Children & youth ministry



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BIBLIOGRAPHY



www.youthpastor.com
www.littlefallsonline.com

Amy Smith
Blind Trust

Group size: 6 or more

Time: 5 to 10 minutes

Supplies: None needed.

Form a large circle, and choose one young person to be the Walker. Place the Walker in the center of the circle. Have the Walker close his or her eyes, and spin in place two or three times. Then have the Walker walk around without opening his or her eyes. Tell the other group members that it's their job to keep the Walker safe and always point him or her back toward the center of the circle. After a few minutes, choose a new Walker. As a variation, choose two or more Walkers and have them move around at the same time. Instruct kids to keeps the Walkers from running into to each other (or anything else). Have kids discuss what this experience teaches them about trust.

Excerpted from GROUP Magazine

Barnyard:

This is a good little game to divide into teams for the day/evening. Have pre-made cards for more than enough kids. Come up with as many animals as you want teams that night. If you want four teams, have four animals. If you predict 35 kids that night make forty cards, four groups of ten. Each group of ten cards will have a particular animal written on it (so you will have 10 chicken cards, 10 cow cards, 10 donkey cards and 10 pig cards). Hand out cards randomly to the kids and tell them to not tell anyone their animal. When you give the signal, have them make the sound of their animal as loud as possible until they find their entire group. First group to totally find each other wins.

Put a twist on the game by putting in only ONE card that says "donkey".
After all of the animals have found each other, there will still be one poor kid out there Hee-Hawing his head off to no avail.
(Amy’s note: I think it would be funnier to give one of your adult or teen volunteers the “donkey” card (not to mention not embarrassing any of your youth group or visitors).)
SOURCE: http://www.thesourcefym.com/games/anywhere.asp
Caterpillar Tag

Choose three or four people to be "It." Whenever an It tags anyone, that person must join It by placing his or her hands on Its waist, forming a line. Now both players try to tag another. When all players have been joined to one of the It lines, call out "Caterpillar tag!" and point to one of the lines. That line then becomes the caterpillar. The caterpillar tries to tag anyone in the other lines. Whenever another line is tagged, those kids must link up with the caterpillar and begin chasing the lines that remain. The game is over when everyone has become a part of the caterpillar.

Leader Tip: As a fun variation at the end of this game, have the caterpillar chase its own tail. Then the game is over when the caterpillar becomes a circle of kids.


Excerpted from Great Group Games for Youth Ministry
Out of print

Chaotic Relay


Set two chairs at one end of the meeting room. On each chair, place a stack of index cards on which you’ve written relay instructions kids will carry out (see the samples below). You’ll need one-half as many instructions as you have kids (make an excessive amount of cards and have a volunteer count the number of students if possible), and a set of them for each team. Shuffle each set of instructions independently.

Form two teams. Have teams line up in single-file lines on the side of the room opposite the chairs. On “go,” the first person on each team will run to the chair, take one index card, follow the instructions, tag the chair, run back to his or her team and lock arms with the next person in line. Both of them will run back to the chair, take one index card, follow the instructions together, tag the chair, lock arms again, run back to their team and lock arms with the third person, and so on. This continues until all team members have been included, finished the instructions, and run back to their starting line. Award prizes to the team that finishes first.


Sample Relay Instructions:

  • Sing “Jingle Bells”

  • Do five jumping jacks.

  • Run around the room.

  • Take off your shoes.

  • Run backward to your team.

  • Get a drink of water.

  • Hop to your team.

  • Run around the chair two times yelling your school’s name.

  • Kneel and say, “Jesus rules!”

Excerpted from Have-A-Blast Games


Copyright  2001 Group Publishing, Inc. All rights reserved.
Drop the Blankie
This is a great way to get everyone better acquainted. Before starting, make sure visitors are introduced, so that everyone has at least heard everyone else’s name. Divide into two teams and have each team huddle at opposite ends of the room. Two people (neutral) hold a blanket in a vertical position and stand one foot from their side of the blanket. When they are ready, the blanket is dropped. The first person to say the other person’s name correctly captures that person for his team. The game continues until only one person remains on one of the teams. If neither of the last two players knows the other person’s name, they are introduced and sent back to their teams.--Peter Torrey
Getting to know You

Break the group up into 2 or 3 groups. Put brothers/sisters on same team.

Pass out the paper with three blanks and ask them to list 3 things that no one on the other team knows about them.

Turn the papers back into you and you are the Games host. You read off a Random answer from team one and the people on team two and three have to guess who it is. The team who guesses right gets a point. If no one guesses right team one gets a point. and so on. You learn some real cool stuff about each person and the students never forget some of them.

Ha Game

This is a great game if you are doing a lesson in cooperation among teens and/or Christians in general. Have all of your youth line up boy, girl, boy, girl, etc. Have the first person in line lie down on the floor on his or her back. The next person in line lies down on his or her back and places his or her head on the first person's stomach. Do this until everyone in line is lying on the floor and has their head on someone else's stomach (except for the first person who just puts their head on the floor). Then, number off each youth and tell them to remember their perspective number. Once numbered, tell the youth that each person must say "ha" the number of times corresponding to the number they were given. Sounds easy right? Nope, each person must be completely silent and cannot laugh, smile, whatever. If one person laughs, smiles, etc., the game restarts and goes back to person #1. The object of the game is to get each youth to say their perspective # of "ha's" without having to start over. You can go down the line one time, then re-number the group the opposite way to really mess them up! The game lasts as long as the youth, or you, can handle it.



Hippity-Hop

By Jill DeCesare

Game Summary: Kids will cooperate with each other as they compete in an expanding "three-legged race."

Game Supplies: You'll need eighteen-inch lengths of twine (or string), scissors, and masking tape.

The Game: Have kids form teams of four to six. As much as possible, be sure teams have equal numbers of members. Use masking tape to create two lines on opposite sides of the room, at least five feet from the walls. Ask team members to line up single file behind one line, with at least five feet between teams. Have the first two members of each team stand side by side and then tie their inside ankles together with a piece of twine.

Tell kids that Hippity-Hop is a cooperative race in which team members must race to the other line and back. However, every time members of a team return to the starting line, they must tie on another team member and race down and back again. Teams will continue until each team has completed the course with all of its members tied together. Ask if there are any questions and then begin the race. When everyone is finished, distribute scissors so team members can cut themselves free.

Then have the entire group discuss the following questions:


  • Why did teams seem to slow down toward the end of the race?

  • How is this like what happens in real life? How is it different?

  • What enabled your team to successfully complete the course?

  • What can this teach us about working effectively with others?

Excerpted from All-Star Games from All-Star Youth Leaders

Copyright © 2001 Group Publishing, Inc. All rights reserved.


I’ve Got Your Number


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