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Zoo warm up Jump Banana! Quick Draw Snowman Watch Dog Olympic storytelling Freeze Tag Tie Dye Eggs Low cost, No Cost Youth work 101 Positive Activities for Young People Tie Dye Eggs Vanessa Rogers

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Page 1: Low cost, No Cost Youth work - NYA · Low Cost, No Cost Youth Work 1 INTRODUCTION This compendium is an A-Z of exciting activities that cost little or nothing, except time and enthusiasm,

Zoo warm

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Low cost, No Cost Youth work

101 Positive Activities for Young People

Tie Dye

Eggs

Vanessa Rogers

Page 2: Low cost, No Cost Youth work - NYA · Low Cost, No Cost Youth Work 1 INTRODUCTION This compendium is an A-Z of exciting activities that cost little or nothing, except time and enthusiasm,

Low Cost, No Cost Youth Work

An A to Z of 101 positive activities for young people

Vanessa Rogers

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Published by The NYA

Eastgate House19-23 Humberstone RoadLeicesterLE5 3GJ

Tel: 0116 242 7350.E-mail: [email protected]

Website: www.nya.org.uk

ISBN: 978 0 86155 346 4

© The NYA

Price: £8.50

Design: Sanjay Kukadia

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CONTENTS

Introduction 1

AA Big Wind Blows 2A Bridge Too Far 2Adverb Game 3Alphabet Search 3Anagrams 4Animal Sorting 5Appointments 5

BBaking Clay 7Balloons in the air 7Banana Mascot 8Big Sculpture 8

CColour, Car, Character 9Clump 9Crossing the River 10Cutlery Wind Chime 10

DData Processing 12Dinner Partners 12Do-it-yourself Chalk 13Dotty Drawing 13Dragon’s Tail 14Draughts Relay 14 Dress the Mummy 15

EEeyore! 16Emotion Painting 16Everyone’s a Liar! 17

FFamous Duos 19Feely Boxes 19Fill the Bottle 20Fingertip Hula Hoop 21

Fishing Game 21 Freeze Tag 22Frozen T-Shirts 23

GGlitter Globes 24Grape Vine 24Group Juggle 25

HHa! 26Horse Racing 26Hot Potato 27Hula Hoop Round 27Human Knot 28

IIce Grab It 29I Prefer … 30Island Menu 31

JJackdaws 32Jigsaw Trial 32Jump Banana! 33Jupiter to Mars 35

KKeep the Ball Up 36Keys 36

L Live Noughts and Crosses 38London Bridge 38Line Up 39

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iv Low Cost, No Cost Youth Work

MMachines 40Make a Shape 40Meet’n’Greet 41Me Cube 41 Monotype Printing 42

NNews 43Non-verbal Introductions 43

OObjects 45Our House 45Olympic Storytelling 46

PPaper Fold 47Patience Relay 47Peg Clipping 48Plane Relay 48

QQuick Draw Snowman 50Quick Drop 51Quick Tie Dye 51

RRecycled Sculptures 53Relief Prints 53Reverse Pointing 54Rope Shapes 55

SSave the Egg 56Sawdust Clay 56Siblings 57Snowballs 57Solve the Crime 58Stand Up 59Straight or Crossed 59

TTamus Square 61Tasting Trials 62Tie Dye Eggs 62Tin Punched Candle Holders 63Toppling Towers 64Traffic Lights 64

UUgly Bug Game 66Unique / Same 67

VValues Tree 68Violet, Violet, Rose 68

WWashing Line 70 Watch Dog 70Wish Bank 71Witches Brew 72Witches, Goblins, Giants 72

XX-Rays 74

YYeehah! 75Yellow Letter 76Yes or No Relay 76

ZZ–A 78Zap! 78Zoo Warm Up 79

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INTRODUCTION

This compendium is an A-Z of exciting activities that cost little or nothing, except time and enthusiasm, but will encourage, energise and motivate young people. Environmentally sound, good fun and encouraging team work, each of the 101 activities suggested has already been tried and tested by practitioners to ensure that they work.

It is divided into five categories;• ice breakers; • energisers;• craft activities;• problem solving; and• team games.

Each activity gives a resource list, clear instructions of how to do it and an estimated time of how long it will take. There are also suggestions for adapting the ideas to include young people with disabilities and those needing more targeted support.

Finally, we have included a notes section for each activity so that you can personalise it with your own evaluations, learning outcomes and useful variations. Even better; let us know how you get on and suggest some activities of your own!

Vanessa Rogers

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Notes

A A BIG WIND BLOWS

Category: Ice BreakerTime needed: 10 minutes Resources: Chairs for all but one player

Description: All participants sit in a circle with the person starting the game standing in the centre. They start by saying “A big wind blows if” and then stating something that is true for them, for example, “A big wind blows if you have a little sister”. All players that this is true for must leave their seat and find an empty one as fast as they can, including the person standing in the centre. The last person standing takes the next turn in the middle. If no-one in the group reacts to the starter then the player should suggest another.

The person in the middle can also shout “Hurricane”, at any time and all players must change seats.

Keep the pace fast moving and encourage young people to share things about themselves so that the group begin to share differences and similarities.

A BRIDGE TOO FAR

Category: Team GameTime needed: 30 minutesResources: A4 paper, pens, newspaper, sticky tape,

scissors, cardboard boxes, a watch and a toy car for each team

Description: Divide the main group into teams of up to six young people. Hand each a selection of newspaper, card, sticky tape, scissors and finally a car. Also hand out the paper and pens.

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Notes

Explain that the task is to battle against time and design and build the longest free standing bridge, capable of carrying a model car from one end to the other. Encourage each group to work out their design first on the paper, before engineering the bridge.

Materials can be traded with other teams, testing negotiation skills whilst encouraging a win/win approach.

Call time after 20 minutes and invite each team to demonstrate the effectiveness of their bridge. The team with the longest bridge, that successfully carries their car from one side to the other, wins!

ADVERB GAME

Category: EnergiserTime needed: 15 minutesResources: None

Description: This is a good energiser for building communication skills.

A volunteer leaves the room. The rest of the young people decide on an adverb, for example ‘angrily’, ‘boldly’ or ‘quickly’. The volunteer returns to the room and asks questions to which to rest of the group respond in the style of the adverb they have chosen.

The volunteer can guess the adverb at any time. If they are correct the last person in the group to have responded to a question takes the next turn outside.

ALPHABET SEARCH

Category: Team GameTime needed: 20 minutesResources: Paper and pens

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Notes

Description: Divide the young people into teams. Hand each team some paper and a pen. Explain that the task is for each team to find as many things within the team as they can, ranging from A-Z. These can be physical, spiritual or emotional. So for example one person may have coin in their pocket for the letter ‘c’, another may suggest ‘friendship’ for the letter ‘f’. Each team should make a list showing what each letter represents.

First group to get all 26 letters represented wins. If not, call time after ten minutes and the team with the most letters wins.

Invite each group to share some of their ‘alphabet’ and consider diversity and difference amongst the group. Make a special comment for the most original adverb and its description.

ANAGRAMS

Category: Ice BreakerTime needed: 10 minutesResources: Pieces of A6 card (enough for one each), glue

and a marker

Description: In advance of the session get a list of all the young people’s names. Make anagrams of each name and write it onto an A6 card.

Make sure you have a couple of spare cards left blank for unexpected extra participants!

Shuffle and hand out the cards. The young people’s task is to find the person with the name of the anagram on their card by asking questions or just deciphering the anagram.

You now have the group divided into pairs and ready for the main activity!

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Notes

ANIMAL SORTING

Category: EnergiserTime needed: 5-10 minutesResources: Small pictures of animals mounted on card or

stiff paper

Description: To prepare for the activity collect lots of pictures of animals, both adult and their young. For example, cats and kittens, dogs and puppies, goats and kids. Cut them out and stick them on to small bits of the same size card or paper.

To divide a group into twos, hand each young person a card and ask them to find their pair. For larger groups just ask them to find others with an animal in the same ‘family’ as theirs. So, all the cats will work together, all the dogs etc.

APPOINTMENTS

Category: Ice BreakerTime needed: 15 minutesResources: Small Post it notes and pens

Description: Hand each young person three small Post it notes and a pen. Now explain that everybody has three appointments; 3 pm, 6 pm and 9 pm. They should write the time of each appointment onto a separate Post it note.

Now invite everyone to stand in a circle. When you shout “3 pm”, everybody must meet a 3 pm appointment. They should then write each other’s name on their Post it note and three things they have found out about each other.

Repeat shouting “6 pm” and then “9 pm”, with the young people meeting different people each time and finding out a new name and three things.

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Finally, ask young people to introduce each other and share some of the information they found out during their ‘appointment’.

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Notes

BBAKING CLAY

Category: Craft ActivityTime needed: 30 minutes plus 30 minutes (minimum) baking

timeResources: 2 x cups of salt, 3 x cups warm water, 8 x

cups of plain flour, paint and brushes, varnish (optional)

Description: Stir the salt into the warm water and then let

it cool. Add plain flour and knead for 8-10 minutes.

Create sculptures and then bake at 325 degrees F for 30 minutes to one hour (until all the moisture is gone).

Paint creations when cool. You can also seal the complete work with a non-toxic water-based varnish.

BALLOONS IN THE AIR

Category: EnergiserTime needed: 20 minutesResources: Balloons and markers

Description: Give everyone a balloon and ask them to blow it up and tie a knot. Give out pens so that everyone can make an identifiable mark on their own balloon.

Shout ‘go!’ and invite everyone to toss their balloon into the air, using all their effort and skill to keep it in the air as long as possible.

At the same time, people should try to get everyone else’s balloons to touch the floor as fast as possible! When a person’s balloon touches the floor, they are out.

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Notes

Whoever keeps his or her balloon in the air the longest, wins the game!

BANANA MASCOT

Category: Team GameTime needed: 20 minutesResources: Bananas, cocktail sticks, scraps of fabric,

sequins, glitter, lentils, peas and glue

Description: Divide the main group into small teams and hand each team a banana and a selection of craft scraps and glue.

Basically the aim of the game is to make a team mascot using a banana and the items given. The team mascot should have a name, a personality and a style agreed by all team members that reflects the individuality within the team. Encourage creativity and diversity.

Call time and invite each team to introduce their mascot.

BIG SCULPTURE

Category: Team GameTime needed: 15 minutesResources: Plastic rubbish sacks (recycled if possible),

balloons and newspaper

Description: Divide the young people into two teams. Give each team five large plastic rubbish bags, some balloons and a stack of newspaper.

The task is for each team to create a huge human figure using blown-up balloons, scrunched up newspaper and the bags.

Call ‘start!’ and time the activity. The best / most creative sculpture wins.

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Notes

CCCOLOUR, CAR, CHARACTER

Category: Ice BreakerTime needed: 15 minutesResources: Nothing

Description: Ask the young people to choose a partner to work with. Explain that each pair has ten minutes to introduce themselves to each other using the following criteria:

• a colour which they believe describes his or her personality and why;

• the name of a car that he or she thinks is appropriate to their self-image and why; and

• finally, the name of a fictional character with whom they identify.

Once this is done, invite each person to introduce their partner to the main group stating their names, colour, cars and fictional characters. Encourage questions and ask each person to briefly explain why they decided on his or her three choices.

CLUMP

Category; EnergiserTime needed: 10 minutesResources: None

Description: Ask the young people to move around the room as fast as they can without running. Encourage speed!

Shout out a random number. The young people must then try to get into groups of that number. Anyone who doesn’t succeed is out.

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Notes

Keep going as long as the young people are having fun!

CROSSING THE RIVER

Category: Team GameTime needed: 20 minutesResources: Newspapers and a blindfold

Description: Place a number of folded up newspapers on the floor with spaces in between them. These represent rocks across a river.

Divide the group into two teams (more if you have a lot of young people). The task for each team is to get across the river without getting their feet wet, whilst wearing a blindfold! Each young person in turn wears the blindfold and has their feet firmly placed on the first “rock”. The task of the rest of their team is to guide them with directions to the other side. If they get their feet wet more than twice, they are disqualified.

The team with the most members left at the end of the game wins.

CUTLERY WIND CHIMES

Category: Craft ActivityTime needed: 30 minutesResources: Recycled plastic cutlery (preferably with holes

in the handles), paper plates, sharp pencils, scissors, some string or coloured yarn, paint or markers

Description: This is another recycled art activity. Hand each young person a paper plate and encourage them to decorate it on both sides. Now, ask them to cut the string (or coloured yarn) into lengths from 10 to 15cm and put to one side.

Next poke some holes into the paper plate, thread the string through and tie a knot in each

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Notes

piece to stop it slipping through.

Take the plastic cutlery and thread it onto the string, again tying knots to keep it in place. If the cutlery has no holes then make them using a punch, bradall, gimlet or drill.

Finally, make three more holes in a triangle shape and fasten three pieces of string to the top of the plate. This is to hang the wind chime up.

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Notes

D DDATA PROCESSING

Category: EnergiserTime needed: 10 minutesResources: None

Description: A good warm up to re-energise a group and keep everyone moving. Ask the young people to line up in alphabetical order. You can choose if this is by first or family name.

Wait until everyone is in a long line and then move along the line, inviting each person to call out their name for all to hear.

DINNER PARTNERS

Category: Ice BreakerTime needed: 15 minutesResources: None Description: This works best with a new group who don’t

know each other very well. Divide the young people into pairs and ask them to spend two minutes talking about their favourite food and drink.

Now ask each pair to think about who they would choose to have dinner with if they could have dinner with anyone, alive or dead. This could be a sporting hero a movie star or may be a best mate or relative. Encourage the young people to really think about why they would choose this person and what they would hope to get out of the experience.

At the end of five minutes bring the group together again and ask each pair to introduce each other and their chosen dinner guests.

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Notes

DDO IT YOURSELF CHALK

Category: Craft ActivityTime needed: 15 minutes plus drying timeResources: Plaster of Paris, water, powder paint, recycled

plastic chocolate/biscuit moulds or ice lolly moulds, recycled ice cream tubs, old plastic spoons

Description: Mix up the chalk mix, using a ratio of one cup of Plaster of Paris to half a cup of cold water, in the ice cream tubs. Use the recycled plastic spoons to stir in the powdered paint. The amount of powder paint you add will determine how dark the coloured chalk will be.

Pour the mixture into the moulds and leave to dry. Take the chalk out of moulds and use for pavement drawings. The chalk doesn’t store well and is most effective right after taking out of the moulds.

DOTTY DRAWING

Category: Craft ActivityTime needed: 10 minutesResources: Paper and pens

Description: Hand each young person paper and a pen. Ask them to draw six large dots in any position on their paper without anyone else in the group seeing.

Collect the papers in, shuffle and hand them out making sure no-one gets their own.

Now, ask the young people to make a drawing out of the dots already there. They can draw as many lines as they like, but the framework must be made from the original dots and no more of these can be added. Allow a couple of minutes for everyone to finish, then bring the group together in a circle and invite people to share what they have drawn.

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Notes

DEncourage the young people to vote for the most creative and original creation.

DRAGONS TAIL

Category: EnergiserTime needed: 15 minutesResources: None

Description: Get everyone to stand in a long line, each person holding the waist of the person in front of them. The front player is the dragon’s head, and the last one is the tail. The head must try to catch the tail who must avoid this without the dragon breaking in two.

As soon as the dragon’s head manages to touch its tail, the first two players swap with two new players to give someone else a turn.

DRAUGHTS RELAY

Category: Team GameTime needed: 15 minutesResources: Six black draughts and Six white draughts (from

a board game; Draughts)

Description: Split the group into two teams and ask each team to stand in a line. Hand the person at the front of each line a pile of draughts – one team white the other black.

The task is for each person in the team to move as quickly as they can across the room with the draughts stacked up on the back of their hand, without dropping them. If they drop them they will need to return to the front of their team and begin the journey again.

Once they get to the other side of the room they should turn around and get back to their team as fast as they can and hand the pile of draughts to the next player.

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D The game ends when each team member has

successfully carried the pile of draughts across the room and back.

First team to complete the challenge wins!

DRESS THE MUMMY

Category: Team GameTime needed: 20 minutesResources: Toilet paper

Description: Ask the young people to form small teams with up to four in each. One person on each team will be the ‘Mummy’. Hand each team two rolls of toilet paper.

On the word ‘go’ the rest of the team should use the toilet paper to wrap the Mummy.

Allow ten minutes and call time. Each team should present their Mummy for judging and the best wrapped wins!

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Notes

E EEEYORE!

Category: Team GameTime needed: 15 minutesResources: Paper and pens Description: In preparation for the game write the names

of animals that make an obvious noise, for example a donkey, ‘Eeyore’, onto small slips of paper. Make five to ten slips for each animal dependent on the numbers in your group and how many teams you want to create.

Give each young person a folded slip of paper and instruct them to find other group members who have the same animal as them by making the animal’s noises. Anyone speaking is disqualified!

Once they find a person in their group they should continue around until they find all the chickens, or all the dogs, etc. Encourage each team to make as much noise as possible.

As soon as all members of the team are found they should sit down together. First team to sit down wins

EMOTION PAINTING

Category: Craft ActivityTime needed: 30 minutesResources: A sheet of A3 black sugar paper and six pieces

of white artist’s paper approx 11 x 15 cm for each person, glue, pencils, brushes, water pots, paints and mixing trays

Description: This is a small group activity that considers emotions and how they can be represented in art. Before you start stress that there is no right

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Eor wrong to this activity and that the results are not going to be analysed by anyone, but will be shared with the group.

Cover tables with old newspapers and prepare the room for a creative session. Start off by asking the young people to offer some definitions for the word emotions. Move on to inviting the young people to experiment with ‘happy’ ‘sad’ or ‘angry’ lines in pencil on the newspaper.

Once they have got the idea of this explain that you are going to call out six words and after each you want them to express that emotion in paint on a piece of artist paper. This can be through colour, texture, picture or line. Explain that there will be a piece of paper for each emotion. The six words are;

• LOVE • ANGER • EXCITEMENT • SADNESS • LONELINESS • BOREDOM Make sure you allow time for the young people

to complete each picture before moving onto the next.

Once all the paintings are dry encourage each person to mount their pictures onto black sugar paper and facilitate a review session. Does everyone see emotions in the same way?

EVERYONE’S A LIAR

Category: EnergiserTime needed: 15 – 20 minutesResources: Flipchart paper and markers

Description: Start the activity by writing three statements about yourself on to the flipchart paper. Two statements must be true, but the third must be a lie! For example:

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E 1. I have been a youth worker for ten years 2. I used to play hockey for England 3. My middle name is Madonna

The young people then ask ‘lie detector’ questions to determine which statement is false. They are allowed a maximum of two questions each (reduce this to one if you have a big group).

Hold a quick vote on which statement is a lie and then reveal the truth. Congratulate those who guessed correctly and then invite someone else to have a go.

Repeat until everyone in the group has had the opportunity to be the ‘liar’.

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Notes

FFFAMOUS DUOS

Category: Ice BreakerTime needed: 15 minutesResources: Post it notes and pens Description: In advance think up a list of famous pairs, for

example; • Mickey and Minnie Mouse • Tom and Jerry • Posh and Becks • Ant and Dec Write each name onto a separate Post-it-note.

When the group arrives, explain that you will be sticking the name of a famous person onto each person’s back. As a clue let them know that the person could be a celebrity, a sports star or a cartoon character. The task is to go around asking yes or no questions to each other to figure out the identity of the person on their back. Once everyone has found their ‘pair’ and had a chance to talk they can introduce each other to the whole group.

FEELY BOXES

Category: Team GameTime needed: 45 minutesResources: Boxes, glass marbles, permanent markers, old

towels, a dice, selection of things to ‘feel’

Description: Collect an assortment of clean, empty boxes big enough to place a hand into. Ice cream tubs, cardboard shoe boxes or even biscuit tins can all be used for this game. For each box you will need at least one glass marble, with a number between 1 and 6 written on it in indelible marker.

Fill each box with a different food or substance, the more disgusting to touch the better! Just

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F make sure that it is non-toxic and won’t harm skin. For example cold tinned tomatoes, wallpaper paste, jelly, cold gravy, rice pudding or baked beans. You could use food colouring to add revolt factor to things like porridge. Now place between one and three marbles into each box. Cover the boxes with a towel so that the young people can’t see what you have in store!

Divide the group into two teams. Each team throws the dice – an even number means that they can have a go at removing the marbles from a box. Allow ten seconds for each round of this. Of course, anyone can refuse a challenge at any time, but if they do the other team gets the chance to take their turn.

At the end of the challenge the team with the most marbles wins!

FILL THE BOTTLE

Category: Team GameTime needed: 20 minutesResources: An empty large plastic bottle, bucket and

sponge for each team, protection for the floor (if you are playing inside) and chalk

Description: Divide the main group into three or four smaller teams with a minimum of six in each.

Ask each team to line up on one side of the room and place an empty bottle opposite them on the other side of the room. Using the chalk draw a ‘start’ line in front of the teams and put a bucket of water on the start line.

Hand the first player in each team a sponge. They should dip this into the bucket and run across the room to the bottle and then squeeze the water from the sponge into the bottle. They then run back, pass the sponge to the next

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Fmember of the team and join the back of the line.

The team that fills the bottle with most water wins.

FINGERTIP HULA HOOP

Category: Problem SolvingTime needed: 15 minutesResources: A hula hoop for each team of four

Description: This activity takes a lot of team work and cooperation. Divide the young people into groups of four and hand each group a hula hoop.

Now, ask each group member to place the tips of two fingers of each hand under the hula-hoop and lift it into the air.

The task is for the group to lower the hoop to the ground without anyone’s fingertips coming off. Their fingertips must be in contact with the hoop at all times. The other rule is that the task must be completed without anyone talking.

If someone’s fingers leave the hoop the group must abandon the attempt and start again. It can be done!

Review the process.

FISHING GAME

Category: EnergiserTime needed: 15 minutesResources: Straws, a dice, cut out paper fish shapes on a

tray and a bucket

Description: Ask the young people to form a circle seated on the floor. Hand each young person a straw.

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F Place the cut out fish shapes on to the tray in the middle of the circle. Put the bucket the opposite side of the circle.

Ask the first person to throw the dice. If an even number is thrown they should take their straw and go into the middle of the circle, kneel down and try and pick up a paper fish off the tray. If they are successful they should carry the fish on the end of the straw across the circle to the bucket and then drop it in. They should continue ‘fishing’ until someone else throws an even number, who then takes their place in the middle. If a six is thrown then that player can fish until someone else throws a six.

Keep a score of who catches what – the player with the most fishes wins.

FREEZE TAG

Category: EnergiserTime needed: 10 minutesResources: None

Description: Ask for a volunteer to be the first ‘Freeze Tag’. Explain that their role is to catch other members of the group, and Freeze Tag them by touching them and yelling ‘FREEZE!’

Explain to the rest of the group that they should try their hardest to avoid capture by the Freeze Tag. If they are ‘tagged’ they must freeze and stay still until set free by another young person.

To ‘un-tag’ someone, another young person must touch them and shout ‘UN-FREEZE’ Once free the young person can continue to run about and the game continues. You can change the ‘Freeze Tag’ at any point in the game so that everyone has an opportunity to play both parts.

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FFROZEN T-SHIRTS

Category: Team GameTime needed: 20 minutesResources: An extra large old t-shirt for each team and

access to a freezer

Description: One for a hot day only! In preparation soak the old t-shirts in water, fold them into a tight ball, and put them in a freezer overnight.

When you want to play the game, take the t-shirts out of the freezer. Hand a frozen t-shirt to each team and explain that the challenge is to put the t-shirt on.

The first team with a t-shirt on a person wins.

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G GGLITTER GLOBES

Category: Craft ActivityTime needed: 30 minutesResources: Small glass jar with lid (baby food jars are

ideal), baby oil, water, glitter, super glue, plastic toys or seashells, small rocks (like those in the bottom of a fish tank)

Description: Hand each young person a jar and ask them to make sure the lid fits tightly! Then invite each person to take the lid to their jar and decorate the inside by placing and super gluing a few rocks first and then any plastic toys or seashells they choose. Fill the rest of the lid with a thin layer of glue and sprinkle glitter in to fill the gaps. Leave to one side to dry out completely.

Now, fill the jar almost to the top with baby oil and some water. Add glitter to the mixture – this will be the ‘snow’ in the glitter globe.

Once everything in the lid has dried, screw and glue the lid firmly onto the jar and leave to dry thoroughly again.

Finally, turn upside down and shake – a glitter globe!

GRAPE VINE

Category: Ice BreakerTime needed: 10-15 minutesResources: A large bunch of grapes in a bowl

Description: Seat everyone in a large circle and pass around the bowl of grapes (you could use sweets, but this is a healthier option). Tell the young people to take as many as they want. Take some

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Gyourself too.

Once all the grapes have been taken, ask each young person to count how many they took. For each grape taken they should say one thing about themselves. For instance, if someone took five grapes, then they would need to share five things about themselves.

Move around the circle inviting each person to speak, encouraging questions and remarking on similarities and difference within the group.

GROUP JUGGLE

Category: Ice BreakerTime needed: 10 minutesResources: 3 x soft balls

Description: This ice breaker helps people to remember names in a new group. Form a large standing circle and start the exercise by saying your own name and then throwing a ball to another person in the circle. They should catch it and then throw it to someone else saying their own name.

When everyone has done this, start the next round by tossing the ball across the circle and calling out the name of the person you want to catch it. Repeat until everyone has caught the ball and thrown it to someone else.

Continue the sequence a couple of times and then add the second ball. Once the young people are managing the two balls, add the final ball so that the group are ‘juggling’ three balls.

Conclude the game by removing the balls one at a time and thank the group for participating.

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H HHA!

Category: EnergiserTime: 5 minutesResources: None

Description: This exercise is most effective with larger groups. Ask the young people to form a circle and explain that the object of this activity is for the participants, without laughing, to pass the word ‘ha’ around the circle.

Ask for a volunteer to begin by saying ‘ha’. The person sitting to his or her right must repeat the ‘ha’ and then say another “ha.” The third person must say ‘ha, ha’ and then given an additional ‘ha’. The ‘ha’ continues around the circle with each person adding another ‘ha’. It ends when all of the participants, trying not to laugh (a virtual impossibility), have repeated the ‘has’ that preceded them and then added their own ‘ha’.

HORSE RACING

Category: EnergiserTime needed: 15 minutesResources: A dice, a banner with ‘Winning Post’ written on

it, sticky tape.

Description: Stick the ‘Winning Post’ banner on one side of the room and ask the young people to line up at the other.

Each person takes a turn to throw the dice. Each number thrown represents the number of steps they are entitled to step towards the winning post. First person to reach the winning post marker wins the race!

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HHOT POTATO

Category: EnergiserTime needed: 20 minutesResources: Potatoes and music

Description: Split the group into four teams and ask them to sit on the floor in a circle. Then give each team a potato.

Each team should pass the potato clockwise around their group until the music stops. Once the music stops the person left holding the potato stands up and is asked to do an action. Actions could include:

• Clucking like a chicken • Dancing • Touching their toes three times • Yodelling

Once they have completed the task, the music starts again and they can sit back down and continue passing the potato. From then on each time the music stops leaving them holding the potato they must perform the action that they have been given.

As the game moves on you will have a group all doing different actions as the potato is passed around! Speed the tempo up by telling the young people the potato is hot or make the gaps between the music starting and finishing smaller and smaller.

HULA HOOP ROUND

Category: Problem solvingTime needed: 30 minutesResources: A hula hoop for each team

Description: Divide the group into teams of eight plus. Ask each team to hold hands and form a circle. In each team break the handclasp of two young

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H people and hang a hula-hoop on an arm before re-joining the hands.

Explain to the teams that the task is to pass the hula-hoop around the circle as fast as possible without unclasping hands or speaking. The rules are that each person in the team must have contact with the hoop-la and it must be touched by a team member at all times. Time the exercise for each group.

Now repeat the activity, this time allowing five minutes beforehand for the team to discuss the best way to complete the task in the fastest possible time. Once again time the teams and lead a round of applause for the fastest.

Facilitate a review of the activity, stressing the importance of planning, working together and communication.

HUMAN KNOT

Category: EnergiserTime needed: 10 minutesResources: None

Description: This works best with a large group. Ask the young people to make a wide circle, holding hands. Now ask them to grab the hand of two different people across a circle. You should now have each member of the group linked together by a chain of hands.

The task for the group is to untangle the ‘human knot’ without breaking hands! Suggest that this works best using communication and teamwork skills.

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IIICE GRAB IT

Category: Team GameTime needed: 20 minutesResources: A bucket, a coin, ice and a big marble

Description: This game is messy so is probably best played outdoors! Divide the group into two equal teams sitting down facing each other. Ask each team member to hold hands with the player either side of them.

At one end of the line, between the teams, put a bucket of water with lots of ice or slush in it and the marble.

Stand at the opposite end of the line to the bucket with a coin and flip it so that only the first person in each team can see whether it lands on ‘heads’ or ‘tails’. They must not call out and tell their team how it landed. If it is heads, the person at the front must squeeze the hand of the next player on their team who passes the squeeze to the next player in the team as quickly as they can. First team to pass the squeeze to the back can make a grab for the marble out of the ice before the other team does.

The player who successfully claims the marble should then move up to the front of the team line. Any cheating disqualifies the player for that round and they have to return to the back of the line.

The first team to get everyone from the back to the front of the team line wins!

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I I PREFER …

Category: Ice BreakerTime needed: 10 minutesResources: The list of statements, plus your own ideas

Description: Ask everyone to stand up and to begin moving in a circle in a clockwise direction.

Now call out statements that offer preferences. The group should listen and if they agree with the statement keep walking in the clockwise direction. If they prefer the alternative choice then they should halt, turn and start walking in an anti-clockwise circle.

This should cause confusion and difficulty as the two points of view walk against each other.

• I prefer BMWs to Minis • I prefer curry to fish and chips • I prefer winter to summer • I prefer the ocean to a river • I prefer cats to dogs • I prefer a soap opera to a detective series • I prefer salad to pizza • I prefer books to films • I prefer MTV to radio • I prefer cycling to running • I prefer rugby to football • I prefer the colour black to the colour red • I prefer trainers to boots • I prefer ice lollies to ice cream

After a few rounds, add your own ideas to represent individual and group interests. Finally, review the activity by asking;

a) How does it feel to be ‘different’ and not go along with the group?

b) Is it comfortable when your preferences are the minority choice?

c) Would this be the same if it was your beliefs that you were standing up for?

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IISLAND MENU

Category: Ice BreakerTime needed: 15 minutesResources: Markers and flipchart

Description: Divide the young people into groups of four to six. You want medium sized groups otherwise they will be able to reach agreement too easily!

The task is for each group to agree three types of food that they would all be happy to eat if they were living on a desert island for a year. Food would be freshly available, but with no contact with the outside world so any decision made would have to be stuck to. Explain that there is nothing else there except fresh drinking water.

Encourage groups to ask questions; for example ‘Is there anything to cook with?’ or ‘Can we have pizza delivered?’ There are no right or wrong answers as this is an exercise to get young people talking about their preferences and negotiating things, so you can make up your answers as you go along!

Invite each group to feed back their choices and their reasoning why.

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J JJACKDAWS

Category: Team GameTime needed: 20 minutesResources: A tray of large dried kidney or butter beans, thin

straws, recycled take away foil dishes.

Description: Get the young people into four teams and allocate each team a corner of the room and a foil dish as a ‘nest’ there. Give each player a straw.

Place the tray of beans into the middle of the floor. Explain that when you shout ‘Go Jackdaws!’ everyone should rush to the tray and try to collect a bean by sucking up through their straws. Once a bean is picked up a player should carry it back to their team area and drop it into their team ‘nest’. Anyone caught using their hands will have a bean taken from their team stash and placed back on the tray.

Jackdaws can also steal beans from each other’s ‘nests’ but players are not allowed to sit and guard their nests.

Shout ‘Jackdaws, nest!’ to stop the game. Each team should then collect by their nest. The team with the most beans in their nest wins.

JIGSAW TRIAL

Category: Problem SolvingTime needed: 30 minutes (more for a bigger puzzle)Resources: Large jigsaw puzzle, envelopes

Description: To prepare for the session divide a large jigsaw (110 pieces plus) into five piles, and then place the piles into five envelopes. If you have a small number of young people, divide the puzzle into less envelopes and use a smaller puzzle.

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JThe idea is that each envelope should look as though it contains a separate puzzle.

Divide the group into five teams and separate them into different areas to work, preferably where groups cannot see each other. Give each team an envelope and instruct them to assemble the puzzle inside it as quickly as possible. Say, ‘The task of each team is to assemble the puzzle as quickly as possible. Each team has the same puzzle. No further instructions will be given.’ The aim is for the young people to solve the problem themselves without the aid of the facilitator.

The young people tend to assume they are competing against each other, but of course there is only one jigsaw puzzle. The young people usually figure out what is going on and eventually understand that the pieces are held by all the teams and the only way to do the puzzle is to work together.

Facilitate the rest of the session so that the teams work out a way to complete the puzzle and make it whole.

JUMP BANANA!

Category: EnergiserTime needed: 15 minutesResources: None

Description: Set the group moving quickly around the room – this should be a noisy and fast game! Explain to the young people that every time you clap your hands you will call out one of the following commands. Their job is to listen carefully and then respond appropriately.

�Jump�Banana – everyone should jump up and down shouting ‘jump banana, jump, jump banana!’

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J Chop�Banana – everyone stretches out one arm and makes a chopping action on their other arm, shouting ‘chop banana, chop, chop banana!’

�Mash�Banana – everyone ‘mashes’ one fist on top of the other whilst calling ‘mash banana, mash, mash banana!’

�Peel�Banana – everyone puts both hands up in the air, bringing down first one side and then the other, calling ‘Peel banana, peel, peel banana!’

�Squash�Banana – everyone stamps up and down loudly shouting ‘Squash banana, squash, squash banana!’

�Bunch�of�Bananas – the young people need to get into groups of whatever number you call out

You can add actions as you go along! Anyone who does the wrong actions is out and the last person left wins the game!

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JJUPITER TO MARS

Category: EnergiserTime needed: 15 minutesResources: Chairs

Description: Set the chairs into a circle, with one less chair than the number in the group.

Ask for a volunteer to start the game by standing in the middle. This person is the Sun. The other young people are each assigned a planet:

• Jupiter • Saturn • Neptune • Venus • Uranus • Mercury • Mars

If you have a smaller group choose fewer planets.

The Sun ‘orbits’ around the middle of the circle and then stops, calling out the name of a planet, for example ‘Jupiter!’ All ‘Jupiters’ then get up and race with the Sun to find a chair. At any time the Sun can call ‘Blast off!’ and everyone has to scramble for a chair.

The person left without a chair is the new Sun for the next round.

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K KKEEP THE BALL UP

Category: EnergiserTime needed: 10 minutesResources: An inflatable beach ball (more than one if you

have a large group)

Description: Using a beach ball, the group task is to hit the ball around the group, trying to keep it off the ground.

Set different challenges, for example start off with an easy task to keep the ball in the air for ten hits, increasing it to twenty hits, then thirty hits, etc.

Encourage the young people to develop strategies to try to keep the ball up for as many hits as possible, for example passing it in an order amongst the group or punch hitting it.

KEYS

Category: EnergiserTime needed: 15 minutesResources: Chairs and a bunch of keys

Description: Give each person in the group a chair, except one person who is handed a bunch of keys. Ask the young people with chairs to spread out randomly around the room with their chairs and then sit down.

The person with the keys then places the keys in one hand and walks amongst the chairs. If the key holder touches a seated player then they must stand up and hold onto the key holder. The person with the keys can ‘touch’ as many people as they choose until the room is full of people weaving in between the chairs holding onto each other.

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KAt any time the key holder can drop the keys, whereby everyone must let go and run for a chair. Last person left standing gets to hold the keys for the next round.

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L LLIVE NOUGHTS AND CROSSES

Category: Problem SolvingTime needed: 20 minutesResources: Nine chairs arranged in three rows of three, A4

paper with Os or Xs drawn on in markers, sticky tape

Description: Divide the group into even teams of noughts and crosses and give each person an appropriate piece of paper to stick to themselves.

Decide which team will go first and then play as normal noughts and crosses, but using team members as the markers. Team members must make their own decisions as to where to place themselves and there can be no team conferring. This is a game of strategy!

Keep a score of which team wins after each round and continue at least until everyone has had a go.

LONDON BRIDGE

Category: Problem SolvingTime needed: 10 minutesResources: None

Description: Seat everyone in a circle and start the exercise by saying ‘As I crossed London Bridge I saw a ....’ Choose an object to name at the end of the phrase based on a rule. For example, you may decide the rule is that for this round all objects are red; ‘As I crossed London Bridge I saw a London bus.’ The next person has to try and guess the rule. So, for example, if they followed with ‘As I crossed London Bridge I saw a lemon’ the reply would be ‘No, you didn’t!’ as lemons aren’t red. If a statement fits the rule reply by

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Lsaying ‘Yes, you did!’

The group will gradually guess the rule by trying out examples that fit the supposed rule or don’t fit the rule.

LINE UP

Category: EnergiserTime needed: 10 minutesResources: None

Description: Divide the main group into two teams and tell them that this is a team competition. Explain that you are going to give instructions for each team to line up in a particular way. You will then shout ‘Line up!’ and each team should get in the appropriate order as quickly as possible and clap as hard as they can to indicate they have completed the task.

Line up ideas; • Line up by height • Line up by birthday month • Line up alphabetically • Line up by house number • Line up by hair colour

Begin the activity. After each line-up, determine which group clapped first and then announce them as the winner of the round. The team with the most points at the end of the activity is the winner.

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M MMACHINES

Category: EnergiserTime needed: 20 minutesResources: None

Description: Divide participants into groups of four to six. Ask each group to think of a familiar machine and to plan a way to use all members of the group to act out the machine at work. This can be a large machine, for example a car or a train or a domestic appliance, for example a washing machine or a lawn mower.

Send the groups off to different areas so that they can discuss and plan.

Allow ten minutes for planning and then in turn invite each group to demonstrate their ‘machine’. After each display lead a round of applause and then ask the other young people to guess the machine.

MAKE A SHAPE

Category: Problem SolvingTime needed: 20 minutesResources: Blindfolds

Description: Invite three young people from the group to come forward and form a triangle whilst wearing a blindfold. They should be able to do the task easily and encourage everyone to applaud their success.

Now hand out blindfolds’ to everyone in the group and invite them to make a square. This is not so easy and demonstrates how people talk but don’t listen, plans are made and not stuck to and become generally chaotic! Add

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Madditional constraints as you feel appropriate, for example nobody can talk, a leader must be chosen etc.

Remember that not everyone likes blindfolds so offer the role of observer to offer feedback on the process to anyone who would prefer it.

MEET’N’GREET

Category: Ice BreakerTime needed: 15 minutesResources: None Description: This is an activity to enable young people to get

to know each other. At the beginning of the session, ask the young

people to move around the room and introduce themselves to as many people as they possibly can in two minutes.

Call ‘time-up’ and ask them to get into groups of three people. This time ask them to spend two minutes finding out three distinctive things that the three of them have in common. The only rule is that this cannot include attending the same youth project or group!

Invite each group to introduce themselves and to tell everyone the three distinctive things that they share.

ME CUBE

Category: Craft ActivityTime needed: 60 minutesResources: Craft card, scissors or craft knives, pencils,

rulers, sticky tape, markers, craft materials (eg glitter, sequins, material scraps) and glue.

Description: Each young person needs to make a 10 x 10 cm card cube. Using markers and craft materials decorate the cube so that it represents;

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• Side 1 – who they are • Side 2 – things that are important to them • Side 3 – what they like doing • Side 4 – hopes and dreams for the future • Side 5 – favourite people • Side 6 – favourite places

Invite each young person to share their cube, encouraging questions and discussion.

MONOTYPE PRINTING

Category: Craft ActivityTime needed: 30 minutesResources: Poster or powder paint, water, flour,

paintbrushes, sheets of acrylic or Perspex approx. 20cm x 20cm (It is worth asking at local sign makers or glaziers for off-cuts), paper, a small paint roller and a rubber tipped pencil.

Description: Start by explaining to the young people that ‘monotype printing’ is a type of printmaking made by drawing or painting on a smooth, non-absorbent surface to make a unique piece of art. It is also one of the simplest forms of printmaking. If you want to show some examples of monotype printing to inspire the young people try work by Giovanni Benedetto Castiglione (who invented the process) or Edgar Degas.

Mix the paint up ready for use by using water and adding flour to thicken it. This makes it better for printing with.

Now, using the ink roller cover the Perspex sheet with paint, covering it completely. Using the eraser end of the pencil, draw an image onto the paint. Remember that this is going to be a print so any image you make will come out as a mirror reverse on paper.

Place the paper face down onto the plastic printing block and rub lightly. Gently peel away the paper to reveal a monotype print.

M

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NNEWS

Category: EnergiserTime needed: 15 minutesResources: None

Description: Designate a compass point to the four sides of the playing area; north, south, east and west. Point this out to the young people and explain that as you call out a compass point they should move as fast as possible to that part of the room.

At any point you can call out ‘NEWS!’ followed by one of these instructions:

Rough Seas Ahead! = everyone making wave motions with their hands and arms

Tornado! = everyone should spin on the spot until the next command

Thunder! = stamp feet and clap loudly

Sunshine! = everyone smiles and circles an arm in front of them.

If a player gets an instruction wrong they are out and should cheer on the others from the side.

NON VERBAL INTRODUCTIONS

Category: Ice BreakerTime needed: 15 minutesResources: A4 paper and pens

Description: Divide the group into pairs and hand each person a sheet of paper and a pen.

The task is for each member of the pair to communicate to their partner as much

N

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Nabout themselves as they can in two minutes by drawing pictures and using non-verbal communication. There are two rules; no speaking and no writing.

Invite the first member of the pair to start, call time after a minute and swap over. Call time again when another minute is up.

Finish the activity by inviting everyone to verbally introduce their partner. Encourage the partner to make corrections and fill in missing details.

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OOBJECTS

Category: EnergiserTime needed: 15 minutesResources: None

Description: Divide the main group into small groups of four or five. Call out the name of an object and each group has to make the shape of that object out of their own body shapes. Allow ten seconds for each group to make the shape and then shout ‘Time up!’ Objects could include cars, clocks, or natural objects such as waves or flowers.

Encourage groups to hold their pose to give everyone a chance to look around and then clap loudly and change objects.

OUR HOUSE Category: Ice BreakerTime needed: 20 minutesResources: Large sheets of paper and pens.

Description: Hand out the paper and pens and ask each participant to draw a house.

In the foundation they should write the things that provide the ‘roots’ to their life, for example family, faith, culture. Along the walls, they should write the things that make them who they are, for example interests, beliefs, likes and dislikes. In the roof, they can write about the dreams and aspirations they have for the future and in the windows, people who are important to them and why. Finally, in the door they should write what they do to relax and unwind.

Bring the group together and invite young people to share things about themselves,

O

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Opulling out similarities and difference for discussion.

OLYMPIC STORYTELLING

Category: EnergiserTime needed: 15 minutesResources: None

Description: Seat the young people in a wide circle. Introduce the idea of “Olympic storytelling” as a group activity to develop a story that everyone contributes to but one in which nobody gets to finish a sentence!

So for example the story could start ‘Once upon a time there was a mean youth worker ….’ The next person in the circle then adds to the sentence by adding their ideas, but doesn’t finish the sentence. For example ‘who was really a witch that wanted to take all the young people and turn them into ….’

This process continues around the circle as many times as the story needs. Encourage the young people to be as creative as possible. The only rule is that the end has to conclude with ‘and they all lived happily ever after!’

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PPAPER FOLD

Category: Team GameTime needed: 10 minutesResources: Newspaper

Description: Divide the main group into teams of five or six.

Give each team a large sheet of newspaper, a tabloid sheet opened out equals a broadsheet, and tell them all to stand on it. Now ask everyone to jump off, fold the newspaper in half on the long edge, and then get everyone back on it.

Keep folding the newspaper in half and asking the teams to get back on it. Encourage the young people to devise techniques such as team members standing on one leg.

The team that manages to stand on the smallest paper fold is the winner!

PATIENCE RELAY

Category: Team GameTime needed: 20 minutesResources: A pack of playing cards for every four teams

Description: To prepare for the activity separate the cards into suits. Lay out the ten number cards (including the ace) of each suit face down grouped separately to each other.

Divide the young people into four teams and ask each team to line up opposite a different suit of cards. Explain that this is a game of skill and memory!

A player from each team runs up and turns over a card. If it is not the Ace then they must turn

P

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Pit face down again and run back to their team and the next player has a go. When the ace is turned up it should be left on the floor face up. The team now need to locate the two and so on.

Keep playing until one team has all its cards turned face up.

PEG CLIPPING

Category: EnergiserTime needed: 20 minutesResources: A dice and a big bag of clothes pegs.

Description: Arrange the young people in a big seated circle with a bag of pegs in the middle.

Pass the dice around the circle, the first person to throw six jumps into the middle of the circle and starts clipping pegs to their clothes. The only rule is that pegs cannot be clipped to straight edges, for example hems or cuffs. Any pegs clipped to a straight edge are confiscated and returned to the peg bag.

The dice continues round the circle and the next person to throw six, changes places with the one in the middle. The person who was in the middle returns to their seat.

The game continues until there are no pegs left in the bag. At this point collect in the dice and ask the young people to count how many pegs they have on their clothes. The person with the most pegs wins the game.

PLANE RELAY

Category: Team GameTime needed: 15 minutesResources: Paper and markers

Description: Divide the young people into small teams and hand each team a sheet of paper and some

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markers. Ask each team to build and decorate the best paper plane that they can. Encourage the groups to name their aeroplane too.

Once every team has a plane they are happy with ask the teams to line up across one side of the room or set up an area outside to compete in.

The task is for each team member to take a turn in flying their plane from one side of the room to the other as fast as they can by using the smallest number of throws possible. Once they reach the other side they should turn around, run back and hand it to the next team player who picks up the challenge and does it again.

The team to have all members cross the space in the fastest time wins.

P

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Q QQUICK DRAW SNOWMAN

Category: Problem SolvingTime needed: 20 minutesResources: Paper, pens and a prize (optional)

Description: Hand each of the young people a piece of paper and pen. The task is to draw a snowman with your eyes closed. Success depends on spatial awareness skills. However, explain to the young people that although this is a drawing task, no great artistic skills are required.

Ask everyone to close their eyes and request that they stay closed for the duration of the game. Say you will be checking for anyone cheating!

Now ask them to take their pen and draw a round head on the paper. Underneath they should draw a body. Keep encouraging everyone as you ask them to draw the rest of the snowman in this order – still without opening their eyes!

1 x arm 2 x eyes 1 x arm 1 x nose 5 x buttons down the front of the body 1 x mouth 1 x hat 1 x scarf

Invite the young people to open their eyes and see what they have drawn. Congratulate everyone and encourage them to show each other, which usually provokes laughter. Points are awarded:

5 points for a head touching the body 5 points for each arm connected to the body 5 points for each eye in the head

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Q 5 points for the nose in the head, between the

eyes 5 points for the mouth in the head 2 points for each button inside the body 5 points for the hat touching the head 5 points for the scarf around the neck

Add up the scores to see who has won and either give out the prize or lead a round of applause.

QUICK DROP

Category: EnergiserTime needed: 15 minutesResources: Balloons and a chair

Description: Players are each given a number and stand in a circle around a chair. One player stands on the chair and drops the balloon calling a number. The player with that number must try and catch the balloon before it reaches the ground. If they succeed they replace the player on the chair.

QUICK TIE DYE

Category: Craft ActivityTime needed: 15 minutesResources: A pack of thick baby wipes rubber bands (in

a variety of thickness), markers, scissors and surgical gloves

Description: Hand out a pair of surgical gloves to everyone taking part in the activity to prevent hands getting stained.

Demonstrate by taking a baby wipe and twisting

rubber bands as tightly as possible around different sections of it.

Using the markers colour the baby wipe – pressing the markers hard so that the ink will go all the way through the cloth. If you start with a pale colour, such as yellow, you can build up through orange to red to get a graduated effect.

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Q Using the scissors cut through the rubber bands and unfold the cloth. Instant tie-dye!

Once the young people have got the idea, introduce different techniques such as making a concertina out of the baby wipe and then tying the bands or folding it diagonally to make different patterns.

Either display as they are (they look good hung from trees on a bright day) or mount onto pieces of card and put together to make a group collage.

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RRRECYCLED SCULPTURES

Category: Team GameTime needed: 20 minutesResources: Rolls of silver foil, recycled foil, take away

cartons, cake trays etc

Description: Divide the young people into teams and hand each group a roll of foil and a selection of recycled silver foil.

The task is for each team to design and build a silver foil sculpture that represents all its members. Encourage the young people to twist and bend the foil containers to make elaborate shapes and the foil roll to bind bits together and fashion delicate details.

Allow 15 minutes for discussion and construction time and then facilitate gallery time to review each sculpture.

Recycle the whole lot afterwards.

RELIEF PRINTS Category: Craft ActivityTime needed: 30 minutesResources: Paint, recycled Styrofoam meat or vegetable

trays, scissors, pencils, paper, print rollers (or thick paint brushes), old baking trays

Description: This works best with groups of no more than 12 at a time.

Start of by handing each person a Styrofoam

tray and ask them to cut the edges off so that they have a flat surface to print with. Next, hand out paper and pencils and ask the young people to design their print. Subjects that work well are fruit, shells or even self-portraits!

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R Once they are happy with their design, it can be

transferred onto the Styrofoam by tracing over it with a pencil, face-up and pressing hard. This will give a reversed image ready for printing. Take the paper away and deepen any lines that are not clear using the pencil again.

Mix up the paint to a fairly thick consistency and pour onto the old baking sheets. Using the rollers, apply the print to the Styrofoam and then press the print down onto paper. Keep repeating until you have as many copies as required.

If the young people want to develop their prints further, wash the Styrofoam printing plate and turn it over. Place the paper design back on the printing block and draw into the design in a different place. Mix up different colours and repeat the process.

Display the prints together.

REVERSE POINTING

Category: EnergiserTime needed: 10 minutesResources: None

Description: Ask the young people to choose a partner to work with. Ask each pair to stand facing each other, about arms length apart.

To start the exercise one partner points to any body part and says the name of another. For example, pointing to an ear and saying, ‘Eye’. His or her partner must then point to his or her eye, and say, ‘Ear’.

Those who respond correctly gain a point. Change over and continue taking it in turns to point and call until the game ends. The partner with the most points wins.

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RROPE SHAPES

Category: Problem SolvingTime needed: 15 minutesResources: Two long lengths of rope and blindfolds.

Description: The aim of this exercise is for a blindfolded group to form a shape with a long length of rope.

Divide the young people into two teams of at

least six. Blindfold all team players. Anyone who is uncomfortable with wearing a blindfold can take part as an observer or time keeper.

Call out a shape for both teams to make using

the rope. You can make the task easier or harder by giving the group the rope in their hands at the start, placing it on the floor near their feet or laying it on the ground a distance away. Similarly some shapes are easier to make than others!

There are only two rules; no-one’s hands are allowed to leave their team rope for more than five seconds at a time and the team decides when it has completed the task by silently raising a hand.

When both teams are ready call ‘stop!’ Then ask the young people to remove their blindfolds and see what they have done.

Repeat several rounds, making different shapes and facilitating a review after each round. Discuss the speed and skills shown by each team when completing the task and ask teams to consider their most effective strategies.

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S SSAVE THE EGG

Category: Problem SolvingTime needed: 30 minutesResources: An egg, two balloons, sticky tape, some elastic

bands, two straws and four pieces of paper for each team

Description: Divide the young people into small teams and hand each an egg etc. The task for each team is to use the equipment given to them to make a vehicle to carry the egg. The vehicle should be strong enough to withstand a drop onto concrete. Explain that the young people have 20 minutes to plan and build their vehicle.

Once each team has built their vehicle test them out! The team with an unbroken egg and the least damaged vehicle wins!

SAWDUST CLAY

Category: Craft ActivityTime needed: 30 minutes for clay, 30 minutes for painting,

plus drying timeResources: Sawdust, wallpaper paste (non-toxic), water,

recycled ice cream tubs, spray paint

Description: The recipe for this is two cups of sawdust and one cup of wallpaper paste mixed with water.

Mix the dry wallpaper paste with the sawdust. Add water slowly until the mixture thickens. This is a great opportunity to get hands dirty, but if the young people are uncomfortable with this idea use old spoons or sticks to mix.

Sculpt the mixture into beach shapes, for example shells or starfish or for the more adventurous mermaids. Leave sculptures to dry out at least overnight. The sawdust clay when

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Sdry looks like sand sculptures.

During the next session the sculptures can be spray painted, gold looks particularly effective as a base colour. Alternatively you can use powder or acrylic paint. Display sculptures together.

SIBLINGS

Category: Ice BreakerTime needed: 15 minutesResources: Flipchart, markers and Blue tack

Description: Prepare for the activity by writing the following onto separate sheets of flipchart paper. Then stick them up at different points in the room.

1. Eldest in the family 2. Youngest in the family 3. In the middle 4. An only child.

Ask the young people to have a look at the categories and stand by the sheet that matches their position within their family.

Once the young people are in their respective groups, ask them to consider the positive things about being the eldest, youngest etc and then the things that were not-so-good. Finally, if they could choose their place in the family where would they consider best for them and why.

Facilitate a feedback session. Are the issues raised similar? Are there assumptions made about being the baby or the eldest?

SNOWBALLS

Category: Team GameTime needed: 20 minutesResources: Newspaper and chalk

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SDescription: For this game divide the room or ground where

you are playing into quarters using the chalk to mark it out. Divide the group into teams and ask each team to choose a quarter to play from.

Give out newspaper and ask each team to make as many ‘snowballs’ as they can by screwing up the paper into tight balls. Each team needs a minimum of 20.

On the shout ‘go!’ each team should try and throw all their snowballs into their opponent’s area. This includes picking up and re-throwing any enemy snowballs’ that land in their territory!

At the end of the game the team with the least snowballs wins.

SOLVE THE CRIME

Category: Problem SolvingTime needed: 10 minutesResources: Paper and pens

Description: Invite the young people to choose a partner to work with and hand each pair a pen and paper.

Now explain that you are going to read out a series of clues to describe ‘the crime scene’.

The Crime Scene: There is a small room. There

is a window in the room that is open. There is a table in the room. There is broken glass on the floor. There is also water all over the floor. There are two dead bodies on the floor. What happened?

Each pair has a few minutes to come up with

a solution to the crime, making notes on the paper.

When everyone has finished ask each couple to share their deductions. Finally, tell them that the answer is: The wind from the window blew a fish bowl off the table, leaving glass and water

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Severywhere. The two dead bodies are fish.

Congratulate anyone who worked it out.

STAND UP

Category: Problem SolvingTime needed: 15 minutesResources: None

Description: Break the main group into pairs. Each pair should sit on the floor, back pressed to back. Their first task is to work out how to stand up without using their hands.

After a pair stands up they should find another pair who has also succeeded and all four of them must sit down back to back and stand up.

Repeat the exercise until the entire group is together and trying to stand up.

STRAIGHT OR CROSSED

Category: Problem SolvingTime needed: 15 minutesResources: A shoe box and a marker

Description: Seat the young people in a large circle. Take the shoebox and ask for a volunteer. Invite the volunteer to draw a large ‘x’ anywhere on the box, and then hand it back to you.

Now, explain to the group that there are two ways you can receive the box and two ways to pass the box. Those two ways are either ‘crossed’ or straight’.

Start the exercise by saying you have the box straight, and then that you are passing it crossed. The young people in the group will be busy concentrating on the x that was put on the box to try to determine how they receive and pass the box, but in reality, it has nothing to do with the game. Having the box straight or

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Scrossed only has to do with whether or not your legs are crossed or not crossed (straight).

So in the example above you are holding the box with uncrossed legs, but as you pass it to the young person in the circle you are crossing them.

The activity continues until everyone in the group has worked it out. Every time it comes back to you cross or uncross your legs more dramatically to try and give some clues!

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TTTAMUS SQUARE

Category: Problem SolvingTime needed: 20 minutesResources: Chalk, Post it notes with 1-8 written on them for

each team

Description: To prepare for the activity, draw two chalk grids onto the floor (or lay it out with masking tape), marking two vertical lines with two horizontal lines equally crossing them. You should have nine squares that look like a noughts and crosses grid.

If you have a very large group, draw up several ‘Tamus’ Squares.

Divide the young people into two (or more) teams. Ask for eight volunteers from each team and hand them a Post it note with a concealed number on each. Stress that they should keep their number a secret.

Now, the task is for each group of eight to arrange itself on the grid in numerical order. Other members of their team can shout out instructions and help in any way apart from physically moving them. When one team achieves correct alignment, stop.

This time, the task is for a group of eight from each team to achieve the same task but in silence. They can use non-verbal communication but can have no help from other team mates. Again, stop as soon as one team manages to solve the problem.

Finally, same puzzle, this time designating a team leader for each eight.

Review the entire process, encouraging feedback from team members who observed.

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TWhat helped solve this puzzle? What blocked team members working together effectively?

TASTING TRIALS

Category: Team GameTime needed: 45 minutesResources: Marbles, a blindfold, a dice, paper bowls (or

recycled take away cartons), chip forks and a wide assortment of food to taste.

Description: This is a group activity, where you win points for your team by tasting and correctly identifying food whilst blindfolded! Make sure that it is all edible and check out any allergies in the group. Some food though may be nicer than others. For example:

• cold custard • jellied eels • cold rice pudding • cold mashed potato • pickled onions • sundried tomatoes • cottage cheese • tinned peas • cereal • feta cheese

Each team takes a turn to throw the dice. If they throw an odd number then the person who threw it is blindfolded and offered a bowl of food to taste. They need to taste it, and correctly identify it to win a marble point for their team. You can make the rule that the mouthful has to be eaten! If the challenge is declined then the point goes to the other team.

The team with the most marbles wins the game.

TIE DYE EGGS

Category: Craft ActivityTime needed: 20 minutesResources: A hard boiled egg for each person, kitchen roll,

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Tfood colouring, latex gloves (to protect hands), clear varnish (optional).

Description: Hand each young person a hard boiled egg (un-cracked) and a pair of latex gloves. Now, ask them to take a sheet of kitchen roll, wet it, and then squeeze out as much water as possible.

Each person should wrap the whole towel around their egg, crumpling the paper a little to give interesting effects later. Drip droplets of food colour onto the paper wrapped egg and leave the whole thing dry.

When it is dry remove the kitchen roll to see the effects the food colouring has made. The decoration can be added to by applying more food colouring with a brush. Apply clear varnish to keep the egg decoration for longer.

TIN PUNCHED CANDLE HOLDERS

Category: Craft ActivityTime needed: 20 minutesResources: Small hammers and nails (risk assessment!),

recycled tin cans, templates of stars and moons (optional) tea lights, matches.

Description: This is a small group recycled art activity. In advance collect empty aluminium cans, wash thoroughly and make sure that the edges are smooth. Fill the can with water and freeze it (this makes it easier to punch.)

At the session hand each young person a can of frozen water, a hammer and a nail. If you are using templates, find some pictures of stars and moons for them to stick onto their can, if not invite everyone to make their own design.

They can use a nail and hammer and punch holes into the can to make a pattern. When it’s finished, the water should be defrosted enough to remove. Invite the young people to come outside, hand each a tea light and light the candles to make a display.

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T TOPPLING TOWERS

Category: Team GameTime needed: 15 minutesResources: Children’s building blocks

Description: Divide the young people into teams. The task is for each team to race head to head to build the tallest tower. Encourage the young people to go as quickly as they can and call time after two minutes. The team with the highest tower, using the most bricks wins the round. A toppling tower disqualifies the team for the first round.

For round two, allow a few minutes before the race for teams to devise a plan to redesign their tower for a second attempt against the clock.

Time round two, again allowing two minutes for the teams to try and build the highest tower, using the most bricks but this time working to their game plan!

Congratulate the winner and review the process. In particular focus on how the additional planning time helped or didn’t help the task.

TRAFFIC LIGHTS

Category: EnergiserTime needed: 10 minutesResources: None

Description: This is a very physical warm-up game that can be played at different speeds dependent on the young people’s ability. The facilitator explains the meaning and then calls out traffic light colours in any order.

‘Green’ – Walk/run around the space ‘Amber’ – stand on one leg without over

balancing ‘Red’ – Stop still or lie down on the road

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T The young people should move swiftly

around the room until a traffic light colour is called. They should then stop and make the appropriate response. Anyone responding with the wrong action is out.

The game ends when there is only one person left!

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U UUGLY BUG GAME

Category: EnergiserTime needed: 30 minutes (at least!)Resources: Round plain biscuits, a bowl of icing, cut strips

of bootlace liquorice, small round sweets, and small pieces of red bootlace liquorice, a butter knife for the icing, dice and recycled takeaway cartons.

Description: This is a game but there really are no losers as everybody gets to snack on the end products! You can play an alternative version using savoury snacks instead of sweets. As with any activity involving food make sure that the surface you are playing on is clean and if appropriate covered.

Seat the group in a circle around the prepared surface (if you have a large group set up teams).

Place the bowl of icing within easy reach of all payers and the knife. Place the sweets into different cartons and pile the biscuits separately.

Give one person the dice to throw to start the game – the task is to throw the appropriate numbers to make an Ugly Bug.

6 = the biscuit body which can then be iced. 5 = each eye 4 = the mouth 3 = a leg and there are six legs 2 = each of the two antennae 1 = the tail

When a player thinks they have a complete ugly bug they should shout ‘Ugly Bug!’ Once it is confirmed they can eat it and start again!

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UUNIQUE / SAME

Category; IcebreakerTime needed: 20 minutesResources: Large sheets of paper and markers

Description: Divide participants into groups of four. Provide each group with a large piece of paper and markers. Ask the members of each group to spend five minutes sharing information about themselves; for example where they live, what they like doing, things that are important to them, what skills they have, who they live with.

Next, in the centre of the large paper, ask the young people to draw symbols or pictures to represent things that the group have in common. In each corner of the paper, individuals should draw what is unique about them. The unique characteristics must not be shared by any of the other participants in the group.

When the picture is complete ask each group in turn to share their poster with everyone. This sharing can take the form of describing and showing the sheet or sticking the sheet on the wall for others to look at.

Draw out differences and similarities for discussion and conclude that although there may be commonalities within the group each person is unique.

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V VVALUES TREE

Category: Ice BreakerTime: 20 minutesResources: Markers and flipchart paper

Description: This is an ice breaker but works best when the young people have met a few times. Divide the main group into smaller groups of four or five. Each team’s task is to draw a tree on their sheet. The tree must include roots, trunk, branches, leaves, and fruit. Now, ask participants to discuss their trees in terms of their:

• roots = life influences and beliefs • trunk = relationships • branches = interests • leaves = skills • fruit = ideas and hopes for the future They should then draw or write these in the

appropriate place. When everyone has a completed tree invite each group to feed back and share their Values Tree.

VIOLET, VIOLET, ROSE

Category: EnergiserTime: 15 minutesResources: Chairs

Description: Set up a circle of chairs, with one less chair than is needed to seat everyone (including you).

Now, walk around the outside of the circle tapping each person on the shoulder. As you touch them call out ‘Violet’, except for two people who you tap and yell ‘Rose’.

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V ‘Violet’ means that the young person can stay

where they are. ‘Rose’ means that they must jump up and run in opposite directions around the outside of the circle back to an empty chair.

The first person back stays in the circle, you sit in the other free chair and the other person takes a turn at walking around the outside of the circle to select the next ‘Rose’.

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W WWASHING LINE

Category: Team GameTime: 30 minutesResources: Washing line, newspaper, clothes pegs and

scissors per team.

Description: Before the game set up the string ‘washing lines’ at one end of the room, one per team.

Divide the young people into teams and seat them at the other end of the room, with newspaper, scissors and pegs opposite their washing line.

The facilitator shouts out an item of clothing, for example ‘jeans’. Each team then has to cut out the item from the newspaper, run to the washing line and hang it up to dry.

Points are awarded for the first team to hang out each item of washing. If the facilitator shouts ‘Raining’ all the washing has to be collected in, one item at a time in relay. The team with the most items on the line left at the end wins.

WATCH DOG

Category: EnergiserTime: 15 minutesResources: A bunch of keys

Description: Ask for a volunteer young person to be the first ‘Watch Dog’. They then stand facing one wall with the bunch of keys at their feet. The rest of the group needs to stand against the opposite wall of the room facing forwards.

Explain that the object of the game is to sneak up on the Watch Dog and snatch the keys without being seen. To make it harder, set a rule

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Wthat the young people have to crawl across the floor.

If the Watch Dog hears a sound they should turn around. If they see anybody moving then that person is disqualified and has to go back to the start.

The first person to get to the keys undetected takes the next turn at being the Watch Dog.

WISH BANK

Category: Craft ActivityTime: 45 minutesResources: Magazines, craft knives, markers, glitter,

scissors, glue, clear varnish and an old gravy granule container (or any container with a plastic pull on lid) for each person.

Description: Hand out the containers and ask the young people to put their lid to one side. Hand the old magazines out and ask participants to look through them, cutting out things that they would consider saving their money for. This could be just one thing, for example shoes, or loads of CDs and music equipment. They should then stick the pictures onto the container to make a collage, adding to it with pictures and slogans of their own with markers. Add glitter to decorate as required. Paint with clear varnish to seal the design and leave to dry.

Take the plastic lids back again and cut a slit in the middle big enough to slot money through, using a craft knife. Firmly place the plastic top back onto the container, explaining that every time the young people get some change they should put the money in their can, contributing a little bit more to their ‘wish’ bank!

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W WITCHES BREW

Category: Team GameTime: 30 minutesResources: Washing up bowl, dice, green food colouring,

water and corn flour (or corn starch), revolting things eg plastic spiders, fake eyeballs, bats etc

Description: In advance of the game make up the witches brew in the washing up bowl by mixing one part water with two parts corn flour until you get a ‘slime’ consistency. This is an amazing sensory experience as the mixture turns solid, but when you touch it returns to liquid. Add green food colouring in the first stages of mixing the brew – it looks vile! Drop in the revolting things you have collected before it turns solid – anything left over from Halloween is good!

Divide the main group into two teams. Each team throws the dice. If they throw an odd number then that team member gets to try for a trophy from the witches brew. You can use a blindfold for added horror value. If anyone refuses the other team gets a free go.

The team with the most trophies at the end of the game wins!

WITCHES, GOBLINS, GIANTS

Category: EnergiserTime: 15 minutesResources: Flipchart and markers

Directions: Split the young people into two teams and place them at opposite ends of the room.

Write the following on a sheet of flipchart paper and place where all can see.

Witches eat Goblins

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W Goblins eat Giants

Giants eat Witches

Prior to starting the activity the young people must decide what sounds and actions each of the characters would make. For example, what noise will the Witches make? What will they do?

This game is played ‘paper, scissors, stones’. For each round count down loudly from 3 and after the number 1 each team should act out and make the sound of the character they have chosen from the list. The winner will be the team that ‘eats’ the other and scores a point. If anyone within a team performs the wrong sound or action, the other teams will be awarded a point each.

Keep a score – the team with the most points wins!

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X XX-RAYS

Category: EnergiserTime needed: 10 minutesResources: None

Description: Ask the young people to choose a partner to work with, asking them to stand opposite each other and gently place their hands on their partner’s shoulders. Ask them to slowly bring their hands down to rest by their side. This is the distance that they should maintain for the rest of the exercise.

Now, explain that when you clap your hands the young people should take it in turns within their pairs to move whilst their partner mirrors their actions, like an x-ray.

As you clap for the second time the roles are reversed so that everybody experiences leading and following.

Take as many turns as you like, then review the process with the group. Is it easier to lead or follow? How did it feel?

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YYYEEHAH!

Category: EnergiserTime needed: 15 minutesResources: None

Description: You need at least ten young people to play this game. Invite the young people to make a seated circle on the floor.

Basically this is a group game with actions that move around the circle. It needs observation skills and the willingness to shout as though you are at a rodeo!

The actions change through the game depending on what is said;

‘Yeehah!’ = a cheesy swing of the arm across the body

‘Hoe down!’ = raise your arm from the elbows and then pull down

‘Round ’em up to the pass!’ = make a triangle shape with both arms and hands in front of you

To start, lead the group in two loud choruses of ‘Let the hula hula games begin. Yeehah!’ Please note this has no particular tune you just chant it and yell the ‘Yeehah’ bit rodeo style at the end. Then go around the circle clockwise with each person yelling ‘Yeehah!’ and making the appropriate action.

After this, the actions can be changed and passed along or across the circle by calling out ‘Round ’em up to the pass!’, doing the action and pointing to another member of the group. They should respond by repeating the chant and action and then continuing to pass the ‘Yeehah!’ This must continue clockwise unless someone yells ‘Hoe Down!’ which means that the game must move the opposite way.

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Y If a person does the action wrong or passes

the action the wrong way around the circle they are out. Keep the pace fast and the ‘Yeehahs!’ loud!

YELLOW LETTER

Category: IcebreakerTime needed: 10 minutesResources: None

Description: Ask the young people to line up on one side of the room and walk across the room so that you are standing opposite.

Choose a letter of the alphabet to be the yellow letter and tell the young people. Call out random letters of the alphabet, anyone with that letter in their name can take a step forward. You will need to decide if the rule is for full names or first names and let everyone know. If you call out the yellow letter then all players with this letter in their name have to go back to the start.

First young person to cross the room to you becomes the next caller.

YES OR NO RELAY

Category: EnergiserTime needed: 15 minutesResources: A stop watch and a bell (optional)

Description: Ask for a volunteer to go first, a lot of young people have seen this so it shouldn’t need a lot of explanation!

The aim of this game is to answer questions without saying ‘yes’ or ‘no’ for 30 seconds. Start each round by ringing the bell and then ask easy questions, for example ‘What is your name?’ getting harder as the relay progresses. Keep the speed up, as it is easier to think of

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Yalternatives to yes or no with long pauses.

You can increase the tension by having time checks called out every ten seconds or saying things like ‘Are you sure about that?’ If the person says yes or no then loudly ring the bell to signal they are out and the next person takes a turn.

Rotate who asks the questions, times the round and rings the bell. The first person to achieve the full 30 seconds wins!

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Z ZZ-A

Category: Problem SolvingTime needed: 15 minutesResources: A dice

Description: This is a small group task that requires concentration to take a story from the end back to the beginning; Z-A.

Start by offering the end of a story. This can be as creative or silly as you like, for example; ‘and so the evil spell was broken, the world was saved for another day and they all lived happily ever after!’

The dice is then passed around until someone throws a six. They then have to take up the story and tell the bit that came before the ending.

Encourage the young people to keep their story simple as it will become very hard to follow if it gets too complicated and remind them that everything will need to be told in the past tense as it will have already happened!

The task is complete when the story has been told all the way through back to the beginning, ‘Once upon a time.’

ZAP!

Category: Ice BreakerTime needed: 15 minutesResources: None

Description: This activity works best with larger groups. Ask everyone to make a large circle around the facilitator who will start the game.

Start by asking everybody to loudly say their

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Zname to introduce themselves, around the circle. The facilitator then calls out the name of one of the group members followed by ‘Zap!’ That person should duck, placing both hands on the floor in front of them. The two young people standing either side of the person being zapped must then try to zap each other by pointing their fingers and shouting ‘Zap!’ The first person to shout ‘Zap!’ wins and the other person sits down and is now out of this round of the game. If the person who is originally zapped doesn’t get both hands on the floor before the other young people zap across them, they are out.

Continue until only two group members are left. They then have a ’Zap off!’ by standing back to back, walking five steps and calling ‘Zap!’ Anybody running is disqualified and the facilitator should count out the steps. The person who calls ‘Zap!’ first is the overall winner!

ZOO WARM UP

Category: Ice BreakerTime needed: 15-20 minutesResources: 5 x sheets of flipchart, Blue tack and markers

Description: This activity enables young people to discover personality similarities and encourages discussion. Before the session, write the headings ‘RABBIT’, ‘BEAR’, ‘HORSE’, ‘KANGAROO’ and ‘LION’ onto the flipchart sheets and stick them up at different points in the room.

When the young people arrive ask them to go and stand by the animal that they think most resembles their personality. The group at each animal should then discuss with each other why they selected that particular animal. For example, do the ‘kangaroos’ tend to jump around from thing to thing, full of energy? Are ‘rabbits’ quick and enthusiastic? Are ‘horses’ hardworking and loyal or wild and fast?

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Z Each group can then write up their shared

characteristics onto the flipchart sheet under the heading.

Invite each animal group to share their characteristics with the rest of the group.

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Z

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