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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

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

  • Ask participants to be aware of personal space and being gentle when it comes to linking arms in the event that anyone in the group is more susceptible to being knocked over or losing their balance.

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

  • 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.