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ENGLISH CAMP

Sek Menengah Sukan Bandar Penawar


(9th & 10th of February 2018)

Details:
 20 facilitators
 150 students
 Time of departure: 3.00 p.m.
 Time of arrival: 4.00 p.m.
 4 slots

PIC
 Before the camp: Everyone is involved for the preparation of items needed
 Emcee
 Every checkpoint in treasure hunt
 Assessor for group performance
 Runner

Friday - 9th of February 2018

First slot - Ice Breaking (9-11 p.m.)

Greeting the Facilitator


 Introduction to English Language Club
 Explanation about the camp flow
 Introduction to members of facilitator
 Silly dance (KIV)

Save the Ship


 Items needed: A4 paper, songs
 Random groups will be given according to male and female
 Everyone will be involved and each of them will be giving one sheet of A4 paper
 Before the game starts, everyone shall stand on the A4 paper given in a circle of their groupmates
 Songs will be played and it will stop at any second
 At that point, one sheet of paper from each group will be eliminated
 Students must struggle to save their group members without sinking any of them
 The game will be continued every time one sheet of paper is being eliminated

Group Formation
 Total of groups: 15 groups (10 members each group)
 All students need to line up and the groups will be formed by facilitators

Hunter X Hunter
 It’s the same concept as rock paper and scissors
 The elements are replaced by hunter, hunter’s wife and bear
Saturday - 10th of February 2018

Second slot - Treasure Hunt (8-10 a.m.)

Checkpoint 1: Drink and Flip


 All participants will be involved.
 Everyone in each team will be served with carbonated drinks and they will be taking turn to drink
and flip.
 The next participant may continue ONLY IF the first participant manages to drink and flip the cups.
 The game must go on until the very last participant before proceeding to next checkpoint.

Checkpoint 2: Act it out!


 All participants will be involved.
 Every team will be given 5 popular characters from movie/anime/music industry (it depends on the
person in charge).
 Only one person has to guess the character but the rest of the members have to give clues
significant to the characters given.
 The clue given must be acted WITHOUT jotting down on paper or mentioning the alphabetical order
of the characters’ names.
 If the participant failed to guess the character given, he/she may pass with other character and so
on.

Checkpoint 3: Whisper Challenge


 Two participants will be involved.
 One participant will be given 5 set of phrases/idioms/sentences (it depends on the person in
charge).
 The participant who needs to guess will wear the headphones with the music turn on out loud.
 The other participant will give clues by lip syncing the idiom/sentence/word given.
 Passing to other idioms/phrase will be the option if he/she fails to guess.

Checkpoint 4: Dizzy Water Challenge


 Only one participant (can be more) will be involved.
 A few meter distance will separate the starting point from the ending point.
 A few cups of water will be served on a tray.
 It has 3 round (it depends); first round (participants will be spun 10 times), second round
(participants will be spun 15 times) and third round (participants will be spun 20 times).
 The participants will hold the tray after being spun around and he/she needs to serve it at the
ending point.
 Once he/she has reached the ending point, the amount of water left will be measured using
measuring jug by the facilitator.
 If the participant has made it to a required amount of water on the first round, there will be no next
round.
 If the participant fails to reach the required amount after all 3 rounds, the other participant shall start
again from the first round.

Checkpoint 5: Broken Telephone


 All participants will be involved.
 Simon (the first participant) will be ready with one complicated statement given by facilitator.
 The statement must be informed to the next person until it reaches the last person.
 The facilitator has the right to approve the exact or nearest guess or else they will be given different
statement and start from the beginning.

Checkpoint 6: Ping-Q!
 Only one participant will be involved.
 The concept is the same as beer pong but the beer concept is replaced with mathematical
questions.
 All cups are arranged in triangle and each of it are filled with questions which needed to be
answered.
 The participant will throw the ping pong ball and answer the questions given based on which holes
the pong has entered. To answer, every member of the team must cooperate with each other.
 If the participant manages to answer all of the questions given, only then they can move to the next
checkpoint.

Checkpoint 7: Stick with Me


 Participants will have to work in pair (Involving 3 or 4 pairs, depends on the number of group
members)
 Each pair will have to carry a balloon from the starting point to end point while one leg tied to each
other.
 Penalty will be given if the balloon carried exploded.

Checkpoint 8: Make The Iron Float and Jigsaw Puzzle


 This checkpoint is divided into 2 games
 Make The Iron Float requires 3 to 4 persons of each group to try and make iron needles float on
water.
 They will have to make the iron as dry as possible to make the iron float.
 Science explanation: The force that causes it to float is called buoyancy and its magnitude, as
defined by the Archimedes Principle, is equal to the weight of the water displaced by the object.
 At the same time, other members will have to assemble jigsaw puzzle
 Each team can only move forward to the next round if they have completed both games.

Checkpoint 9: Pyramid
 To play pyramid, each team will have to work together to build pyramid by using polystyrene cup. At
least, 5 participants in a group will have to take part.
 The game method is as in the picture below.

Checkpoint 10: Ice Marbles


 This game requires only 1 person to put his/her hand in an ice bucket
 That person will be blindfolded and have to find a marble specified by the facilitator
 Other members can only give hints and supports but cannot help him/her to find the marbles

Checkpoint 11: Pick Me Up


 Pick me up requires all members to pick up candies using chopsticks.
 After that, they are required to walk in a maze in front of the library and must make sure that none
candies will fall onto the ground.
 Doing so, will result in penalties

Checkpoint 12: Spiderweb


 This is a strategy game. It requires involvement of all members.
 The trick is, they have to tied themselves to each other and find the root of the key to untie
themselves from the rope.

Checkpoint 13: Haunted Guess


 The key to this game is math
 All members will have to find a solution to mathematics problem which will lead them to a single
number answer
 The single number answer will bring them to the last checkpoint.
Third slot - Writing Session (10.30-12.30 p.m.)

 Items needed: SPM Set of questions (5 set of literature, 5 set of directed writing, 5 set of continuous
writing), A4 paper
 Each group will be given one sheet of paper to write down the answers
 Every group must complete the SPM set of questions based on the section given (literature,
directed writing, continuous writing)
 All of the answers will be checked and every student shall get a copy of each sheet of answers

Additional games
 Script reading

Forth slot - Last but not least (2-4.30 p.m.)

 Items needed: List of 75 random items


 Each group will be given 5 random items
 All groups are required to do promotion and storytelling based on the random items given
 The points will be given based on their creativity to deliver the ideas

Additional games
 To be continued

Additional games (can be included in Slot 3 or 4):

 Script reading
 To be continued
 Superfudbcihcbidcnclicious
 Find the one
 Time-pong
 Mockingjay
 Exchange notes
 What’s going on

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