Skill Practice through Movement & Play

Hands on Activity: Saran Wrap Challenge

Age Group: All

Number of Students: All students; activity can be done in groups

Duration: 10-15 minutes per group

Overview

The Saran Wrap game is a fun challenge involving a massive (and we do mean massive) ball of plastic wrap filled with prizes. Save the very best goodie for the middle of the ball. As you roll dice trying to get a double, someone else gets to unwrap the ball to snag prizes — until the person with the dice rolls a double. Then the person unwrapping the ball has to pass it to another classmate.

Materials

  • Open space
  • Saran Wrap (the more, the bigger the ball; you will need at least one package per group)
  • Pair of dice 
  • Oven mitts or gloves/mittens (something to make it harder to use your hands and fingers)
  • Lots of prizes: candy, pencils, “treasure box materials,” trinkets, mini toys, etc. *Note*- Be prepared to give all students equal prizes or have a plan to keep things fair.

Instructions

Before Game Prep:

  1. First, you’ll need a roll of plastic wrap. If you want a bigger ball, you can always use more. The more gifts you want to add, the more rolls of plastic you will need (the average roll is about 200 feet long).
  2. Then, pack in your prizes. Goodies can range from candy to cash. We suggest loading the outermost part of the ball with packs of gum or fun-sized candy bars. As you get closer to the middle, add things like ChapStick or small hand sanitizers.
  3. Place the most valuable prize in the middle — maybe a gift card or new ornament.
  4. Lastly, you’ll need a pair of dice and a pair of oven mitts or gloves/mittens

Game Instructions:

  1. Gather students in an open space
  2. Explain the game. 
  3. Instructor: “Everyone will stand in a circle. One person will start with the ball with oven mitts on. The person with the ball starts unwrapping while the next player in the circle rolls the dice until they roll doubles. As soon as that person rolls doubles, they pass the dice but get the ball. The person holding the ball unwraps as much Saran Wrap as possible, keeping all of the goodies they find along the way. The last person holding the ball keeps the final prize. Beware, the final few layers get intense!”
  4. Questions?
  5. Begin game

Age Group: PreK - 5th   

Number of Students: All students

Duration: All week

Overview

Students will celebrate the last full week of the program by showing their after school spirit and dressing up each day with the daily theme.

Materials

  • Students to dress up with things they have from home
  • Monday: Pajama Day
  • Tuesday: Funny Sock Day
  • Wednesday: Crazy Hair Day
  • Thursday: Hat Day
  • Friday: College or Sports Team Day

Instructions

  1. Use these themes, or any other that might relate to your school and program, for students to dress up each day in after school.
  2. Add a special party for the end of the week, or some fun game, activity, or discussion that incorporates each theme! Consider your program’s favorite things!

Age Group: All

Number of Students: All students 

Duration: 20-30 minutes

Overview

Students will put together their favorite songs and have a dance party!

Materials

  • Open space
  • Speaker for music
  • List of students’ favorite songs 

Instructions

  1. Instructors to compile a list of all students’ favorite music and songs to create a “clean” playlist
  2. At the end of the year party (or whenever is convenient), play all the songs and have a dance party or dance battle with all students.

Overview

This game increases children’s listening skills, endurance and awareness of what is going on around them.

 

Materials

  Large open space

  Cones to set up the play area

 

Duration: 30 Minutes

  • 5 minutes - Explain the game and practice commands
  • 25 minutes - Play multiple rounds
  •   5 minutes - Reflect on the activity

Instructions

  1. Before beginning, set up cones to identify the boundaries of the play area.
  2. Have the players line up on the line marked in the middle of the play area.
  3. The teacher will be the captain. The captain will give commands to the players/crew to perform a specific movement or sound.
  4. Explain that the crew is sailing treacherous seas and needs to work together and follow the captain’s commands to survive.
  5. Set expectations and clearly identify the designated play area (the ship).
  6. If crew members do not follow the commands correctly or if they’re the last to follow the command, they must go to the brig or breakroom (designated “out” space).
  7. Explain the play area and designate which end is the bow (right) of the ship and which end is the stern (left). The goal is to be the last crew member standing.
  8. Teach each command one at a time and then practice, slowly building up to all of the commands. (Note: there are numerous commands and younger students may only be able to remember a few; tailor the game to the appropriate age group and ability).
  9. Commands:

  Roll Call: The crew must line up at the midline of the play area, feet together, toes on the line, salute and say, “Aye-aye, Captain!” The crew may not lower their salute until the captain salutes and says at ease.

  Crow's Nest: Players act as if they're climbing up a ladder to the crow's nest, an area at the highest point of the ship.

  Swab the Deck: Players act like they're mopping the deck.

  Shark Attack: The captain becomes a shark and tries to tag the crew. Those tagged go to the brig to dance or perform a designated exercise.

  Break Time: Active crew members can run to the brig and tag as many people as possible. Those that are tagged can come back in and play again. Make sure everyone gets out of the brig during break time.

  Sailor Overboard: Crew members pair up and decide which one gets on their hands and knees and which one stands and places a foot gently on the other's back while acting as if they’re using a spyglass to find a sailor in the water.

  Drop Anchor: Crew lie on their backs with legs up and act like anchors.

  Pirates: Crew close one eye, put up a hook finger, hobble around as if they have a peg-leg and say, “Aaargh!”

  Row to Shore: Crew get in lines of four; players act as if they are rowing to safety, while singing Row, Row, Row Your Boat.

  1.  Create and add new rules, especially ones that require students to form groups of two or more.

 

Reflection Questions

  How did you feel during the activity?

  What challenges did you face?

  How can you apply what you learned from this activity in your life or the classroom?

  What did you like about the activity? What didn’t you like?

  What lessons can you learn from this activity?

Age Group: All, PreK - 5th

Number of Students: 5 Students +

Duration: 10 minutes +

Overview

Students will begin learning about differences and commonalities between each other. 

Materials

  • Open space

Instructions

  1. Gather students to form a large circle, standing, in an open space.
  2. Explain the game. 

Instructor: “Everyone will begin standing up. I will call out a scenario, like ‘sit down if you have a sister, or sit down if you are older than 8, etc.’ If the scenario applies to you, you must take a seat. If the scenario doesn’t apply to you, you keep standing. If you are once seated and the next scenario does not apply to you, you can stand back up. We will notice who is like us and who is not.”

  1. Questions?
  2. Begin game

Variation - Instructor choice. Make the game competitive by sitting students out after each round. You can call the students out who are sitting OR standing. Your choice; it will make the game exciting and unpredictable. The circle will get smaller. Whoever is left at the end can win.

Reflection Questions

  1. Is there one person with whom you were surprised to have a similarity? If so, who was it and what was that similarity?
  2. Did anyone have 5 or more similarities with one person? If not, who was someone you had the most similarities with?
  3. Did anyone not have any similarities with someone? How did that make you feel? (Ensure the students that it is okay to be unique.)

Age Group: PreK - 5th

Number of Students: 5 students +

Duration: 10-15 minutes +

Overview

Students will practice learning more about each other in a fun, competitive, but cooperative game where they must step forward or step back if the prompt pertains to them. First to the front wins and gets to call the next round of prompts.

Materials

  • Open space

Instructions

  1. Gather students in an open space and have them create one straight line at the back of the room.
  2. Explain the game. 

Instructor: “We are going to learn more about each other in a fun game where you must step forward or step back if the prompt pertains to you. First to the front wins and gets to call the prompts next round. For example, step forward if you are a girl. Step forward if you are in the 3rd grade. Step back if you are in 1st grade. Step forward if you have a cat. Step back if you have a dog. Is everybody clear on how this works? I will go first.”

  1. Once someone makes it all the way to the other side of the room, they get to call the next round of prompts as the game starts over and everyone lines back up at the opposite end of the room.
  2. Questions?
  3. Begin game.

Note: This game is fun because the students never know if they will step forward or back if something applies to them. It makes it a little more cooperative than only stepping forward if the prompt matches the student or not.

*Example prompts: Step forward OR back if. . .*

  • You were born in (blank) month
  • You are (blank) years old
  • You have (blank) color hair
  • You have (blank) color shoes
  • You have a (certain animal) pet
  • You like (type of food)
  • You have a brother/sister
  • You like to (activity)

Reflection Questions

  1. Was there someone that followed a similar pattern to you -- who moved forward when you did and moved backward when you did? Why do you think that happened?
  2. Did you learn something new about one of your friends while playing this game?
  3. Why is it okay to have similarities but also okay to be different?