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"UNDER THE SEA"
GAMES

Learning with Games

"Tentacle hockey"

Equipment ....... 4 stuffed stocking legs (tentacles) for hockey sticks and a large sponge . Markers for 2 sets of goals

Depending on number of Joeys use either 2 or 4 tentacles , these are layed side by side in the middle of the hall with the sponge between them . Goals are set up at opposite ends of hall.
Joeys are divided into 2 teams and a team is placed on either side of the hall , each team member is given a number from 1 -? (however many on each team)
If 2 tenticles are being used a single number is called out , if 4 tenticles two numbers are called , the Joey Scout on each team with that number runs to the middle , picks up a tentacle and tries to score a goal .
Can either play these Joeys until a goal is scored and then call another number or can call numbers at will . Each time a new number is called the sponge and tenticles are returned to the middle by the players as fast as possible at the same time the new players make a dash to the middle to start their turn .
Very active game , great fun , tentacles bend so it is not always easy to control the sponge. Try this game with rolled up and heavily taped newspapers and a blackboard duster or similar


"Flipper Flop"

Equipment: use flippers or make flippers out of cardboard boxes (they only last one game so have spare masking tape to do running repairs)

On "GO" signal Joey Scouts put flippers on their feet and race to the end of the hall turn and race back again.
This game is best played in teams. It is a good idea to run alongside each flipper flopper as they try to flap their way along the course just in case they tread on their own 'feet' and flop to the floor. Very very good fun


"Flying Fish"

Equipment: paper fish cut outs, icecream container lids or cardboard flappers.

Joey Scouts armed with their flappers (either cardboard or icecream container lids) stand behind a line with a paper fish at their feet. On "GO" signal Joeys must propel their fish up the length of the hall using only the wind power generated by their flappers.
This game can be played either as individuals or in teams

 "Octopus Relay"

Equipment.......... crepe paper strips ( octopus legs ) , tape , balloons .

Joey Scouts in 2 teams each with a balloon (maybe 1/2 filled with water)

Balloon is passed under and over the waves ( under legs , over head ) to end of the line, Last Joey runs to end of the hall sticks 1 crepe leg to the balloon runs to the front of the line to start under and over again. Relay ends when all eight legs are on.

If playing with water filled balloon , outside is a much better idea than inside and you will need a second unfilled balloon for each team , the legs will not stick to a water filled balloon very easily. Have the second balloon at the other end of the set course and while one Joey Scout runs up to tape a leg to the 'octopus' the other team members continue with under and over .


 "The Fish"

Equipment ..... Nil

A 'Gobbler' is appointed , All other Joey Scouts hold hands and must try to stay linked through out the game .....Joeys are given a signal either ' low tide ' they run to one end of the hall or 'high tide' Joeys run to other side of hall trying to stay linked together . Gobbler moves around the room with arms outstretched like a big bird swimming toward the other Joeys but not touching any of them , unless the Joey link is broken , at this point the Gobbler can catch as many Joeys as possible. If caught the Joey Scout stands still with legs apart . Once the Fish Gobbler sees that everyone has relinked to someone else, the signal 'Rescue' is called. At his moment all the cuaght Joeys jump to their feet, join hands, and everyone yells 'Yah', raising their joined hands over their heads.


"Net the Sucker Fish"

Equipment: several paper fish (numbered 1-5 on the reverse side), "ponds" large paper plates, "nets" small paper plates, "rods" drinking straws

Have several ponds set up each with fish making sure the numbers which have been written on the backs of the fish cannot be seen. Place the nets ( 1 net for each team of Joey Scouts) 2-3 metres away from the ponds. Each member of the fishing team is given a rod (drinking straw). On "GO" signal the team tries to suck up a fish from the pond with their rod-straw and carry it (suction power only) from the pond to their teams net, they quickly go back for another fish and continue until "STOP" is called. The total fish points are added together at the end of the game to see who are the most successful fisherscouts.

NB: it is not necessary to have points on the fish or to have winners in this game it is a hoot regardless of who wins. Make sure the fish are not too large or heavy it is hard to keep them on the rod!


"Ship to Shore" (captains coming)

Leader calls instructions which Joey Scouts act out

ship ... run to the left
shore ......run to the right
sardines .....jam together
crabs ..............with a partner back to back link elbows
or assume crab position on floor stomach up
jelly fish .....wobble like a jelly fish
SHARK ATTACK !!!! ...............run to base before being tagged by leader


"Hit the Deck"

This game will teach nautical names for the sides of a ship. Label signs starboard (right), port (left), bow (front) and stern (rear) and mount them on your walls.
When the captain calls out, "All hands to starboard!" the ships crew must run toward the appropriate wall. When the captain calls, "Boom coming over!" all ships crew must hit the deck (flattening their bodies on the floor). The captain may also call "Man the life boats" periodically, ships crew must quickly sit on the floor and mime rowing action.


"Captains Coming"

Leader calls instructions which Joey Scouts act out

"ship" ... run to the left
"shore" ......run to the right
"Scrub the decks" ...... fall to knees and mime scrubbing the deck
"Man the life boats" .....Mime rowing while sitting on the floor
"climb the rigging" .....Mime climbing upward
"Captains coming" .............. All stand to attention and salute

 
"Shark and fish"

Equipment ... Nil

Basically a game of chasings , where one person is nominated as the shark and the others are fish , the shark tries to catch the fish for dinner , if successful , the 'meal' becomes the shark

alternate .... when caught the 'meal' becomes a second and third etc shark until there are no fish left in the sea

 
"Fish Tail"

Equipment ...... one white tail (cloth or similar) good sized clear area to play in

Joey Scouts form one long line , each one holding on to the waist of the Joey in front , the last Joey Scout in the line has a white tail tucked into their belt . The head tries to move in such a way as to be able to capture the tail from the last Joey Scout , and the tail does their best to prevent it happening. After a few minutes choose 2 new Joeys to be head and tail .

 
"Gone Fishing"

Equipment ....... magnet attached to a string for each team , metal washers

Draw a large circle in the middle of the hall , scatter washers inside circle.
Divide players into teams . One player in each team is blind folded , given a magnet on a string and relies on instructions from other team members to catch a washer , when successful this Joey returns to the team and the next scout takes their turn and so on .

 
"Promise and law fishing"

Equipment ...... fishing rods ( sticks with string attached , magnet replaces hook) , cut out light card fish , with paperclips attached to nose 2 or 3 paper clips per fish ..... ensure magnets are strong enough to lift fish .
Colour code fish , one colour for promise , one for Law , one for Theme . On each fish write a single word from the Joey Scout promise , Law and Theme.

Place fish in a makeshift pool , this can be as simple as some blue coloured paper/plastic , and have the Joey Scouts go fishing . As each fish is caught, the Joey Scouts arrange them on the floor to spell the Joey Scout Promise Law and Theme .

 

Updated October 25th 2001 

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