PLAY DAY MANUAL 2013/2014 Right To Play – Statement of Copyright ©2013 Right To Play (the “Publisher”) All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the Publisher. i Table of Contents Introduction ___________________________________________________1 Main Objectives________________________________________________ 2 Maximizing Your Message________________________________________3 Healthy Messages______________________________________________ 4 Theme & Objectives_____________________________________________5 Games Overview________________________________________________6 Games______________________________________________________7 – 37 Winking Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Remember Me? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Elephant Ball. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Crows and Cranes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Happy Harish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Say It Without Words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Snail Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Protect the Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Second-Hand Smoke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Walk Crawl Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Pledge Forms___________________________________________________28 ii Introduction About Right To Play Right To Play is a global organization that uses the transformative power of play to educate and empower children and youth to overcome the effects of poverty, conflict and disease in disadvantaged communities . It was founded in 2000 by Johann Olav Koss, a four-time Olympic gold medalist and social entrepreneur. Through sport and games, we help children build essential life skills and better futures, while driving social change in their communities with lasting impact. We currently work in over 20 countries, and reach over 1 million children in our weekly programming. What is a Play Day? A Play Day is an event where Right To Play games are used to mobilize schools and communities around a particular issue or simply to promote awareness in association with fundraising initiatives. Play Days promote awareness about Sport for Development and Peace and Right To Play’s mission and values. It’s a great way to kick off or end the school year by playing fun, cooperative and inclusive games, or put it in to your calendar on any day throughout the year. A Right To Play Day can take anywhere from a half day to a full day whatever fits your school’s schedule. Simply set up various game zones in a safe play area and recruit teachers or senior students to run a game from this manual for groups of students as they rotate through the game zones. Organizing Your Day Organizing a Play Day is simple and can be done in these four steps: 1. Come up with a date and time that works for you and your school. Decide who is going to participate in the Play Day, and come up with a general number of participants. Divide this group of participants into groups of 10 – 20 (or another number you feel comfortable with). 2. Go through this manual and select one game per group you have created. Each game will represent a different game zone for the groups to rotate through. 3. Next, either assign senior students or educator/parent volunteers to run each station. You will need to assign and teach a game to each person running a station. This will be the game they are responsible for playing with the participants at their game zone during the Play Day. 4. Create a rotation schedule. During the Play Day, each group of students will spend 10 – 20 minutes at a station (based on your time constraints) and then rotate to the next one. Pre-planning the order of the rotations, as well as the amount of time spent at each station, will hugely simplify the process on the day of. A Right To Play Day uses the power of sport and play to empower individuals, promote healthier lifestyle behaviours, teach peaceful conflict resolution and educate students about the situations of children in the most disadvantaged areas of the world. To promote hands-on learning for your students, you may want to do class projects on disadvantaged areas and the impact of sport and play. 1 Main Objectives Foster Learning Initiatives Central to Right To Play are education-based games that promote learning while playing. Teaching children and youth cooperation and fair play is linked to the Right To Play programme goal of increasing tolerance, peace and understanding in their community. Support Strategic Objectives Incorporate your school’s values and philosophy into the day. Try creating a theme for the day that aligns with your school’s culture, or ask each group to create a team name and/or cheer that represents your school's beliefs. Mobilize Schools Around Specific Issues Messages conveyed through games can be tied to your school’s physical health and development initiatives: Anti-bullying campaigns conveyed by focusing on the importance inclusion. Educating about proper eating habits can revolve around health discussions. Boost Fundraising and Increase Advocacy View your Right To Play Day as an opportunity to increase awareness about Right To Play’s mission and programs in addition to raising funds. Here are some easy ways to help children overseas have access to the same opportunities and lessons: 2 Set a donation amount (ex. $5) for each student to donate in order to participate in the Play Day. Students can collect pledges (using the pledge forms located at the end of this document) in association with the Play Day. Maximizing Your Message Play Days are most effective when combined with other mobilization strategies. There are many ways you can stimulate dialogue and promote leadership: Invite a strong leader from within the school community to speak upon the merits of volunteering and supporting every child’s Right To Play. Promote simple actions through all your communications. o Add a section to your school newsletter emphasizing the merits of play-based learning and illustrating simple ways that parents can integrate educational games into their family’s daily lives perhaps provide a sample Right To Play game. o In the morning announcements, take time to mention the Play Day and encourage students to re-play the games they learned in the future during recess or lunch. o Encourage teachers at staff meetings and in other interactions, to utilize the Right To Play philosophy in their classrooms by integrating play-based learning to improve the success of the messages they wish to transfer to their students. Emphasize the impact that your Right To Play Day has had in terms of fundraising and awareness. o Call attention to the fact that every $50 donated to Right To Play allows one child to participate in weekly sport and play programming for a whole year! o Contact Right To Play to hear how your school’s donation has made a difference. o Highlight the positive outcomes of your Play Day at both the local and global level. Send a newsletter home to parents outlining the day’s events. o Stress upon the importance of participants’ involvement which has benefited children on an international scale “After the [Right To Play] training I could see a difference. The leaders were growing in confidence and the games were more than just tag.” - Nora Scott, teacher at St. Clements’s School in Toronto, Ontario. 3 Healthy Messages The following chart describes the five balls used in the Right To Play Day Manual. While the balls are important by themselves, when they are combined they represent holistic development of children. The games within a ball colour grouping have Key Learnings that link to the theme of that particular ball. Each ball represents an important aspect of child growth and development, all addressing various facets of a healthy lifestyle. 4 Themes & Objectives Think active, think fun, think carefully and think strategically. It is helpful to use the five W’s and one H approach: Who? What? When? Where? Why? How? Here are a few questions to use as a guide to focus your Play Day: How does this Play Day fit into your school year and/or curriculum? Are there lessons from various courses or disciplines that you can incorporate into the messages throughout your Play Day? What do you want people to do as a result of participating in the event? (A call to action) When you decide which games and activities you will run during the Play Day, consider the following: Match the Theme If you have decided on a central theme, remember to choose games that teach the intended message you are trying to promote. Engage the Students Educate the senior students on how to run the Right To Play games so they can play an active leadership role during the Play Day. Ensure that all games are inclusive and can be adapted to all skill levels and ability levels. Finish on a High Always finish a game where children are most excited and enjoying themselves. Provide time for participants to reflect on the notion and benefits of inclusive and educative play. Take the Message Home At the end of the Play Day ask participants to reflect on their experience and what they are going to share with their family and friends when they return home. Think about how you can promote behaviour change and learning by tying your message into regular community activities. 5 Games Overview The following games promote learning and growth for every child who participates. The games have been revised and tested in order to ensure that each game is easy to follow and contributes to the holistic development of the child. “We can see that students have developed a very good attitude around non-competitive play. Cooperative games and the playground has become a very organized and cooperative space for peaceful play among the students. The students are enjoying the Right To Play program and there is a waiting list of students at our school who are eagerly waiting to participate in this initiative.” - Gary Pieters, Vice Principal of George Syme Community School in Toronto, Ontario. The games featured in this manual are actual games that Right To Play uses in the field, and all can be used for your Right To Play Day. In accordance with our guiding principles of inclusion and sustainability, all Right To Play games require minimal equipment and are adaptable to include children living with disabilities. 6 RBCP: AGES 6-9, 10+ RED MIND BALL THE WINKING GAME Key Learning To develop concentration skills and attention. Goal Of The Game For children to concentrate on who is winking at them and to switch spots as quickly as possible when winked at. What You Need Equipment None No. of children 6 or more How To Play 1. Divide the children into groups of 6-12. 2. Ask all children to find a partner within their group. 3. Partner A should sit on the ground and form a circle with the other sitting partners. A keeps their hands behind their backs. 4. Partner B should kneel behind A (see Diagram 1). 5. Ask for one partner pair to volunteer. 6. Ask these volunteers to separate. Both kneel (see Diagram 2). 7. Explain and demonstrate that: • The object of the game is for those who have nobody sitting in front of them to fill that spot. They do this by winking at one of the seated children, who then try to escape from their spot and run to the child who winked at them. • However, B, kneeling behind the one trying to escape must try to prevent A from escaping by tapping A on the back before A moves out of reach. If tapped, A has to stay seated. • The children who are kneeling, B can only look at the top of A’s head in front of them. 8. The game finishes at your discretion Watch For Are the children who are kneeling staring at the top of their partner’s heads? Are they tapping each other gently? 7 THE WINKING GAME CONTINUED Discussion Reflect What was difficult about playing this game? What was easy? What does concentration mean? How did concentrating help you play the game? Connect What helps you to concentrate in life? Why is it sometimes difficult to pay attention? Apply How can you tell if someone is not paying attention? What are some strategies you can use to help you pay attention to something even if you don’t think it is interesting? Variations The players kneeling can wink at more then one person at a time and the children who were winked at must race to the empty spot in front of the winker. Inclusion Refer to pp. G7-G11. 8 RBCP: AGES 6-9, 10+ RED MIND BALL REMEMBER ME? Key Learning To develop attention and memory skills. Goal Of The Game A memory game in which children work in pairs to identify changes in appearances. What You Need Equipment None No. of children 6 or more How To Play 1. Ask the children to find a partner. 2. Explain and demonstrate that: • The object of the game is to memorize what your partner is wearing and how it is worn. • The children will have 2 minutes to memorize everything about how their partner looks (for example, how their hair, pants, shirt, hands, and feet look). • Then ask the children to turn around with their backs to their partners and change three things about their clothing (for example, turning up sleeves, taking something off). (Children can initially put on extra clothing for the game.) • When you say “Go!” the children will turn around and face each other. Each partner has to guess what has changed about their partner’s clothing. • The children get 5 chances to guess what is different about their partner. 3. Have the children change partners to play again. Watch For Are the children able to identify changes in appearance? Do the children understand how to make changes to their appearance? 9 REMEMBER ME? CONTINUED Discussion Reflect Was it hard to remember your partner’s original appearance? What memory strategies did you use to remember your partner’s original appearance? Connect How do you feel when things change in your life? Can you remember some big changes that have happened in your past? Apply Do you think there will be more changes in the future? What might these be? What are some things you can do to prepare yourself for life changes that may occur? Variations Play this game in groups of 3-4 so the children have to identify changes on more then one person. In order to increase the level of physical activity, create an obstacle course or running challenge that children have to complete prior to turning around and facing their partners. Inclusion Refer to pp. G7-G11. 10 RBCP: AGES 6-9 BLACK BODY BALL ELEPHANT BALL Key Learning To develop strength and flexibility. Goal Of The Game A circle game in which the children block a ball from going through their legs. What You Need Equipment Ball (football sized) - 1 per group No. of children 6 or more How To Play 1. Divide the children into groups of 6-10. 2. Ask each group to form a circle. Ask all children to stand with their legs spread apart. There should be no space on the ground between each child’s foot and the foot of the child on either side (see diagram). 3. Ask the children to clasp their hands in front of them, as though their arms are an elephant’s trunk (see diagram). 4. Place a ball in the centre of each circle. 5. Explain and demonstrate that: • The goal of the game is to get the ball through the legs of the other children – but also to protect the space between your own legs and stop the ball going through. • The children cannot move their legs but use their “elephant trunk” to hit the ball and to protect their space. Make sure the children are swinging their arms safely within their personal space. • If the ball goes through a child’s legs then the player can only use one arm. • If the ball goes through a second time, the child can turn around and continue playing but facing the outside of the circle. 6. Create a new game with the children who have had the ball go through their legs more than twice. 7. The game is finished at your discretion. 11 ELEPHANT BALL CONTINUED Watch For Are the children keeping their legs spread apart? Are the children able to get the ball through each other’s legs? Discussion Reflect What was the most difficult part of the game? What muscles could you feel stretching when you played this game? Connect When else in life does it benefit you to be physically flexible? Apply What are some stretches or activities you can do to improve your flexibility? Can you demonstrate them to me? Variations Play with 2-3 balls at a time. Play with a smaller ball. Inclusion Refer to pp. G7-G11. 12 RBCP: AGES 6-9, 10+ BLACK BODY BALL CROWS AND CRANES Key Learning To develop fitness and motor skills for large movements. Goal Of The Game Tag-like game in which one team tries to reach the safety zone without the other team tagging them. What You Need Equipment None No. of children 6 or more How To Play 1. Divide the play area into 4 sections with 2 safety zones and 2 playing areas (see diagram). 2. Divide the children into two equal-sized teams. 3. Name one team Crows and the other team Cranes. 4. Ask the teams to line up along the centre line and face each other (see diagram). Make sure children are 1 metre away from their teammates and the other team’s players. 5. Explain and demonstrate that: • This is a tag game. • When you call out “Crows!,” the Crows will chase the Cranes to their safety zone. • When you call out “Cranes!,” the Cranes will chase the Crows to their safety zone. • A child tagged before reaching the safety zone switches teams. 6. The game continues until only one child is left on a team, or at your discretion. Ensure that there is enough open space to play this game safely. 13 CROWS AND CRANES CONTINUED Watch For Are the children running when they are supposed to? Are the children being honest about being tagged? Discussion Reflect What muscles did you use in this game? Connect What types of chores do you do that use your leg muscles? What other muscles do you use for your daily chores? Apply How can strengthening your legs and arms help you in your daily life? Variations Increase the length of each play area. Draw out the beginning of both words (for example, “Crrrr”) to keep the children in suspense as long as possible. Ask the children to sit down each time you call a name. They will have to stand up before they can run. Turn the game into a life-size “rock, paper and scissors” game using animals (for example, “elephant,” “mouse” and “cat”). The children make up the action that represents each animal. Similar to the way you play rock, paper scissors but in this game: ○ Mouse beats Elephant ○ Cat beats Mouse ○ Elephant beats Cat The teams collectively decide what animal to be. On your signal they act out their chosen animal. The winning team chases the losing team. The players who are tagged join the other team. The game continues for as long as you want. Inclusion Refer to pp. G7-G11. 14 RBCP: AGES 6-9, 10+ YELLOW SPIRIT BALL HAPPY HARISH Key Learning To develop language to label and describe emotions. Goal Of The Game To get to the Safe Zone without being tagged by Happy Harish. What You Need Equipment Chalk (anything to mark a rectangle on the ground) No. of children 6 or more How To Play 1. Draw or mark a large rectangle on the ground. Mark a safe Moody Zone at each end (see diagram). The size of the rectangle depends on the number of children playing. 2. Ask the children if any of them have been in a bad mood in the last week. Ask them to demonstrate what someone in a bad mood might look like. 3. Ask for 1 volunteer to play the role of Happy Harish. 4. Explain that in this game, everyone starts out in a bad, bad, BAD mood. 5. Explain that Happy Harish wants everyone to be in a good mood. 6. Ask Happy Harish to stand in the centre of the playing area. 7. Have the remaining children line up at one end of the playing area in a Moody Zone (see diagram). 8. Explain and demonstrate that: • The children are standing in a Moody Zone. The other Moody Zone is on the opposite side of the play area. • When Happy Harish calls “Happy, happy day,” the children will run across the play area to the other Moody Zone and try to avoid Happy Harish. • It is Happy Harish’s job to tag the children as they run. • When children are tagged, they join Happy Harish and try to tag other children. 9. When all of the children have crossed into the Moody Zone, Happy Harish will call “Happy, happy day” again and the children must return to the other Moody Zone. 10. The game continues until all players have joined Happy Harish. Remind the children to tag each other gently. 11. Repeat the game asking for new volunteers to play the role of Happy Harish. 15 HAPPY HARISH CONTINUED Watch For Are the children showing happiness during the game as they run away from Happy Harish? Is Happy Harish using one hand only to tag other children? Discussion Reflect What did you like most about the game? Was it hard to get to the other Moody Zone? Connect What do you do in real life when you are in a bad mood? What happens to your mood when you are surrounded by people who are in bad moods? Good moods? Why? Apply How can you cheer up other people when they are in a bad mood? Variations Start with more than one Happy Harish. Make the playing area bigger. Inclusion Refer to pp. G7-G11. 16 RBCP: AGES 6-9, 10+ YELLOW SPIRIT BALL SAY IT WITHOUT WORDS Key Learning To develop selfexpression and creativity. Goal Of The Game A team challenge in which children try to guess the activity one of their teammates is silently acting out. What You Need Equipment Cone or marker – 1 per team Chalk (anything to mark a start line) No. of children 6 or more How To Play 1. Mark a clear start line. 2. Divide the children into teams of 3-6. 3. Ask each team to line up behind the start line. 4. Place a cone or marker 3 metres from each team (see diagram). 5. Explain and demonstrate that: • This is a relay activity. • The first child in each group, A, must hop on one foot to the marker, choose a favourite activity and act it out for team members (for example, football, cooking, reading, etc.). • The children must only use actions to demonstrate their activity, no words are allowed. • Each team must work together to guess their own teammates’ activity. • Once A’s team guesses correctly, A returns to the team. Then the second child, B, begins. When B reaches the marker, B must perform A’s activity, and then act out B’s activity (for example, if A acted out football, B would act out football and B’s own activity). • The third child, C, acts out A’s and B’s activities and then C’s activities…and so on. • This means the last player on each team must work very hard to remember all of the actions that were made Watch For before. the discretion. children able to guess what 6. The game finishes atAre your the actions were? Are they working together as a team? Watch For Are the children able to guess what the actions were? Are they working together as a team? 17 SAY IT WITHOUT WORDS CONTINUED Discussion Reflect What was your favourite activity to dramatize? Why? What are your favourite activities in life? Connect When have you had to express yourself without using words before? Apply If you cannot use words, what are some other things you can do to help people understand you? Variations Ask each child act out an animal rather than an activity. Ask the children to spell a word using their bodies. Inclusion Refer to pp. G7-G11. 18 RBCP: AGES 6-9, 10+ BLUE PEACE BALL SNAIL’S RACE Key Learning To develop cooperative and team skills. Goal Of The Game To move a certain distance while connected as a group. What You Need Equipment Cone – 1 per team Chalk (anything to mark a start line) Stopwatch - 1 No. of children 6 or more How To Play 1. Divide the children into teams of 3-6. 2. Mark a start line using chalk. 3. Ask each team to sit on the ground in a straight line behind the start line (see diagram). 4. Explain and demonstrate that: • The children are to reach behind their backs to grab the ankles of the person behind them. • The last row of children place their hands on the ground behind them. • The challenge is for the group to move forward without disconnecting. 5. Give each team 2-3 minutes to practice. 6. Place a cone in front of each team about 5 metres away. Ask the group to set a goal for how long it will take them to get their first person’s toes to touch the cone. 7. Have the children choose where they want to place the cone and set a goal collectively as to how long it will take them to get there. Make sure that the children are comfortable in this activity. This game should be played so that it is not uncomfortable for the children who are last in line to support themselves on the ground behind them. Encourage them to let go if they feel uncomfortable. 19 SNAIL’S RACE CONTINUED Watch For Are the children working together to be successful? Is everyone actively involved? Discussion Reflect What was easy for you in this activity? What was difficult or frustrating for you? What strategies helped your team complete the game? What did setting a goal in this activity do for your team? Connect When else in life have you set a goal for yourself? How has setting goals helped you in life? Apply What is a goal you have for yourself right now? Variations After two minutes of the group trying to move forward, appoint a team leader. The leader is the only one that is allowed to speak. Inclusion Refer to pp. G7-G11. 20 RBCP: AGES 10+ BLUE PEACE BALL PROTECT THE TREASURE Key Learning To develop cooperative, team and leadership skills. Goal Of The Game A team game in which small groups work together to either protect or steal treasure. What You Need Equipment Chalk (anything to mark boundaries and draw two game circles) 10-15 small objects – balls, beanbags, etc. No. of children 6 or more How To Play 1. Mark clear boundaries for the play area. 2. Draw a large circle on the ground and place various objects (balls, bags, etc.) in the circle. Explain that these objects are the treasures and they are in the Circle of Treasures. 3. Draw a smaller circle approximately 20 metres away from the treasures. Explain that this is the Safety Hoop. 4. Divide the children into 2 equal-sized teams – Team A and Team B. 5. Explain and demonstrate that: • Team A will stand 1 metre away from the Circle of Treasures and try to protect the treasures. • Team B will try to steal the treasures and store them in the Safety Hoop. • To protect the treasures, Team A will try to tag any members of Team B who approach the Circle of Treasures. • Any Treasures that Team B steals without getting tagged, must be placed in the Safety Hoop at the end of the play area (see diagram). • If a child on Team B makes it into the Circle of Treasures and picks up a treasure, the player is considered “safe” and must leave the circle within 5 seconds of entering. • When a child on Team B is tagged by a child on Team A, the tagged player has to run to the Safety Hoop and count out loud to 10 before returning to the game. If the child was tagged while holding a treasure the player must return the treasure, go to the Safety Hoop to count to 10, and then return to the game. 6. Rotate the role of each team every 2-3 minutes, so that both teams have a chance to steal and protect the treasures. 7. The game finishes at your discretion. Make sure Team A stands at least 1 metre away from the Circle of Treasures. 21 PROTECT THE TREASURE CONTINUED Watch For Are the children strategizing to accomplish their task? Are the children communicating with each other about the other team’s tactics? Discussion Reflect What strategies did you use to defend the treasure and steal the treasure? Did you feel you contributed more to your team protecting the treasure or defending it? How? Connect When we are in teams, why do we put certain people in certain positions? Have you ever tried playing more than one position in a sport or game? What did you like about the new position or role? Apply Next time you play on a team, how can you help ensure everyone is happy with the role or position they are assigned? Variations If a player is tagged while running with a treasure they must freeze with their legs apart. To unfreeze this player a teammate must crawl through the frozen player’s legs. Have as many hoops as you have teams. Eliminate the middle circle with treasures and distribute the treasures evenly among the teams’ hoops. Teams work together to protect their hoop and attempt to steal treasure from other hoops. Have a hoop in the centre where players can go to count to ten if they are tagged. Challenge the teams to see who can get the most treasures in their hoop in a given amount of time. Inclusion Refer to pp. G7-G11. 22 RBCP: AGES 6-9, 10+ GREEN HEALTH BALL SECOND-HAND SMOKE Key Learning To gain knowledge and learn strategies to make regular healthy choices. To understand the impact of making unhealthy choices. Goal Of The Game A tag-like game with the objective of avoiding the “cigarettes.” How To Play 1. Ask for 2-3 volunteers to play the role of Cigarettes. 2. Explain and demonstrate that: • This is a tag game. • The rest of the children are Healthy and their goal is to try to keep away from the Cigarettes. • All children are only allowed to move by jumping around the play area. • Children tagged by a Cigarette must link arms with the Cigarette and help the Cigarette to tag more children. • Any child who is tagged links arms with the Cigarette group. 3. The game is finished when only one Healthy child remains. What You Need Equipment None No. of children 6 or more Watch For Are the children who are tagged staying linked to the Cigarettes? Are the children playing fairly and admitting when they have been tagged? 23 SECOND-HAND SMOKE CONTINUED Discussion Reflect How did it feel to get caught by the Cigarette? Connect Why do you think smoking is bad for your health? Does anyone know how your health is affected when you inhale other people’s exhaled smoke? Note: Passive or second-hand smoking is breathing in the cigarette smoke of a person who is smoking close to you. Studies have shown that passive smoking is as dangerous as smoking itself. Why is it so hard to quit smoking once you have started? Apply Does anyone know what you can do to help someone who is smoking and wants to quit? Variations Have the healthy children line up and memorize the name of the person who is in front of them and behind them. Then begin the game as normal. Whenever a healthy child is caught by a Cigarette, they must name one of the people they lined up with at the beginning. That “second-hand” person is considered tagged, must join the cigarette link in the middle and cannot tag anybody. They are forced to follow the rest of the cigarettes and have no control over themselves. Inclusion Refer to pp. G7-G11. 24 SECOND-HAND SMOKE CONTINUED FACT SHEET – SECOND-HAND SMOKE What are the dangers of second-hand smoke? Second-hand smoke is tobacco smoke that is inhaled by someone who is not smoking. It is especially dangerous for children and pregnant women because the poisons in cigarettes can have negative effects on a child’s development. Second-hand smoke can: damage the lungs and cause a child to suffer frequent respiratory infections or cause long-term breathing problems damage the ears and cause a child to suffer frequent ear infection or permanent hearing loss cause birth defects in unborn babies if pregnant mothers are exposed to second-hand smoke or smoke themselves raise the risk for Sudden Infant Death Syndrome lead to serious illnesses like cancer, heart disease and stroke Information from: http://www.entnet.org What is addiction? Addiction means a person has no control over whether he or she smokes, uses a drug, or drinks alcohol. A person who is addicted to something (like cigarettes) has grown so used to the drug that he or she has to have it. People can get addicted to many things, such as: cigarettes, medicine, alcohol, and even glue! Some things are more addictive than others: strong drugs like heroin are so addictive that someone can become addicted if they try it once. What if my friend smokes? If you have a friend who smokes or uses tobacco, you can help her by encouraging the person to quit. Here are some reasons you can mention: It will hurt his health. It will make her breath stinky. It will turn his teeth yellow. It will give her less endurance when running or playing sports. It is expensive. If you think it will help, you could bring your friend newspaper articles that explain the dangers of smoking. He may be interested in learning more. But the person also could be a little angry. No one likes to hear that they are doing something wrong. In the meantime, it could help to talk with a parent or a school teacher to say you are worried about your friend. When your friend is ready, a grown-up can help your friend quit for good. If your friend decides to quit, support him or her. Information from www.kidshealth.org 25 RBCP: AGES 6-9 GREEN HEALTH BALL CRAWL, WALK OR FLY Key Learning To gain knowledge and learn strategies to create and protect a healthier environment. Goal Of The Game To act like the insect, animal or bird that is called out by the Leader. What You Need Equipment None No. of children 6 or more How To Play Make sure playing area is clear and safe. 8. Ask the children to form a circle. 9. Ask them to name any birds, animals and insects that fly. 10. Ask them to name any birds, animals and insects that crawl. 11. Ask them to name any birds, animals and insects that walk on two legs. 12. Explain and demonstrate that: • You will begin the game by calling out the name of a type of bird, insect or animal, for example, “Duck.” • The children will then pretend to be a duck by flapping their arms and pretending to fly around the room. • The key to the game is that they make the right choice between crawling, walking and flying with each animal you call out. 13. Call out a different bird, animal or insect every 30-45 seconds. See the sample list for ideas. 14. The game ends at your discretion. Watch For Are the children making the correct motions for the animals you are calling out? Are they being careful not to run into each other? 26 CRAWL, WALK OR FLY CONTINUED Discussion Reflect Which were the easiest animals to imitate? Why? Which were the most difficult animals to imitate? Why? Were there any birds, animals or insects you had not heard of before? Which ones? Were there instances when you did not know whether to walk, crawl or fly? Which ones? Connect What are your favourite animals? insects? birds? Have you ever been responsible for an animal, insect or bird before? Why do you think it is important for us to take care of the environment? Apply What do you think will happen to the birds, insects and animals if we don’t take care of the environment? What are some ways we can take care of the animals, insects and birds in our environment? Variations Add “humans” performing specific activities to the game; for example, humans who litter, humans who clean up their environment, humans who kill animals for pleasure. Ask the children to take turns calling out different birds, insects and animals. Inclusion Refer to pp. G7-G11. 27 Donation Form Participant Information: Last Name: First Name: Address: City: Postal Code: Email: Phone Number: Province: School Name: My Fundraising Goal: Donor Information: Please make cheques payable to: Right To Play. Tax receipts can be issued for pledges over $20. 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