TRAIN THE TRAINER PLAY ACADEMY MODULE

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Itinerary Overview Activity Brief Descriptin Duratin Leader Arrival f students Play Rck, Paper, Scissrs, CHEER! 10 min. Intr Welcme energizer, intrductins, I want 15 min. t meet activity, what t expect, grund rules. Stretch It Stretch zne activity. 20 min. Breaking dwn the game Breaking dwn the frmat f a game by 20 min. using Change Maker as an example. Instructins fr Divide participants int small grups and 10 min. participants leading games they select a game t lead. Prep and participants lead Grups have time t prepare their game, 75 min + games cllect any necessary equipment, decide wh will lead what and practice the game. Clsing A way t visit the key learnings, infrm participants abut the next steps and say thank yu. 20 min. Materials Required fr Play Academy: Tday We Play Play Kit Cpies f Change Maker (enugh fr cpies fr every tw participants) Pinnies Children s Rights Cards Children s Rights Master List Pylns/cnes 10 Ddgeballs Watching Hands Cards 2 hula hps 1 skipping rpe Legend fr diagrams: 1

ARRIVAL OF STUDENTS 10 MIN Welcme students at the dr Teach ne f the fllwing games t students as they enter the gym and get them playing right away: Mrra Yu and anther persn thrw ut a number f fingers between 0 and 5 at the same time. Once yu thrw fingers, first persn t add up the fingers and shut ut the ttal wins. The persn wh lst stands behind the persn wh wn and cheers that persn n by chanting the persn s name. They find anther persn t play against and the line f peple cheering cntinues t grw until there is ne ultimate winner. Rck, Paper, Scissrs, CHEER! The traditinal game f Rck, Paper, Scissrs with a twist. Tw peple play the game and the persn wh lses stands behind the persn wh wn and cheers that persn n by chanting the persn s name. They find anther persn t play against and the line f peple cheering cntinues t grw until there is ne ultimate winner. INTRO Frm a giant circle with all participants Welcme: Welcme t <enter schl name s> Play Academy! Intrduce the trainers The purpse f the Play Academy is t train yu hw t run games that educate abut understanding yur rights and hw t prtect them. Yu ll have pprtunities this year t lead these games back at yur schl. Teach Welcme Energizer (https://www.yutube.cm/watch?v=7vjs77uid8m) Play I want t meet and trade spts with smene in the circle: Explain, when yu say a statement that relates t yu, take ne step int the circle and d the clapping rhythm, then turn arund and d the clapping rhythm again. Then jin the circle again. Clapping rhythm: Tap thighs twice Clap twice Snap twice Put yur hands in the air and say yeah sftly Examples f statements yu can call ut: Smene wh has ever played a game f rck, paper, scissrs Smene wh was a Junir Leader last year Smene wh enjys being a leader 15 MIN 2

Smene wh is ging t respect themselves and their peers during tday s wrkshp Smene wh is ready t start the Play Academy! Explain what t expect: We re ging t play varius games that help t develpment leadership skills. Each persn will have the pprtunity t lead a game in a small grup. The mre yu participate the mre yu re ging t learn and have fun. Grund rules: Respect! Ask fr any ther rules frm the participants STRETCH IT 20 MIN Ask participants t gather arund yu and explain the game Stretch It. The purpse f the game: t identify strategies fr staying stretched t maximize learning and lead effectively. Begin by leading students thrugh a stretching exercise. Ask them: Hw d yu feel when yu stretch a muscle yu haven t used in a lng time? Tell them that in this activity they will explre what it means t stretch frm the inside and why this is an imprtant skill fr leaders. Create three znes in the rm: Cmfrt Zne, Stretch Zne, and Panic Zne. Explain what each zne represents: Cmfrt Zne is the area where we feel mst cmfrtable. It represents relaxatin: zer stress. Here we feel cmpletely cmfrtable and at ease. Stretch Zne is the area where we feel stretched. It represents excitement and enthusiasm. An area that makes yu feel a little nervus but yu still feel that yu are ging t be kay. Panic Zne is the area where we feel panicked. It represents uncertainty and anxiety: a high level f stress. Here we feel afraid. Explain that yu are ging t share a series f situatins. With each call they will mve physically int the zne which, fr them, matches hw they wuld feel in that situatin. Here are sme situatins yu can share: Yu have t hld a tarantula Yu have t g in frnt f the whle schl and share an annuncement Yu have t lead a game t 20 yunger students by yurself Yu re in charge f rganizing a Play Day fr yur peers Yu have t lead a brand new game and have n time t learn it and prepare fr it Fr any situatin where the participants are split up between the three znes, pause and ask: 3

Smene in the Panic Zne: Hw wuld the situatin have t change s that yu wuld mve int the Stretch Zne? Smene in the Cmfrt Zne: Hw wuld the situatin have t change s that yu wuld mve int the Stretch Zne? Lead a discussin using the fllwing questins: Which f the three znes is the best fr learning? Why? Why d yu think it s imprtant fr leaders t be in the Stretch Zne? As yu plan and wrk tgether, hw can yu help yur peers t be in the Stretch Zne? What can yu d t make sure yu are nt in the Panic Zne r Cmfrt Zne? Remind participants that leaders are change agents because they stretch themselves and help thers stretch as well. T help us develp as leaders, we shuld stay in the Stretch Zne. Supprt each ther in this wrkshp by helping each ther stay ut f the Cmfrt and Panic Zne. Smetimes yu will find yurself in a situatin that yu have n cntrl ver but what is the ne thing that yu have cntrl ver? (Answer: yurself and what yu d in that situatin). Share with participants: Yu re ging t have an pprtunity t learn and lead games t yur peers. These are the same games that will be used n June 11 th during Tday We Play and yu can use them thrughut the schl year. All the games are frm ur Child Prtectin games manual used arund the wrld. BREAKING DOWN THE GAME divide whle grup int smaller manageable grups 20 MIN Ask participants t sit in a circle Hand ut Change Maker t participants Facilitatr reviews key pints f a game while the grup leads a game tgether Key pints t review: Title f the Game: Ask what the title f the game is Age Grup Ask participants what the age grup the game is meant fr Key Learning Explain that it is the lessn that will be taught during the game (cnnect it back t Sprt fr Develpment) Ask a participant t read it ut lud Gal f the Activity Explain this is a quick way f triggering yur brain n what the game is Ask a participant t read it ut lud What yu need Ask participants what equipment yu ll need t run the game Ask participants abut the grup size and hw t adjust it if need be Opening questins 4

Ask participants hw they culd phrase the questin in their wn wrds Hw T Play Ask fr vlunteers t read ut the instructins. Watch fr Ask participants: What s the pint f watch fr? Play the game! Discussin Explain the type f questins related t Reflect (present; questins that allw yu t think abut the game just played), Cnnect (past; questins that allw yu t draw n past experiences) and Apply (future; questins that allw yu t think abut strategies yu wuld use in the future/ best practices) Strngly reinfrce the ntin that the game isn t ver until the discussin takes place (repeat this thrughut the wrkshp) INSTRUCTIONS FOR PARTICIPANTS LEADING GAMES 10 MIN In a seated circle, explain that we re ging t break int grups f fur and select a game t run fr the rest f the grup. There are several cpies f each game s each persn in the grup will receive a cpy. Explain that each small grup will have a ttal f 15 minutes t lead their game which includes the RCA t the entire grup. There is nly ne rule, each persn in the grup must have a rle in leading the game. (if there are a cuple f students wh always take the lead ask them t lead withut using wrds #stretchzne!) Ask students t create grups f 4. Grups must be gender balanced. Once they are in their mini grups, ask them t intrduce themselves t ne anther. Prvide a brief descriptin f the games they can select frm. Ask participants t take 3 minutes t lk at the games based n the diagrams and t select which game t run wh and hw each grup member will lead an aspect f the game. If timing is tight, yu can assign a game t each grup. Once the grup has selected a game, ask them t check in with yu t make sure n ne else is leading the same game. PREP AND PARTICIPANTS LEAD GAMES 75 MIN + 5

Prvide 15 minutes fr grups t decide wh will lead which aspects f the game t the grup and t practice. During this time, they will cllect any equipment they need fr their respective games. Encurage grups t play the game t test it ut. Explain that each grup will have a ttal f 15 minutes t lead the game which includes the RCA and will have 5 minutes t debrief the game as a grup. A nte n debriefing after each game: Select frm the fllwing series f debrief questins and elabrate n ther teachable mments the participants bring up: Hw did it feel t lead a game? What was the mst challenging part f leading a game? Hw did it feel t participate in the games led by yur peers? Was it ever challenging t explain the rules f the game? Why? At what pint during either leading a game r playing a game were yu in the Cmfrt Zne, Stretch Zne r Panic Zne? Did yu have t alter yur behaviur t make sure yu were in the Stretch Zne? Hw can we help ne anther t lead the games? Thank participants fr getting int their stretch znes and cngratulate them fr ding a great jb (include examples f specific things the participants did really well). Grup 1 leads a game. Facilitatr leads a 5 min debrief. Grup 2 leads a game. Half way thrugh the game, call freeze and challenge participants with a scenari: the game is t easy r hard, hw d yu increase r decrease the level f challenge? Facilitatr leads a 5 min debrief. Grup 3 leads a game. Half way thrugh the game call freeze and challenge participants with a scenari: a participant has a brken leg. Hw d yu adapt the game? Allw all grups t cme up with a slutin. Ask grup leaders which slutin they d like t try. Grup 4 leads a game. Facilitatr leads a 5 min debrief. Cntinue ding this until all grups have led their game. 6

CLOSING 20 MIN Ask participants t frm a circle. Share the Actin Plan yu created at the Play Academy. Play I want t meet t start ff debrief: Smene wh led a game tday Smene wh stepped int their stretch zne Smene wh learned smething new Smene wh wants t becme a Junir Leader Ask participants t sit dwn frming a circle. Ask participants t share smething they learned frm tday. If peple are shy, ask them t pair-share fr a minute and then share with the grup Describe and share what Tday We Play is ging t lk like. Pssibilities include: Full day Half day During gym time Ging t a feeder schl and leading it Explain hw t becme a certified Junir Leader: In rder t receive their certificatin fr cmpleting the training, they must run at least ne game with their teacher supervising Revisit the significance f becming a Junir Leader and their respnsibility t rle mdel the behaviurs f a great leader that we described earlier. Cngratulate participants n successfully cmpleting the Play Academy! Lve clap (https://www.yutube.cm/watch?v=cimumxhrti&list=plr42aw7bakdwqbpjflvd3l_fhskijxm0y) Thank everyne fr attending and say gdbye. 7