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4-H Recreational Leadership Training

4-H Recreational Leadership Training. Recreation Leadership Development. Re-Creation or Wreckreation. State Council Officer Training, August 10, 2001 Bill Heltemes, 4-H Volunteer Recruitment Coordinator. What Is Your Attitude?. The Recreation Leader.

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4-H Recreational Leadership Training

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  1. 4-H Recreational Leadership Training

  2. Recreation Leadership Development Re-Creation orWreckreation State Council Officer Training, August 10, 2001 Bill Heltemes, 4-H Volunteer Recruitment Coordinator

  3. What Is Your Attitude?

  4. The Recreation Leader Radiates enthusiasm and confidence Has a good sense of humor Is aware of needs of different age groups. Knows how to handle the “don’t want to’s” and the “want to do it all’s” Is a team player, enjoys having fun, and wants others to have fun too. Has a working collection of resources. Can handle large groups and small ones.

  5. Recreation is…. Singing Drama Games Arts & Crafts

  6. Singing Singing is a means of self expression and communication. Ever tried singing questions and answers? Singing can be used as an ice breaker or help remove barriers within a group. Singing might include: group singing, playing a tape during a game or drama activity, in a skit, as a game, etc.

  7. Leading Singing You don’t have to be a skilled singer, but you do need to enjoy singing. You don’t need to be a skilled musician, but you must be willing to become a skilled song leader. Plan and practice the songs you are going to sing. Always “screen” new songs others want to teach for the first time.

  8. Teaching Songs Rev Up Your Group – movement and chatter - tell a story about the song Teach the song line by line with the correct melody. Practice extra on difficult spots. Then sign it through completely several times. Allow adequate time to teach. Teach the song before, not during, the program in which it is to be sung.

  9. Adapt the song – decide if the actions are appropriate for the participants. Allow participants to “tune out”, but not disrupt the group. Lead singing – not yelling! Above all – have fun teaching and leading

  10. Drama Creative Play a form of make-believe. Stories, charades and guessing games fit here. Use toys, a piece of clothing, a short story, etc. to inspire creative play. Melodrama do a melodrama to develop group spirit, as an ice breaker, or to just have some fun. Storytelling short stories, Indian Legends, a child’s story, etc. Read them. Act them out. Use to teach or to inspire.

  11. Story Telling Use costuming and props. Show slides in the background to create an environment. Practice in advance. Read aloud to someone else. Practice your voice volume and control, pronunciation, and word emphasis. Use music, costuming and other visuals to enhance your presentation.

  12. “Games are not so much a way to compare our abilities as a way to celebrate them!”

  13. Recreation Goals Play Hard Play Fair Nobody Hurt Celebrate Our Abilities

  14. Competition The structure of a game is based on a goal and in resistance against achieving it. The effort each player makes to overcome that resistance and achieve the goal is the heart of the game and makes it enjoyable and gratifying. Resistance is usually applied by an opponent, therefore your opponent is your “partner” in the game.

  15. Leading Recreation – the 4 ‘s – Plan Develop a plan of activities and games, singing, skits, etc. – Prepare Have your equipment and supplies organized and ready. List the order of play on a card. Put game instructions on a card if you need to. – Practice Practice the game’s skills. Practice giving instructions. – Play the game before leading it.

  16. Getting Ready to Play Here are some steps to follow. 1. Invite everyone to join in the game. 2. Start with a game that’s interactive and involves the entire group. 3. Then move to more active games. 4. As new kids arrive add them to the next game. 5. Use different techniques in getting players into teams for different games.

  17. Teaching the Game The way you present a game will affect the way it will be played. Be enthusiastic and convey a sense of excitement and anticipation. If you come across as playful and fun, your group will want to follow. Begin by explaining the game in a general way. Explain the objective of the game. Explain the game’s structure and rules as simply as possible.

  18. Teaching the Game, cont. • Give a demonstration or play a “practice” round. Make sure everyone sees you. If a circle game stand at the edge rather than the middle. Ask for questions before you begin playing. • Extend an invitation to play. “Let’s try…” rather than “You’re going to…” • Remind players of “caring restraint” and the Stop Rule.

  19. Playing the Game Once a game gets underway, you can play too, you need to be the model. While playing observe how the game is proceeding and make adjustments or offer guidance as needed. Make sure the game doesn’t become too goal oriented. The fun is in the playing, not the outcome. If a game becomes dangerous, step in and remind them of the purpose of playing.

  20. 5 C’s of Recreation Safety Contained Establish playing boundaries the players are aware of. If a game has physical risks, explain this before the game begins. (like jamaquack) Allow players to exit a game if they feel it’s become too risky. Don’t allow new players to enter a game until you have given them the instructions on how to play.

  21. Cushioned A safe play area is cushioned. Check out the area in which you will be playing for hazards (glass, holes, etc.). Have players remove physical hazards on their apparel. (sharp jewelry, watches, buckles, etc.)

  22. Controlled Everyone needs to agree on and play by the rules. Each player should be their own referee, monitoring their own behavior as well as others. In some games you may need an outside monitor. Use the Stop Rule.

  23. Caring and Community Emphasize the well being of fellow players. Make this the focus of each game. Before beginning an active game, repeat the principle of caring restraint – using only the force necessary to match that of the opponent. Establish a feeling of play community by playing several trust games before moving to rougher active games.

  24. Some More Leadership Tips Don’t be afraid to change a game to fit the occasion or the players. Play games that keep players in the game rather than eliminate them – or change the rules of an existing game. Ex – musical chairs…remove a chair each time but don’t eliminate any players…players sit on laps until everyone has to sit on one chair. It’s up to you to watch and see what isn’t working in a game or how it can be more fun.

  25. Start on time. Make commands short and snappy. If assistant leaders are needed, choose them ahead of time. Have equipment ready. Use a “fun bag” or “magic box”. Use a definite start and stop signal – avoid use of whistles. Give encouragement to losing teams. Stop at the peak of interest and excitement.

  26. No rehearsal is needed. Select characters from audience unprepared. Have actors do what is said as the narrator reads and actors repeat after him. Narrator: Tonight we are going to present an authentic melodrama right before your very eyes. Will the following characters please come here: The Hero – Wilfred (puts on cowboy hat or other apparel befitting a hero. ) Heroine - Annabelle (puts on wig, hat , or other “heroine” apparel) Annabelle’s Faithful Dog Arf – on all 4’s, puts on doggie ears, dog collar, etc. The Wicked Villain – puts on beard, black cape, etc. Narrator: The scene is a tiny cabin one autumn day. Annabelle is sitting at home with her faithful dog Arf. She sits knitting peacefully in her chair while Arf sleeps at her feet… Suddenly the Wicked Villain bursts through the door and shouts, “I’ve come for the rent.” (make Villain repeat this)…..Arf growls menacingly. “GRRRRRRR” (Make Arf growl menacingly) Annabelle cries, “But I have no money to pay the rent.” (make her repeat it) The Wicked Villain comes across the room to her and shouts, “You must pay the rent or I’ll burn the house down!!” At this Faithful Dog Art attacks the Wicked Villain who runs out the door. Arf returns to Annabelle and consoles the frightened girl by crawling up into her lap and lovingly licking her hand. Wilfred, the Hero and Annabelle’s boyfriend, enters. He sees Annabelle and says, “Oh, dear Annabelle! Why are you weeping?” Annabelle answers, “I have no money to pay the rent, and the Wicked Villain is going to burn my house down.” Wilfred resolves, “Have no fear, Annabelle dear, for I will fix that Wicked Villain forever/” After Wilfred leaves. Annabelle decides to go for a walk in the garden to calm her nerves. Arf stays asleep by the fireplace. Suddenly the Wicked Villain bursts into the house again. “Ah ha. No one is here. I shall burn this house down right now!” Faithful Dog Arf suddenly wakes up, sees the Villain and attacks him. Just then Wilfred, the Hero, enters and sees the ruckus. “Halt,” he shouts, by now Arf has pinned the Wicked Villain to the floor. Annabelle then returns, just as Wilfred is chasing the Wicked Villain out of the house forever. She exclaims, “Oh Wilfred”, and falls into his arms. Faithful Dog Arf, afraid Wilfred too, is threatening Annabelle, grabs Wilfred by the pant leg with his teeth. The story ends as Annabelle tries in vain to pull Faithful Dog Arf off of Wilfred. Faithful Dog Arf

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