|
|
|||
|
||||
OverviewBased on the successful Youth Games Book by the same authors, this work features over 200 games to encourage interaction between adults and young people. Intended for youth and social workers, teachers, parents and games enthusiasts, these games should help young people to: develop literacy and numeracy skills; increase creativity and imagination; improve communication skills; cope with tension and stressful situations; ease the process of meeting new people; build trust, sensitivity and understanding; develop self-awareness and social skills; and build confidence. Full Product DetailsAuthor: Alan Dearling , Howie Armstrong , Jerry NevillePublisher: Russell House Publishing Ltd Imprint: Russell House Publishing Ltd Dimensions: Width: 15.00cm , Height: 1.30cm , Length: 21.00cm Weight: 0.295kg ISBN: 9781898924005ISBN 10: 1898924007 Pages: 232 Publication Date: 01 May 1994 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Out of stock ![]() The supplier is temporarily out of stock of this item. It will be ordered for you on backorder and shipped when it becomes available. Table of ContentsPart 1 Relationship games - ice-breakers: how, when and where to use; use of ice-breakers; planning checklist. Part 2 Puzzles and two-player games: lateral thinking puzzles; puzzles and games using paper and pencil; card tricks; coins; match-sticks; simple board games; cultural games; motor car and mini-bus games. Part 3 Relationship games - the heavy end: brainstorming and questionnaires; situations cards; computer game; truth game; give me five consensus game and other decision-making techniques; ending games, including parting gifts. Part 4 Ethnic games, including darts, dominoes, pool, card games, marble games, shove ha'penny, jacks and fivestones, musical chairs. Part 5 Activity games, including tag games, dodge ball, unihoc, can reach, frisbee games, the newspaper walk. Part 6 Commercial games: how to use commercial games with young people, including comments on games such as Scrabble, Pictionary, Uno and Close the Box; using computer games, machines and games consoles; maze-type puzzles. Part 7 Simulations: how they are used with older goups of young people and in staff training; examples - starpower, the tower game and news at ten. Part 8 Work with younger groups: planning advice, including name swap, Kim's game, jumbled newspapers, blind snake crawl and matchbox noses.ReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |