Get Up And Get Moving

The top programming ideas that are sure to light a fire

Kids come to camp looking for excitement and adventure. There’s no better way to pique their interest than to get their bodies moving. Whether it’s a race, a game, or grooving to the beat of their favorite song, movement is the best way to bring a group together. So take a look and see what you can use to keep your gang safe and socially distanced using modified versions of these tried-and-true classics.

Photo: © Can Stock Photo / Tiplyashina

Photo: © Can Stock Photo / Tiplyashina

The Decathlon

One of our all-time favorite programing events is the Decathlon. Our camp is achievement based. This means for three periods each day, campers choose what activity they want to do. Each year they learn new skills and move up in levels and ranks. During teen week, we run the decathlon in which they get to do most of these activities competitively.

Participants begin at our canoe area with a banana as a baton which must be passed from person to person throughout the entire decathlon. They canoe from the canoe area to the waterfront where a swimmer receives the banana and swims across the waterfront and hands it off to a runner. This continues through each event (see map for all the events). At the end, one team members must eat a saltine cracker, the banana baton, and drink a can of diet soda. To win the race, the entire team must be present at the last event, which is always a surprise activity. They have to do this activity together. Examples would be to build a pyramid, play leap frog to the finish line, unscramble the memory verse for the week, etc. The winning team is awarded an ice cream party.

On Tuesday evening, we explain how the event works and divide campers into teams. They are then given the following assignments:  

  • Pick a team name

  • Assign everyone to an event

  • Make a team banner

  • Strategize.

Photo: Cedine Bible Camp

Photo: Cedine Bible Camp

The next evening, they gather all their people in place wearing their team name and event tag so we can identify each one. We have golf carts with video cameras and radios track the progress. This is broadcast on the central PA system so everyone knows what is happening. A dynamic MC is key to keeping the excitement going.

While this event requires a fair amount of work to set up and run, it has been hugely successful. I would be happy to email anyone the to-do list, forms, general instructions,  instructions for each event, etc. to anyone who’s interested. Send inquiries to David@Cedine.org.


David Lewis
Camp Director
Cedine Bible Camp
Spring City, Tenn.  

One Fish

In the original version of this game, the campers line up facing the facilitator, who is standing about 20 yards away. The facilitator holds something—usually a ball—but anything small enough for the campers to hide will work. The facilitator must stay standing in the same spot for the entire game. The facilitator closes their eyes and says “one fish, two fish, red fish, blue fish.” While they are speaking, the campers are able to move forward. When the facilitator stops saying the rhyme and opens their eyes, the campers must freeze where they are. If the facilitator sees anyone moving, that person gets sent back to the start. The best part about this is trying to make the kids laugh or trick them into thinking you are starting the rhyme so they lunge forward. Eventually, some of the campers will reach the facilitator and take the ball out of their hands. After this happens, the facilitator gets one guess to try and figure out who has the ball. If they guess the right person, then they get the ball back and ALL the campers must go back to the start. If they guess wrong they must close their eyes and say the rhyme again before making another guess. Campers may pass the ball to each other but are not allowed to throw it. If the camper with the ball is caught moving or if the ball touches the ground at any point, then ALL campers must go back to the start and the ball goes back to the facilitator. The trick is that the campers must work together if they are going to have any chance of sneaking the ball away from the facilitator.

Illustration: © Can Stock Photo / mejn

Illustration: © Can Stock Photo / mejn

This game is great because you can play it quickly with almost any number of campers. Although the more campers, the tougher it is to catch them moving.

In my version of the game, which we play with over 100 campers, I divide the campers into two teams (Red and Blue) that are competing against each other. I make both teams start at the same end of the field. The teams are separated from each other by a line of cones that divides the field lengthwise. Behind each team is a milk crate. On the opposite side of the field where the facilitator stands are two more milk crates, one for each team. The red team’s crate is full of red balls and the blue team’s crate is full of blue balls. The goal is for each team to take the balls out of the far crate and get them all into the empty crate at the starting line. They are only allowed to move when the facilitator is saying “one fish, two fish, red fish, blue fish,” but instead of the facilitator being the one to watch for moving campers, the rest of the counselors are walking among the campers watching for movement and trying to make them laugh. If the counselors see a camper move or laugh, they send them back to the start. If the camper had a ball in their hand, then they must place it on the ground wherever they are before walking back to the start and another camper can pick it up. Whichever team moves all the balls first wins.

Mikel Collins
Program Director
South Mountain Christian Camp
Bostic, N.C.


Battleships and Submarines

Photo: © Can Stock Photo / micut

Photo: © Can Stock Photo / micut

This works best in a pool that is about 30 feet wide (20 can work also). If longer, a line on the bottom, or taut lane line can serve as an end line. The number of players can vary from 6 to 30.  

Battleships line up along one side (or line on the bottom, or taut lane line); that is their base. Submarines line up on the other bank; that is their base. Battleships come off their base to entice submarines to try to get them. If a submarine can swim underwater and touch a battleship before the battleship gets back to the base, the battleship must join the submarine team. If the submarine comes up for air and a battleship splashes them, the submarine must join the battleship team. Once all members are on the same team, that team wins. (We usually end it if only one battleship is left).

Battleships must be off base to splash. Submarines can surface and get a “free walk back” when they catch someone. Submarines can swim on the surface as long as their face is down (optional).

I’m in my 70s and have been playing this since I was about 10. It’s always been my favorite pool game. It’s very popular with campers.

Lucy Grant
Wet & Wild Adventure Camp
Austin, Texas

 
 

Theme Dances

We have theme dances every Thursday. Campers dress up and look forward to them. Staff members and sometimes campers are DJ’s.

Here are some of the themes:

  • Hits of the Summer

  • 1980s

  • 1950s

  • Country

  • 1960s”

  • Swing

  • Cumbia

  • 1970s

  • Movies

  • 2000s

Here is the format:

Opening dance: we usually pick two staff members and two campers to start us off.

Photo: Camp Heatwave

Photo: Camp Heatwave

Whistle dance: two campers start, every time a staff blows the whistle they go and pick people to dance.

Freestyle dance based on the theme.

Dance contest: Campers line up, one at a time they go out and dance. Staff members pick the five best dancers; they dance to a song and staff chooses the best dancer for that week. Winner gets a medal.

Soul train line

Dance battle: campers get into groups of three or five (3 vs. 3, 5 vs. 5). Staff members are the judges. One set of campers starts, then the next group goes, then they both dance at the same time. The winner stays on and wait for the next group to battle them.

The last part of the social/dance is the traditional group dance songs:

  • Cupid Shuffle

  • Wobble

  • Cha Cha Slide

  • Chicken Dance

  • Cotton Eye Joe

  • Copper Head Road

  • YMCA (Conga Line)

  • Whip

  • Nae Nae

  • Hit the Quan

  • Cumbia

Man The Life Boats (Large group activity)

This is a quick search-and-find game.

  • Have all campers face a wall or so that they can’t see you.

  • Place numbered dots or cards on the floor in a random manner. Numbers should be from 1 to 20 (or more if needed).

  • When all the cards are in place, call out several numbers and then say, “Man The Life Boat!” The students turn and race to find and stand on the numbers called.

  • The only rule is that only three campers can be on each number called.

  • Give each camper on a dot a sticker or penny or feather or whatever they can hold and count. The first camper to get five items wins or can call the numbers for the next round.

Three Balls (Small group activity)

This teaches there are different ways of doing things and cooperation.

  • Have campers pass three balls/objects through the group consecutively in the shortest possible time.

  • Choose your words carefully and remember them exactly so that the instructions can be repeated when asked.

Knee And Shoulder Tags (Small group activity)

Photo: © Can Stock Photo / dolgachov

Photo: © Can Stock Photo / dolgachov

  • Partners stand face to face.

  • Their aim is to touch the knee or shoulder of their partner, while avoiding being tagged.

  • When a partner is tagged, they must touch the ground to signify a point being scored.

  • Keep score best of 5 or 10.

Prey And Predator (Large group activity)

  • Camper 1 is the prey, Camper 2 is the predator.

  • Camper 1 (the prey) starts the game by running away from Camper 2 (predator) to avoid being tagged.

  • Once Camper 1 is tagged by Camper 2, Camper 1 is required to complete one push up.

  • The two campers then swap roles.

  • Boundaries can be established to encourage use of evasion skills or to cater to groups with different speed and/or fitness levels. 

Slip The Frisbee (Small group activity)

  • Everyone forms a circle on hands and knees, with heads facing in.

  • A Frisbee is placed on one person’s back.

  • The object is to pass the Frisbee from back to back around the circle without the use of hands.

Photo: © Can Stock Photo / serrnovik

Photo: © Can Stock Photo / serrnovik

One Word Story (Lunch activity)

Each camper in a circle takes turns saying one word, which will add to a story that is developing. This is very amusing. Try to keep the pace lively.

Squat Tag (Large group activity)

Three campers are selected to be “it.” These campers hold Nerf balls in which to tag other campers. Campers are safe from being tagged by assuming a squatting position with both hands on the floor. Campers tagged become “it.”

 
 

The Wilson Cup Challenge

The Wilson Cup Challenge is played at the end of the summer. Campers are divided into four teams—Earth, Air, Water, and Fire. Teams compete in athletic events, individual events and all-team events. It culminates in a song fest in which all campers participate; campers memorize the songs and cheers to be performed. Sportsmanship is essential to the good nature of these events. Poor sportsmanship is not tolerated! Arguing with the judges, fellow teammates, staff members, or members of other teams are all strictly prohibited. Judges will deduct 10 points after the first warning.

Photo: Camp Heatwave

Photo: Camp Heatwave

A breakdown of the events:

  1. Opening march and sit down/entrance

  2. Team cheers

  3. Over and under relay

  4. Scooter relay

  5. Noodle pass

  6. Worm relay

  7. Tic tac toe

  8. Steal the bacon

  9. 50-yard dash hopping

  10. Blow cup relay

  11. Ping Pong spoon relay

  12. Beach ball turn

  13. Jump rope relay

  14. Tug-of-war

  15. Great Wilson relay

  16. Staff hunt

  17. Spirit assembly

  18. Beach volleyball

  19. GaGa team

  20. Spike ball

    Robert “Peanut” Henderson
    Recreation Specialist
    Camp Heatwave
    Temple, Texas

Photo: Girl Scouts of Citrus

Photo: Girl Scouts of Citrus

Human Hungry, Hungry Hippo Game

Campers are split into four teams. Each team has a minimum of three people and is given a scooter and two laundry baskets. The way this works is the team members take turns being:

  • The “hippo”—the person who lays belly-down on the scooter and collects food

  • The driver—the person who holds onto the hippo’s legs and gets them to the food in the middle of the room

  • The food collector—the person who stays behind to collect the food that comes their way.

We place the food (500 ball pit balls) in the middle of the room and blow the whistle. They have three minutes to collect as much food as possible. The driver pushes the hippo, who is holding a laundry basket into the food and the hippo has to sweep as much food back to the collector. After three minutes, or when all the food is gone, the whistle is blown and the teams count to see who has the most food for that round. As this is happening, the counselors reset for the next round. The team with the most food collected after at least three rounds wins! This game can go for however many rounds are needed or decided at the beginning. We try and make sure at least every person who wants to be a hippo gets the opportunity to be one.

Aimee Beauchamp
Mah-Kah-Wee Program Center
Girl Scouts of Citrus
Chuluota, Fla.

 
 
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