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
- Before beginning, set up cones to identify the boundaries of the play area.
- Have the players line up on the line marked in the middle of the play area.
- The teacher will be the captain. The captain will give commands to the players/crew to perform a specific movement or sound.
- Explain that the crew is sailing treacherous seas and needs to work together and follow the captain’s commands to survive.
- Set expectations and clearly identify the designated play area (the ship).
- 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).
- 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.
- 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).
- 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.
- 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?