Tuesday, November 15, 2011

Event Planning projects: Fall 2011

My activity plans can be found on Scribd, right here! (For some strange reason, the documents will no longer embed.)

Playlists for "Movie Music & TV Tunes/Themes Bingo":

  1. #1
  2. #2

  • Please ignore all of the excess bullet points. Blogger is extremely screwy and will not get rid of them. O_o 
    I consulted my Encyclopedia of TV Game Shows for some inspiration.

  •   Some more summaries of mildly competitive social recreation activity ideas (for my Event Planning & Organizing class) follow…

  •       Because it’s social recreation, you’re only playing for points, and the points don’t matter…that’s right. The points are like…like…they're like Whose Line? points, that’s what!
  • ·         5-Second Rule: Two teams alternately send one player to the front of the room. Each person is given five seconds to name three things in a given category (e.g., “dog breeds,” “types of trees,” “red fruits,” etc.) They score a point for the team if successful.
  • ·         Don’t Forget the Lyrics: The class is divided into two teams, each of which sends up one player at a time. This player selects a genre or decade of music, and then chooses one of the listed songs within that category with which s/he feels familiar. S/he begins to sing along with the song lyrics on a screen, until the track is paused and s/he must correctly provide the next line. There may be a brief conference with teammates before “locking in” the lyrics and attempting to score points.
  • ·         Greed: The class is divided into four teams (which are asked to elect captains), and each in turn is asked a question with multiple correct answers. Each member comes up to the board and circles one of the possible answers which they believe to be correct. The team captain has the power to accept or reject any answer(s), replacing rejected ones with others that s/he believes are correct. In order to win a point, a team must have all of the correct answers selected.
  • ·         Win, Lose, or Draw/Fast Draw/Pictionary: The class forms two teams. One player at a time is chosen to come to the board, pick a slip of paper from a sack, and attempt to draw the subject for their teammates to guess. Points are earned for successful guesses; it is essentially a game of Charades that replaces body language with drawing.
  • ·         “Are You Smarter Than a 5th Grader?”: Team representatives choose among the available grade levels (K-5) and academic subjects, and must answer questions taken from the corresponding school curricula.
  • ·         Family Feud: Several surveys are conducted beforehand, and the distributions of the responses recorded. The class is then divided into two teams, which stand in rows. The first person in each row steps up to the podium; these two try to beat one another at providing one of the responses on the board. The one whose answer ranks more highly consults with his/her team and decides whether they wish to play or pass. The team that plays is given five seconds per member to name another of the responses given in the survey. The number of survey respondents who gave each answer is the number of points awarded. If a team gets three strikes, the opposing team may try to steal all of their points by providing one more answer among all of the members. Should this fail to show up on the board, the points go to the team that began the round. Play continues in this fashion until all survey questions have been completed (and all answers revealed.) The team with the most points then selects two members to participate in a bonus round, which requires them to earn 200 points between them by separately answering the same set of survey questions. The second player may not duplicate the first’s responses. Points are awarded here just as in the previous rounds against the rival team.
  • ·         Password: In each round, five passwords must be guessed; these passwords are all clues to another word, worth more points for the team that guesses it. Two members from each of two teams sit at a table in the front of the room. A word is shown on a slip of paper to the rest of the group, which must remain silent. One of each chosen pair is designated as the “giver,” and gets to look at the word to determine whether s/he wants to play or pass it on to the two opponents. When playing, the giver provides a one-word clue to his/her “receiver” partner in an attempt to get him/her to say the password within five seconds. Play moves between the two pairs for three tries until the password is guessed, or the three tries are up and the word is revealed. If a receiver gets the word, he or she wins a point and is allowed to take a guess at what the clues add up to in the round. Play continues for the remaining words, with four new players taking over for each one so that everyone has a chance. The team that guesses the fifth word gets the first attempt at putting the five clues together; if both of them fail, their two opponents may guess. The word will be revealed with no points awarded in the even that no one gets it. After a certain number of rounds are played, the winning team selects two people. One is given a list of 26 words, each beginning with a different letter of the alphabet, going in order. This giver provides single-word clues to the receiver, trying to get him or her to say all of the words within a time limit, for extra fun and points. A faster version called Million Dollar Password involves trying to get five passwords using single-word clues within a minute; the difficulty level increases as the game goes on, and once one player has beaten his/her opponent in a certain number of rounds, he/she graduates to a series of seven levels which limit the number of clues that may be given. Passed words no longer come back into play. As it continues, the number of words in each set decreases until the pair is required to guess all five passwords with no incorrect answers or passes.
  • ·         The 100,000-Student (or, You Know, 20-ish) Pyramid: Six categories of words that are related in some way are listed on the board. Each of two teams sends up two players at a time, and these players choose one of those categories. The “giver” is shown the words one at a time on index cards, and must give the receiver clues to make her/him say them within the 30-second time limit, without using any part of the answer. One point is awarded per word guessed. After all six categories have been played (or a seventh tie-breaker is completed), the winning team chooses two players to move into the Winner’s Circle. Here, the giver faces the board and lists things that fit into each of six categories, which are revealed one at a time from behind taped sheets of paper. The receiver must say the name of the category (e.g.: “Police officers…schoolgirls…Marines…”=”People who wear uniforms”; "A picture...a sketch...a conclusion...a bath...an outline..."="Things you draw"; "Money...a kiss...first base"="Things you steal"), or the giver must say “Pass,” in order for the next one to be uncovered. The pair is given a minute and a half to move through these six categories (they may return to previously passed ones if time permits.) The Winner’s Circle round is played for bonus points and fun.
  • ·         Imaginiff: Six cards, labeled with the numbers 1-6, are distributed to class members. Play starts with the first person seated in the first row, and moves around the room. This first person is the subject of question #1. A game card is randomly selected by the instructor and read aloud; the response choices may be written on the board. The cards read, “Imaginiff _____ were a _____.” Six options are given, and everyone must choose one card corresponding to the answer they believe is most accurate for the person in question. The subject also chooses a card for him/herself. However, points are awarded in each round to the people who chose the most popular answer in the class.
  • ·         What’s My Line?/Figure It Out: Volunteers are asked to step into hallway with the instructor and tell him/her their secret talent, hobby, etc. When they reenter, the first student in the first row begins asking yes-or-no questions in order to try to try and determine what the volunteer’s secret is. When the volunteer answers “no,” the next person gets a turn to ask, and so on, until someone guesses it. People may swap seats and play can start in the back of the room on some subsequent rounds in order to even things out. After every five or six people finish asking questions, the volunteer and instructor may confer and provide the class with a clue as to the secret answer.
  • ·         Scrabble: The class is divided into four teams; each is given an equal number of random Scrabble letter blocks. The teams work together to create the most valuable words they can by having a member approach the projected board, in turn, and placing their blocks in the agreed-upon positions. The team whose words earn the most points is the winner. (A dictionary shall be consulted in the event of a conflict over the validity or spelling of a word.) The rules of Scrabble are to be followed in creating words (e.g., no abbreviations, initials, or proper nouns.)
  • ·         Match Game: First, each player gets to select three other group members to give them suggestions for a “fill-in-the-blank” question. S/he may take one of those suggestions or provide his/her own answer. Three popular responses will be revealed in increasing order, with the most popular being worth the most points. In the next round, players must choose one other member, and attempt to give the same response to another “fill-in-the-blank” that that person writes on a card. For a longer game, two players can be nominated to take one another on by trying to match as many members of a six-player “panel” as they can.
  • ·         “Never Have I Ever…”:  Players form a circle and hold up all ten fingers. The first player makes a simple, truthful statement beginning with the words "Never have I ever.” Anyone who has done what the first player has not must lower one finger. Play then continues around the circle as the next person makes a statement. The game is finished when any player ends up with all ten fingers down. An additional rule - uncommon, but beneficial to the game - is that if there is no one putting down a finger, then the one who said the particular "Never have I ever..." must themselves lower one. This rule often forces the players to strategize more and makes for less disposable/pointless suggestions. A further variation holds that whenever only one person is putting their finger down, that person must provide a detailed account of why they are doing so.
  • ·         Mad Gab: Using the game’s cards, players read out the words for their teammates, earning points when a teammate figures out the disguised phrase and rings the bell.
  • ·         Jeopardy: The class is divided into three teams, each of which sends up one representative per round. These three players take turns trying to control the board and earn points by choosing categories and point amounts, and providing the correct questions for the given answers.
  • ·         Dog Bingo: Bingo…but with images of dogs. ;) Could be applied to nearly any topic.