memo - mike's playground chess tactics: by yassu seirawan; ... call time at appropriate...

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MEMO Date: February 2012 To: Unit Directors and Program Directors From: Program & Youth Development Services Subject: New High-Yield Activities Kit (HYAK) for Club Programming Program & Youth Development Services is pleased to present the next installment of our High-Yield Activities Kit (HYAK) to aid you in introducing high- yield activities into your Club program. The activities in this kit support outcomes in our three priority outcome areas – Academic Success, Good Character & Citizenship, and Healthy Lifestyles – and are easy to use and implement. High-yield activities are designed to provide youth with fun experiences that are hands-on, interactive and intentionally develop critical thinking or other skills. Sometimes described as “fun with a purpose,” they help members gain new knowledge or skills or reinforce those learned in school; experience new ways to apply knowledge already gained; engage in creative expression; test their own solutions to real-world issues; and/or work in groups to achieve a goal. Activities are labeled “high yield” because they extend learning by providing opportunities to practice skills such as: communication skills (reading, writing, verbal communication); problem-solving skills (math, science, technology); healthy living skills (integrating diet and exercise into one’s life, avoidance of risky behaviors); and character and citizenship (the rights and responsibilities of citizenship, civics, volunteerism and civility). Contained in this file is one month worth of activities designed to be support the three priority outcome areas while your members are having fun. Each activity includes a brief description and step-by-step instructions. Once you’ve printed out the activities, it’s easy to disseminate them to your staff. Just look at the grid at top of each activity and you’ll see “Target Club Area.” Give the activity to the staff member that’s responsible for programs and activities in that part of your Club. In that grid you’ll also see the activity objective, the target age group and any materials needed to run the activity. In the header you’ll see the priority outcome area, as well as the sub-area the activity supports. Program & Youth Development Services National Headquarters . 1275 Peachtree St. NE, Atlanta, GA 30309-3506 . (404) 487-5700 . FAX (404) 487-5789 . www.bgca.org

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MEMO

Date: February 2012

To: Unit Directors and Program Directors

From: Program & Youth Development Services

Subject: New High-Yield Activities Kit (HYAK) for Club Programming

Program & Youth Development Services is pleased to present the next installment of our High-Yield Activities Kit (HYAK) to aid you in introducing high-yield activities into your Club program. The activities in this kit support outcomes in our three priority outcome areas – Academic Success, Good Character & Citizenship, and Healthy Lifestyles – and are easy to use and implement. High-yield activities are designed to provide youth with fun experiences that are hands-on, interactive and intentionally develop critical thinking or other skills. Sometimes described as “fun with a purpose,” they help members gain new knowledge or skills or reinforce those learned in school; experience new ways to apply knowledge already gained; engage in creative expression; test their own solutions to real-world issues; and/or work in groups to achieve a goal. Activities are labeled “high yield” because they extend learning by providing opportunities to practice skills such as: communication skills (reading, writing, verbal communication); problem-solving skills (math, science, technology); healthy living skills (integrating diet and exercise into one’s life, avoidance of risky behaviors); and character and citizenship (the rights and responsibilities of citizenship, civics, volunteerism and civility). Contained in this file is one month worth of activities designed to be support the three priority outcome areas while your members are having fun. Each activity includes a brief description and step-by-step instructions. Once you’ve printed out the activities, it’s easy to disseminate them to your staff. Just look at the grid at top of each activity and you’ll see “Target Club Area.” Give the activity to the staff member that’s responsible for programs and activities in that part of your Club. In that grid you’ll also see the activity objective, the target age group and any materials needed to run the activity. In the header you’ll see the priority outcome area, as well as the sub-area the activity supports.

Program & Youth Development Services

National Headquarters . 1275 Peachtree St. NE, Atlanta, GA 30309-3506 . (404) 487-5700 . FAX (404) 487-5789 . www.bgca.org

From the Gamesroom to the computer center, these activities and program suggestions are uniquely designed to enhance your outcome-driven Club Experience. This new resource affords Club staff in all Core Program Areas an opportunity to deepen impact and increase average daily attendance by engaging more members, more often. Through frequent participation in fun high-yield activities that intentionally drive youth toward positive outcomes, our members will go on to have great futures as productive, caring, responsible citizens. These activities will also be posted on BGCA.net each month to allow Clubs to download multiple copies of the HYAK packet. If you have questions regarding the HYAKs, please contact Dan Rauzi at [email protected] or (404) 487-5766.

Program & Youth Development Services

National Headquarters . 1275 Peachtree St. NE, Atlanta, GA 30309-3506 . (404) 487-5700 . FAX (404) 487-5789 . www.bgca.org

High-Yield Activities Compilation Academic Success

Therapeutic, Scholastic Chess

Target Club Area: Gamesroom Core Program Area: Education & Career Development Objective: Learning chess Target Audience/Age Group: 13 - 15 years Time to Complete: 1 hour Materials Needed: Chess board and pieces Skills Taught/Reinforced Academics Activity Summary: Teens learn to play chess, then make use of the game for solving academic and social problems. In the 1980s, a team of Indianapolis sixth-graders five of them members of the Boys & Girls Clubs of Indianapolis did what no one thought inner-city kids could do. They played chess. And they won the National Elementary School Chess Championships in 1983, becoming the subject of an Academy-Award-nominated documentary The Masters of Disaster. Since that time, the Wheeler unit of Boys & Girls Club of Indianapolis has experimented with a variety of chess programs. Activity Instructions: To organize a teen chess program in your Club, you’ll need an instructor who knows the game well, either a staff member or volunteer. (Local chess clubs can be a good source of volunteers.) Recruit teens interested in learning the game. Drum up interest by screening the 30-minute movie The Masters of Disaster and passing around sign-up sheets. Plan a meeting schedule and develop a list of rules with participants; require, for example, consistent attendance at meetings and completion of all assignments. Send letters to parents asking them to encourage their children and inviting them to take part in the program if they wish. Dedicate the first sessions of the program to teaching teens the basics of playing chess. You should be able to easily find instructional resources online, at the library or in local bookstores. If you have participants who already know how to play the game, enlist their help in teaching first-timers. Scholastic Chess The game of chess offers many educational benefits for players: increased critical thinking skills, constructive competition, social development and self-esteem development. Once participants know how to play the game, you can add to the learning opportunities by linking games to academic challenges. Assign a math

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

problem, spelling word, social studies question or other challenge to each square on the chess board. Before a player can move a piece to a desired square, require that he or she solve the academic problem attached to that square. Therapeutic Chess Almost any problem can be symbolically represented on a chess board. By endowing chessmen with personality, psychological characteristics and attributes similar to those of participants in a real-life situation, and by setting up an analogous board problem to play out, players begin to see and understand themselves as part of the dynamic and difficult situations. As a result, they learn to be more objective, analytical and creative in finding solutions and alternatives to self-defeating and self-limiting behavior. Teach players to compose their own chess problems analogous to real-life situations and encourage them to use these techniques to understand and resolve personal conflicts. Resources Books: Chess for Juniors: A Complete Guide for the Beginner by Robert M. Snyder; Winning Chess Tactics by Yassu Seirawan; United States Chess Federation’s Official Rules of Chess, Fifth Edition Websites: www.uschess.org; www.academicchess.com/; www3.sympatico.ca/chesspraxis/ (new and used chess books) Video: Masters of Disaster (available through Indiana University, 800-552-8620)

High-Yield Activities Compilation Academic Success

Word Jumble

Target Club Area: Gamesroom Core Program Area: Education & Career Development Objective: Spelling practice, vocabulary Target Audience/Age Group: 10 - 12 years Time to Complete: 45 minutes Materials Needed: pencils/pens, paper, list of original words Skills Taught/Reinforced Academics Activity Summary: Teams create as many words from the original as possible. The team with the most new words wins. Activity Instructions: Ask members to form into teams. Explain to members that you will write a word and teams will compete against each other to see how many words they can make from the original word given. For each round, write the word on a white board or flip chart where all teams can see it. Give them three minutes to create their list of new words. Award a point for each new word; two points for complex words. Give an example to get teams started:

original word: prefabricate new words: ate, eat, craft, create

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

Colorful Words Relay

Target Club Area: Gym Core Program Area: Education & Career Development Objective: Reinforce vocabulary skills. Target Audience/Age Group: 6 - 9 years Time to Complete: 1.5 hours Materials Needed: Flip chart paper, markers Skills Taught/Reinforced Academics Activity Summary: Youth practice descriptive vocabulary skills. Activity Instructions: 1. Youth form into five teams to practice vocabulary skills in this relay activity. 2. Place five sheets of flip chart paper several feet apart on the same wall and assign each team one sheet on which to write. 3. Place each team’s chairs in rows directly in front of that team’s flip chart page. 4. Ask all members of each team to sit in their assigned row, from front to back. 5. Begin by asking the first member on each team to write the first word from the list below (or any other word you choose) on the team’s flip chart page. 6. Teams race each other to see which can come up with the most descriptive adjectives for the word in three minutes. Possible words include:

pizza motorcycle lake mountain elephant

7. Call time at appropriate intervals and award points to the winning team in each round.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

A Story in Five Frames

Target Club Area: Art Room Core Program Area: The Arts Objective: Members learn about storytelling and how

photos can convey meaning as well as words. Target Audience/Age Group: 16 - 18 years Time to Complete: More than 1 session Materials Needed: Cameras (digital or 35mm), paper and pencils Skills Taught/Reinforced Academics Activity Summary: Members learn about storytelling and how photos can convey meaning as well as words. Activity Instructions:

1. Tell members they will be using photographs to tell a story.

2. Ask them to pick a theme or topic that will be the focus of their story.

3. Next, allow members to take an assortment of photos that fit into that theme (7-10 photos are suggested).

4. Then, they select their five favorite photos and arrange them in a way that tells a

story.

5. Remind students that the best stories include: characters in action with a beginning, middle, and an ending.

6. The activity can be wrapped in a number of ways:

Members can then write the story that accompanies their photos (they can

write a full story or a series of paragraphs that accompany each shot).

Members can share the story of their photos orally.

Members can view one another's photos and try guessing what story is being told.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

Energy Ball

Target Club Area: Gym Core Program Area: The Arts Objective: Warm-up activity for performing arts Target Audience/Age Group: All Time to Complete: 15 minutes Materials Needed: None Skills Taught/Reinforced performing Arts Activity Summary: Members get their blood flowing and raise their energy levels by passing an imaginary ball to each other. (This serves as a warm-up for performing arts activities.) Tell members that this is also a way to relieve stress and tension before an actual stage performance or presentation. Activity Instructions:

1. Have everyone stand in a circle.

2. One person starts out by holding his hands in front of his face and wiggling his fingers.

3. That person has the energy ball.

4. He throws it to someone else by making eye contact with that person, and

pretending to throw the ball with both hands.

5. Now the other person has the energy ball. Rules:

No talking; the only way to pass the ball is to make eye contact, not to call the person’s name.

You may not pass the ball to the person who just passed it to you.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

Wouldn't It Be Cool If . . .

Target Club Area: Learning Center; Tech Center; Art Room Core Program Area: Education & Career Development Objective: Using the Scientific Method; STEM; Creativity Target Audience/Age Group: 10 - 15 years Time to Complete: More than 1 session Materials Needed: Art Supplies, computer with word processing (or

pen and paper) Skills Taught/Reinforced Science Activity Summary: Members explore items in their current world that they think are cool (e.g., video games, computers, cars, pizza). Members are then challenged to think of something new that would be cool if it really existed. Springboarding from that idea, members explore what science would be needed to make their idea a reality, and draw pictures of their cool new ideas. Activity Instructions: Session 1 1. Ask members what they think is cool today. Some idea starters might be video games, computers, cars, airplanes, etc. Challenge them to think in broader term. Make a list of the members' ideas. 2. Ask members to come up with an inventive way of improving one of the things on the list. For example, what would make a car better, or video games better. If you want, you can break them into small groups and have each small group take one of the things on the list and come up with a way to enhance that item. 3. Based on some of their ideas, help members think about things that don't yet exist but that would be cool if they did exist. For example, a suit that let you fly without an airplane or something that would transport them from here to there instananeously. Have each member come up with their own idea. 4. Ask them to draw a picture of what this thing would look like. 5. Have each member show off their drawing and explain about their new invention. Session 2 1. Give members their drawings from the previous session.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Academic Success

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

2. If you have access to computers, you can have members go to http://science.howstuffworks.com. Have them figure out which science would be needed for their idea to become a reality. For example, a car moves because of gasoline being burned that creates energy that moves the pistons that moves the wheels. It takes physics and engineering to make a car. (If you don't have online access, talk with members about how science makes stuff work.) 3. Once members have decided which branches of science are needed to make their ideas work, have them write a paragraph about the ideas. Make sure they talk about what their idea does, why it's cool, and what science they would need to make it work. Have members use word processing software or pen and paper. 4. Post members’ drawings and paragraphs around the Club. 5. If doing this activity between February 21 and March 28, have your members enter their ideas at www.wouldntitbecoolif.com.

High-Yield Activities Compilation Good Character & Citizenship

Either/Or

Target Club Area: Gym Core Program Area: Sports, Fitness & Recreation Objective: To give members an opportunity to get to know

one another and realize each other's differences

Target Audience/Age Group: 10 - 12 years Time to Complete: 45 minutes Materials Needed: None

none Skills Taught/Reinforced Other Activity Summary: This is a great activity for groups getting to know one another, as well a perfect way for members to exercise at the same time. Activity Instructions: 1. Players stand in the middle of a large space. 2. The leader instructs participants to answer an either/or question by running to designated sides of the room or field. For example, ask participants if they prefer a sweet or sour treat. 3. Those with a sweet tooth run to one end of the room, and those who prefer sour go to the opposite end. 4. Ask another either/or question, but this time ask the people to congregate at the sides of the room so that everyone has to change position. 5. Choose a set of questions that are relevant to the event, and let the exercise continue until participants look like they’re starting to get to know each other. 6. Another question is if they have ever volunteered in their community.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Good Character & Citizenship

Imagine!

Target Club Area: Art Room Core Program Area: The Arts Objective: Members to envision the world they would like

to have and how they might take action to improve their community.

Target Audience/Age Group: 13 - 15 years Time to Complete: 1-2 hours Materials Needed: Newsprint, tape, art materials, markers Skills Taught/Reinforced Fine Arts Activity Summary: Create a mural based on John Lennon's "Imagine." Activity Instructions: 1. Hang a long piece of newsprint paper on the wall. 2. Play John Lennon's, "Imagine." Ask members to think about the ideas in the song. 3. Write the lyrics on a flip chart if members are not familiar with them. Encourage youth to envision what their perfect world be like. 4. Instruct youth to work together to create a mural on the newsprint, combining all of their ideas to create an "Imagine" mural. Lyrics:

Imagine there's no heaven It's easy if you try No hell below us Above us only sky Imagine all the people Living for today Imagine there's no countries It isn't hard to do Nothing to kill or die for And no religion too Imagine all the people Living life in peace You may say that I'm a dreamer But I'm not the only one I hope someday you'll join us And the world will be as one

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Good Character & Citizenship

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

Imagine no possessions I wonder if you can No need for greed or hunger A brotherhood of man Imagine all the people Sharing all the world You may say that I'm a dreamer But I'm not the only one I hope someday you'll join us And the world will live as one

Activity Extensions: Find other songs relevant to youth and issues they may be facing in their communities, schools, etc. to create a mural. Follow-up with guest speakers.

High-Yield Activities Compilation Good Character & Citizenship

Responsibility Chain

Target Club Area: Learning Center Core Program Area: Character & Leadership Development Objective: Teach youth to be responsible Club members Target Audience/Age Group: All Time to Complete: More than 1 day Materials Needed: Construction paper, markers, tape Skills Taught/Reinforced Other Activity Summary: Responsibility is a key character trait of a good citizen. Building trust and support by keeping your word, setting a good example, being dependable and honest creates a high expectation of good character. The responsibility chain provides such a great incentive for members, giving them the opportunity to see what others are doing in the Club and let others know with a link they can add to the chain. Activity Instructions: "Few things help an individual more than to place responsibility upon him, and to let him know that you trust him." Booker T. Washington Responsibility is a key character trait of a good citizen. Building trust and support by keeping your word, setting a good example, being dependable and honest creates a high expectation of good character Before You Start: Cut the construction paper into strips the same length. Hold the paper lengthwise and cut one inch strips. Use all different colors of paper. Put these in a basket with markers. Explain to members that the character trait of responsibility requires members to:

Do what you they are supposed to do Set a good example for others Always do their best Lead by example

Give each member five slips of paper and a marker. Have the members visit different program areas of the Club. Explain to members that each time they see someone acting responsibly (picking up the trash, not joining an argument but walking away, help set up for an activity, etc.) they are to write the person's name and their responsible act on a strip of paper.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Good Character & Citizenship

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

At a given time during the day, read the act and the member’s name. If one member has three or more responsible acts in one day, have a staff member announce this over the Club PA system. Take the responsibility strips and tape each one into a loop, looking each one through another loop to form a chain. Hang the chain in a visible area of the Club and add to it once a day. Activity Extension: As the chain grows extend it down the hallway side-to-side and throughout the Club.

High-Yield Activities Compilation Good Character & Citizenship

Good Character Pool

Target Club Area: Gamesroom Core Program Area: Sports, Fitness & Recreation Objective: Possess as many of the pilars of good

character as possible Target Audience/Age Group: 10 - 12 years Time to Complete: 45 minutes Materials Needed: Pool table, balls, cues, 6 pieces of paper, tape Skills Taught/Reinforced Other Activity Instructions: 1. As in standard pocket billiards, rack all 15 balls. 2. Label each pocket with one of the six Pillars of Good Character:

Trustworthiness Respect Responsibility Fairness Caring Citizenship

3. Two Club members play a regular game of pool. 4. Every time participants pocket the ball, they are able to possess that pillar if they can give an example of how they have demonstrated it. 5. At the end of the game, whoever has the most pillars wins.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Good Character & Citizenship

Competition Clean-up

Target Club Area: Outdoor Area Core Program Area: Character & Leadership Development Objective: Community service

Clean up the community Math skills

Target Audience/Age Group: 13 - 15 years Time to Complete: 2 hours Materials Needed: Trash bags and bathroom scale Skills Taught/Reinforced Service Learning Activity Summary: Clean-up competitions among youth that adds a fun component to community service. Activity Instructions: Club members form teams and compete to see who can collect the most trash. Schedule a clean-up day on the Club grounds, at a local school or park, or in a nearby vacant lot. Make the project more fun by distributing small, waste-basket sized trash bags and organizing participants into teams. Set a time limit or go until the area is clean. When the clean-up is done, the team that has filled the most trash bags wins the competition and a small prize. Be sure to deduct points for partially filled bags. If you don’t want to use a lot of small sacks, use large bags instead. Then weigh each team’s collection at the end of the activity. Have a member from each team stand on a bathroom scale, first holding the team’s garbage bag(s) and then without the bag(s). The difference between the two weights is the weight of the garbage collected.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Healthy Lifestyles

SMART Moves Healthy Alternative Bingo

Target Club Area: Gamesroom Core Program Area: Health & Life Skills Objective: Increase youth protective factors Target Audience/Age Group: 13 - 15 years Time to Complete: 45 minutes Materials Needed: Copies of BINGO!, pens/pencils Skills Taught/Reinforced Healthy Lifestyles Activity Summary: Participants identify healthy alternatives to some common reasons youth choose to use alcohol, tobacco, other drugs or engage in sexual activity. Activity Instructions: Distribute copies of the BINGO! handout. Explain to members that they will be playing a variation of the classic bingo game. 1. Have members read the instructions on the handout and complete the bingo activity. When a winner is called, have him share with the group what he has filled in. Invite other members to share as well. 2. Lead a discussion with the group, making the point that if young people understand why some people get involved with drugs, they be more prone to exploring healthier alternatives. 3. Discuss the healthy alternatives they came up with and brainstorm others (e.g., exercise, arts and hobbies, listening to or making music, sports, seeking help from adults, finding different friends, getting involved in healthier activities). 4. Reinforce the idea that we are responsible for our health, happiness and reaching our goals, and that finding healthy alternatives will help us reach our goals. 5. Ask peer leaders to assist by helping members fill in the BINGO! handouts and identify alternatives for each box.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Healthy Lifestyles

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

SMART Moves BINGO!

Read the sentence in each box. For each one, find someone in the room and read the sentence to him or her. Ask that person to think of a healthy, positive alternative for the statement you have read (see the example in the first square). Write the person’s answer in the appropriate square. The first person to fill in an entire row (horizontally, vertically or diagonally) is the winner. There is always a safer, smarter, cooler, healthier alternative!

EXAMPLE: They think drugs will

help with stress. Yoga and other forms of exercise are great for relieving stress!

EXAMPLE: They are bored and they think drugs will

make life more exciting.

Being active and playing a sport is a great way to try something fun and exciting.

EXAMPLE: They think drugs will

help them fit in. Join the Glee Club, Art Club or club of your interest to make new friends with common and healthy interests.

EXAMPLE: They are curious.

Research the effects of drugs and design a

poster for extra credit.

They think it’s

glamorous. Celebrities and sports stars using drugs are publicized on television and in

magazines.

They feel pressured to grow up fast and feel

that taking drugs is an “adult” thing to do.

They are being bullied,

persuaded and persistently pressured

by peers.

They think drugs will

make them seem rebellious or cool.

They heard that

medical marijuana is legalized in some

states and that both marijuana and

They figure that if they

are prescribed by a doctor, prescription drugs must be ok to

use.

They figure that drugs sold at stores without a prescription (over-the-counter drugs)

must be okay.

They think that

prescription drugs and steroids will improve

their performance and looks.

They think drugs will

make them seem more attractive.

They want to fit in with

the older kids.

They think drugs will relieve their anxiety

about dating.

They think drugs will

help them escape their problems at home.

High-Yield Activities Compilation Healthy Lifestyles

Cleaning Up Our Water

Target Club Area: Learning Center Core Program Area: Education & Career Development Objective: Members practice experimenation and

understand how filters help clean our water supply

Target Audience/Age Group: 6 - 9 years Time to Complete: 1 hour Materials Needed: Per 1-2 members: 1 2 liter plastic soda bottle,

cotton balls, sand and rocks. Water made dirty with sand and sticks.

Skills Taught/Reinforced Science Activity Summary: Members use a soda bottle to create their filter, layering it with sand, rocks, cotton balls and potenitally other materials to develop the most effective water filter. Activity Instructions: Prior to the session, modify each soda bottle: about 2/3 of the way from the bottom, cut around the bottle so that the top and bottom are separated. Invert the top portion into the bottom, so that the opening at the top is full sized and narrows to a small opening. This will form the filter. The top portion can then be filled with filtering materials, and the water poured through to be filtered into the bottom section. 1. Ask members how many of them get to drink water from their sink every day at home. Tell them in that in the United States, people have access to potable (drinkable) water in every town in the country, but in some places in the world, water isn't potable. In the United States, water from our lakes and streams needs to be cleaned before we can drink it. Today, they are going to learn a simple way to clean water using filters, and test out different ways to make their filter to get their water as clean as possible. 2. Create your dirty water by taking a large amount of clean water and adding dirt, tiny rocks, sticks, and a colored food dye. Make sure your members know not to drink the water after you have made it dirty. Measure out two cups to each team for experimentation purposes. 3. Either alone or in teams of two, members layer materials in the top parts of their filters and test the water coming out. Depending on resources available, each team can test a number of filters, or each team will make one and compare their filter to others in the room. Members can test the clarity clearness of the water and whether the colored dye has been removed from the water, as well as measure the amount of water that comes through the filter.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Healthy Lifestyles

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

Based on experimentation and observation, members can answer:

What materials do members find are most effective in removing different pollutants in the water?

Is there a way to layer the filtering materials to get the best filtering of pollutants

with the most water coming out of the filter? Ask members whether there are other questions that have that they can test with their filter system, and challenge them to do so. 5. Prior to ending the activity, be sure to inform members that while the filters helped filter out large items, there are microscopic bacteria in water that can still make them sick. Members should never drink water out of streams and lakes unless it has been specially treated with chemicals or a special filter. The filters they made today are not powerful enough to kill those bateria, but our water in homes and businesses has been specially treated and is safe to drink. Activity Extensions: Have members select other materials to use in their filters. Incorporate actual filtering systems into the lesson: Clubs with hiking or outdoor programs may have access to iodine, steripens, commericial water filters. Ask members to research how many countries have access to potable water. What countries have the least access? What countries have the best?

High-Yield Activities Compilation Healthy Lifestyles

Teen/Staff Flag Football

Target Club Area: Outdoor Area Core Program Area: Sports, Fitness & Recreation Objective: This activity can foster closer relationships

between teen members and staff, and creates an opportunity for Club professionals to model sportsmanlike conduct and dedication to physical fitness. It also forsters healthy lifestyles through physical activity

Target Audience/Age Group: All Time to Complete: 1 hour Materials Needed: Football, flag belts and flags, cones for marking

end zones Skills Taught/Reinforced Fitness Activity Summary: Members play flag football with the teen center staff. Activity Instructions: The rules and scoring are similar to traditional football. (See the site below for full rules.) Website: www.flagfootball.org/rules.htm;or www.nflyouthfootball.com/exec/NFLYP_FLAG/FLAG_RULES_FLAG.cfm?publicationID=221 Players wear belts with detachable flags that other players grab to render a player "down." Teams consist of five or 10 players, with five players from each team on the field at one time. With 10 players, half play defense and half play offense. You can use traffic cones to mark the end zones. Games generally consist of two 20-minute halfs. Be sure to remind players that this is a non-contact game in which actual tackling, grabbing, pushing or holding other players is not allowed.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Healthy Lifestyles

Memory Run

Target Club Area: Gym Core Program Area: Sports, Fitness & Recreation Objective: Combining fun with physical activity Target Audience/Age Group: 13 - 15 years Time to Complete: 1 hour Materials Needed: Two decks of cards Skills Taught/Reinforced Fitness Activity Summary: Participants combine a relay race with a popular card game to have fun exercising. Activity Instructions: In the gym, or outdoors on a windless day, divide participants into two teams. On the floor or ground, scatter one deck of cards face down on the opposite side of the gym or field from each team. Playing the Game One member of each team runs from one side of the gym or field to the team’s deck of cards and turns over two cards. If the cards match, the player keeps the pair, runs back to the starting point and tags the next runner on his team, who repeats the process. If the player does not select matching cards, he must replace them, face down, and return empty-handed to tag the next player from his or her team. The game is over when one team has successfully paired all cards from their deck. Variations Play more than one round of Memory Run and with each successive round, add a new obstacle or diversion that runners must overcome, For instance, require runners to hop on one leg, have one hand tied behind the back or run holding hands with a partner with each partner picking up one card per turn. You can also experiment with other popular board or card games in the gym. For example, play a version of team bingo in which teammates take turns being the caller and must use their bodies to form the shape of the letters and numbers they draw from a goldfish bowl. Or, give each participant one card, then blow a whistle to start the game. Each team member should run around trying to find players with the necessary cards to form three-of-a-kind or three-card-straights in combination with his or her own cards. At the end of 60 seconds, whichever team has formed the most runs wins this "Gym Rummy."

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)

High-Yield Activities Compilation Healthy Lifestyles

Emotional Partners

Target Club Area: Art Room Core Program Area: The Arts Objective: Warm-up for performing arts activities Target Audience/Age Group: 10 - 12 years Time to Complete: 45 minutes Materials Needed: None Skills Taught/Reinforced performing Arts Activity Summary: Warm-up for performing arts activities. Activity Instructions:

1. Divide members into pairs and ask them to spread around the room.

2. The partners start out by silently looking at each other with pity.

3. Their arms must hang loosely by their sides. No words or hands are allowed.

4. After a few seconds, call out a new emotion - like happy or jealous - for members to express.

5. Members then move around to find a new partner. Repeat the exercise many

times using a variety of emotions for members to demonstrate.

The Outcome-Driven Club Experience In Action Boys & Girls Clubs of America (Feb 2012)