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Activity 1: 
Handshake Tag  


Purpose

  • To have participants learn the names of their peers and program instructors

  • To ensure participants are active and have fun  

Location

  • Large open field or space free of obstacles  

Materials

  • Pencils, one per participant

  • Whistle  

Things to Observe

  • Participants are clearly communicating and cooperating.

  • Participants are introducing themselves as new pairs are formed.

  • Participants are actively involved.

  • Participants are safely moving about. 

Safety Considerations

  • Ensure that the activity space is clear of any hazards.  


Guidelines

  • With the large crew have participants form a circle and say aloud all of the participants’ names.

  • Explain that they will play a game of tag. You must tell them that in a moment (after you explain the game) you will pair them up. In each pair one participant will be labeled an A and the other will be a B.

  • Tell them that in each pairing the participant labeled an A will be the chaser and the B will be the fleer (the one running away).

  • The two individuals in the pair will play tag until the B (fleer) gets tired. At that time the fleer will find another participant in a different pair and link arms with them. These two individuals who are now linked become a new pair. These two individuals will shake hands and introduce themselves. Then, one will become the chaser and the other a fleer.

  • The other two individuals (who used to belong to a pair) form into a new pair themselves. These two individuals who are now linked become a new pair. These two individuals will shake hands and introduce themselves. Then, one will become the chaser and the other a fleer.

  • These re-pairings continue over and over until many new pairings are formed.

  • Now that you have explained the game, go around the circle and label one participant an A, the next a B, then again an A, and so on until all participants have a letter.

  • Create pairs by having the first A and B labeled as a couple, the next A and B are another couple, and do this until all participants are paired

  • Ask each pair to shake hands and introduce them- selves. Then, as mentioned above, the A player is the chaser and the B player is the fleer and the tag game can begin.  

Instructional Considerations

  • If you notice a chaser getting tired, you may yell, “Switch,” and the chaser becomes the fleer and vice versa.

  • If the playing area is not large enough to accommodate full-out running, enact a mini-steps rule: all chasers/ fleers must move about by hopping, heel-to-toe walking or doing a penguin walk.

  • At the end of the game instructors ask, “Are there any questions?” and wait at least 5 seconds for participants to ask any questions before beginning the next activity.