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ICE BREAKING 1: Monkey, DON'T, Jump!

Tools Venue

Objectives: ● Microphone ● Open Hall


● speaker. ➢ Rain occurs refer RMP
● To enhance participants, focus skill.
● To make sure that all the participants can follow the instructions given
correctly.
● Participants can have fun with their new friends.

Duration:

10 minutes

Instructions:

Phase 1:

1. All participants need to form a large circle together.


2. Then, they have to face each other back and hold the shoulder in front of them
as if they are queuing up.
3. They need to listen to the instructions carefully.
4. Whenever the facilitator says Monkey, all participants need to jump forward
one time.
5. Whenever the facilitator says DON'T, all participants need to jump backward
one time.
6. Whenever the facilitator says Jump! All participants need to jump while
turning 180 degrees and hold the shoulder of a person in front of them
quickly.

Phase 2:

1. Now the instruction will be the same but on the other hand, the action will be
slightly different from before.
2. This time when the facilitator says, Jump! participants need to jump forward
one time.
3. Whenever the facilitator says DON'T, participants need to jump backward one
time.
4. And lastly when the facilitator says Monkey, they have to jump while turning
180 degrees and hold the shoulder of a person in front of them quickly.

ICE BREAKING 2: Friend or Foe? Tools Venue


Objectives: ● Envelopes with the picture ● Open Hall
of an animal and also the ➢ Rain occurs refer RMP
● To form groups among participants sound (203 envelopes). 12
● To know who their teammates are. different animals that have
● To make sure participants form a group in the time given.
sound as we will have a total
Duration: of 12 groups (11 groups with
17 members and 1 group
10 minutes with 16 members).
● Envelopes will be given
Instructions: during registration.
● Technical team needs to
1. Participants need to use an envelope that they got from the registration before prepare jungle environment
as a hint. audio.
2. Commander will ask to open the envelope without showing it to anyone. ● Technical team needs to
3. Inside of the envelope will have a picture of animals and the sound of the
make sure that the mic and
animal in words. For example, if the picture is a sheep, then under the picture
will have “baa…baa…baa” words. speaker can function.
4. One commander said, “Game on, adventurers!”, the jungle environment audio
will be played and the game starts.
5. The participants are required to sound out their team's sound (Based on
animals that they got).
6. Participants are not allowed to speak or ask other people about their animals;
they are only allowed to voice out the sound of the animal and make a move
or an action related to the animals they got.
7. There are going to be a total of 10 groups.
8. After finding all their teammates, the participants are required to find the
facilitators handling them.
9. Participants will ask the facilitators that they found and make a sound of their
group animals, if the facilitators make the same sound that means they found
the right facilitators.
10. Participants are required to keep finding their facilitators even if they already
failed so many times.
11. Once they find the right facilitators, they must sound off their team’s sound
loudly to win the game.
12. Lastly, they have to make a circle and sit.

ICE BREAKING 3 : Cheers of Domination Tools Venue


Objectives: ● Microphone ● Open Hall

➢ To create cohesive groups that can effectively work together


throughout the activities.
➢ To inculcate creative and versatile thinking.

Durations:
10 minutes

Instructions:

1. To maintain the theme and keep participants engaged, the facilitator


will provide a bowl filled with folded paper.
2. Each folded paper inside will contain an iconic word from Jumanji.
3. Ask participants to randomly select one folded paper from the bowl.
4. All groups are required to make a cheer and must put the sentence
that they got in their cheers.
5. Explain to the groups, they are required to create a cheer
incorporating the iconic word they have received in their folded
papers. Allow them sufficient time to brainstorm and develop their
cheers.
6. Each group will present their cheers to the rest of participants and
facilitators.
7. Evaluate the cheers based on their creativity, enthusiasm and
alignment with the theme of Jumanji. Determine the group with the
most outstanding cheer and the highest level of spirit as the winner.
Tools Venue
MODULE 1: WELCOME TO THE JUNGLE
Storyline: ● Thread (benang) ● Behind Dormitory 1 & 2
● 3 Big Dice (Shopee) ➢ Rain occurs refer RMP
● Welcome to the jungle! As you guys were brought to the most adventurous ● Small rubber/plastic balls ➢ OR at the open Hall
adventure consisting of various types of challenges, traps, riddles and more. ● 20 Bowls
Save all or save none. The moment you and your friend step on the JUMANJI,
● HINTS for module 1(prepared
you guys are tied up by the wild roots all over your body. The roots slowly pull
you to the inner mouth of a gigantic Venus flytrap that contains a high level of by module department)
green toxic liquid. You and your friends need to quickly escape the wild roots ● Scissors
by cutting them down as fast as possible. But remember! Once you cut the ● All facilitators need to
wild roots, the stronger roots will pull you back. understand the rationale for
the module.
Durations:

1 hour 30 minutes

Rationale:

Instructions:

1. All the members in a team will need to tie their hands with a little rope(thread)
that will be given by the facilitators.
2. Participants in the team must line out accordingly.
3. Then, participants will tie a knot using the string around one another's waist
and make sure that it is secure. (Facilitators are available to assist with the
knot if needed)
4. Each team will race to checkpoint (B), maintaining their string attached
throughout the entire journey.
5. Each team will receive a big dice.
6. They need to throw the dice and move according to the number they got.
7. Each team will get an extra string in case their string breaks at the middle of
the journey BUT they have to restart at the starting point again!
8. If the string breaks, participants must re-tie the knot to remain in the
connection.
9. Successful teams reaching checkpoint (B) must first take only one ball and
need to return to checkpoint(A) by moving according to the number of dice
that they got again.
10. The team should repeat the journey to the checkpoints to earn as much ball as
possible in order to win the game.
11. The team with the highest number of balls and the least time taken to take the
balls will be declared as the winner and will receive a hint.
12. Facilitators will explain the rationale for the module in their own group.
MODULE 2: THE LAND OF DOOM Tools Venue

Storyline: ● 19 Sleeping blindfolds ● Open hall


● Plastic Fruits ➢ Rain occurs refer RMP
● Dr. Bravestone has successfully prepared enough food for all his friends to ● Black coloured fruits
survive the journey. However, during his journey to accomplish the mission, ● Plastic bombs
Dr. Bravestone and his friends were hitted by a large-scale earthquake out of
● Small bag to put the fruits
the blue. This has caused all the fruits to be scattered all over the place on the
land of Dooms. The land of doom is filled with tons of deadly traps. Two things ● HINTS for Module 2
that triggered the traps are sound and if you touch them. You and your friends
are required to help Dr. Bravestone to get back all the food. The fate of Technical prepare:
JUMANJI is in your hands so make sure to collect all the food safe and sound! ● Speaker
● Microphone

Durations: ● All facilitators need to


understand the rationale for
1 Hours the module.
Instructions:

1. Every group needs to queue up straight in a line beside each other.


2. Everyone in a group will be given a sleeping blindfold except for the last
person back in a line.
3. The person at the back will be considered as "The Jaguar's Tail".
4. "Jaguar's Tail" is the one who will give the instruction to the member in front
of him/her and the person that received the instruction will pass it to the
person in front up until the instruction is successfully received by the first
person in line.
5. "Jaguar's Tail” is only allowed to give instructions by gestures.
6. Any form of verbal communication to give the instruction is strictly prohibited.
7. Every team needs to collect as many fruits in the hall/field as possible.
8. The one who is going to start the move is the person who stands in front of the
line after he successfully received the instructions from the people behind
him.
9. All teams must only collect the fruits and avoid collecting bombs and also
avoid the traps.
10. The team with the greatest number of fruits wins the game! and will receive a
HINTS
11. Facilitators will explain the rationale for the module in their own group.

MODULE 3: JUNGLE TREKKING Tools Venue


Storyline: ● Tags with pictures on them ● Savanna Jungle trek
● Rope to hang the tags path
● After retrieving food supplies in The Land of Doom to continue the adventure, ● Mineral water.
Dr. Bravestone and all the Adventurers have to go through a dangerous forest ● Sets of Questions
in Jumanji. It is said that the forest holds important secrets related to the
● HINTS for Module 3
existence of the Jaguar eye. Adventurers have to go through the forest to
uncover the secrets that exist and then get indicators related to the location of
the Jaguar eye. Adventurers need to focus as long as the adventure is
ongoing. Adventurers need to open their eyes and be sensitive to their
surroundings. There are various signs along the route during the Jungle
Trekking activity. Adventurers are also advised to always listen to the
instructions of the facilitators and always be with their friends throughout the
journey. Although Jumanji has been cursed, the beauty and natural beauty is
still there for the Adventurers to observe. Remember! look around you and
find as many clues as possible, save Jumanji from this harmful curse!

Objectives:

● Be able to teach participants to live independently in the forest.


● Participants will appreciate the environment more and at the same time
witness the beauty of the environment.
● Participants will be more focused on the surrounding situation to find a
solution to a problem.
● Participants will also learn to take advantage of the environment in the right
way and how to preserve and conserve the environment in an effective and
efficient way.

Duration:

2 Hours 30 minutes

Tools:

Mineral water, small notebook

Instruction:

1. All the participants will be divided into a few main groups.


2. Each group will be accompanied with a facilitator from Savanna Hill Resort to
walk around the trek.
3. Participants are required to put the surroundings as their centre of attention.
4. During the activity, participants will need to focus and find a few tags that were
placed along the pathway.
5. Every tag has a picture on it.
6. At the end of the module, all four groups will go back to their original groups.
7. After that, all groups will be given a set of questions.
8. All the answers for the questions are the pictures that were placed along the
jungle trek.
9. The group that successfully completed all the questions first and got the right
answer will be considered as the winner and will receive a HINT as the reward.
10. Facilitators will explain the rationale for the module in their own group.

MODULE 4: SCORPION STING Tools Venue


Storyline: ● Balloons Amphitheater
● Ranking board ➢ Rain occurs refer RMP
● Remember that Professor Russel Van Pelt succeeded in retrieving the Jaguar ● HINTS for Module 4
Eye from the Jaguar shrine before? As a result, he was possessed by the Flows:
Jewel's power and gained the ability to control Jumanji's wildlife, while also
● Location:
bringing a curse upon the land. One of his favourite animals is the scorpion.
As he summons the scorpions, they will emerge from the mouth of Professor -upper bracket: football
Russel right after. Escape the venomous stings with the help from Ruby and field
Franklin. They told you about how to overcome the sting and escape it. A wise -lower bracket: Open hall
strategy is indeed important in this game.

Objectives:

● Each group needs to discuss a wise strategy to be used during the game.
Find the opponent's weakness and use it as a chance to win the game.
Teamwork is the main key for each group to be focused on. This module can
surely foster good and efficient communication among the members. Good
and efficient communication means less miscommunication and frustration,
fewer errors and conflicts, and a happier, friendlier, faster, and more
productive environment. Goals can be easily achieved. Winning is just a piece
of cake.

Durations:

2 Hours 30 minutes

Tools:

Balloons,
Instructions:

This is a league-based game.


Diagram 1.1

1. Group of 17 will be divided into 2.


2. For the first round, they will be playing against each other to determine who is
going to play in the upper bracket and the lower bracket.
3. The winner of the first round will be playing in the upper bracket match while
the other one will be playing in the lower bracket.
4. So, there will be a total of 6 rounds.
5. Winner of the fifth and sixth round will receive HINTS as the reward.
6. The last round, which is round 6 is the battle between the winners of the fifth
rounds from both upper and lower brackets. The winner from this round will
also receive a HINT.
7. Please refer to the rankboard prepared.

GAMES RULES:

1. A group will be given 5 balloons.


2. A group is required to bring all of their balloons past the opponent’s line safe
and sound.
3. But the one who holds the balloon needs to only bring it past the opponents
line(means that they cannot pop a balloon)
4. Meanwhile people who don't hold the balloon need to pop the opponents’
balloons.
5. They are not allowed to touch their team's balloons.
6. They need to focus on opponents' balloons and pop them.
7. Team with the most balloons passed through the opponent’s line is
considered as the winner for the round and the winner for the fifth and sixth
round will be rewarded with a HINT.
8. Diagram 1.1 shows the position for each team and member.
9. However, a team can change the position of the members according to their
strategies.
10. ANY USAGE OF SHARP ITEMS ARE STRICTLY PROHIBITED!(pin, knife,
scissors etc).
11. HOWEVER, a group can receive a balloon if they manage to find a golden card
that was scattered all around the field.
12. They can exchange the card with a balloon.
13. Facilitators will explain the rationale for the module in their own group
MODULE 5: THE WISE CARTOGRAPHER! Tools Venue
Storyline: ● Compass ruler Around Savanna
● Bearing for every checkpoint
● Professor Shelly Oberon has given the rounded map of Jumanji that contains ● Chopbook X-Spot : Savanna Hill in-progress
tons of Jaguar eyes and a compass. He also taught you about how to use the ● 10 Chops Hotel
compass wisely and be a wise cartographer. As you were told before, collect
● HINTS for Module 5
the Jaguar eyes as many as possible and return them to the Jaguar Shrine.
That's the only way for you to save Jumanji from the hand of the darkness and CP1:
return back to reality. Find the place according to the compass that was given Checkpoint 1 CP2:
to you. Use it wisely and look for the Jaguar eyes thoughtfully. Always CP3:
remember that JUMANJI is not an ordinary place as before. Cursed and evil ● Small rubber balls CP4:
has made JUMANJI the perilous place you can ever imagine. ● Mahjong paper CP5:
● Rope CP6:
Durations: CP7:
Checkpoint 2 CP8:
● 2 Hours 30 minutes CP9:
● 20 Plastic cups CP10:
Instructions:

1. This is a checkpoint-based module. Checkpoint 3


2. There are a total of 10 checkpoints to be accomplished.
3. Every group will be given a compass. ● Water balloons
4. There will be a 10-minute session that teaches all the participants about how ● Piles
to use the compass and find the different checkpoint given to each group
according to a specific bearing. Checkpoint 4
5. Every group's leader will be asked to stand at an X mark as the starting point
for them to follow the bearings and reach their assigned checkpoints. ● Puzzle sets
6. Each group needs to follow the bearing and find a tag with a checkpoint name
on it.
7. They need to tell the station master about their bearing and confirm it with Checkpoint 5
him/her.
8. After they have confirmed with the station master, then they can proceed with ● 10 cards with 10 different
accomplishing the task. poses or tik tok trends.
9. After they successfully accomplish their checkpoints task, they will be given a
chop for each station along with new bearings to be followed and reach their Checkpoint 6
next checkpoint until they finish all 10 checkpoints.
10. Groups with the most chop will receive a new HINT.
11. Facilitators will explain the rationale for the module in their own group at the ● Piles filled with water.
end of the game. ● One tray
12. THERE ARE TOTAL OF 10 CHECKPOINTS: ● One big bowl

Checkpoint 7
Checkpoint 5.1: The Flying Ball

Objectives: ● 10 sleeping blindfolds


● 10 green flags
● To inculcate cooperation in a team to focus on accomplishing the task given.
● Train the participants to meet the set time. Checkpoint 8
● To ensure that participants can complete the task perfectly.
● Plastic cups
Tools: ● Balloons
● Tapes
Small balls, Mahjong paper, rope

Duration: Checkpoint 9

15 minutes ● Marker pen


● Dickrawing block
Instructions: ● Rope

1. Each group will be provided with a big Mahjong paper and 2 balls. Checkpoint 10
2. Participants need to balance the ball on top of the Mahjong paper that contains ● Pvc netting
several holes with different sizes. ● Ping Pong ball
3. Participants need to walk until the finishing line while holding the Mahjong
● stick
paper.
4. They are not allowed to touch the ball with their hands.
5. They can only touch the Mahjong paper with one hand.
6. If the ball falls into the ground, the team must walk to the checkpoint to start
the game all over again.
7. Facilitators are tasked with giving a little distraction to the participants.

Checkpoint 5.2: Stack it up!


Objectives:

● Participants can construct a handful and wise strategy to stack the cups and
build a shape according to the instructions given.
● Inculcate teamwork among team members.
● Everyone in the group can contribute their effort in accomplishing the task.

Tools:

Plastic cups

Duration:

15 minutes.

Instructions:

1. Every group member needs to queue in line with one member standing at the
opposite side.
2. Everyone must balance the cup on top of their head and run to the opposite
side one after another.
3. They must use the path that was shown by the station master before the game
starts.
4. They must overcome all obstacles on their way to the other side.
5. After they reach the opposite side, the member who was already standing
there needs to take the cup and stack it up correctly to form a shape given by
the station master.
6. Then, the person will change position with the person who just arrived and run
straight to the opposite side where the other members queue up and wait for
him/her turn.
7. Things go on until they successfully stack all the cups and form a correct
shape.
8. If the cups fall down while the participant is running, they need to pick up the
cup quickly and run from the starting line all over again.

Checkpoint 5.3: Splash Mania!

Objectives:
● Unity is the key!
● Think creatively to accomplish the mission.
● Try and error as it will show you the true way to solve the quest.

Durations:

15 Minutes

Tools:

Water balloons, piles.

Instructions:

1. Everyone needs to queue in a straight line with a moderate space with each
other.
2. They are required to move a total of 8 water balloons maximum from the first
pile to the second pile sat far away from the first one.
3. They need to swiftly discuss and construct a wise strategy about where each
person of the group needs to stand (they need to find a strategic place to
stand).
4. After they have decided about the place where they want to stand, they can't
change the place.
5. They can start to move the water balloons when they are ready.
6. They need to move at least 8 water balloons within 5 minutes.
7. If the water balloons explode during the process of transferring them, the
group can just continue to pass other water balloons in the first pile.
8. Some people might get wet as a result so be prepared and have fun playing
the game!

Checkpoint 5.4: What is that?


Objectives:

● Unity is the key!


● Think creatively to accomplish the mission.
● Try and error as it will show you the true way to solve the quest.

Durations:

15 Minutes

Tools:

Big Puzzle sets

Instructions:

1. Everyone in a group needs to form a straight line.


2. They will be shown a photo of the puzzle that they are going to solve later.
3. After that, they need to collect a piece of the puzzle scattered around the place
and solve the puzzle.
4. They can only take one piece of a puzzle each and run to the other side then
solve the puzzle.
5. All the participants can take their turn one by one.
6. Group that solved the puzzle correctly and in the speed of time is considered a
success!

Checkpoint 5.5: 1,2, snap!

Objectives:

● To make sure all the participants can think creatively and take quick action
regarding the instruction given.
● To strengthen the bond between all the members.
● Participants can enhance their creativity.
● Participants can use their skills and talent to accomplish the task.

Duration:
15 minutes

Tools:

Participants smartphone/camera

Instruction:

1. All the participants need to choose a number from 1 to 10.


2. There will be 10 different tasks (photos and video).
3. After that, the group needs to recreate the photos or video within 5 minutes
and show them to the station master.
4. The photos can be about forming a pose for 17 people or creating a famous
TikTok dance.
5. Participants can post the videos and photos in their social media accounts like
Instagram, Twitter and TikTok with #jcamp2023!

Checkpoint 5.6: The Wet Tray

Objectives:

● Participants can work together and make sure the tasks are correctly done.
● Focus is the best method to accomplish the task.
● Participants can have fun while focusing on transferring the water from tray to
tray without getting wet.

Duration:

15 minutes

Tools:

Piles filled with water, big bowl, big tray

Instruction:
1. All 17 members need to lay down on the ground facing up according to this
position:

2.

3. The person on the left needs to take a bowl beside him/her and fill it with water
inside a pile that is also beside him/her.
4. Then he/she needs to put the water inside of the tray.
5. After that, he/she is required to pass the tray filled with the water to the next
person laying beside him/her.
6. Participants need to carefully pass the tray to the next member in order for the
water to not splash out.
7. Last person who receives the tray needs to pour the water inside a pile beside
him/her.
8. A team is considered successful if they can transfer the water as much as
possible.

Checkpoint 5.7: Find the flag!


Objectives:

● To test the memorising skills of every participant.


● To make sure that all participants can follow the instructions given well.
● To train participants in cohesive and progressive skills by instructing them to
follow the instructions.

Durations:

15 minutes

Tools:

Sleeping blindfold, flags

Instruction:

1. A group will be divided into two teams.


2. One team will be wearing a sleeping blindfold.
3. A person with a sleeping blindfold needs to find a partner who doesn't wear a
sleeping blindfold.
4. So, there will be a total of 8 groups consisting of one who wears the sleeping
blindfold and the other one not.
5. The one with no blindfold is given a chance to take a look around the area and
find where all the flags are located but not take it.
6. There are a total of 10 flags that were hidden around the place.
7. The duration given for them to look around and find where all the flags are
located is just 5 minutes.
8. Then, they need to get back to their partner.
9. When the station master says 1,2,3 GO! The one who is not wearing the
blindfold needs to instruct their partner who wears the blindfold to go to the
place that has the flag and snatch it.
10. They can only instruct their partner verbally without holding hands or any
physical interaction.
11. A team is considered successful when they get all 9 flags within 10 minutes.

Checkpoint 5.8: Blow the cup.


Objectives:

● To ensure all participants can keep their concentration while accomplishing


the task.
● Participants can learn about how to balance their breathing and keep their
position still in order to pass the cups to the person next to him/her.

Durations:

15 minutes

Tools:

Plastic cups, tape, balloons

Instructions:

1. There will be a total of 10 sets of cups that were taped with each other:

2.
3. Each person in a group will be given a balloon.
4. They need to inflate the balloon inside one of the cups in order for them to
make sure the cup gets attached.
5.
6. Then they have to pass the cups to the next person until the last person.
7. The person who will be receiving the cups will need to receive the cup by the
same method as the person before use which is by blowing the balloon.
8. They need to move a total of 10 cup sets.
9. If the cups fall while they are passing them, they need to start all over again
from the first person.
10. A team is considered as successful when they are able to move all 10 sets of
cups within 10 minutes.

Checkpoint 5.9: Draw the unknown

Objectives:

● To train participants about hot to convey information to other people correctly


and efficiently in various ways.
● To make sure that all participants can predict things correctly with the
knowledge given.
● Participants can construct a wise strategy to accomplish the task given.

Durations:

15 minutes

Tools:
Marker pen, drawing block, rope

Instruction:

1. 18 people in a group will be divided into 2 groups consisting of 9 members


each.
2. Then one of the members from each group needs to follow the station master
far from the place.
3. After that, the station master will tell the rest about a couple of things that they
need to draw.
4. Then, the station master will bring the members who were put far away back to
their teams.
5. The team will be provided with a drawing block that is already attached with 8
strings of rope at every side.
6. The person who gets to listen to the station master about what they are
required to draw must hold the rope with one hand.
7. Meanwhile the members who were brought far away before will be provided a
marker pen.
8. Then he/she needs to stand still and put the marker pen on top of the drawing
block while holding the pen.
9. The person who is going to draw is the person who holds the marker pen but
in fact he/she did not know about whatever things they are going to draw.
10. This when all the other members come in handy where they need to move the
drawing block until the required picture is perfectly done.
11. The person who holds the pen needs to guest the picture correctly in order to
complete the task successfully.

Checkpoint 5.10: The Ostrich's egg

Objectives:

● All participants can learn about how to construct a wise strategy that can
solve a problem efficiently.
● Participants can inculcate the camaraderie between each other.
● Participants will learn about how to not give up and still give the best out of
the best in order to finish a task.
Duration:

15 minutes

Tools:

PVC netting, ping pong balls, sticks.

Instruction:

1. All 18 members will be divided into 3 groups consisting of 6 members each.


2. All members will be provided with a stick (batang lidi).
3. They need to use the stick to bring out all three ping pong balls inside a pvc
netting cage.
4. There will be 3 cages in total and each cage has 3 ping pong balls, so the total
of ping pong balls is 9.
5. The duration given is only 10 minutes for each group to bring out all 3 balls.
6. A group (18 people) is considered as successful when they successfully give
the stationmaster all 9 ping pong balls.

MODULE 6: THE JAGUAR SHRINE Tools Venue


Storyline: ● Jaguar eyes for each group. Makan D Hutan
● The Jaguar Shrine is a mountain colossus in the shape of a Jaguar sighted in ● Jaguar eyes have already
the heart of the dimension in the video game version of Jumanji, serving as an been hidden during the 23rd.
important location and resting place of the game's focal point, the Jaguar's ● PREPARE ALL HINTS.
Eye.
● Make sure all groups get the
Objectives: Jaguar eyes.
● Faci can help their group to
● Participants need to find the Jaguar eye and put it in the jaguar's shrine at The find the Jaguar Eyes.
Parrish Tree House( Makan D Hutan) ● There will be 4 INTRUDERS
● To complete the game before escaping the Jumanji. that will disturb the groups.
● INTRUDERS need to prepare
Durations: a simple game to be played
2 hours with the participants.
Instructions:

1. The main objective of this module is for participants to find the exact location
of the Jaguar eyes
2. There are a total of 12 Jaguar eyes and each team needs to find only one
Jaguar eye.
3. During this module, each group will be required to open all of their HINTS that
they get from the previous modules.
4. Each HINTS contains clues for the location of the Jaguar eye.
5. Group with lots of HINT will be at an advantage if they can use all the HINTS
wisely.
6. Meanwhile, groups with less number of HINT can also be given chances to get
HINTS by completing a few challenges prepared by facilitators.
7. All groups will be given approximately two hours to find the Jaguar eyes
using the HINTS that they have.
8. The location of the Jaguar eye is somewhere located around the Savanna Hill
venue.

SURPRISE ATTACK!

1. During the activity, there will be a sudden loud siren voice that can be heard
from all over the place.
2. The siren voice indicates that INTRUDERS will appear to distract all teams.
3. Intruders can take back a HINT if they manage to catch the group's leader.
4. A group can protect their HINTS by playing some games with the INTRUDERS.
5. If they win the game, they can pass through the INTRUDERS with their HINTS
safely.
6. After that, they can proceed to find the Jaguar eye within the set time.
7. The team who finds the Jaguar eyes first needs to quickly bring the Jaguar
eye to the The Parrish Tree House( Makan D Hutan)
8. A loud siren voice will be played to indicate that the game has ended.
9. All teams need to quickly gather at the main hall.
10. The leader of the team who found the Jaguar eyes first needed to put back the
Jaguar eye onto its Jaguar shrine during the closing ceremony as a gimmick.
11. Facilitators will explain the rationale for the module in their own group.
MODULE 7: JUNGLE RAWR Tools Venue
Storyline: ● Sharveen professor russel Indoor-hall
video (shot during 23rd).
● Upon reaching the Jaguar shrines with Jaguar eyes obtained from MODULE 6, ● Technical need to prepare
you and your friends are about to celebrate the upcoming success of finding audio for every group.
the Jaguar eye and putting it to its Jaguar Shrine, save JUMANJI and return
back to reality. BUT you forgot that Professor Russel is still out there looking
for the jaguar eyes! He managed to take all the jaguar eyes that you put at the
Jaguar Shrine during module 6. But don't worry as Professor Russel has his
vital weakness which is a loud sound. In order for you to retrieve back all the
Jaguar eyes you have to showcase every talent that you have, singing,
dancing, and doing tricks in the jungle to chase him away and get back all the
Jaguar eyes. Thrills all over the place indicate that you will be the person that
will save JUMANJI in the nick of time!

Durations:

2 Hours 30 minutes

Instructions:

1. Every team needs to showcase their prepared performances.


2. They can sing, dance, or do whatever things regarding talent that they have.
3. Team with the most outstanding performances will receive a new hint as the
reward.

Jungle rawr part 1:

1. Before the participants start to showcase their performances, every group will
be asked to put their Jaguar eyes at MakanDI Hutan, which means that they
don't need to hold the Jaguar eye all the time.
2. Then, little that they know that they had put all the Jaguar eyes at risk
because professor Russel will STROLL around and take all the Jaguar eyes
3. Things get more chaotic when he tells all the participants that if they don't
find the Jaguar eyes within the time given, then they all will be eaten by a pack
of wild wolves and they will never escape JUMANJI safe and sound!
● Irfan and Qyla will ask the participants where they put The Jaguar
Eyes.
● Then they will be confused after hearing that question as they were
asked to put the Jaguar eyes at Makan D hutan during module 6.
● Filzah tells participants that she forgot to inform them that they
shouldn't put the Jaguar Eyes alone as Professor Russel is still out
there looking for the Jaguar Eyes.
● Everyone will act surprised and afraid of the situations that happen
during that time.
● Suddenly, Sharveen(professor Russel) video will pop out and show
the participants the moment when He took all the Jaguar Eyes.
● After the video ends, we will straight away start the performances.
● After the performances end, sharveen will come into the hall and say
that he couldn't hear any more noises.
● Sharveen will retreat and surrender.
● Sharveen will give back the Jaguar eyes for every group.

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