hoe down!” making everyone do a dance spin in their spot
When someone messes up, they are out. If a motion/phrase is used more than 3
times in a row, the 4th person to use it is out. Continue until the final two!
17. Lifeguard
Materials: parachute
Have group grab edges of a parachute. Chose one volunteer to be a shark. Choose
two volunteers to be lifeguards. Everyone else sits down with his or her legs straight
under the parachute; they are swimmers and make “waves” with the parachute.
Lifeguards stay standing; shark goes under the parachute. The shark grabs
swimmers legs/ankles and drags them under the parachute. Lifeguards can save
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swimmers if they see them going under, but if swimmers are dragged under, they
become a shark.
18. Power of 10
Go around the circle counting to 10. Players can say one number, or two or three.
Whoever 10 lands on is out. (Good time passer)
19. Ninja
Stand in circle. Have everyone bow and jump back into a “ninja pose”. On their turn,
players can do one swift ninja movement to try and karate chop another player’s
hand (from the wrist to the fingers). If a player’s hand is hit, that arm is out. Once
both hands are hit, they are out completely. Turns go clockwise. To avoid getting
out, ninjas who are about to be struck can also do a swift ninja movement to avoid
getting out.
20. Dragon (#1 Fan)
Have players challenge each other to rocks paper scissors. The losing player
becomes the winner’s number one fan, following them and cheering them on as they
go and find other winners. By the end, you have two people with others following
them as their fans; the winner wins all the fans!
21. Shoe Relay
Materials: two hula-‐hoops/anything to have shoes in
Have two equal teams. Place two hula-‐hoops in line with each other and have each
team remove their shoes and place them in their respective hula hoops. Mix up the
shoes. Line up the teams, one person at a time goes and finds their shoes, puts them
back on, and runs back to the team to tag the next person in line to go get their
shoes. The team that is seated with their shoes on first wins.
22. Ring Toss Pivot Relay
Materials: rubber rings
Pair players into teams of 2. Have them start close together and toss the ring to one
another, if they catch it they move one lunge away from one another. If the ring is
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dropped, they have to start from the beginning. First pair to make it to the opposite
sides of the gym from each other first wins.
23. Ring Toss Team Relay
Materials: rubber rings
Have half the group on one line, the other half on another line parallel. Players must
toss the ring to the person behind them, down the line until the end. First team to
get to the end wins.
24. Ultimate Ring Toss
Materials: rubber rings
One side of the gym is the goal for team 1, other side is goal for team 2. Have some
goalies, have some offense and defense. Whoever is in possession of the ring cannot
move, they have to pass it on to another teammate before they can run again.
Whoever scores the most wins.
25. TP Shuffle
Materials: outside element; telephone poles. Balls.
Have two teams line up, each on team on respective telephone poles. Have them
race to get the ball from one end of the telephone pole to the other without falling
off/losing balance. Have them alternate over the head and under through the legs,
switch it up.
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Tag Games
26. Toilet Tag
One person is “it” (known as the “mysterious poopers”). If you are tagged, you have
to get on one knee and become a toilet. Other players can help you get back into the
game by hover sitting on you knee and pretending to “flush” you.
27. Bandana Tag
Materials: bandanas, cones for boundaries
Every player gets a bandana and hangs it out their pocket. This tag game is every kid
for themselves. If your bandana is pulled from you pocket you have to sit criss cross
apple sauce, but if you pull a passerby’s bandana while seated, they are out and you
are back in (*final four players, refer to Circle of Doom below).
28. Alligator Tag
Materials: bandanas, cones for boundaries
Make sure everyone gets a partner. One partner has a bandana hanging from their
pocket, they are the alligator butt. The other partner is the alligator head. The butt
holds their hands on the shoulders of the head. The head has to try and steal other
alligators bandanas, the butt tries to protect the bandana. If the bandana is pulled,
the whole alligator is out (*final four players refer to Circle of Doom below).
29. Cheeto Tag
Materials: two full pool noodles, one half-‐pool noodle (or any materials to use to tag
with)
Two people are “Cheetos” and have orange pool noodles (one noodle each). One
person is selected to be water and has a blue pool noodle. Cheetos tag others, if they
are tagged they have to rub their hands together as if they have cheeto cheese dust
stuck to their hands, water can release them so they can run away from the Cheetos
again.
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30. Blob Tag
Materials: foam swords (or anything to use as “tentacles”)
Two people hold hands, each has a foam sword (or something similar) in their free
hand; they are “the blob”. Their goal is to increase their blob size, if someone is
tagged with the sword, they join the blob. As the blob grows, it gets hard to get
away. Put a time limit.
31. *Circle of Doom
When it gets down to the final four players/teams, have everyone make a circle with
the last remaining players standing in the center. Have the circle cheer for the
players, final one standing wins!
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Trust Exercises
*Before doing any exercises with balance, make sure to give a spotting technique
speech. Their stance should be steady, eyes always on the participant, hands up as
“spoons”, not with fingers spread like “forks”. Always go over the commands:
Participant: Ready?
Spotter: Ready.
Participant: Falling
Spotter: Fall
32. Trust Lean
Groups of two or three. Have two people in the spotting ready stance, the other falls
backwards to be caught by the other two. *Commands
33. Wind in the Willow
Have a very tight circle with one person in the middle. The one in the middle falls
back, everyone is “passes” them around by spotting. *Commands. Not for every
group, make sure they are mature and pay close attention.
34. Trust Run
Make two parallel lines, everyone holding out one arm. Everyone takes turns
running through the arms, trusting that they will lift up their arm in time, not
clotheslining them. *Commands
35. Trust Lift
Teach the group how to properly lift and spot before attempting. Have a competition
between each team of who can reach higher on a tree, as a team (or something high
up). *Commands
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Initiatives
36. Circle the Circle
Materials: Hula-‐hoop
Have group stand in circle, holding hands. Take a hula-‐hoop and place it on a
participants arm (before they hold hands). The goal is to work together to get the
hula-‐hoop around the circle, so everyone has to go through the hoop. Time them to
give a competition incentive to beat a previous record.
37. Pipeline
Materials: Pipeline, bucket, and marble
Have participants line up and give each on a pipeline. Explain to them that the
marble needs to get to the bucket on the other side of the gym. Rules:
1. The pipes may never touch each other.
2. The marble cannot touch any part of the participant.
3. Once in a pipe, the marble can never move backwards. It must always move
towards the pipe at the end of the gym.
4. If a participant has a marble in their pipe, that participant cannot walk
around the room.
5. The pipes cannot touch each other.
38. Save the Baby
Materials: rope, cone, “baby”, extra rope
Set up a circle with a rope. In the center, have a cone with a “baby” trapped on it
(can use a beanie baby, tennis ball, etc.). Provide participants with two long ropes
and a helmet. Give them a scenario of why they have to save the baby.
The baby is the only chance the world has at surviving, and it is trapped in this
volcanic ditch. No human part can survive touching the ash or even going over the
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boundary leading up to the ash (the rope). If an arm is exposed to the vapor, it can’t
survive.
If any part of the body crosses over the rope or they drop their supplies to save the
baby in the ash, the tool that hit it is taken away. They can gain tools back by losing
voices for 5 minutes, only using one arm for 2 minutes, etc. (make up funny
consequences).
Transitions
39. Walking Partners
If you have to walk to another location during a program, pair up the group and
have them share something about themselves with their partners. It can be fun
personal facts, or it can be how they feel about going on a ropes course. Change it up
depending on the circumstances. Once the group makes it to the new location, have
the partners share the new things they learned about each other to the rest of the
group.
40. Going to the Moon
A game to play if you’re waiting around or trying to buy time. Say “I’m going to the
moon, and I’m going to bring _____________.” Come up with a word pattern. Examples:
words with double letters (balloon, grass, poodles), words that start with the letter
of the first name (for Jenna: jelly, jaguar, jets). Change it up each time and see who
can catch on to the pattern!
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Challenge By Choice
Method 1: Draw a Circle
Have participants draw a circle around themselves with their foot. Explain that the
circle represents their “comfort zone”. Demonstrate and ask them to join you in
stepping “outside” the circle and explain that they should try to take a little step
outside of their comfort zone, not a huge leap that might overwhelm them and make
them extremely uncomfortable.
Method 2: Rope Circle
Materials: rope.
Make a rope into a large circle, have group stand inside the rope circle. Explain to
them the concept of Challenge by Choice. As you explain the concept, tell them that
the rope represents their comfort zone. Ask them to take a step outside the rope,
representing them stepping outside of their comfort zone.
Pros -‐Visual demonstration of stepping outside the comfort zone. -‐Active demonstration, helping participants pay attention by being involved.
Cons -‐Older groups might think it is a more “childish” method.
Pros -‐Visual representation of them taking a step out of their comfort zone. -‐ Keeps participants involved.
Cons -‐Group might pay too much attention to the rope and not the concept. -‐May put someone uncomfortable on the spot
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Method 3: Explain CBC Briefly
In a group of adults, simply explain that RU ABLE operates on a Challenge by Choice
philosophy, that we want participants to stretch a little out of their comfort zone
while participating in the ropes course/team building experience.
Pros -‐Efficiently explains CBC
Cons -‐Un-‐personal -‐Less interaction
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Experiential Learning Cycle
Experience: Game/Ropes/Initiative gets group thinking and working.
Reflect: What happened?
Analyze: What does that mean?
Apply: Now what can we do with this?
All of it comes together to apply the experience to their lives, whether
its co-‐workers learning to work well together and build relationships;
or if its teens learning how to overcome obstacles of life.
Experience
Analyze
Reflect Apply
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Debriefing/Processing Methods
Method 1: Scale/Barometer
Set up a scale, use a cone or any object to place on the different ends of the scale.
Have everyone either place an object (tennis ball, foam “marshmallow”, etc.) or
stand in the spot of the scale they relate to most. Example: one end of the scale is
frustration while the other end is understanding/unaffected. If someone has a mixed
feeling, they can stand in the middle. Go through the line and have each person
speak what’s on their mind and why they chose the spot on the scale they chose.
Method 2: Blank Paper
Get a blank sheet of paper and lay out some markers. Have everyone write down
exactly what they are feeling in that moment after attempting/completing an
activity. Read through them out loud and fish out some conversation.
Pros -‐Visual demonstration of where people are at concerning the program -‐Active demonstration, helping participants pay attention by being involved.
Cons -‐People might not want to speak what’s on their mind of why they chose their spot on the scale. -‐Might not be taken 100% seriously.
Pros -‐Helps people write out how they feel. -‐Can be a good conversation starter.
Cons -‐Someone might right an inappropriate response -‐ Participants might not want to voice their thoughts of what they wrote.
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Method 3: Rope Knot
Have everyone grab a rope that you’ve made into a circle. Tie a knot in the circle,
and across the circle on the other side of the rope tie a bandana onto the rope. Have
everyone stand in place holding the rope, shuffle the rope in one direction and yell
stop. Whoever has the knot and the bandana when it stops has to share. The knot
can be something that was challenging; the bandana can be something that was
really fun. You can change it to help process the experience accordingly.
Method 4: Circle Jump
Have everyone stand in a circle. Ask yes or no kind of questions; if they say yes have
them jump into the circle, if they say no they can stay standing where they were.
Once some people share why they moved or didn’t, have them return to the original
circle and ask another question. Example: Jump into the circle if you had fun today.
Jump into the circle if you tried something new today. Etc.
Method 5: Talk it Out
Have everyone sit down, so everyone can see each other. Start asking questions to
start a conversation. Once you get that “magical question” that ignites the
Cons -‐ Participants might start to repeat what others have said instead of adding their own new input
Pros -‐Gets people to talk about negatives and positives. -‐By moving the rope, keeps participants attentive.
Cons -‐ Some participants might be on the shy side and not participate, leaving with no input for the group.
Pros -‐Visual demonstration of how people responded to different aspects of the program. -‐Allows different views to be seen and discussed.
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conversation, sit back and let them talk things out and process together. Jump in to
add more questions/thoughts, but stay objective and let them do most of the talking.
Pros -‐Gives participants a chance to talk about how they felt about the program and how they want to apply it. -‐ Can be a good tool to start the application of what they learned.
Pros -‐ Group might have one of two people who are big talkers and take up most of the conversation. -‐Shy participants might not put input.
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Full Value Contract
Method 1: 5 Finger FVC
Have group stand in a circle and hold out their right hand. Each finger represents:
Pinky: Pinky promise; weakest link. Promise to help and encourage each other.
Ring Finger: Commitment. Be committed to trying new things.
Middle Finger: We all know what this is, don’t want to see it.
Pointer Finger: Only use your pointer finger if it’s followed by a…
Thumb’s up, or a high five.
Have the group “sign” the contract by spelling their first names in the air with their
butts. Do this with younger groups, or with groups that need to loosen up.
Method 2: Have Fun, Be Safe, Try Your Hardest
Explain to the group that the goal of the day is to have a good time, be safe during
activities, and try our hardest to try new things and help each other through the
program.
Pros -‐Visual representation of the contract, keeps them engaged and involved.
Cons -‐ Older groups might not take it seriously, might perceive it as childish.
Pros -‐Get’s the point across quickly.
Cons -‐ Non-‐interactive.
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Method 3: Goal Oriented
Have the group write down what they hope to accomplish for the day, things they
want to see out of each other and things they don’t want to see. (I.e.. See
cooperation; don’t see bad attitudes). Write it on a white board, a piece of
cardboard, a paper, and on the bottom have them sign it.
Pros -‐Visual representation of what they want to see/accomplish together. -‐Keeps them involved in making the contract, makes it personal.
Cons -‐ If it is a group with a wide range of abilities, some goals might be too high for some and not high enough for others.
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Goal Setting
Establishing goals for individuals and for the group as a whole is very important.
Individual goals drive people to achieve personal accomplishments, such as:
-‐Making it through the ropes course
-‐Making it through one element
-‐Reach the bar jumping off of the “Panther Pole”
-‐ (Etc.…)
By setting group goals, it helps the group try to work together to accomplish the
goals. By establishing goals together and writing them down in the beginning of the
program, they have a chance to see their accomplishments during the debriefing
process. Goals help everyone have more motivation in what they are doing during
the program. Goals for groups could be:
-‐Work together to finish tasks
-‐Communicate well
-‐ Learn weaknesses and strengths
-‐Learn to work through weaknesses
-‐ (Etc.…)
To facilitate a goal setting exercise you can have groups think together of goals they
want to accomplish during the program and write them down on a white board. You
can have each person write down a goal they want to accomplish as a group on a big
piece of paper and go through the list. Before starting, you can discuss ways to
accomplish them. After the program you can go through the list and see what you
accomplished, and how you could have accomplished others that weren’t met.
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Group Briefing Components
Here is what I try to cover in an introduction speech when facilitating a challenge
course program (it varies depending on what kind of group is participating):
“Welcome! My name is _____________, and you’re other facilitators of the day are
_________, __________, ________ (have each facilitator introduce themselves). We are with
RU ABLE, which stands for Radford University’s Adventure Based Learning
Experience. We have our property at RU West with low ropes elements and high
ropes elements, along with the gym that has high ropes elements. We also lead
programs at Selu, a great piece of land that has many low ropes elements and
beautiful scenery (if the program is at Selu, I would talk a little bit about the history
of the land). We work with all different kinds of groups and all different kinds of
programs. We do team building programs, work on high ropes with groups, operate
the rock wall tower, and do some work with folks with disabilities. During the
summer, we lead groups kayaking and rafting on the river, as well as take people out
on Claytor Lake on a boat.
Before we get started, I want to point out where the bathrooms are. Next, does
anyone have any medical conditions we should know about? You can come up to me
after this if you want to keep it private.
Some safety for the day, does everyone have close-‐toed shoes? If you have gum,
please spit it out. If you have any dangly earrings, please take them off. If you have
on a necklace, if you could tuck it under your shirt or take it off, that’d be great.
Lastly, if you have anything in your pockets, please remove them and set them to the
side and retrieve them later.”
Next, I would start to go over CBC and FVC, and once done with that, head to the
challenge course/start games.
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Training Reflection/Notes
Initial Quiz Notes
Quicksilver:
1. What are the elements of a successful program?
-‐ Trust: allowing people to be themselves without fear of judgment. As
facilitators, we have to demonstrate that it's ok to look silly. We want them to
trust each other, but we also want them to trust us.
-‐ Communication: helps to prevent conflicts, allows participants to share
ideas and foster environment where people can openly talk. As facilitators
we should to listen to what participants say and make sure we answer any
questions.
-‐Cooperation: games that have everyone win are better than defining
winners and losers, helps participants see their abilities and appreciate what
they can offer to the big picture.
-‐Fun: helps people be more involved by actually enjoying what they are
doing.
2. What is the APPLE facilitation model?
Asses: gather information about the group (who are they? what do they want
to accomplish? how many participants? how long? where? special
considerations?)
Plan: helps you choose tools to use to accommodate the program.
Prepare: doing whatever is necessary to be ready to go when the group
arrives (have materials ready, know site of program)
Lead: watch what is happening, as why you are doing what you do and react
to observations.
Evaluate: while you lead and at the end. Reflect on how program went, what
could have gone better, what went well, etc.
3. What are the elements of a good debrief?
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-‐Boundaries: people need to feel safe to talk about issues honestly and
openly.
-‐Permission: acceptance of the debriefing process by others.
-‐Purpose: center it on goals, helps to prevent mindless conversation.
-‐Focus: to ensure that the lessons are brought up and understood. Prevention
of irrelevant ideas to interrupt the purpose.
-‐Responsibility: group members must take responsibility for their own
learning; participants should do most of the talking.
-‐Structure: make an inviting environment and have it be simple, focused, and
brief.
-‐Closure: ask if there are any other thoughts at the end.
4. What is sequencing?
-‐Part feeling, part intuition, part analysis, and part experience. Observe the
group to see signs of what they need, sequencing allows you to maintain the
group's flow state, their level of challenge and abilities to meet them. Plan,
observe, react, and adjust on your own.
5. What is DDADA model for presenting activities?
Describe: explain rules.
Demonstrate: show them how to play; words can be confusing.
Ask Questions: check to see if everyone understands.
Do: play!
Adapt: change up rules to keep energy up.
6. What can cause a bad challenge course experience?
-‐Leadership Style: poor explanations, bad choice of games, lack of
imagination, pushing too hard/not enough, too serious/too silly, lack of
enthusiasm, sensitive issues game, inappropriate scenarios.
-‐Sequencing: poor timing (too much/too little challenge), feeling unsafe, lack
of imagination, poor balance of competition/cooperation, diminishing trust,
pushing too hard/not enough, too serious or too silly, too active or too
passive, etc.
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-‐Participant Behavior: poor timing, sensitivity issues (politically incorrect),
reality vs. fantasy (Killer), feeling unsafe (Striker), lack of imagination, strict
adherence to the rules, cheating, success vs. failure (calling you're own
touches), bend to peer pressure, unknown of people's psyches (hidden
agendas), diminishing of trust.
-‐Logistics: poor geography/environment, nature (wind, noise, safety, etc.),
bad game (not fun, not appropriate), wrong equipment (unsafe), too
many/too few people, too much/not enough time, onlookers.
The Chapter provided on Challenge Course Programming (link in syllabus), and
1. Review the history of challenge course development.
2. What is the full value contract?
-‐ Helps give groups guidance in behavior and attitude; leader intentionally
makes the experience more developmental. (Ex: RU ABLE uses the 5 fingers
to explain a FVC)
3. What is challenge by choice?
-‐ Some participants are more willing to step out of their comfort zone, but for
others it is really hard. Having a CBC allows participants to choose just how
far out of their comfort zone they want to go.
4. What is the ACCT?
-‐ The Association for Challenge Course Technology, developed the first
universal challenge course installation standers as their first formal task in
1991, emerged summer 1993. Goal is to advance challenge course
technology, provides membership services such as conferences, newsletters,
industry updates, and standards and access to insurance coverage for
challenge course programmers. Developed standards for inspection,
technical standards for course operations, and ethical standards.
5. What are the four basic programming components?
1. Games and Icebreakers: warm the group up physically and socially; leader
uses it to foster group development and dynamics early in the program.
(name games, tag games, stretching)
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2. Group Initiatives and Trust Activities: problem-‐solving, team-‐bases
activities. Team has to work together to accomplish a goal (without help from
the leader).
3. Low Elements: stationary/permanent structures. No belay necessary, but
require group to spot each other. Foster interpersonal skills and teamwork,
used to develop trust, group cohesion, and communication skills.
4. High Elements: individual and team oriented activities that require a belay
system. Required to lib or be lifted a significant distance from the ground.
6. What are the three classic goal orientations used by challenge course facilitators?
1. Recreational: leisure, relaxation, socialization, enjoyment, thrill seeking.
2. Educational: developmental, psychomotor, cognitive, and affective.
3. Therapeutic: treatment, address dysfunctions, part of treatment plan.
The Guide for Challenge Course Operations: (Chapters 6,7,8)
1. What is belaying? (Static and dynamic belays?)
-‐Belaying is handling the heavy load of a climber by using friction with the
use of a belay device or by wrapping the rope around the belayer's body,
having the climber attached to a secure rope.
-‐Static Belay: a system in which a short section of rope or webbing provides a
secure connection between the climber's harness and an anchor. The anchor
can be a fixed point, or it can be connected to a carabineer, which is attached
to a horizontal belay cable.
-‐ Dynamic Belay: requires longer rope and a second person to be the belayer.
The rope is attached to the climber's harness and the belayer alternately take
in or lets out the rope, which allows the climber to go up or down. The
belayer's function is the secure the rope so the climber's fall is stopped.
2. What is a Just-‐Rite-‐Descender?
-‐A stationary belay system traditionally used with jumping elements to
reduce the impact of the participants jump on the belayer's body. It uses a
pole in the ground with a series of drilled holes to put the rope through that
creates friction.
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3. What are the classic climbing signals?
-‐Climber: "On Belay?" which indicates the climber is tied in and ready to
climb.
Belayer: "Belay On" indicating that the belayer is ready to belay, the belay has
been initiated.
Climber: "Climbing" indicating climber is ready to climb.
Belayer: "Climb Away" indicating that it is OK for the climber to begin.
Climber: "Up Rope" climber request that the belayer take up slack in the rope.
Climber: "Slack" climber needs belayer to release some rope so it isn't as
tight.
Climber: "Tension" asking belayer to hold some of the climber's weight.
Climber or Belayer: "Thank you" or "OK" used as response to the other's
signal. Helps when on a climbing tower or with minimal sight of each other.
Climber: "Off Belay" indicating that the climber no longer needs a belay.
Belayer: "Belay Off" response to climber, who has indicated that they no
longer need a belay, means that the belayer is no longer providing a belay.
4. What’s a LEAP anchor?
-‐An anchor that is attached with a through bolt. It supports a 12 or 14 mm
rapid link, requires a swaged back-‐up cable. (Picture on 118) *couldn't find
enough information about what the LEAP anchor is really used for...
5. What’s a cable grab?
-‐Designed to move gradually up and down a vertical cable, but locks onto the
cable if it is subjected to a sudden downward motion. Benefit is that the
climber doesn't need to continuously connect and reconnect to anchors as
they climb. Used on utility poles.
6. Are gloves needed for a rappel?
-‐The need varies depending on the friction created. They are commonly used,
but not required. With improved skill, rappelled should learn not to work as
hard to control their descent. If gloves are used, they need to be fitted
correctly; large gloves can get caught in the rappel system.
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RU ABLE Manual
1. Outline RU ABLE emergency procedures
EMS Procedures
1. Care for the injured person.
2. Assess the situation. KEEP CALM.
3. Contact campus police 540-‐831-‐5500.
4. Tell dispatcher that you are at RU West (6226 University Drive) and
your location; either the Gymnasium or the Picnic Shelter.
5. Send at least two persons to direct the RU Police and emergency
vehicle to the appropriate site/location.
6. Ensure the rest of the group is safe.
7. Provide appropriate first-‐aid. Do not move the person if possible
back/neck injury.
8. If must be moved to medical facility, transport will be done via
ambulance or other emergency vehicle. DO NOT USE PERSONAL
TRANSPORT.
9. Everyone in the group must remain in place. Attitude and needs of
the group must be immediately assessed.
Notification: You must speak with at least one RCPT Faculty Member
(numbers on page 11)
Incident Report Form.
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*listed and explained above.
Notes
• Name games*
• Games*
• Tag games*
• Always identify hazards, even if they are obvious. Most people get hurt
playing games rather than while on the challenge course.
• Activities/Stretches*
• Big group check-‐in, at the beginning of the day or randomly throughout the
program check-‐in with the group and see how they are doing.
• Trust exercises*
• Spotting speech, explain commands step by step*
• Low elementsà mohawk walk, wild woozy, TP shuffle, the wall, trust fall,
nitro, tire swing, & nitro ladder.
• Full Value Contract (FVC)*
• Framingà to start the element make a story that helps group focus on goals
and gives the activity a purpose (example: Marshmallows; you work in a hot
chocolate factory that has been flooded, you can only get the drain switch by
using the “marshmallows” to get across, the drain switch can’t be pulled by
one person so everyone needs to make it across.)
• Debriefà process and reflect on experience*
• Knotsà super 8, figure 8 on a bite, butterfly kellick hitch, bowline on a bite.
• ACCTà Association for Challenge Course Technology
• PRCà Professional Ropes Course
• The challenge course is annually inspected by Randy from the ACCT, he
inspects all the hardware
• PVMà Preferred Vendor Member, vendors that are approved through an
extensive process to make and distribute challenge course materials
• Always check equipment when setting up and document if anything is wrong
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• Dynamic ropes have a 5-‐7% stretch, static ropes don’t stretch
• Stretches*
• Transitions*
• An initiative is a problem solving activity*
• Experiential Learning Cycle*
• Processing techniques*
• Debriefing*
• Fishingà during a debrief, ask questions and fish for the question that gets
the conversation really going
• During a debrief, remain as objective as possible and let the group talk most.
• What, So What, Now What*
Training Reflections
During the training I learned a lot of technical skills about challenge courses.
Learning how certain parts of the course work and how to set up/break down the
course was really helpful. I also learned a lot more about leading games and
initiatives with more confidence.
When you are a challenge course facilitator, you are a confident leader in
charge of safely leading a group to learn communication skills and help them bond.
As facilitators, you are in charge of managing the risks involved
There are always risks involved when it comes to adventure programs
whether it’s up on a challenge course or games on the ground. When it comes to
games on the ground, there is the risk of someone tripping over something, jamming
something, or running into another participant. On the low elements, the risks
change depending on the element, but there is always the risk of falling off a cable
wire (hence why we have spotters).
During inspections, everything is checked in great detail. The anchors for
telephone poles, the tree anchors, cable quality, ropes, all equipment used is
inspected and tested.
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I am still learning what my leadership style is, but with this training I
definitely gained more confidence and got some really great examples of good
leadership skills. As a leader, ensuring a positive experience for the participants is
one of the top priorities. To ensure a positive experience, to the best of my ability, is
to be energetic, show excitement, encourage the participants, and encourage
communication and teamwork.