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Wednesday, April 20, 2011

Stories from the Playground


Stories From the Playground: An Introduction

Welcome to the first post in our blog series, Stories from the Playground a series of posts directly from the implementation of PA’s Peaceable Playgrounds model at several local schools.  My name is Suze Runnells and I am a Youth Specialist, Trainer and Consultant and have been working with PA for about ten years. I found the following article in the New York Times, and have shared my thoughts and reflections on the article as well as some thoughts on how to make recess successful playtime.

What is the quality of the recess experience at your school? Are students thriving at recess? Do staff feel comfortable managing recess? I work with elementary schools supporting them in creating positive school-wide culture. Many school communities are struggling with unstructured playtime. Recess is a perfect time for students to be active, get fresh air and practice skills they are learning about how to play with one another: In other words, unstructured play is valuable and critical to youth development.

What is the recipe for a successful recess? Students and staff need to know what to expect and what is expected of them. The following ingredients are helpful in co-creating a positive recess time that promotes students to build autonomy.
  1. Recess Guidelines: Clear and agreed upon norms of operation including how equipment is used, stored and cared for; which activities are to happen in which areas of the playground; grade specific guidelines; line up process, posted basic rules for games such as four square, consistent consequences for positive and negative behaviors, etc.
  2. Full Value Contract: Commitment from community members to 4-6 positive ways to treat one another. Discussed and defined by community and publicly displayed. A great place to introduce and practice the Full Value Contract is in Physical Education class using Project Adventure’s Adventure Curriculum for Physical Education. Example: Play Fair, Play Kind, Play Safe, Let go and move on and Fun for All (adapted from the curriculum).
  3. Skill Building for Staff and Students: Offer opportunities for staff and student development. Project Adventure’s Peaceable Playgrounds model offers training and consultation for staff to increase their skills in group management, leading cooperative games aimed at teaching students skills in how to play successfully together and guidance in creating opportunities for student leadership.
Click here for the New York Times article

    Thursday, March 31, 2011

    Tag: Increasing Activity, Increasing Skills


    Increasing participation and physical activity in a tag game, increases opportunities for learning social and emotional skills.

     
    By Nate Folan

    “Tag, you’re “it” and your goal is to get everyone out!” Or is it? Tag games, by their very nature are games of speed, agility, and elimination, unless you change the rules. Project Adventure has been changing the rules of education for 40 years. It’s no shocker that within the field of experiential education, the rules of tag have been adapted to increase participation, increase physical activity, and develop social emotional learning skills. Here are a few of the adaptations:

    Consider the classic tag game Everybody’s It. In Everybody’s It, anyone can attempt to tag anyone else at anytime. Once a participant is tagged, they are “out,” unless you change the rules. Usually if someone is out during a tag game they either take a knee or sit right where they are or leave the area of play. Once providing opportunities to get back “in” increases participation, physical activity, and social interaction. A well known and simple rule change is that anyone who is still “in,” or moving around, may high ten frozen participants allowing them to get back in and attempt to tag others again. The high ten allows more participants to play the game for longer periods of time, while creating a social dynamic of helping others. And, in some cases, it allows some people the chance to help themselves. If there is no one left to tag, there is no game to play.

    The competitor in each of us may challenge this. However, changing the rules, or perhaps perspective in this case, allows a competitor to see that trying to get more tags in a particular amount of time may be more fun and challenging than trying to eliminate everyone. It also provides choices for players who care less about the number of tags they get and care more for how many people they have helped or how few times they have been tagged. These choices create social and emotional learning opportunities for goal setting, helping others, and asking for help, to name a few.

    High Ten is one way to change the rules of tag. Here are a few others:
    •    Ankle Biters – In many tag games, once a person is tagged, they simple take a knee where they were tagged. From there, an exciting addition to any tag game is to allow these tagged participants to tag other peoples from their knee. If tagged by an Ankle Biter, a player must take a knee, just like everyone else and may continue to participate as an Ankle Biter. Using this rule provides an opportunity to develop the skill of awareness.

    •    Pop-up Tag – Adding Ankle Biters provides an opportunity to add another participation increasing option called Pop-up or Pop-up Tag. Using this variation allows participants who are successful in making a tag from their knee to “pop up,” move again, and attempt to tag others. Another way to say this is, when an Ankle Biter tags someone, “they go down, you go up.” The learning opportunity here comes from the opportunity for someone to help themselves. It also creates the need for players who have not been tagged or have returned from being tagged to be more aware of all players.

    •    Tag ‘em – If Pop-up tag is a good variation, Tag ‘em is a great variation. It adds the elements of awareness and surprise. When a player is tagged, they again take a knee and remain where they were tagged. Instead of being able to help themselves this time, they must rely on their own observation skills and the helpful will of others. Tagged participants must be aware of who tagged them.  They then track (with their eyes) this tagger until they get tagged. Once the person who tagged them gets tagged, they are able to get back in. In doing so this person may even surprise others because as some players are getting tagged, other players are randomly returning with little indication. From this participants learn to have greater awareness, expect the unexpected, and be quick on their feet.

    •    Add On – Simple right? Once someone has been tagged they add on or join the person who tagged them, by holding hands or linking elbows with the tagger. Now the two or more people who are linked together continue playing as a team attempting to tag other people or teams. To reiterate, if someone is tagged by another person or team they add on to who tag them and play continues. This participation increasing concept has been popularized and most notably associated with the tag game called Blob Tag (aka Tusker Tag).  However, when using this variation in an “everybody’s it” game, such as Everybody’s It, Knee Tag, or Step Tag the game may simply be called Add On Tag. For fun though, we could  go with the Blob Tag theme and have names like Every-Blob’s It, Blob Knee Tag or Blob Step Tag? Have you ever played any of these? No? Me neither, I can’t wait to try!

    These rule changes, or should I say rule additions, are great for tag games such as Everybody’s It, Knee Tag, Step Tag, and Asteroids. They increase participation, increase physical activity, and create more social emotional learning opportunities. Play with these ideas and let us know how it goes.


     

    Friday, February 18, 2011

    Up in the air: Ropes course offers challenges


    MEAGAN THOMPSON/Times-News

    Check out one of Project Adventure's recent installations. Many clients call seeking ideas on how to get the most out of their challenge courses.

    This is a great example of the many different ways one can utilize this tool, both programmatically and fiscally. This college-owned facility is serving students, faculty, community members, military, and local school groups. They have gotten creative.

    If this course really excites you, we are hosting three workshops here in 2011. See a full list of our workshop offerings at Project Adventure Workshops.

    Friday, February 4, 2011

    NY Times Article: Can Exercise Make Kids Smarket?


    I wrote the book Achieving Fitness, An Adventure Activity Guide because I knew that my three book series Adventure Curricula for Elementary, Middle School and High School were both excellent and lacking something. Many of the activities are not very vigorous or aerobic. They are great for teaching social and emotional skills, but I thought we could do more.  In researching for Achieving Fitness, An Adventure Activity Guide, I learned a lot about the benefits of exercise and the brain, much of which is cited in the introduction to this book.  

    However, the data in this article does not appear in any of our publications. In this article, you will learn even more about what is physiologically happening to a child’s brain when he or she engages in aerobic activity. There is more than a chemistry change going on. There is more growth. In this case, size matters.  So, if you are interested in the positive effects of aerobic exercise on a child’s brain, read on!  If you are still defending your program, read on. This continues to support why active learning is so effective.

    Jane Panicucci