Saturday, January 26, 2013

Game Night

One of our most successful activities was a game night.  This required quite a bit of advanced preparation but it was a huge success.  We played Jeopardy, Win, Lose, or Draw, and Family Feud.  This is a great way to spend an evening with the youth in lieu of a dance or other activity as well as for a combined YM/YW night. 

The cultural hall was divided into three sections.  Each youth was given a number of a team, two teams per game.  This number was drawn on their hand with a washable marker as they entered the cultural hall to avoid any changing, switching, or "forgetting."  The games were played round robin with rotation every 15 min.

Jeopardy:  The Jeopardy board was placed on both sides of a chalkboard with 8 1/2 x 11 sheets of paper containing the Jeopardy "answer" for both Jeopardy, Double Jeopardy, and Final Jeopardy.   A Jeopardy grid was set up including the headings for the topics containing general history, math, Church history, movie trivia, books, etc. and geared to their age level (Twilight and Harry Potter trivia for example).  Tape was used to attach the papers to the board that had been previously covered with butcher paper to prevent damage.  Another sheet of paper was placed over this, attached with Velcro, that represented value of the question.  Two leaders supervised this game.  The one that played the "MC" was familiar enough with the Jeopardy game to supervise and preside over the game.  Another leader acted as a time/score keeper.  Each team was given a set amount of time to answer the question and the team had to agree.  (They were allowed to confer on an answer.)  The team with the most "money" was the winner.  

Win, Lose or Draw:  A large news print tablet was placed on a easel and markers were used.  This allowed for quick elimination of one page of drawings without erasure.  Two leaders supervised the game.  One was the "MC" and the other a timekeeper.  The youth was given a category stack of papers such as "Things of Halloween" including candy, ghosts, jack-o-lanterns, etc.  Letters and numbers could not be used.  A youth was chosen by his team to draw and could rotate or not, depending on how they wanted to proceed.  The artist then began drawing the pictures as fast as he/she could with the teammates making the effort to guess was depicted.  A time limit was set.  As each picture was drawn and guessed, that piece of paper was cast quickly off to the floor.  Ones that were not guessed, remained in his/her hand.  The leader counted the papers left in the hand to determine the score (Ex. 2 out of 10).  The next team then proceeded with a new set of papers and a new topic.  The ones with the most answers was the winner.  In determining a overall winner in this game for the night, a running tally was kept.  With the discovery of a tie, a run off game was played to determine the Win, Lose or Draw champions of the evening.  

Family Feud:  Family Feud games were played on line previously to obtain "Survey" questions.  Chairs for each team were placed according to game designs.  Two leaders supervised this game, one to be the "MC" and one as time/scorekeeper.  A small table was placed between the teams, in front of the game board for the face off.  In this case, whoever slapped the table first, got to answer first.  The youth representing his/her team with the correct answer began.  Each team was asked their answers to survey questions, amassing points.  If they were stumped, the other team had the opportunity to try to answer the questions and steal the points.  The team with the most points at the end was the winner.

After all teams had a chance to play each game, winners were announced and rainbow sherbet floats were served.  This evening was such a large success because of the effort  put in by the leaders.  Also, each game required the help of almost all the adult leaders.  It was a large production.  The games needed to be fast and the questions interesting to hold their attention.  We all had a great time!

Monday, January 14, 2013

Dating and Dating Etiquette Night



Some of your younger girls will be nervous as well as excited as they approach dating age.  Group dating, of course, helps break the ice and relieve the tension of trying to think of something to say and do on a date.  Here are some things we used in a Dating and Dating Etiquette Night. 

If  he asks for a kiss...give him one of these:

Hints and Etiquette:
  Be yourself
  Be polite and pay sincere compliments
  Invite him in and introduce him to your family
  Let him help you with your coat and open doors for you
  Wear modest clothing for ALL occasions
  Be home on time
  If eating out, let him suggest an idea so you have an idea what price range he has in mind
  Have fun and thank him!


Manners:
  Don't do all the talking
  Don't lower your standsrds
  Don't let him honk the horn for you
  Don't keep him waiting
  Don't spend the night talking to friends on the phone or texting other people
  Don't criticize your date or put yourself down
  Don't sit in the car or outside after a date, go into the house to talk.

Talk about:
  What did you do today?
  Tell me about your family?
  Have you always lived in this area?
  What is your favourite subject or who is your favourite teacher?
  What do you like to do?

Inexpensive Dates:
  Picnic
  Inner tubing
  Bicycling
  Games
  A movie night at home
  Breakfast at sunrise
  Nature walk
  Beach
  Skating
  Constellation search
  Free movies or concerts
  Make dinner together and eat on the porch

Tuesday, January 8, 2013

Cultural Hall Battleship

Cultural Hall Battleship is a fun YM/YW combined activity.  This is a great way to use scripture mastery, lesson reviews, or just fun Jeopardy-type questions. 

How to play:
   Set up a divider in the room by using rolling chalkboards or volleyball nets draped with sheets.  These need to be high enough that the youth cannot see over or under.  Divide into 2 teams.  Each team takes a side.  Have your questions/scriptures ready and explain the rules.

 Rules:
  1.  Each member of the team must pick a spot in their designated area.  Once the game starts there is no moving.  If a player moves, it is considered a "hit" and the player is out.

  2.  A team is asked a question.  The first team to answer the question correctly is handed a "bomb" (Nerf ball, volleyball, Wiffle ball, etc.) to throw over the  net/divider. 

  3.  Any player hit with the "bomb" is considered out and must leave the game.  Continue until only one player remains and that team wins.  If there is a large group, the first one with five players out loses.