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- Cooperative games: the Series
- Cooperation Games: Today and Tomorrow
- Cooperation for a Lifetime
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Cooperative games: the Series
Cooperative Games: The Series
Cooperative games help preschool children develop their self-esteem and
respect for others and enhance their communication, body coordination, and
perception through games that involve all the senses, movement, creativity
and self-expression. The elderly will be helped by cooperative games
because such games keep memory activie, help individuals remain physically
flexible, and promote positive relationships and enjoyment. Recreational
activities for people with special needs will create a positive atmosphere
in the group and help stimulate interaction in a group where members have
differing abilities.
Amoeba Tag
Two people are it. They hold hands and chase people. Any person they catch
joins the chain by linking hands. When another person is caught, they can
stay together or split into two pairs, but they must split into even numbers
and they can link together at will. This game is played until nobody is
left.
Human Juggler
Materials: a number of balls, preferably of different sizes.
Arrange your group in a circle. The goal of the game is to be able to pass a
series of balls around the circle in a pattern without dropping any of them!
Start with one ball. The leader takes the ball, calls the name of another
player somewhere else in the circle, and tosses the ball to that person.
This player then calls the name of a second player, and tosses the ball to
that person. This pattern repeats until everyone in the circle has received
the ball once and the ball has made its way back to the leader. It is
important that everyone remembers who they tossed the ball to. Practice
tossing the ball around the circle in the established pattern until everyone
is comfortable with this stage. Then you can introduce a second ball, then a
third, then a fourth. See how many balls the group can manage at one time!
Human Alphabet Soup
This game can either be played using the whole group or with the group split
into teams. The first thing to try is to get the group to make the
letter “A” by lying on the ground, using their bodies as parts of the
letter. Once they figure it out, see how fast they can go through the entire
alphabet. If you are using teams, race the teams against each other to see
which team can form a letter first. Once the group has become comfortable
with the game, get the teams to spell whole words with each member of the
team forming one letter.
People to People
Everyone in the group should find a partner or should break into teams of
three, depending on the numbers. Explain that when the group hears the
phrase “people to people,” they should find a new partner or team. Begin by
calling out body parts, such as “hip to hip.” Partners must then stand so
that they are standing with their hips touching. Continue to call out
appropriate body parts. Commands like “finger to shoulder” should also be
given. Each time a new body part is called out, the pairs must maintain the
previous connections, while forming the new ones. For example, a pair may
stand with hips, hands, and fingers/shoulders touching. After a few
commands, call “people to people.” The game can be made more challenging
(and silly) by increasing pairs to teams of three or more.
Cooperative games are a great way for teachers and trainers to get to know
their students at the beginning of the year. Games that involve teamwork and
cooperation are essential to teach students to work with one another.
Cooperative games are great to use with any ages. So get up and play some
games.
References:
Cooperative Games
http://www.ultimatecampresource.com/site/camp-activities/cooperative-
games.page-1.html
Cooperative Games
http://www.irvingisd.net/pe/PEWEB/cooperative_games.htm
Cooperative Games & Crafts
http://www.geocities.com/gsgreenneck/coopgames.html
Cooperative Games for Ice Breakers
http://www.schenectady.k12.ny.us/CurricularAreas/PHysicalEducation/PE.coopera
tivegames.k8.pdf
Cooperatives Games
http://dragon.sleepdeprived.ca/games/cooperative_games/cooperative_games_menu
.htm
Games for Child Scouts
Fun Opening Games & Getting to Know You Activities
http://www.geocities.com/gsgreenneck/introgames.html
Mr. Gym Cooperative Games
http://www.mrgym.com/CooperativeGames.htm
Initiative Games
http://www.k12.wa.us/TeenAware/Forms/Cooperative%20Games.pdf
The Power of Peace givers
http://www.peacegames.org/Resources_what_are_coop_games.shtml
Cooperative Games
http://www.sigridloos.com/games.htm
We Can Play Together
Cooperative Games in Daycare
http://www.childcarelounge.com/Caregivers/playtogether.htm
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Cooperation Games: Today and Tomorrow
Games are an outlet for fun. They teach problem solving, cooperation,
social development, and oral language skills. They are a wonderful
addition to any physical fitness program for children. First, they can be
used at many skill and age levels. Second, they require little or no
equipment. Third they can be played primarily inside a gym or outside on a
small field. Fourth they teach positive social habits that last for a
lifetime. The advantage of cooperative games is that they can eliminate the
need for feelings of failure or incompetence.
My article is divided into three sections. My first games will be good
openers for game sessions. My next section will consist of games that can
be played anytime in a session. The last section will be appropriate games
that incorporate cool down activities.
Beginning or Warm-up Activities
• Silver and Gold Friends
Players quickly form small groups. The leader tells them to look at each
other and find other team members wearing similar shoes, hair color, eye
color, etc. The object of the game is to see who has the most similarities
in any given small group. Students may want to write down the similarities
on a sheet of paper and discuss the results with the whole group.
• Webrings
Materials: Ball of yarn
Everyone is seated in a tight circle. The first person asks a question to
another person in the group. They give the string to that person who in
turn answers the question. The person with the string asks a question
to ,another team member and tosses the string to that player. After
everyone has had a turn asking and answering at least one question, wind up
the string by problem-solving who will get the string next. Then roll up
the ball. Continue to roll up the string until there is not any more loose
string, and the ball is in its original position. This game teaches players
to ask questions of others that they do not normally associate with. The
goal is to find new friends.
Anytime games
• Marvelous Multiples:
Materials:
Chairs
Music for musical chairs
This is just like musical chairs except more than one person may sit on a
particular chair after the music has stopped. This game teaches community
and creativity as the players learn how to sit on the same chair without
squishing their partner (s).
• Incredible Shrinking Island
Materials: Masking tape, chalk, or gym lines.
This game operates on the same premise as Cooperative Musical Chairs.
Outline a large square on the floor with either masking tape or chalk. This
area is the safe island and the area surrounding the square is the ocean.
When the music begins children "swim" around the island. The stopping of
the music indicates that sharks are coming and that all players must
retreat to the safety of the island. With each round, the lines are altered
making the island smaller and smaller. Players must work together to make
sure everyone has a safe place to get away from the sharks and fit on
the “island”. Chairs also serve well as boundaries for the island if there
is space for the people to get into the area.
• Up, Up and Away!
Materials: Balloons
Blow up one or more balloons depending on the number of players. The simple
goal is to work together and keep the balloon in the air. You can add to the
challenge for older children by restricting how they may elevate the
balloon Do not allow them to use their hands, but restrict them to use only
their feet.
• Rollifric
Materials: Ball
Form a circle. Sit down on the floor with feet towards the center of the
circle, bodies touching. Place a ball on someone's lap. The object of the
game is to move the ball around the circle as quickly as possible without
using hands. The ball moves from one person's lap to another. Variations:
Add more balls, add different size balls, add signals such as "Stop"
or "Go,” and reverse directions at the sound of a whistle.
• Monarchy Madness
Materials: Foam or soft play ball
Play in a large area, with boundaries. One player starts with a
lightweight ball. Anyone he hits joins the monarchy family. After one
person is hit, the person with the ball cannot run, though those without the
ball who are part of the monarchy can run. People in the monarchy must use
teamwork and pass the ball to catch those who have not yet been hit by the
ball.
• Tail Tales or T.T.
Materials: Bright scarf
Players form one long line or train by holding onto the waist of the child
in front of them. The child in the front becomes the head of the group. The
child in the rear is the tail , and a colorful scarf is attached into his
back or side pocket. A belt loop in the back of the child may also be used
to hold the scarf. The "head” or first person in the group is to try to
catch the scarf flapping behind the "tail.” The front person may use their
hands to catch the scarf. All players must learn to work together to catch
the tail without losing any of the players by running too fast or allowing
players to accidentally break from the group.
• Drive He Said
Players form pairs. One person in front is the car and the person in back
is the driver. The car must put his arms up in front of himself in a relaxed
fashion. The car closes his eyes and the driver then guides the car
carefully around obstacles such as chairs, tables, or other “cars,” etc.
After a few minutes, both players are asked to stop and the car and driver
switch roles. The second player is the car and the first is the driver.
This teaches trust as the car has no idea where his driver will take him.
Closing or ending games
• Squeezies
The group stands in a circle, holding hands. The "squeezie" is passed
around the circle with a hand squeeze. For a variation try two squeezes
in opposite directions. Finally, try the latter with eyes closed.
Another variation can consist of also putting a person in the middle (with
his eyes open ) and have them try to find out who is passing the squeeze.
• Copy Cat
Players sit in a circle. The leader starts by making a funny or unusual
face and “passés” the goofy face to a person next to them who must copy the
funny face. The second person makes a new silly face to pass to a third
person, next to them. Everyone gets a turn making and passing the funny
face.
Games can foster creativity while teaching students to work together.
Cooperative games teach mutual acceptance, create encouragement, fun,
sharing, kindness, consideration and respect for others. Studies show that
children who regularly participate in cooperative games are three times as
often more cooperative with others during free play. What a wonderful
lesson to teach for life.
Suggested References:
Cooperative Games at University of Wisconsin
http://www1.uwex.edu/ces/news/
The Educational Value of Cooperative Games
http://www.usafa.af.mil/dfe/educator/S02/millis0502.htm
Fire starter Activity Guide
http://www.freechild.org/Firestarter/facilitating.htm
Le Fevre, Dale, Best New Games. Human Kinetics. Illinois. 2002.
Responsive Classroom http://www.responsiveclassroom.org/newsletter/
--------------------------------------
Cooperation for a Lifetime
Cooperation for a Lifetime
It is essential that children have positive experiences with exercise and
fitness.
Remember how it felt to be the last one picked for gym. In the following
games, this scenario does not happen:
Low Activity Games
Make 11
I use this game when I need time filler. Groups form in a circle. Groups
face each other and at the count of three, put out one hand with a number of
fingers extended, trying to reach 11. The purpose of this game is to get
students to work together to figure out how to “make 11.” The students work
at this until they understand the game, then they repeat the game using both
hands, trying to total 21 or any other number determined by the teacher.
This game teaches coordination, verbal communication, visual acuity, muscle
reaction, and helps students develop their fine motor skills. It also
teaches the concepts of trust, team building, problem solving, and self-
control.
Captain Video
Have you ever played the game telephone. This is similar. The name of this
game is derived from the students’ need to use their “special powers” of
paying attention to small visual details, such as Superman looking through a
wall or Wonder Woman dodging bullets using only her small metal wristbands.
This game is played in a circle, and after the teacher demonstrates how the
game works, players face out from the center. To start, one player (at
first, the person demonstrating the game) stands in the middle and taps
another player on the back (everyone will be facing outward at this point).
The second player turns around to face the middle to watch the first player,
who then makes a simple movement or two before taking the place of the
second player in the circle, but now facing in toward the middle. The
second players does not repeat the movement immediately, but goes to a third
player in the circle, taps them on the shoulder, and repeats the movements,
remembering them to the best of his or her ability. This goes on from
player to player until the last player turns around and is shown the movement
(s). The last player and the first meet in the middle stand back to back,
and at the count of three do the movement so players can then see how much
the movement has changed. To finish the game, have the first and last
players face each other and at the count of three do the movement again. No
special equipment is needed for this game and it teaches visual acuity,
memory, and motor skills development. It also teaches the concepts of
adaptability, self-control, creativity, spontaneity, and following
directions.
Moderately active games
Four Corners
There are four corners that players can go to, each of which will be clearly
identified with a number from one to four. One player starts in the middle,
closes his or her eyes, and slowly counts to 10 aloud while the other
players quietly go to one of the corners. At this point, the person in the
middle will call out the number of a corner. Everyone who is in that corner
joins the middle person. One of them will be chosen as the new caller.
Everyone can help count. The process is repeated until either one person or
no one is left. At that point, the game can start again. The last person
that gets called out is the next caller or he/she can choose someone to be
the caller for the next game. This game teaches students how to stop quickly
and safely, how to keep quiet and it also contributes to the development of
fine motor skills and a sense of direction. The secondary skills include
creativity and problem solving.
Cranes and Crows
To play this game, set up boundaries wide enough for a rectangle to
accommodate all players with a middle line (it can be invisible between two
markers). Divide the group into two lines, with the players in each line
standing side by side and facing each other over the middle line, two arms’
width apart. Each group of players has a safety line about 20 feet behind
it, parallel to the middle line. One line of players is the “cranes” and
the other is the “crows.” The games leader or instructor stands at one end
of the lines and shouts the names of the lines, “crows,” “cranes,” or any
word beginning with a “c,” or “cr,” such
as “chrome,” “cranium,” “cone,” “cat,” etc. The reason for using other
words that sound like but are not “crows” or “cranes” is to teach the
players to listen carefully. Only when a team’s name is called does it
chase the other line and to tag them before they run back to reach their
safety line, which is located about 30 feet in back of them, depending on
the age and ability level of the group. Any one who is caught joins the
other team, changing from a crane to a crow or vice versa. The teams then
reform their lines in the middle and repeat the process. It is important to
make sure the players are aware of others that are around them so they do
not bump into each other.
Active Game Ideas
Blob
This game derives its name from the science-fiction movie called “The Blob,”
in which a massive alien organism attempts to take over the earth by
devouring and absorbing everything in its path, thus allowing it to grow as
it advances. This game also teaches us that monsters are not always scary
and we may have more “animal” in us than we think.
Directions: It is best to play this game in a large area with boundaries.
One student will start out as “The Blob,” and when he or she tags someone,
that person joins hands with him or her and they try to catch others
together. When there are at least four, they can split into two blobs.
This repeats until everyone is caught.
The students learn such developmental skills as verbal contact, tactile
contact, endurance, balance, visual acuity, visual ability, reaction, and
running. This game also teaches students the concepts of adaptability to
change, problem solving, spontaneity, speed, pantomime, self-control, and
cooperation. Furthermore, the game provides children with a great
cardiovascular workout.
Oh Deer
Divide group in two, a group of resources, and a group of deer. Both line
up facing each other, and then turn away from each other. Resources line
chooses to be either shelter (hands over head forming a roof,) water (hands
on mouth or do the sign for drink or water), food (hands on stomach). Deer
chooses what they need in the same manner. At a given signal, both groups
turn to face each other, then deer run over to the resource that matches the
one they have chosen. If a deer does not find what needs are, it becomes a
resource.
To add excitement, add a third element, mountain lions, who try to eat the
deer on their way to get resources; lions could face away from middle to
begin also. Oh, Deer develops physical agility as well as mental alertness.
It teaches about survival while also developing such skills as tactile
contact, adaptability, self-control, pantomime, visual ability, reaction,
speed, and running.
These ideas are merely suggestions. As you continue to work with children,
you will decide which games are ideal for your specific group. If you are
new to working with children, you will quickly learn that directions must be
very specific. Young children are truly an adventure.
Le Fevre, Dale, Best New Games. Human Kinetics. Illinois. 2002.
Games are an outlet for fun. They teach problem solving, cooperation,
social development, and oral language skills. They are a wonderful
addition to any physical fitness program for children. First, they can be
used at many skill and age levels. Second, they require little or no
equipment. Third they can be played primarily inside a gym or outside on a
small field. Fourth they teach positive social habits that last for a
lifetime. The advantage of cooperative games is that they can eliminate the
need for feelings of failure or incompetence.
My article is divided into three sections. My first games will be good
openers for game sessions. My next section will consist of games that can
be played anytime in a session. The last section will be appropriate games
that incorporate cool down activities.
Beginning or Warm-up Activities
• Silver and Gold Friends
Players quickly form small groups. The leader tells them to look at each
other and find other team members wearing similar shoes, hair color, eye
color, etc. The object of the game is to see who has the most similarities
in any given small group. Students may want to write down the similarities
on a sheet of paper and discuss the results with the whole group.
• Webrings
Materials: Ball of yarn
Everyone is seated in a tight circle. The first person asks a question to
another person in the group. They give the string to that person who in
turn answers the question. The person with the string asks a question
to ,another team member and tosses the string to that player. After
everyone has had a turn asking and answering at least one question, wind up
the string by problem-solving who will get the string next. Then roll up
the ball. Continue to roll up the string until there is not any more loose
string, and the ball is in its original position. This game teaches players
to ask questions of others that they do not normally associate with. The
goal is to find new friends.
Anytime games
• Marvelous Multiples:
Materials:
Chairs
Music for musical chairs
This is just like musical chairs except more than one person may sit on a
particular chair after the music has stopped. This game teaches community
and creativity as the players learn how to sit on the same chair without
squishing their partner (s).
• Incredible Shrinking Island
Materials: Masking tape, chalk, or gym lines.
This game operates on the same premise as Cooperative Musical Chairs.
Outline a large square on the floor with either masking tape or chalk. This
area is the safe island and the area surrounding the square is the ocean.
When the music begins children "swim" around the island. The stopping of
the music indicates that sharks are coming and that all players must
retreat to the safety of the island. With each round, the lines are altered
making the island smaller and smaller. Players must work together to make
sure everyone has a safe place to get away from the sharks and fit on
the “island”. Chairs also serve well as boundaries for the island if there
is space for the people to get into the area.
• Up, Up and Away!
Materials: Balloons
Blow up one or more balloons depending on the number of players. The simple
goal is to work together and keep the balloon in the air. You can add to the
challenge for older children by restricting how they may elevate the
balloon Do not allow them to use their hands, but restrict them to use only
their feet.
• Rollifric
Materials: Ball
Form a circle. Sit down on the floor with feet towards the center of the
circle, bodies touching. Place a ball on someone's lap. The object of the
game is to move the ball around the circle as quickly as possible without
using hands. The ball moves from one person's lap to another. Variations:
Add more balls, add different size balls, add signals such as "Stop"
or "Go,” and reverse directions at the sound of a whistle.
• Monarchy Madness
Materials: Foam or soft play ball
Play in a large area, with boundaries. One player starts with a
lightweight ball. Anyone he hits joins the monarchy family. After one
person is hit, the person with the ball cannot run, though those without the
ball who are part of the monarchy can run. People in the monarchy must use
teamwork and pass the ball to catch those who have not yet been hit by the
ball.
• Tail Tales or T.T.
Materials: Bright scarf
Players form one long line or train by holding onto the waist of the child
in front of them. The child in the front becomes the head of the group. The
child in the rear is the tail , and a colorful scarf is attached into his
back or side pocket. A belt loop in the back of the child may also be used
to hold the scarf. The "head” or first person in the group is to try to
catch the scarf flapping behind the "tail.” The front person may use their
hands to catch the scarf. All players must learn to work together to catch
the tail without losing any of the players by running too fast or allowing
players to accidentally break from the group.
• Drive He Said
Players form pairs. One person in front is the car and the person in back
is the driver. The car must put his arms up in front of himself in a relaxed
fashion. The car closes his eyes and the driver then guides the car
carefully around obstacles such as chairs, tables, or other “cars,” etc.
After a few minutes, both players are asked to stop and the car and driver
switch roles. The second player is the car and the first is the driver.
This teaches trust as the car has no idea where his driver will take him.
Closing or ending games
• Squeezies
The group stands in a circle, holding hands. The "squeezie" is passed
around the circle with a hand squeeze. For a variation try two squeezes
in opposite directions. Finally, try the latter with eyes closed.
Another variation can consist of also putting a person in the middle (with
his eyes open ) and have them try to find out who is passing the squeeze.
• Copy Cat
Players sit in a circle. The leader starts by making a funny or unusual
face and “passés” the goofy face to a person next to them who must copy the
funny face. The second person makes a new silly face to pass to a third
person, next to them. Everyone gets a turn making and passing the funny
face.
Games can foster creativity while teaching students to work together.
Cooperative games teach mutual acceptance, create encouragement, fun,
sharing, kindness, consideration and respect for others. Studies show that
children who regularly participate in cooperative games are three times as
often more cooperative with others during free play. What a wonderful
lesson to teach for life.
Suggested References:
Cooperative Games at University of Wisconsin
http://www1.uwex.edu/ces/news/
The Educational Value of Cooperative Games
http://www.usafa.af.mil/dfe/educator/S02/millis0502.htm
Fire starter Activity Guide
http://www.freechild.org/Firestarter/facilitating.htm
Le Fevre, Dale, Best New Games. Human Kinetics. Illinois. 2002.
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