421 Activity Notebook - jennahugginsportfolio.weebly.com€¦ · ! 4!...

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JENNA HUGGINS 2014 ACTIVITY NOTEBOOK RCPT 421 DR. WAGSTAFF

Transcript of 421 Activity Notebook - jennahugginsportfolio.weebly.com€¦ · ! 4!...

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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.