Funn 'n Games


Book Description

The material in Funn `n Games represents a compilation and embellishment of notes that Karl has collected over the years about games, initiative problems, trust activities, and adventure stunts that he creates, collects, finds, shares, tweaks, and occasionally purloins. The goal has always been to seek curricular adventure where function is an extension of fun. Funn `n Games delivers over 300 pages of ideas, notions, and seeds of serendipity that are about to, or have already become, classics in the field of adventure education. If you want theory, buy one of those ominous, dark spine books with few illustrations and even less hands-on activities. But if you want exciting and immediately useable ideas to implement into your adventure based program RIGHT NOW, and a few laughs along the way, Funn `n Games will soon become your favorite "go to" resource.




A Small Book about Large Group Games


Book Description

The 23 games and activities included in this small book can be used with small or large groups, but the emphasis is upon how to use or adapt them to large groups (50-500 people). Does the thought of facilitating sessions of 50, 75 or 100+ participants cause you to have a convenient excuse ready as to why "". . .that particular date isn't good for me?"" Perhaps what you need is an experienced guide and a batch of tried and true activities to maneuver through the yips and anxieties of looking at ""all those faces."" The text alternates from regular print to bold. Regular print represents those things you need to know about the activities; rules, venue, etc. Bold print is Karl talking to you about tips and tricks specific to showing up, things to say, situations, what can go wrong, group size, etc. A bonus final chapter by Gloree Rohnke covers the validity, practicality, and usefulness of processing with a large group.




F-U-N 'n' Games Galore


Book Description




QuickSilver


Book Description

Since Project Adventure began in 1971, thousands of teachers, health care professionals, PE instructors, corporate trainers, recreation specialists and others have attended Project Adventure workshops. These people have come away rejuvenated and eager to take back to their own programs the power and magic of Project Adventure activities. QuickSilver includes ten years' worth of new ideas: Icebreakers, Warm-Ups, Games, Stunts, Initiatives, Trust Activities, Closures and more. There's a plethora of programmatic play in these pages, enough to delight even the most avid game collector. There is also a section on leadership, where the authors have combined their 43 years of experience to provide you with some insights into leading effective Adventure programs. Whether you are an experienced or novice Adventure leader, or just looking for ways to bring people together in a fun, positive and meaningful way, QuickSilver will surely become one of your most valued resources.




Silver Bullets


Book Description

Offers a guide to initiative problems, adventure games and trust activities. The activities of this book have all been used effectively by a variety of teachers, counsellors, therapists, camp directors and church leaders. All have wanted an effective, engaging way to bring people together to build trust, and to break down artificial barriers.




Save the Cat!


Book Description

This ultimate insider's guide reveals the secrets that none dare admit, told by a show biz veteran who's proven that you can sell your script if you can save the cat!




500 Five Minute Games


Book Description

Presents five hundred alphabet, counting, math, science, drama, listening, and other types of games for three- to six-year-olds that take only five minutes to play, and includes a skills index.




Coming Out


Book Description

Puzzles, games and dyke paper dolls - great fun for parties or to spice up a boring evening at home.




Save the Cat Goes to the Movies


Book Description

Provides advice for budding screenwriters on how to handle the challenges of writing a Hollywood script and includes insider information on the most popular genres in Hollywood as well as references to 500 movie "cousins" to help guide the script writing process.




Fun 'n' Games with the Fantastic Five!


Book Description

May "Mayday" Parker learns the lessons her famous father learned years before – with great power, there must also come great responsibility. A fan-favorite and great for readers of ALL AGES!