2026 Curriculum Overview
How to use this curriculum
This document is the master operations manual for the entire 2026 summer. Each week is themed and builds on the foundations established in Week 1. Every day follows the same time-block structure so campers and staff have consistent routines. Click any week tab above for the full daily breakdown, including step-by-step activity instructions written so a new staff member can run an activity confidently on day one.
Hand-off principle: any activity in this manual should be runnable by a single Activity Lead with no prior context. Each activity block lists supplies, setup time, the script the lead says aloud, the rules, watchouts, age modifications, and cleanup. Pre-stage supplies in the Master Bin System (see Universal Resources) the night before.
Four Operational Rules — Apply Every Day, All Summer
- Outdoor / park time does not start before 10:00 AM. The morning is intentionally indoor (morning meeting, indoor movement, hydration prep) until the second staff member arrives. This protects supervision ratios and gives campers a calm wake-up.
- Coaches do not go to the park alone — ever. Any trip to the outdoor park or any out-of-building activity requires two adult staff minimum. If only one staff is available, run the activity in the dojang, Activity/Viewing Room, or front lawn within sightline of the building.
- 12:30–1:30 is Quiet Reset / Nap Time with a movie. Campers regulate their nervous systems after lunch with a calm, age-appropriate G/PG movie. Younger campers may sleep on mats. Older campers may quietly draw, read, or watch. Lights dim. Staff voices low.
- Messy or risky activities run ONLY in the Activity/Viewing Room or Outdoors — NEVER on dojang mats. Anything wet, sticky, rolling, granular, or stainable is a no-go on the Taekwon-Do mats. This includes (but is not limited to): water, slime, glue, paint, food coloring, sand, rice, salt, marbles, glitter, marshmallow ammo, vinegar/baking soda, lemon juice, ink pads, balloon water-pop debris, sponges. Mats are for footwork, animal walks, stretches, and supervised pad/shield work only. If in doubt, ask the Director — but default to Activity/Viewing Room.
Master Daily Schedule
| Time | Block | Operational Notes |
|---|---|---|
| 7:30–8:45 | Early Drop-Off | Structured quiet play only (1 staff present) |
| 8:45–9:00 | Soft Start | Calm supervised stations (LEGO, coloring, puzzles) |
| 9:00–9:20 | Morning Meeting | Theme intro, rules, jobs, weather check, FREEZE practice |
| 9:20–9:45 | Indoor Movement | Stretches, indoor warm-ups, dojang-based games (waiting for 2nd staff) |
| 9:45–10:00 | Hydration / Sunscreen Prep | Water break, sunscreen application before going outside |
| 10:00–11:00 | Outdoor Gross Motor | Park / outdoor play — 2 staff minimum, no exceptions |
| 11:00–11:15 | Snack & Hydration | Mandatory water break — every camper drinks |
| 11:15–12:00 | Team Games | Structured teamwork activities (indoor or outdoor) |
| 12:00–12:30 | Lunch | Structured seating and cleanup |
| 12:30–1:30 | Quiet Reset / Nap + Movie | Lights dim, mats out for younger campers, calm movie playing |
| 1:30–2:00 | Choice Clubs | Structured autonomy — campers pick a station |
| 2:00–2:45 | Skill Workshop | Daily theme-focused skill activity |
| 2:45–3:30 | STEM / Craft | Hands-on structured learning |
| 3:30–4:00 | Afternoon Activities & Snack | Lower-energy structured activities + snack — campers are still in camp, pickup hasn't started yet |
| 4:00–6:00 | Pickup Window + Kids Cave | Pickup runs throughout this window. Kids Cave (computer games + YouTube Kids) opens for the day's best-behaved campers — others continue with supervised free-choice (Gaga pit, board games, coloring, LEGO) |
🎮 Kids Cave — Behavior-Earned Privilege (4:00–6:00 PM)
Each afternoon during Extended Pickup (4:00–6:00 PM), the camp opens Kids Cave — a dedicated supervised space with computer games and curated YouTube Kids content. Access is earned, not assumed. Only the day's best-behaved campers receive a Kids Cave Pass.
How Kids Cave Passes Are Earned
Throughout the day, staff watch for these positive behaviors:
- Followed FREEZE signal every time
- Used kind words; no unkind language toward peers
- Helped a teammate (cleanup, encouragement, sharing)
- Showed sportsmanship in games (cheered for others; handled losing gracefully)
- Listened the first time during transitions
- Completed cleanup without prompting
- Showed leadership / kindness toward a younger camper
- Tried something new or pushed through a hard moment
How Passes Are Awarded
- At 3:30 (during Snack & Pickup), Director and staff convene briefly. Each staff names campers who stood out for the listed behaviors.
- Aim for 5–8 passes per day (roughly 25% of campers). Some days more, some days fewer — based on who genuinely earned it.
- Passes announced privately to recipients during snack — quiet pride, not a public spectacle that shames others.
- Pass-holders enter Kids Cave at 4:00 PM. Each pass is good for 30 minutes of Kids Cave time, then they rotate out so the next pass-holder can rotate in.
- Campers without a pass do not feel left out — supervised free-choice remains active (Gaga pit, board games, LEGO, coloring, drawing). Multiple options are real fun.
Kids Cave Operating Rules
- Location: dedicated computer area in the Activity/Viewing Room (or designated Kids Cave space — never on dojang mats).
- Supervision: 1 staff member always present. Staff can see all screens.
- Content: YouTube Kids only (the kid-safe app, not regular YouTube). Pre-approved game list (kid-safe educational + casual: Roblox is NOT permitted; Minecraft Education or similar pre-vetted games OK; check Director for current list).
- Volume: headphones available; otherwise low-volume speakers.
- Time limit: 30 min per pass. If a camper has earned multiple times during the day, max 60 min per day.
- Behavior at Kids Cave: if a pass-holder is unkind, refuses to share, or breaks Kids Cave rules — pass is revoked. Not punitive, just a reset; they can earn back tomorrow.
- No social-media-style content, no live-streaming, no chat features, no camera/microphone use.
Why This Works
Behavior systems work best when they reward the positive instead of punishing the negative. Kids Cave gives campers a clear, daily, achievable goal — and gives staff a positive incentive to highlight every day. By the end of the summer, the Kids Cave pass is one of the most-treasured camp privileges.
Weekly Themes at a Glance
| Week | Theme | Dates | Notes |
|---|---|---|---|
| 1 | Camp Kickoff Adventure | May 26 – May 29 | 4-day Memorial Day Mon |
| 2 | Superhero Training Academy | June 1 – June 5 | Full week |
| 3 | Mad Scientist Week | June 8 – June 12 | Full week |
| 4 | Around the World | June 15 – June 19 | Full week |
| 5 | Water Wars Week | June 22 – June 26 | Full week |
| 6 | Survival Challenge | June 29 – July 2 | 4-day Independence Day Fri 7/3 |
| 7 | Olympic Games | July 6 – July 10 | Full week |
| 8 | Spy & Mystery | July 13 – July 17 | Full week |
| 9 | Creative Builders | July 20 – July 24 | Full week |
| 10 | Carnival Week | July 27 – July 31 | Full week |
| 11 | Summer Finale Party | Aug 3 – Aug 7 | Final week — emotional closure |
Camp Assets (referenced throughout)
- Gaga Pit — used regularly across all weeks
- Outdoor park — for gross motor and water activities (2-staff rule applies)
- Taekwon-Do dojang — kicking shields, focus mitts, hand targets, BOB dummy, agility ladders, mats
- Activity Room — arts & crafts, STEM tables, Quiet Reset / nap zone with screen
- Master Bin System — Bins 1–5 (Outdoor, Crafts, STEM, Quiet, Emergency)
Color-coded Activity Blocks
Activities throughout this manual use color tags matching the daily flow:
- MORNING Morning Meeting / circle
- INDOOR MOVE Indoor warm-up (9:20–9:45)
- GROSS MOTOR Outdoor (10:00+, 2 staff)
- TEAM GAMES Structured teamwork
- NAP / MOVIE Quiet Reset 12:30–1:30
- CHOICE Choice Clubs
- SKILL Skill Workshop
- STEM STEM activity
- CRAFT Craft activity
- PICKUP Snack / pickup
Week 1 — Camp Kickoff Adventure
Weekly Goals
- Help every camper learn at least 5 names (campers + staff) by Friday
- Establish camp routines, attention signals, transitions
- Build first-team identity (Red / Blue / Green / Gold)
- Ensure every camper feels safe, welcomed, capable
Why Week 1 matters most
Week 1 is the foundation. Goal is not entertainment — it is operational systems. By Friday, campers should know the FREEZE signal, where bathrooms and water stations are, what the Reset Zone is, and that adults at this camp use kind, consistent voices.
Movie suggestions (Quiet Reset 12:30–1:30)
Tue: The Mitchells vs. The Machines (PG, family) · Wed: Inside Out (PG) · Thu: Wall-E (G) · Fri: Ratatouille (G). All movies pre-screened by Director.
Morning Meeting — "Welcome to Your Summer" MORNING 9:00–9:20
Director welcomes campers, introduces all staff by name, walks through the day's flow. Distribute name tags. Demonstrate the FREEZE signal (staff yells "FREEZE" — campers stop, look, listen). Practice 3 times.
Three rules to teach today- Walking feet inside, running feet outside.
- Hands and feet to yourself.
- At this camp, everyone belongs.
Indoor Movement — Camp Stretch + Name Toss INDOOR MOVE 9:20–9:45
Activity 1: Camp stretch (10 min)
Standing circle in dojang. Lead the group through 6 simple stretches: neck rolls, shoulder shrugs, side bends, toe touches, lunges, jumping jacks (×20). This doubles as Taekwon-Do warm-up.
Activity 2: Name Toss (15 min)
- Standing circle. Hold a soft foam ball.
- Say your own name, then a camper's name across the circle, then toss the ball gently to that camper.
- That camper repeats: their name, calls a different camper, tosses.
- Run 5 minutes, pause, repeat. By round 3, most names are learned.
Human Bingo Relay (Outdoor) GROSS MOTOR 10:00–11:00
Purpose
Learn names while burning morning energy. Teaches walking-feet expectations on first outdoor day.
Supplies (for 30 campers)
35 bingo sheets (5×5 grid with prompts: "has a dog," "wears glasses," "plays soccer," "is 7 years old," "older sibling"), 35 pencils, 8 cones, clipboard for scorekeeper, water cooler.
How to run
- Mark a "Find Zone" with cones (the play area). Place clipboards/pencils in 4 team-color piles.
- Campers grab a sheet. On "GO!" they walk into Find Zone and find a different camper for each square.
- Camper writes the friend's name in the square. One name per square — must be a different person each time.
- First to fill a row yells "BINGO!" Continue until 5 BINGOs.
Rules
- Walking feet only.
- Ask first: "Hi, my name is ___. What's yours? Do you ___?"
- "Thank you!" if they say no.
Pool Noodle Obstacle Course TEAM GAMES 11:15–12:00
Supplies
12 pool noodles, 10 cones, 8 hula hoops, 2 jump ropes, 4 agility-ladder rungs.
Stations (in order)
- Hurdle Hop — 4 noodle hurdles between cones. Two-foot jumps.
- Cone Weave — slalom 6 cones with noodle held overhead.
- Hoop Hop — bunny-hop through 5 hoops.
- Agility Ladder — high knees, one foot per rung.
How to run
- Staff demos full course before any camper goes.
- One camper every 10 seconds. Next starts only when finish-line staff signals green.
- Each team races the clock. Total team time recorded. 3 rounds; teams beat their own time.
- No swinging or hitting with noodles. Vertical or overhead only.
- Cheering only — no booing.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Lunch (12:00–12:30): structured seating, cleanup, no food sharing.
Quiet Reset / Nap (12:30–1:30): Lights dim. Mats laid out for younger campers in a quiet zone. Older campers may color, read, or watch the movie. Movie: The Mitchells vs. The Machines (PG). Volume low. Staff voices low. No phones, no loud cleanup, no vacuuming. Floater monitors any camper who can't settle — gently redirect to coloring rather than waking the room.
Choice Clubs CHOICE 1:30–2:00
- LEGO Build Station — open build with master LEGO bin
- Coloring Station — camp-themed sheets, markers
- Card Games — UNO, Go Fish, War
- Quiet Reading Corner — picture books and chapter books
Cap each station at 8 campers.
Team Flag Creation SKILL 2:00–2:45
Purpose
Build first-day team identity. Each team (Red / Blue / Green / Gold) designs the flag they'll carry the rest of the summer.
Supplies
4 large poster boards, 4 marker bins, 4 dowels or paint stir sticks, masking tape, glue sticks, glitter pens, stickers.
How to run
- Each team huddles separately. Lead asks: "Team name? Team mascot? Team chant or motto?"
- Every camper must contribute (drawing, signature, sticker, color).
- At 2:35, teams stand and present their flag in 30 seconds.
Flags hang on the activity-room wall the entire summer.
Friendship Bracelets CRAFT 2:45–3:30
Supplies
Embroidery floss in 8 colors (3 ft per camper × 3 strands), tape, letter beads (optional), scissors (staff only).
How to run
- Pre-cut all yarn the night before. Tape one end to a clipboard or table edge.
- Demo a 3-strand braid slowly. Show a finished example.
- Campers braid; staff circulate to help with knots.
- Optional: 4 letter beads spelling first 4 letters of name.
- Tie off loosely on each camper's wrist with a square knot.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Sidewalk chalk at front walk (if 2 staff)
- UNO + Connect 4 + Jenga rotation
- LEGO bins
- Camp-themed coloring sheets
Staff communicate at sign-out: one positive moment + any concerns.
Morning Meeting — "What makes a strong teammate?" MORNING 9:00–9:20
Discuss: encouraging others, taking turns, listening, helping younger campers. Each team picks today's Encouragement Captain.
Indoor Movement — Tag Variations INDOOR MOVE 9:20–9:45
Dojang only. Freeze Tag (10 min): 2 taggers, anyone tagged freezes; teammates unfreeze by crawling under their legs. Octopus (10 min): 1 "octopus" in the middle, campers cross safely; tagged campers become seaweed (sit, can tag from the floor). 5 min cool-down stretches.
Spoon & Crab-Walk Relay (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 large serving spoons, 8 ping-pong balls, 12 cones, stopwatches.
How to run
- 4 lanes (one per team), cones at start and 30 ft turnaround.
- Round 1: spoon-and-ball walk. If ball drops, return to start.
- Round 2: crab walk to turnaround, run back.
- Round 3: partner wheelbarrow (older campers, on grass only).
Human Knot + Capture the Flag Lite TEAM GAMES 11:15–12:00
Human Knot (15 min)
- Circles of 6–8 campers.
- Each grabs two different hands across the circle — never neighbors, never both hands of the same person.
- Untangle into a single circle without letting go.
Capture the Flag Lite (30 min)
Two teams of equal size. Outdoor space split with cone line. Each team's flag (colored bandana) sits 5 ft inside their territory in plain view. Goal: cross into enemy territory and grab the flag without being two-finger-tagged. Tagged players go to "jail" cone. Teammates free them by tag (one freebie at a time).
- Two-finger tag only.
- No flag-guarding within 5 ft.
- Walk to jail, don't run.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Inside Out (PG). Lights dim, mats out, calm voices.
Choice Clubs CHOICE 1:30–2:00
- Gaga pit (cap 12)
- Teamwork puzzle station
- Card games
- Coloring
Team Communication Stations (3 rotations) SKILL 2:00–2:45
15 min each rotation.
- Back-to-Back Drawing: partners back-to-back. One has a simple drawing; describes it without naming the object. Partner draws. Compare.
- Silent Line-Up: team lines up by birthday month using only gestures — no talking. Time it.
- Telephone: a phrase whispered down a line of 8.
Debrief: "What made communication work?"
Marshmallow Tower Engineering STEM 2:45–3:30
Supplies (4 teams)
200 mini marshmallows, 300 toothpicks, 4 paper trays, table covers.
How to run
- Pre-sort supplies into team trays.
- Build the tallest free-standing tower in 30 minutes. Must stand 5 seconds untouched.
- All members contribute. No team touches another team's tower.
- FREEZE at 30 min. Measure, award Tallest / Most Creative / Most Resilient.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Gaga pit
- UNO + chess
- LEGO bins
- Drawing station
Morning Meeting — "Explorers find new things" MORNING 9:00–9:20
Theme: bravery, curiosity, helping each other figure things out. Hand each team an "Explorer Map" with today's first clue.
Indoor Movement — Mini Obstacle + Decoder Warm-up INDOOR MOVE 9:20–9:45
Quick indoor obstacle in dojang: bear-crawl across mats, 10 jumping jacks, balance beam (2x4 on grass mats), army-crawl under a table. Run twice. Then a 5-minute "decoder" warm-up — match shape symbols to letters on a board, prep for afternoon Adventure Day clue work.
Camp Scavenger Hunt Adventure (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 numbered clue sheets, 12 hidden clue cards (3 per route), 4 small "treasure" bags (small toys, stickers, candy-free), camera.
Setup
Pre-hide 3 clue cards along each team's route the morning of. Each clue points to the next location. Final clue leads to that team's treasure bag in a different zone.
How to run
- Each team gets a starting clue and a staff escort (follows but doesn't solve).
- Teams stay together. Reading clues is shared (different camper each time).
- Clues mix riddles, picture clues, counting tasks. ("Where you wash your hands? Look behind the door!")
- First team to retrieve all 3 clues + treasure returns to morning meeting circle.
Survivor-Style Team Stations TEAM GAMES 11:15–12:00
Stations rotate every 8 min. 4 stations:
- Memory Tray: 12 small objects on a tray, viewed 30 seconds, covered. Team writes what they remember.
- Knot Tying: 3-ft ropes; learn a square knot. Each camper ties one to keep.
- Balance Bridge: walk a 2x4 (laid flat on grass) carrying a paper cup of water without spilling.
- Puzzle Solve: 50-piece puzzle, team race against the clock.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Wall-E (G). Calm, quiet, low volume.
Choice Clubs CHOICE 1:30–2:00
- Gaga pit
- Adventure book reading corner
- Trail-mix making (allergy-aware: pretzels, raisins, cheerios)
- Drawing
Survival Basics & Knot Tying SKILL 2:00–2:45
Supplies
30 paracord pieces (3 ft each), printed knot diagrams, 4 small carabiners (demo only).
Sequence
- Demo and have everyone tie: square knot, bowline (8+ only), slip knot.
- Explain each knot's use.
- Mini quiz: "Which knot would you use to tie two ropes together?"
Build-a-Boat Engineering Challenge STEM 2:45–3:30
Supplies
Aluminum foil sheets (12-inch squares), straws, popsicle sticks, masking tape, 30 pennies, 2 large plastic tubs filled with water, towels.
How to run
- Each team builds a small foil boat with ONLY foil + 4 popsicle sticks + 6 inches of tape.
- 10-min build phase.
- Test: place boat in water tub. Add pennies one at a time until it sinks. Record max load.
- 5-min redesign phase.
- Final test. Award Highest Load and Best Design.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Decompression coloring
- UNO
- Outdoor free-play (Gaga, hopscotch — if 2 staff)
Morning Meeting — "Proud Moments" MORNING 9:00–9:20
Each camper shares one thing they're proud of from this week. Staff models first ("This week I'm proud I learned all 30 of your names!"). Quick weather + heat check before water-game day.
Indoor Movement — Dance Party Warm-up INDOOR MOVE 9:20–9:45
Freeze dance to camp-friendly playlist (Disney, kid-pop). Music stops, freeze pose. Last 5 min: yoga cool-down before sun exposure.
Water Game Day — Sponge Relay (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 buckets full at start, 4 empty at finish, 8 large sponges, towels, sunscreen station.
How to run
- Each team forms a line from full bucket to empty bucket (about 30 ft).
- First camper soaks sponge, walks to empty bucket, squeezes.
- Walks back, hands sponge to next teammate. Continue 6 minutes.
- At STOP, measure water in each empty bucket. Most water wins.
Run 3 rounds. Sunscreen applied before going outside.
Camp Olympics (5 Stations) TEAM GAMES 11:15–12:00
Rotation: 8 min per station.
- Hula Hoop Spin — most consecutive seconds.
- Jump Rope Marathon — total team consecutive jumps.
- Bean Bag Toss — points in 2 minutes.
- Balloon Keep-Up — keep 3 balloons off the ground for 90 sec (team).
- Bucket Balance — relay carry a half-full bucket without spilling.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Ratatouille (G).
Choice Clubs CHOICE 1:30–2:00
- Talent show practice
- Memory book first pages
- Card games
- Outdoor free-play (2 staff)
Talent Showcase SKILL 2:00–2:45
Optional, low-pressure. Sign-up sheet circulates morning. Acts: tell a joke, sing, dance, do a Taekwon-Do form, magic trick, read a poem.
Every act gets the same big cheer. No booing — staff redirect immediately. 1-minute cap each.
Camp Memory Books CRAFT 2:45–3:30
Supplies
30 small composition books, markers, stickers, glue sticks, printed mini-photos from week.
Pages
- "My Camp" — name, team, mascot
- "My Camp Friends" — list 5 new friends
- "Best Moment This Week" — drawing
- "Things I Learned" — short list
Books stay at camp; pages added each week. Go home final day of summer.
Awards & Pickup PICKUP 3:30–4:00
Quick awards ceremony — every camper gets a certificate. Suggested awards: Best Encourager, Most Helpful, Best Teamwork, Growth Mindset, Bravery Award, New Friend Maker.
Week 1 Supply Checklist (for 30 campers)
- 35 bingo sheets (printed)
- 40 pencils + 30 pens
- 12 pool noodles
- 20 cones
- 8 hula hoops
- 4 large poster boards
- Marker bins (4 colors mixed)
- 200 popsicle sticks
- 50 water balloons (Friday)
- Embroidery floss (8 colors)
- Pony beads + letter beads
- 200 mini marshmallows
- 300 toothpicks
- Aluminum foil (1 roll)
- Masking tape (2 rolls)
- 30 paper cups
- 4 buckets + 8 sponges
- 30 composition books
- Stickers + glitter pens
- Printed certificates (Friday)
- Sunscreen, towels, first aid
- Foam ball (Name Toss)
- Soft mats for nap zone
Week 1 Rainy Day Backup Plan
- Balloon volleyball in activity room
- Indoor freeze dance
- LEGO challenge (tallest tower / build-the-vehicle)
- Indoor scavenger hunt (clues throughout building)
- Charades with team scoring
- Board games rotation
- Team storytelling (one sentence each)
Week 2 — Superhero Training Academy
Weekly Goals
- Build confidence and teamwork through hero-themed challenges
- Encourage creativity and positive leadership
- Improve coordination and problem-solving
- Develop healthy competition and emotional resilience
Why Week 2
Week 1 established structure. Week 2 deepens belonging through play. The "hero" frame gives quieter campers permission to take risks, and gives bigger personalities a way to use their energy positively (heroes help — they don't dominate).
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: The Incredibles (PG) · Tue: Big Hero 6 (PG) · Wed: Megamind (PG) · Thu: Sky High (PG) · Fri: Spider-Man: Into the Spider-Verse (PG, pre-screen for any flashing scenes).
Common Week 2 Watchouts
Competition starts to rise. Watch for: arguments during games, exclusion ("you can't be on our team"), frustration with losing. Coach phrases: "Winning is never more important than kindness." "Strong leaders encourage others." "Take a breath and reset."
Morning Meeting — "What makes someone a hero?" MORNING 9:00–9:20
Discussion: heroes aren't always the strongest — they help others, stay calm under pressure, and use their powers to make people feel safer. Ask each camper: "If you had one super-power that helped people, what would it be?" Name the day's Kindness Captain per team.
Indoor Movement — Hero Stretch + Sidekick Tag INDOOR MOVE 9:20–9:45
Hero Stretch (10 min)
Lead the group through "hero poses": Superman pose (lying flat, arms forward, lift), Wonder Woman stance (wide legs, hands on hips, deep breath ×5), Hulk arms (overhead presses with no weight ×10), Spider-Man crawl (bear-crawl across mats).
Sidekick Tag (12 min)
- Two campers are "villains" with pool-noodle "freeze rays."
- If touched with the noodle, the camper freezes in a hero pose.
- A "sidekick" (any unfrozen teammate) can unfreeze them by giving a high-five.
- Round ends when all are frozen, or 4 minutes — switch villains.
Hero Training Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
10 cones, 6 pool noodles, 5 hula hoops, 4 jump ropes, 2 agility ladders, 4 kicking shields (from dojang) for "villain bash" station.
5-Station Course (rotation, 10 min each)
- Web Crawl — army-crawl 15 ft under a "spiderweb" of jump ropes laid on the grass.
- Speed Run — sprint 20 yds, slalom 6 cones back.
- Power Jump — broad-jump through 5 hoops.
- Villain Bash — 10 controlled palm-strikes on a held kicking shield (Taekwon-Do staff supervises form). No kicking unless a coach is holding the pad.
- Agility Ladder Hero Steps — 2 high-knee passes, 1 lateral pass.
How to run
- Demo every station before assigning teams.
- Teams of 6, one team per station, rotate clockwise on whistle.
- No timing or scoring — focus is technique, fun, finishing each station.
Save the City Relay TEAM GAMES 11:15–12:00
Setup
One end of the play area is "the city" (chalk-drawn skyline on the ground or a stack of cones). Around the city: 20 small "people" (plush toys or beanbags) representing trapped citizens. The other end is the "hero base."
Supplies
20 beanbags or small plush, 4 hula hoops (rescue zones), 8 cones, stopwatch.
How to run
- Each team takes turns. On "GO!" first hero runs from base to city, picks up ONE beanbag, runs back, drops in their team's rescue hoop, tags next teammate.
- Continue until all 20 are rescued. Team with fastest time wins the round.
- Round 2: heroes must rescue while pool-noodle "rubble" is in their path (light obstacles to step around).
- Round 3: pairs go (one camper carries a beanbag, the other carries a "spare hero").
- One beanbag per trip — heroes don't grab everything at once.
- Walking allowed for younger campers.
- No tagging or pushing.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Incredibles (PG). Lights dim, mats out for younger campers, calm voices. Floater handles any camper who can't settle.
Choice Clubs CHOICE 1:30–2:00
- LEGO Hero Build station
- Comic Book reading corner
- UNO / Go Fish
- Hero coloring sheets
Design Your Superhero Identity SKILL 2:00–2:45
Purpose
Self-expression. Each camper invents their own hero — name, costume, power, weakness, sidekick. They'll wear this identity all week.
Supplies
30 "Hero ID Card" worksheets (printed; 4 fields: Hero Name, Power, Weakness, Sidekick), markers, crayons, stickers.
How to run
- Brainstorm as a group — 5 silly examples ("Captain Lunchbox: power = sandwich teleport, weakness = mustard").
- Campers fill out their Hero ID Card. Every hero must have a weakness — heroes are not perfect, that's what makes them brave.
- Decorate the card. Optional: design a hero emblem.
- Last 5 minutes: each camper says their hero name + power to the group.
Cleanup
Cards go into a "Hero Roster" binder for the week. Bring them out daily.
Superhero Launchers (Popsicle Stick Catapults) STEM 2:45–3:30
Purpose
Engineering basics — store and release energy with rubber bands. Heroes "launch" small targets at a villain wall.
Supplies (per camper)
7 jumbo popsicle sticks, 5 rubber bands, 1 plastic spoon, masking tape. Plus: paper "villain wall" with 5 painted targets.
How to run — build (15 min)
- Stack 5 sticks. Wrap a rubber band around each end tightly. This is the "spring."
- Take 2 sticks. Bind them together at one end with another rubber band.
- Pry the 2 sticks apart and slide the spring stack between them. Wrap rubber bands at the join (criss-cross).
- Tape the spoon to the top arm. Catapult is done.
Test (15 min)
- Set out paper "villain" targets 4–6 ft away.
- Place a mini-marshmallow on the spoon.
- Push spoon down, release. Aim for villain.
- Each camper gets 5 launches. Reset after each.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO hero builds
- Hero coloring sheets
- UNO
- Gaga pit (if 2 staff)
Morning Meeting — "Heroes work together" MORNING 9:00–9:20
Today's theme: silent teamwork. Heroes don't always have radios — sometimes they have to communicate with hand signals. Demo 4 hand signals: STOP (open palm), GO (point), HELP (waving arms), DANGER (fist). Practice 5 minutes as a group.
Indoor Movement — Silent Tag INDOOR MOVE 9:20–9:45
Played in dojang. Rules: standard freeze tag, but no talking — only hand signals and pointing. If you talk, you freeze. This makes campers slow down and notice each other. Run 2 rounds, switch taggers.
Last 8 min: dynamic stretches before going outside.
Villain Tag — Outdoor Variation GROSS MOTOR 10:00–11:00
Supplies
4 colored pinnies (villains), 8 cones to mark territory, water cooler.
How to run
- 4 campers wear villain pinnies. Heroes (everyone else) start at "hero base" cone.
- Heroes must run from base to a "rescue cone" 30 yds away and back without being tagged.
- Tagged heroes go to "villain jail" (a marked cone). Rescued by a teammate's high-five.
- Switch villains every 4 minutes. Run 4 rounds.
- Two-finger tag only.
- Villains can't camp at the rescue cone (no closer than 5 ft).
- Walking jail returns only.
Rescue Mission Obstacle Challenge TEAM GAMES 11:15–12:00
Story
"A hero is trapped on the other side of the lava field. Your team must build a path and get them out without anyone touching the floor."
Supplies
15 paper plates or carpet squares (the only "safe" surfaces), 4 small plush toys (the "trapped heroes"), painter's tape to mark the lava field.
How to run
- Tape a 25-ft "lava field" on the floor of the activity room. The plush hero sits at the far end.
- Each team gets 5 plates. The team must move from one side to the other by stepping ONLY on plates, retrieve the hero, and bring it back.
- If anyone steps off a plate ("touches lava"), the whole team starts over.
- Plates can be picked up and moved forward, but only when no one is standing on them.
- 3 attempts per team. Fastest cumulative team time wins.
This is a thinking game. Staff resists telling them the strategy — let teams figure out plate-passing.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Big Hero 6 (PG).
Choice Clubs CHOICE 1:30–2:00
- Comic-book reading
- LEGO city build
- Hero card-game (UNO with hero rules)
- Drawing — design a sidekick
Hero Teamwork Stations (3 rotations) SKILL 2:00–2:45
Three 15-min stations. Each team rotates.
- Trust Walk: One camper blindfolded (bandana), partner verbally guides through a cone path. Switch halfway. Walk only. Calm voices only. "Leaders help people feel safe, not embarrassed."
- Tower Together: Build the tallest cup tower as a team in 4 minutes. Constraint: only one camper can touch a cup at a time, and team must rotate every 15 seconds.
- Hero Pose Mirror: Pairs face each other. One does a hero pose; partner mirrors exactly. Switch every 30 seconds. Teaches reading body language and eye contact.
Balloon Rocket Heroes (Force & Motion) STEM 2:45–3:30
Concept
Newton's 3rd Law: every action has an equal and opposite reaction. Air rushing out of a balloon pushes the rocket forward.
Supplies
30 balloons, 30 plastic straws, 50 ft fishing line or string (4 lengths), masking tape, paper "hero" cutouts.
Setup
String 4 lines across the activity room (chair to chair, taut). Thread each line through a straw before tying off the second end.
How to run
- Each camper inflates a balloon (don't tie) and pinches it shut.
- Tape the balloon to the straw with the open end pointing backward.
- Decorate with a paper hero cutout (5 min).
- Move straw to one end. Release the pinch. Rocket flies.
- Race: 4 rockets at once. Furthest distance wins.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Hero coloring
- UNO
- LEGO bins
- Quiet reading corner
Morning Meeting — "Inventors solve problems" MORNING 9:00–9:20
Discussion: every hero needs a gadget. The best inventors notice problems and ask "how could we fix that?" Each team picks a small everyday problem (sticky lunchboxes, lost socks, messy desks) and brainstorms a "gadget" idea for the afternoon STEM.
Indoor Movement — Hero Fitness Circuit INDOOR MOVE 9:20–9:45
5 stations in dojang, 2 minutes each. Music plays:
- Hulk push-ups (modified — knees down for younger campers)
- Spider-Man wall sits (30 sec)
- Flash sprints in place
- Wonder Woman star jumps
- Cap-Shield deflects (toss soft ball back and forth ×20 with a partner)
Hero Fitness Games (Outdoor) GROSS MOTOR 10:00–11:00
Game 1 — Capture the Gadget (25 min)
Variant of Capture the Flag using small "gadget boxes" (cardboard boxes wrapped in foil). Each team protects 2 gadget boxes; goal is to steal one from the other team's territory. Same rules as standard CTF: two-finger tag, jail, walking jail returns.
Game 2 — Lava Tag (15 min)
Hula hoops scattered as "safe islands." 1 tagger. Campers move island to island. Can stay on an island only 5 seconds. Tagged = sit out a round.
Game 3 — Gaga ball if Gaga pit accessible (10 min)
Standard Gaga rules. Cap at 12 players per round. Rotate.
Escape the Volcano Challenge TEAM GAMES 11:15–12:00
Story
"The volcano is erupting. Your hero team must escape across the chasm using only the items you have."
Supplies (per team of 6)
2 long jump ropes, 6 paper plates, 1 hula hoop, 1 stuffed animal (the "civilian" the team must rescue).
How to run
- Mark a "chasm" on the activity-room floor (12 ft wide) with painter's tape.
- Each team must transport the entire team + the civilian across the chasm using ONLY the supplies given.
- If anyone touches the chasm (between the tape), the team must reset.
- Time the attempt. Fastest team wins.
Staff resist offering solutions — let teams figure out using plates as "stepping stones," ropes for stability, etc.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Megamind (PG).
Choice Clubs CHOICE 1:30–2:00
- LEGO build — invent a gadget
- Comic creation station
- Card games
- Drawing — design your weakness symbol
Comic Book Creation Workshop SKILL 2:00–2:45
Supplies
30 pre-folded mini-comic books (4-page booklets, 6 panels per page), pencils, fine-tip markers, erasers.
How to run
- Demo: a comic page has panels. Show 3 published examples (kid-friendly).
- Story formula: Page 1 = Introduce hero. Page 2 = Problem. Page 3 = Hero's plan. Page 4 = Resolution.
- Campers draft their own comic featuring their hero from Monday.
- Last 5 minutes: gallery walk — comics laid out on table, everyone walks and looks. Compliments only.
Comics go in the camper's Memory Book.
Magnet Rescue Mission STEM 2:45–3:30
Concept
Magnets attract iron and steel. Heroes use magnets to rescue trapped "metal civilians."
Supplies
15 small bar magnets, 2 large plastic tubs, water (¾ full each), 30 paperclips, 30 small plastic toys (non-metal — distractors), 4 wooden dowels (for "fishing rod" magnets), string, tape.
How to run
- Build "rescue rods": tape a magnet to one end of a string, tie the other end to a dowel.
- Drop paperclips and plastic toys into a water tub.
- Race: who can rescue the most paperclips in 90 seconds without picking up plastic?
- Discuss: "What's the difference between the things the magnet pulled and the ones it didn't?" (Material).
- Round 2: rescue paperclips through a thin paper barrier (proof that magnetism works through some materials).
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Comic creation finishing
- UNO
- LEGO
- Quiet reading
Morning Meeting — "Secret heroes work in disguise" MORNING 9:00–9:20
Today is spy-mode. Heroes can't always shout — sometimes they whisper, watch, and notice. Practice the 4 hand signals from Tuesday. Hand each team a "Mission Briefing" envelope with the day's first clue.
Indoor Movement — Laser Maze Course INDOOR MOVE 9:20–9:45
Setup (10 min night before, refresh in 3)
String red yarn or crepe-paper "lasers" between dojang walls and chairs. Create a maze about 15 ft long with crossing strands at varying heights — some duck-under, some step-over.
How to run
- One camper at a time. Goal: reach the far end without touching any "laser."
- If you touch one, restart (or take a 5-second penalty for younger campers).
- Time each attempt. Fastest clean run wins.
While one camper runs, others stay on a marked "spectator line." No coaching shouts.
Spy Mission Scavenger Hunt (Outdoor) GROSS MOTOR 10:00–11:00
Setup (night before)
Hide 5 numbered "case files" (zip-lock bags with a small toy or sticker inside) at the park. Create a clue map with cryptic descriptions ("Where the green dragon climbs" = the green ladder at the playground).
How to run
- Teams of 6. Each team gets the same map but starts at different points.
- Teams must find all 5 case files in any order. They don't take the file — they take a Polaroid or phone-photo with staff and move on.
- First team to photograph all 5 wins.
- Stay together — no splitting up.
- Walking pace, not sprint.
- Headcount every 10 minutes by staff.
Decode the Clue Relay TEAM GAMES 11:15–12:00
Supplies
4 "code wheels" (cardstock A=1, B=2 wheel — pre-printed; print free templates), 4 coded message cards (e.g., "8-5-12-12-15 = HELLO"), pencils, paper.
How to run
- Each team gets 4 coded messages, one decoder wheel.
- Decode message → message gives a physical task (e.g., "do 10 jumping jacks together").
- Once task is done, team shows staff for the next coded message.
- First team through all 4 messages wins.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Sky High (PG).
Choice Clubs CHOICE 1:30–2:00
- Spy gadget LEGO build
- Code-breaking puzzles (printable)
- UNO
- Quiet drawing
Secret Agent Communication Games SKILL 2:00–2:45
3 stations, 15 min each.
- Spy Whisper Lineup: 8 campers in line. First gets a 7-word phrase whispered. Pass down the line. Compare end vs. start.
- Pictionary Spy: camper draws a "spy gadget" their team must guess in 60 seconds. No talking, no letters or numbers.
- Decode Drill: 5 short coded messages on cards; team races to decode all using the cipher wheel.
Invisible Ink Science Lab STEM 2:45–3:30
Concept
Lemon juice contains carbon compounds. When heated, they oxidize and turn brown — revealing the "invisible" message.
Supplies
Lemon juice (½ cup), water (½ cup), small bowls, cotton swabs (1 per camper), white paper, hair dryer or warm light bulb (for revealing — staff only), printed "spy log" cover sheets.
How to run
- Mix equal parts lemon juice and water in a small bowl.
- Each camper writes a short secret message on white paper using a cotton swab dipped in the lemon mix. Let dry 5 minutes.
- Once dry, swap papers with a partner.
- Staff carefully heats each paper with a hair dryer (medium heat, 6 inches away). The message browns into view.
- Discuss: why? Heat oxidizes carbon. (Staff-friendly explanation.)
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Spy log decoration
- UNO
- LEGO
- Quiet reading
Morning Meeting — "What kind of hero are you becoming?" MORNING 9:00–9:20
Each camper says one thing they did this week that took bravery (asking for help, trying a new game, comforting a friend, finishing a hard project). Staff shares first.
Indoor Movement — Hero Cape Parade Practice INDOOR MOVE 9:20–9:45
Lighter movement today since afternoon has Hero Olympics. Stretches + practice the "Hero Parade" — slow walk in a single line through the activity room, each camper striking a hero pose at the marked spot. Run it 3 times so the parade goes smoothly during the afternoon ceremony.
Water Rescue Games (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 buckets, 8 sponges, 30 small plastic toys ("citizens" to rescue), 4 hula hoops, towels.
How to run
- Game 1 — Sponge Squeeze (15 min): standard sponge relay (full bucket to empty bucket).
- Game 2 — Citizen Rescue (15 min): small toys floating in a kiddie pool. Heroes use sponges to "scoop" the toys into their hula-hoop "rescue base." No hands.
- Game 3 — Splash Tag (15 min): 1 "villain" with a wet sponge. If sponged, you sit for 30 sec then rejoin. Quick rounds, switch villains often.
Hero Olympics Stations TEAM GAMES 11:15–12:00
- Cape Toss: beanbag toss into a Hula Hoop "vortex" — points by distance.
- Mighty Lift: hold a (light) plank for as long as possible (max 60 sec).
- Speed Burst: 30-yd shuttle run, best of 3.
- Aim of Justice: beanbag-toss accuracy at a target.
Each station awards 1–4 points based on order of finish. Team total announced at graduation.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Spider-Man: Into the Spider-Verse (PG — Director pre-screens for any flashing scenes; if concerns, swap to The Lego Movie).
Choice Clubs CHOICE 1:30–2:00
- Cape decoration station (final touches)
- Hero ID card touch-up
- UNO
- LEGO bins
Hero Graduation Ceremony & Awards SKILL 2:00–2:45
Setup
Set chairs in rows facing a small "stage" area. Hero ID cards lined up on a table. Award certificates printed (one per camper).
Run order
- Director welcomes "Heroes of Camp."
- Each team marches the practiced parade (cape on, hero pose at the mark).
- Director calls every camper by hero name + reads their power. Hand them a graduation certificate.
- Team awards: Best Encourager, Most Helpful, Most Creative Hero, Most Improved, Best Sidekick (peer-nominated by team).
- Group cheer — "Heroes of Camp Broken Arrow's Best!"
Every camper gets recognized. No one leaves without a certificate.
Hero Masks & Capes Craft CRAFT 2:45–3:30
Supplies
30 pre-cut felt masks (eye-cutouts, attached elastic — pre-prep night before), 30 pre-cut fabric "capes" (rectangular felt with neck-tie ribbon), fabric markers, glitter glue, sticker emblems, scissors (staff only).
How to run
- Demo a finished mask + cape.
- Campers decorate. Encourage matching to their hero ID from Monday.
- If time: photo booth — staff takes a quick hero photo for camper memory book.
Capes go home Friday afternoon (or stay at camp for next week if camper requests).
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Quiet stations. Staff communicate: 1 positive moment from the week + any concerns. Hand parents a small "Hero Roster" printout if requested.
Week 2 Supply Checklist (for 30 campers)
- 30 Hero ID Card worksheets (printed)
- 4 large poster boards
- Markers, crayons, glitter pens
- 30 mini-comic booklets (pre-folded)
- 30 jumbo popsicle sticks ×7
- 150 rubber bands
- 30 plastic spoons
- Mini-marshmallows (1 bag)
- 30 balloons
- 30 plastic straws
- 50 ft fishing line / string
- 15 small bar magnets
- 30 paperclips + 30 plastic small toys
- 4 wooden dowels
- 2 large plastic tubs (water)
- Lemon juice (½ cup), water
- 30 cotton swabs
- White paper (1 ream)
- Hair dryer (staff-only use)
- 4 cardstock decoder wheels (printable)
- Painter's tape (2 rolls)
- Red yarn / crepe paper (laser maze)
- 4 colored pinnies (villains)
- 30 felt mask blanks (pre-cut)
- 30 felt cape blanks (pre-cut)
- Sticker emblems, fabric markers
- Sunscreen, towels, water cooler
Week 2 Rainy Day Backup Plan
- Hero charades
- Balloon volleyball
- LEGO hero challenge (build the gadget)
- Indoor scavenger hunt with hero clues
- Freeze dance with hero poses
- Team storytelling — "the day a hero saved camp"
- Hero trivia (printable Q&A from kids' superhero comics)
Staff Notes for Week 2
- Keep transitions fast and structured — heroes don't wait around.
- Avoid overly competitive language; reframe wins as team effort.
- Use countdowns frequently — "Heroes, 3-2-1, freeze!"
- Pair older campers (mentor-heroes) with younger campers strategically.
- Praise teamwork and kindness constantly. Public shout-outs.
- Keep movement frequent to reduce behavioral issues.
Week 3 — Mad Scientist Week
Weekly Goals
- Encourage curiosity, observation, and creative thinking
- Introduce basic STEM concepts through hands-on experiments
- Practice teamwork during messy, structured science work
- Build confidence through "predict-test-explain" cycles
Why Week 3
By Week 3 campers know each other and routines are second-nature. This week leans into productive mess. The structure of "predict, then test, then explain" gives quieter campers a way to shine and gives high-energy campers a way to channel that energy through experimentation.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Meet the Robinsons (G) · Tue: Flubber (PG) · Wed: Wallace & Gromit: Curse of the Were-Rabbit (G) · Thu: Honey, I Shrunk the Kids (PG) · Fri: Wall-E (G — repeat OK, very calm).
Common Week 3 Watchouts
- Spills, sticky surfaces, food coloring on clothes — pre-cover tables, have wipes ready, send a parent reminder Sunday: "wear clothes that can get messy this week."
- Lab safety language matters. "Goggles on" is a non-negotiable rule whenever any liquid is being mixed — this builds the habit early.
- Adults supervise all chemical demonstrations directly. No camper unsupervised at a wet station.
Morning Meeting — "What does a scientist do?" MORNING 9:00–9:20
Discussion: scientists notice things, ask questions, predict, test, and write down what happens. Today every camper becomes a scientist and gets a "lab badge." Show the 4 lab rules, taught as a chant: Goggles on. Hands clean. Walk slow. Listen first.
Indoor Movement — Mad Scientist Stretch + Atom Tag INDOOR MOVE 9:20–9:45
Mad Scientist Stretch (10 min)
Lead through silly themed stretches: "stir the potion" (arm circles ×10 each direction), "test tube tip" (toe touches ×10), "lightning bolt" (lateral lunges ×10), "exploding atom" (star jumps ×15).
Atom Tag (12 min)
- Designate 2 "electrons" (taggers).
- If tagged, the camper joins hands with the electron — they now move together.
- Once a chain reaches 4 campers, it splits into two pairs (the "atom splits").
- Goal: see how fast the whole room becomes pairs.
Mad Scientist Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 plastic test-tube props or beakers, 4 plastic spoons, 30 ping-pong balls (the "atoms"), 12 cones, 4 buckets, 4 lab coats (oversized white t-shirts work), water cooler.
Round 1 — Beaker Relay (15 min)
- 4 lanes, cones at start and 25-yd turnaround.
- First scientist puts on the lab coat, runs with a "beaker" (cup) to the turnaround, dumps a ping-pong ball into the team bucket, runs back, hands lab coat to next.
- Most balls in the bucket after 8 minutes wins.
Round 2 — Atom Spoon Race (15 min)
Standard spoon-and-ball relay (ball cannot drop). 25-yd course. 3 rounds.
Round 3 — Lab Crawl (15 min)
Bear-crawl 15 yds, run back. Build core strength, channel energy.
Human Machine Teamwork Challenge TEAM GAMES 11:15–12:00
Concept
Teams build a "human machine" — every camper is a moving part. Sound effects + repetitive motions combine into one machine.
How to run
- Each team huddles with a card naming a "machine to invent": The Pancake Maker, The Sock-Folder 3000, The Recess Bell-Ringer, The Bubble Generator.
- Teams have 15 min to design. Every camper must be a part — at least one repetitive motion + at least one sound.
- Performance: each team performs their machine for 30 seconds. Then pause. Then add a "speed up" or "break down" twist.
- Audience guesses what the machine does.
This is a creativity activity, not a competition — every machine gets a big cheer.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Meet the Robinsons (G). Lights dim, mats out, calm voices. Floater monitors any camper who can't settle.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design your own "lab"
- Coloring (mad-scientist themed printables)
- Puzzle station
- Card games
Create Scientist Names & Lab Badges SKILL 2:00–2:45
Purpose
Each camper invents their scientist alter-ego. They wear the badge all week (just like Hero IDs in Week 2).
Supplies
30 blank "Lab Badge" templates (pre-printed with lanyard hole), markers, stickers, lanyards (cheap), holographic stickers, glitter.
How to run
- Brainstorm aloud — 5 funny scientist names ("Dr. Pickle," "Professor Zap," "Dr. Macaroni").
- Campers fill the badge fields: Scientist Name, Specialty (e.g., "exploding sandwiches"), Lab Motto.
- Decorate. Attach lanyard.
- Closing 5 min: each scientist introduces themselves to the lab.
Badges go in a basket nightly; lab assistant (staff) hands them back at the start of each lab activity.
Volcano Eruption Experiments STEM 2:45–3:30
Concept
Acid (vinegar) + base (baking soda) = chemical reaction producing carbon dioxide gas — the "lava" overflow.
Supplies (4 team volcanoes)
4 plastic 16-oz bottles, modeling clay or play-doh (volcano shape around the bottle), 1 box baking soda (1 cup per volcano), 1 large bottle white vinegar, red and yellow food coloring, dish soap (1 tbsp per volcano), funnels, large plastic trays to contain mess, paper towels.
Setup (do night before — clay volcanoes harden overnight)
Pre-shape clay around each plastic bottle so it looks like a volcano. Place bottle on tray. Pre-measure baking soda into 4 small cups, vinegar into 4 small jugs.
How to run
- Goggles on. Lab rules chant.
- Each team predicts: "How high will the lava go?" Write predictions on a sheet.
- One camper at a time adds an ingredient under staff supervision: 1 cup baking soda → 5 drops red dye → 3 drops yellow → 1 tbsp dish soap.
- On a 3-2-1 countdown, pour ½ cup vinegar in. Volcano erupts foamy "lava."
- Discuss: did it match the prediction? Why does it foam? (Soap traps the CO2 bubbles.)
- Round 2: experiment by varying ratios. "What if we use double the baking soda?"
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO labs
- Science coloring pages
- Puzzle bins
- UNO
Morning Meeting — "What is matter?" MORNING 9:00–9:20
Quick lesson, kid-friendly: matter comes in 3 main forms — solid, liquid, gas. Today we're going to make something that's BOTH solid and liquid (a non-Newtonian fluid). Show 3 mystery jars: water, sand, and a sealed jar of pre-made slime. Let campers guess "which one is solid, which is liquid?" The slime fools them.
Indoor Movement — Molecule Tag INDOOR MOVE 9:20–9:45
How to run
- Music plays. Campers move freely (walk, skip, side-step) — they're floating "molecules."
- Staff calls out a number: "Group of 3!" Campers must instantly group into 3s. Anyone left out becomes a "free molecule" and helps call the next number.
- Continue with 4, 2, 5, 6 — increasing complexity.
- Last 3 min: full freeze, deep breath, water break.
Outdoor Lab Olympics (Outdoor) GROSS MOTOR 10:00–11:00
Stations rotate every 12 min:
- Beaker Toss — beanbag toss into 4 increasingly distant cups. 5 throws each.
- Speed Lab — 30-yd shuttle sprint timed with a stopwatch.
- Lab Crawl Course — pool noodle hurdles + bear-crawl tunnel + cone weave.
- Gaga Pit — 12 campers max per round, standard rules.
Science Station Rotations TEAM GAMES 11:15–12:00
4 short stations, 10 min each. Mini observation experiments — campers predict, then watch, then explain.
- Sink or Float: 8 small objects, water in a tub. Campers predict, then test.
- Magnet or Not?: 10 small objects, 1 magnet. Predict, test, sort.
- Heavier or Lighter?: two-pan balance scale, 6 mystery objects. Predict pairings.
- Smell Test: 4 tiny cups under cloth (lemon, vinegar, mint, vanilla — all safe). Smell only, guess.
Each team carries a clipboard to write predictions and results. Teaches the scientific method without naming it.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Flubber (PG). Calm, kid-friendly, science-themed.
Choice Clubs CHOICE 1:30–2:00
- LEGO labs
- Brain-teaser puzzle station
- UNO
- Drawing — "design your own slime monster"
Famous Inventors & Scientists Discussion SKILL 2:00–2:45
Setup
Print 6 large cards, one inventor per card with photo + 2 fun facts. Suggested: Marie Curie, George Washington Carver, Mae Jemison, Thomas Edison, Temple Grandin, Katherine Johnson.
How to run
- Director shows each card and reads the 2 fun facts.
- Quick "guess what they invented" mini-quiz.
- Group into teams of 4. Each team picks one inventor and acts out a 60-sec "invention discovery skit."
- Perform skits. Audience claps for every team.
Goal: representation. Show campers a wide range of inventor faces, backgrounds, and types.
Slime Laboratory Creation STEM 2:45–3:30
Concept
White glue (PVA) plus contact-lens solution (containing boric acid + sodium borate) cross-links the polymer chains, making a stretchy non-Newtonian goo.
Supplies (per camper)
½ cup white school glue, ½ cup water, 1 tbsp baking soda, 1–2 tsp contact lens solution (must contain boric acid), food coloring (optional), glitter (optional), small zip-lock baggie to take it home.
Plus: large plastic bowls, mixing spoons, table covers (mandatory), wipes.
Recipe (one batch per camper)
- Goggles on (carry through the whole week's safety habit).
- In bowl: pour ½ cup glue + ½ cup water. Stir.
- Add 2 drops food coloring + a pinch of glitter (optional). Stir.
- Stir in 1 tbsp baking soda.
- Add contact lens solution 1 tsp at a time, stirring after each. Slime begins to clump.
- Knead with hands once it pulls away from bowl. If too sticky → add ½ tsp solution. If too stiff → knead more (don't add water).
- Place in zip-lock to take home. Label with camper's name.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Slime show-and-tell on a tray (hands clean first)
- UNO
- LEGO
- Quiet drawing
Morning Meeting — "What problem will you solve?" MORNING 9:00–9:20
Inventors notice problems. Each team picks ONE problem to "invent" a fix for today (during the afternoon STEM build). Examples: "the dog won't come when called," "my pencil keeps rolling off my desk," "I forget my homework." Write team's chosen problem on a card.
Indoor Movement — Robot Dance + Robot Tag INDOOR MOVE 9:20–9:45
Robot Dance (8 min): robot-style freeze dance — when music stops, freeze in a stiff-robot pose. Robot Tag (15 min): all campers move only in straight lines and 90-degree turns (no diagonals). 1 tagger. If you're tagged, "battery dies" — sit and wait for a teammate's high-five "recharge."
Robot Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5-station course with a robot/inventor theme. Pool noodles, cones, hula hoops, jump ropes, agility ladder.
- Servo Slalom — weave 8 cones with stiff arms (robot-style).
- Battery Hoist — squat to pick up a beanbag, walk it 10 ft, place in a hoop, return.
- Wire Walk — heel-toe on a chalk line for 15 ft.
- Power Surge Sprint — 30-yd straight-line sprint.
- Reset Mode — drop into a "shutdown" position (lying flat, eyes closed) for 3 seconds, then continue. Teaches the value of pause.
Run 3 rotations. Encourage campers to time themselves and improve.
Tallest Tower Challenge TEAM GAMES 11:15–12:00
Supplies (per team)
30 plastic cups, 50 popsicle sticks, masking tape (3 ft per team), 1 large index card.
How to run
- Each team has 25 minutes to build the tallest free-standing tower using ONLY supplies above.
- Tower must stand untouched for 10 seconds.
- Constraint: at minute 12, staff calls "EARTHQUAKE!" Teams must stop building for 30 seconds. (Builds resilience.)
- Measure each tower at the end.
Awards
Tallest, Most Stable (passes a paper-fan wind test), Most Creative.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Wallace & Gromit: Curse of the Were-Rabbit (G).
Choice Clubs CHOICE 1:30–2:00
- LEGO build — invent a gadget
- Drawing — sketch your invention
- Card games
- Quiet reading (science books)
Invention Brainstorming Lab SKILL 2:00–2:45
Purpose
Practice the brainstorm-to-blueprint process. Teams develop the rough plan they'll build during the STEM hour.
Supplies
Big sheets of butcher paper or flip-chart, markers, sticky notes, "blueprint" frames (printed graph paper).
How to run
- Each team revisits the morning's chosen problem.
- Brainstorm rule: "All ideas are good ideas. We write them all down first; we judge later."
- 5 min — write every idea on sticky notes (one per note), stick on butcher paper.
- 5 min — group similar ideas.
- 10 min — vote on top idea, sketch a rough blueprint.
- 10 min — list the materials they'll need (from a supply menu staff posts).
Closing 5 min: each team shares their "invention name" with the lab.
Balloon Inflation Experiment + Build the Invention STEM 2:45–3:30
Part 1 — Quick experiment (10 min)
Demo: vinegar + baking soda inflates a balloon (no flame, no fire). Each team gets a 16-oz plastic bottle, 2 tbsp baking soda funneled in, and a balloon stretched over a small bottle of vinegar. Teams pour the vinegar in, quickly cap with the balloon — the gas inflates the balloon. Discuss: same gas as Monday's volcano (CO2).
Part 2 — Build the invention (30 min)
Teams build their morning-planned invention. Supply menu (each team gets a "build budget" of 10 items):
- Cardboard tubes (toilet paper / paper towel)
- Popsicle sticks
- Plastic cups
- Aluminum foil
- Rubber bands
- Tape (1 ft of duct tape per team)
- Yarn / string
- Construction paper
End: each team presents their invention in 60 seconds. What problem? How does it work? What did you learn?
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Inventions on display
- UNO
- LEGO
- Coloring
Morning Meeting — "What is a chemical reaction?" MORNING 9:00–9:20
Discussion: a reaction is when two things combine and CHANGE (not just mix). Examples: cooking pancakes, rusting bikes, fizzing volcanoes. Today is reaction day — bring the goggles. Costume cue: encourage campers to come with messy hair / a wacky-hair vibe (announce night before).
Indoor Movement — Crazy Hair Yoga INDOOR MOVE 9:20–9:45
Light yoga + silly stretches in dojang. Themed poses: "frizzy hair pose" (jumping jacks), "lab coat lunge" (alternating lunges), "chemistry crab" (reverse plank hold ×30 sec). Ends with deep breaths to settle before outdoor heat.
Lab Escape Outdoor Challenge GROSS MOTOR 10:00–11:00
Story
"The lab is overheating! Heroes must collect the cooling crystals (beanbags) and deliver them to the safe zone before time runs out."
Setup
4 zones marked with cones: Lab (start), Crystal Field (middle), Hazard Zone (must avoid), Safe Zone (finish). 30 beanbags scattered in Crystal Field. 6 cones in Hazard Zone (campers must weave around).
How to run
- Each camper makes a single-trip relay: Lab → Crystal Field → grab 1 beanbag → weave through Hazard Zone → Safe Zone → tag next camper.
- Teams compete to deliver the most crystals in 12 minutes.
- Round 2: pair scientists (2-camper trips). One holds the crystal, one navigates.
- Round 3: silent round — no talking, only hand signals (callback to Week 2 spy day).
Potion Station Challenge TEAM GAMES 11:15–12:00
Concept
Color-mixing as "potion-making." Teams produce a target color by combining "potions" (colored water) from base stations.
Supplies
3 base "potions" — red, yellow, blue colored water in jars. Plastic cups, droppers (1 per team), spoons, "target" color cards (purple, orange, green, brown, pink, etc.), worksheets to record ratios, table covers, towels.
How to run
- Each team gets a target color card.
- Using droppers, mix red + yellow + blue water in a cup until it matches the target.
- Record the recipe (e.g., "10 red + 4 blue = purple").
- When done, get a new card.
- Bonus challenge: "match brown" or "match peach" — harder mixes that require trial and error.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Honey, I Shrunk the Kids (PG).
Choice Clubs CHOICE 1:30–2:00
- Drawing — design your own crazy lab
- LEGO labs
- Card games
- Quiet reading
Crazy Scientist Hair & Hat Contest SKILL 2:00–2:45
Purpose
Light-hearted, low-stakes self-expression. Builds buy-in for tomorrow's Science Fair.
Supplies
Construction paper, pipe cleaners, glitter glue, paper plates (hat bases), markers, mini-pom-poms, paper "test tube" cutouts, double-sided tape.
How to run
- Each camper builds a paper-plate "crazy scientist" hat: pipe cleaners as antennas, paper test tubes glued on, etc.
- Optional: kid-safe washable hair-color spray only with parental permission collected ahead of time. Otherwise stick to hats.
- Last 5 min: parade the lab, votes for Wackiest, Most Creative, Most Scientific.
Every camper gets recognized. Photos for the Memory Books.
Elephant Toothpaste Demonstration (Staff-Led, Eyes-Wide Watch) STEM 2:45–3:30
Concept
Hydrogen peroxide breaks down into water + oxygen. Yeast acts as a catalyst, speeding the reaction. Trapped in dish soap → an enormous foam tower.
⚠ Adult-led demonstration only. Campers observe — they do not handle the peroxide.
Supplies
Kid-safe version: 3% hydrogen peroxide (drugstore strength — NOT 30% lab strength), dish soap, dry yeast, warm water, food coloring, an empty 16-oz bottle, large plastic tray to contain the mess, goggles, gloves for the lead.
How to run
- Campers in a horseshoe at safe distance (8+ ft). Goggles on for everyone.
- Lead pours ½ cup peroxide into the bottle. Adds 2 drops food coloring + 2 tbsp dish soap. Swirls.
- In a separate cup: 1 tbsp dry yeast + 3 tbsp warm water. Stir until creamy. Wait 1 min.
- Pour the yeast mix into the bottle. Step back.
- Foam erupts in a fast tower. Discuss reaction (gas + soap + catalyst).
- Round 2 (optional): vary food coloring. Round 3 (optional): a smaller bottle (faster eruption).
Campers may carefully touch the foam after a 2-minute cool-down (3% peroxide reaction is slightly warm but safe; the foam itself is mostly soap by the time they touch it). Wash hands after.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Hat parade photos
- Quiet drawing
- UNO
- LEGO
Morning Meeting — "Teach what you learned" MORNING 9:00–9:20
Today every camper teaches at least one thing they learned this week to another camper. Quick brainstorm: "Tell me one thing you learned this week." Capture answers on a flip chart and revisit at closing.
Indoor Movement — Lab Wake-Up Circuit INDOOR MOVE 9:20–9:45
Quick warm-up to channel energy into the morning. Stations rotate every 2 min: jumping jacks, mountain climbers, balance on one foot (left/right), arm circles, deep stretches. Ends with mindful breathing.
Water Experiment Relay (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes. Each lane has a full bucket at start, empty bucket at finish, plus a "lab bench" (small folding table) at the midpoint with 2 small cups, an eye-dropper, and a sponge.
Round 1 — Sponge Squeeze (12 min)
Standard sponge relay (full bucket → midpoint → squeeze sponge into the cup → empty bucket).
Round 2 — Eye-Dropper Marathon (12 min)
Each camper transfers water by eye-dropper from full bucket to empty bucket — 10 dropper-fulls, then runs back, hands dropper to next teammate. Tedious on purpose — teaches patience and lab steadiness.
Round 3 — Sponge Toss Net (12 min)
Teams toss wet sponges to a teammate holding a bucket. Catch counts as 1 cup of water (use a measuring cup). Most water collected wins.
Science Olympics — Mini Stations TEAM GAMES 11:15–12:00
4 stations, 10 min each. Quick-fire science skill tests:
- Paper Airplane Distance: design and throw, longest distance scores.
- Reaction Time: drop a ruler vertically; partner catches it; measure where they caught it.
- Egg Drop Predict: staff demos a paper-cushion egg drop (3 ft); campers predict outcome before each test.
- Memory Sequence: 10 lab items shown for 30 seconds; team writes the list from memory.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Wall-E (G — calm, science-y, ends-of-week appropriate).
Choice Clubs CHOICE 1:30–2:00
- Science Fair prep — finalize displays
- LEGO bins
- UNO
- Quiet reading
Science Showcase Presentations SKILL 2:00–2:45
Setup
Activity room transformed into a science fair. 4 tables, one per team, with their inventions (Wed) + a slime sample (Tue) + a written "experiment journal" (filled out throughout the week).
How to run
- Each team's "Lead Scientist" (rotating job) walks the audience through their team's display in 2 minutes.
- Audience asks 1 question per team. Teams answer together.
- Closing: every camper picks one fact they learned this week to write on a sticky note for the "Lab Wall."
Optional invite: parents who arrive early for pickup can walk through the science fair (3:30+).
Mad Scientist Journals (Final) CRAFT 2:45–3:30
Supplies
30 small journals (or stapled-paper booklets), markers, stickers, glue sticks, mini-photos taken during the week.
Pages
- "My Scientist Name" + drawing of self in lab coat.
- "My Best Experiment" — drawing of the favorite of the week.
- "What I Predicted vs. What Happened" — for one specific experiment.
- "Things Real Scientists Do" — bullet list (curious, careful, write things down, ask questions, work as a team).
Books go into the existing camper Memory Book started in Week 1.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Quiet stations. If parents arrive: invite them to walk the science fair display before sign-out. Staff communicate one positive moment + concerns at sign-out. Send slime samples home with cleanup instructions.
Week 3 Supply Checklist (for 30 campers)
- 30 child-safe goggles
- 30 oversized white t-shirts (lab coats)
- 30 lab-badge templates + lanyards
- 4 plastic 16-oz bottles (volcanoes)
- Modeling clay / play-doh (volcano shape)
- 1 large box baking soda
- 1 gallon white vinegar
- Red, yellow, blue food coloring
- Dish soap (1 bottle)
- 2 funnels
- 4 large plastic trays (containment)
- White school glue (1 gallon)
- Contact lens solution (with boric acid) — 2 bottles
- Glitter (assorted)
- 30 zip-lock baggies (slime go-home)
- Plastic cups (200-ct)
- Plastic spoons (50)
- Eye-droppers (10)
- 50 popsicle sticks per team
- Cardboard tubes (collect from staff)
- Aluminum foil (1 roll)
- Pipe cleaners (assorted)
- Paper plates (50 — hats)
- Construction paper (1 ream assorted)
- Hydrogen peroxide 3% (3 bottles)
- Dry yeast (1 jar)
- 30 small journals / booklets
- 30 ping-pong balls
- Magnets (15) + paperclips (50)
- Small plastic toys (assorted)
- Soap, towels, wipes (lots)
Week 3 Rainy Day Backup Plan
- Indoor balloon static-electricity exploration (rub balloon on hair, stick to wall, lift paper bits)
- LEGO engineering challenges
- Indoor science trivia game
- Charades — invention edition (pretend to use an invention; team guesses)
- Building competitions (cup towers, popsicle bridges)
- Storytelling — "I invented a machine that…"
- Indoor scavenger hunt with science clues
Staff Notes for Week 3
- Cover tables before any liquid experiment begins. Tape table covers down.
- Use trays and bins to contain messes — never set a chemical container directly on a clean surface.
- Pre-measure ingredients whenever possible (cuts time and prevents kids from grabbing extra).
- Keep wipes, towels, and a mop within arm's reach.
- Rotate active and calm activities frequently — this week has a lot of focus, so movement breaks matter.
- Adults supervise all chemical demonstrations directly. No camper unsupervised at a wet station.
- Email parents Sunday evening: "Bring or wear messy clothes this week — slime, colored water, and volcanoes are happening."
Week 4 — Around the World
Weekly Goals
- Introduce campers to cultures, music, art, and games from different parts of the world
- Build curiosity and respectful appreciation for diversity
- Expand vocabulary, listening skills, and creativity
- Use movement, music, and art to keep learning interactive (no long lectures)
Why Week 4
By Week 4, campers are settled and ready for content that broadens their worldview. The frame is exploring with respect, not "playing" a culture. Staff use language like "today we're learning about…" not "today we're being…". Avoid caricatured costumes — use simple craft-based decoration (passport stamps, paper masks, drum-building) and music/dance that's authentic and kid-appropriate.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon (North America): Brother Bear (G) · Tue (South America): Encanto (PG) · Wed (Europe): Brave (PG) · Thu (Africa & Asia): Kung Fu Panda (PG) · Fri (World Fair): Up (PG — pre-screen for younger campers; opening montage is emotional but ends warm).
Common Week 4 Watchouts
- Avoid stereotypes. No mock accents from staff or campers. If a camper makes a stereotyped joke, redirect calmly: "We say things kindly here — let's learn the real way that works."
- Stick to factual, kid-appropriate content. When in doubt, focus on food, music, games, sports, and art rather than holidays or religious practices (which need parent permission and cultural depth beyond a 1-day camp activity).
- Keep activities movement-based and interactive — long sit-down lectures are not the point.
Morning Meeting — "Where in the world are we today?" MORNING 9:00–9:20
Pull out a large world map. Point to North America. Discuss kid-friendly facts: USA, Canada, and Mexico share this continent. Talk briefly about Indigenous peoples — the original inhabitants — and 2 or 3 fun facts (totem poles in the Pacific Northwest, lacrosse as one of the oldest sports in North America, the Three Sisters: corn-beans-squash farming). Hand out a "Camp Passport" — a small paper booklet each camper carries all week. Stamp the North America page with a star sticker.
Indoor Movement — Lacrosse Pass + Stretch INDOOR MOVE 9:20–9:45
Mini-fact (2 min)
Lacrosse was invented by Indigenous peoples in North America hundreds of years ago. We'll do a soft, simplified version of pass-and-catch.
Soft Pass-and-Catch (15 min)
- Pairs face each other, 6 ft apart. Use small foam balls.
- Underhand toss-and-catch ×10. Step back 1 ft after every 5 catches.
- If you drop, take a step closer to your partner.
- Last 2 min: switch partners.
Stretch (8 min)
Cool-down stretches before going outside.
Camp Olympics — USA Edition (Outdoor) GROSS MOTOR 10:00–11:00
Concept
4 stations themed around classic American outdoor games. Teams rotate every 12 min.
Stations
- Beanbag Cornhole — toss beanbags into a board hole or large bucket from 8 ft. Points by rounds.
- Three-Legged Race — partners' inside legs tied with bandana. 20-yd to-and-back course.
- Sack Race — pillow case as the sack. 15-yd hop course.
- Capture-the-Flag Lite — 4-min mini rounds, two-finger tag, walking jail returns. (Same rules as Week 1 Wednesday.)
Canada Wilderness Challenge TEAM GAMES 11:15–12:00
Concept
Themed teamwork challenge. Pretend the team is an exploration party crossing a Canadian forest. Three mini-tasks back-to-back.
Stations (15 min each)
- Build the Canoe Path: using only paper plates as "rocks," teams cross a 20-ft "river" without touching the floor (same Lava Field mechanic as Week 2 Tue, re-themed). Add a stuffed-animal "lost moose" the team must rescue partway.
- Pack the Backpack Relay: a backpack at one end with 8 random "supplies" (water bottle, bandana, flashlight, compass, etc.). Teams take turns running, picking ONE item, naming what it's used for, and returning. Wrong-name = put item back.
- Animal Sound Charades: staff gives each team 3 Canadian-wildlife cards (moose, beaver, wolf, loon, bear). Teams act out and others guess.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Brother Bear (G). Lights dim, mats out for younger campers.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — "Build a national landmark" (any country)
- World map coloring sheets
- UNO / Go Fish
- Read-aloud corner — picture books from different countries
Create Your Camp Passport SKILL 2:00–2:45
Purpose
Each camper builds a small passport booklet they'll carry the entire week. One country per page, stamped each day.
Supplies
30 pre-folded passport booklets (5 inside pages — one per continent/region for the week — plus a cover), markers, crayons, pre-printed "stamps" (small images), small star and globe stickers, glue sticks.
How to run
- Each camper writes their name + draws a small "passport photo" on the cover.
- Page 1 (North America) gets today's stamp + a small drawing of one fact they learned (lacrosse, Three Sisters farming, totem poles, etc.).
- Other pages stay blank for the rest of the week.
- Staff collect passports nightly and hand back each morning — they don't go home until Friday.
Pacific Northwest-Inspired Totem Pole Project CRAFT 2:45–3:30
Important framing
This is an art-inspired-by craft, not a religious or ceremonial item. Tell campers: "Real totem poles tell family stories from Indigenous peoples of the Pacific Northwest. Today we're inspired by that idea — each team's pole tells our team's story, with our own animals."
Supplies
4 cardboard tubes (paper-towel rolls), construction paper in many colors, markers, glue sticks, googly eyes (optional), pre-drawn animal templates (eagle, bear, fish, frog, owl, wolf — plus blank for camper choice).
How to run
- Each team gets one tube. Team picks 4 animals to "stack" (one per camper-pair).
- Each pair colors and decorates their animal on construction paper, then cuts out and wraps it around the tube section.
- Glue from bottom up. Bottom = "team foundation" animal; top = "team strength" animal.
- Each team presents their pole at end: "Why these animals?"
Poles displayed in the activity room all week.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO bins
- World coloring pages
- UNO
- Map puzzles
Morning Meeting — "What lives in a rainforest?" MORNING 9:00–9:20
Pull up the world map. Point to South America. Brief facts: the Amazon rainforest is the world's largest rainforest. Soccer (called fútbol there) is one of the most popular sports. Spanish and Portuguese are widely spoken. Today, every camper learns 5 simple Spanish greetings: Hola (hello), Adiós (goodbye), Gracias (thanks), Por favor (please), ¿Cómo estás? (how are you?). Practice them as a chant. Stamp the South America passport page.
Indoor Movement — Salsa Dance Warm-Up INDOOR MOVE 9:20–9:45
Concept
Salsa is a Latin dance with origins in Cuba, popular across Latin America. Today's warm-up is a simplified, kid-friendly basic step.
How to run
- Stand in a half-circle.
- Step forward (left foot), step in place (right), step back (left), step in place (right). 8 counts.
- Practice slowly to a count, then with music (find a kid-friendly Latin/cumbia playlist — pre-screen for any inappropriate lyrics).
- Add gentle hip movement (not full salsa technique — just relaxed motion).
- Last 5 min: free dance, everyone moving.
Soccer Skills + Mini Tournament (Outdoor) GROSS MOTOR 10:00–11:00
Supplies
4 soccer balls (foam-coated for younger campers if available), 8 cones (goals), pinnies, water cooler.
Skills (20 min)
- Dribbling: demo light kicks; campers dribble through 6-cone slalom.
- Passing: partners 8 ft apart, 10 inside-foot passes each.
- Shooting: shoot at a small goal from 8 ft (3 attempts each).
Mini-Tournament (35 min)
- 4 teams of 6–8. Each match is 5 minutes.
- Small-sided: 4v4 + a goalie. Substitute on the fly so every camper plays.
- Round-robin format if time. Otherwise, friendly play.
- No keepers under age 7 in the goal — staff handles goal saves.
Rainforest Adventure Hunt TEAM GAMES 11:15–12:00
Setup (night before)
Hide 12 paper "rainforest creature" cards around the activity room and dojang (toucan, sloth, jaguar, capybara, anaconda, poison dart frog, parrot, butterfly, spider monkey, leafcutter ant, river otter, harpy eagle). Each card has a kid-friendly fact on the back.
How to run
- Each team gets a "field guide" worksheet listing 12 creatures.
- Teams hunt as a unit. When they find a card, they read the fact, copy one fact onto their guide, and leave the card for other teams.
- First team to find and record all 12 wins.
- Closing 5 min: teams share their favorite fact.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Encanto (PG). Set in Colombia. Music-rich.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins
- Rainforest coloring pages
- Read-aloud — South American folktales (kid-friendly)
- UNO
Basic Salsa Dance Lesson SKILL 2:00–2:45
Purpose
Build on the morning warm-up. Add a partner step, a turn, and a group choreography piece.
How to run
- Recap the basic salsa step (10 min).
- Add a partner step: face partner, hold hands lightly, step together. 5 minutes.
- Add a "spin" — partner gently raises one arm, the other walks under it. Slow practice.
- Group choreography: 8-count routine with 2 basic steps + 1 spin. Run 3 times.
- Optional final: small showcase performance with team partners.
If campers don't want to partner-dance: solo lines or staff-partnered dancing is fine. Inclusion always — never force partnering.
Rainforest Animal Masks CRAFT 2:45–3:30
Supplies
30 pre-cut paper plate "mask blanks" (eye holes pre-cut by staff), markers, paint (washable), feathers (optional), construction paper scraps, glue sticks, elastic bands or rubber bands (mask straps), pipe cleaners.
How to run
- Demo 4 sample masks (toucan, sloth, jaguar, butterfly).
- Camper picks an animal and decorates their mask.
- Staff helps add elastic bands.
- Last 5 min: each camper introduces their animal in 5 words ("I'm a sloth, very slow.").
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Mask wear-and-share photos
- Salsa music continues quietly
- UNO
- LEGO
Morning Meeting — "Castles, towers, and bridges" MORNING 9:00–9:20
Show photos of 3 famous European structures: Eiffel Tower (France), Tower Bridge (UK), Castel del Monte (Italy). Discuss how each was built and why people still visit them. Mini-fact: London buses are red, the Eiffel Tower was almost torn down, and gondolas in Venice glide on canals. Stamp the Europe passport page.
Indoor Movement — Castle Tag + Stretch INDOOR MOVE 9:20–9:45
Castle Tag (15 min)
Variant of freeze tag in the dojang. Designate 3 corners as "castles" — campers can be safe in a castle for max 5 seconds. 2 taggers ("dragons"). Tagged campers must do 3 jumping jacks before rejoining.
Stretch (8 min)
Standard stretches before going outside.
Castle Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 teams. Each team has a "castle base" (cone cluster) at one end and "treasure" (beanbag pile) at the other.
Round 1 — Knight's Run (15 min)
- First knight grabs a paper-plate "shield" + pool-noodle "sword" (no contact — held only).
- Sprint to the treasure pile, grab 1 beanbag, return, hand shield + sword to next teammate.
- Most beanbags returned in 6 minutes wins.
Round 2 — Dragon Dodge (15 min)
4 staff stand at midpoints with foam balls. Knights run through and try not to get gently tossed at (underhand only). If hit, finish a 5-second "dragon dance" pause. Continue.
Round 3 — Build the Castle Wall (15 min)
Each team gets 30 plastic cups at start. Sprint relay: each camper carries ONE cup at a time to the team's castle, stacks it. Tallest wall wins.
Eiffel Tower Engineering Challenge TEAM GAMES 11:15–12:00
Supplies (per team)
50 popsicle sticks, 1 hot glue gun (staff-only), masking tape, plastic cups (30), 3 ft of string. Plus: a printed photo of the real Eiffel Tower for inspiration.
How to run
- Each team studies the Eiffel Tower photo (3 min). Note: lattice structure, wide base, narrow top.
- 30 minutes to build a free-standing tower.
- Constraints: tower must stand 10 seconds untouched. Bonus points if it has a lattice (X-pattern) somewhere.
- Measure, photograph, award Tallest, Most Lattice-Like, and Most Resilient.
This builds on the Week 3 cup-tower mechanic but with an architectural reference.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Brave (PG). Set in Scotland.
Choice Clubs CHOICE 1:30–2:00
- LEGO castles
- Famous-landmark coloring pages
- Card games
- Read-aloud — European folktales
World Music Exploration SKILL 2:00–2:45
Purpose
Listen, identify, and move to short music clips from across Europe. Build active-listening skill.
Setup
Pre-built playlist of 6 short clips (60–90 seconds each), with cards naming the country and instrument:
- Bagpipes (Scotland)
- Accordion folk tune (France)
- Flamenco guitar (Spain)
- Polka (Germany / Poland)
- Italian opera (kid-friendly snippet)
- Irish jig fiddle
How to run
- Play each clip. Campers walk/move to the rhythm.
- After each clip, reveal the country card. Brief 30-second fact.
- Mid-game: "guess the country" round — clip plays, campers point at the card they think it is.
- End: free dance to one favorite clip from the campers' votes.
Goal is exposure and joy, not memorization.
Coat of Arms Design Challenge CRAFT 2:45–3:30
Concept
European families and groups historically used "coats of arms" — shield-shaped symbols representing their family or team. Today, each camper designs their own personal coat of arms.
Supplies
30 shield-shape cardstock cutouts (pre-cut by staff), markers, crayons, gold/silver gel pens, stickers, glue, glitter (optional).
How to run
- Demo a sample. The shield is divided into 4 sections.
- Each section represents one thing about the camper:
- Top-left: a thing I love (sport, hobby, animal).
- Top-right: my family or team.
- Bottom-left: a goal I have (something I want to learn).
- Bottom-right: my "motto" or a power-word ("Brave," "Kind," "Strong").
- Decorate.
- Last 5 min: small group share — campers describe one quadrant.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Coat-of-arms display
- UNO
- LEGO
- Map puzzles
Morning Meeting — "Two huge continents, one day" MORNING 9:00–9:20
Show the world map. Point to Africa and Asia. Quick facts: Africa has the world's longest river (Nile), the largest desert (Sahara), and savannas with elephants and lions. Asia is the largest continent, home to the Himalayas and the Great Wall of China. Today's activities sample both. Stamp the Africa & Asia passport page.
Optional warm-up greetings: Jambo (Swahili: hello), Ni hao (Mandarin: hello), Konnichiwa (Japanese: hello), Salaam (Arabic: peace). Practice each as a group.
Indoor Movement — Animal Walks (Safari Edition) INDOOR MOVE 9:20–9:45
In dojang. Lead through animal-walk circuit, 60 sec each:
- Elephant Walk — bent over, arm swinging like a trunk.
- Cheetah Sprint — fast in-place run, 30 sec.
- Crab Walk (river crocodile theme).
- Giraffe Tiptoes — tall on toes, walking slow.
- Frog Hops — squat-jump 10 reps.
- Bear Crawl (panda theme — cross to Asia).
Safari Adventure Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Stations (rotate every 12 min)
- Elephant Trunk Carry — pool noodle held overhead with both hands as "trunk." Walk-relay 25 yds carrying a beanbag balanced on the trunk.
- River Crossing — paper-plate "rocks" laid in a path. Hop plate-to-plate across.
- Vine Swing — jump rope attached at one end (a "vine"). Swing once each turn (controlled, 6+ only). Younger campers do a high-jump over a low rope instead.
- Watering Hole Stop — a station with water cups. Mandatory hydration before leaving the station. (Built into the course.)
Dragon Relay Challenge TEAM GAMES 11:15–12:00
Concept
Inspired by Chinese dragon dances at festivals. Each team is a dragon, moving as one body.
Supplies
4 long fabric strips or sheets (one per team — ~10 ft long, can be tied bedsheets), painted dragon-head cardboard masks (made night before).
How to run
- Each team lines up. Front camper wears the dragon-head. All campers hold the fabric over their heads or behind their back, forming the "dragon body."
- The dragon must navigate a cone slalom course as one connected body. If the dragon "breaks" (camper lets go), restart.
- Round 2: dragon must go around a "mountain" (hula hoop on a cone) and return. Time the team.
- Round 3: silent dragon — no talking, only hand signals from the head camper.
This is teamwork and laughter, not speed. Encourage the team that breaks 10 times to keep trying.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Kung Fu Panda (PG). Set in fictional China.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins — "build a Great Wall"
- Coloring — savanna animals + pandas
- UNO
- Origami practice corner
Origami Basics SKILL 2:00–2:45
Concept
Origami is the Japanese art of paper folding. Today campers learn 2–3 basic folds.
Supplies
30 squares of origami paper (or square-cut printer paper), pre-printed step-by-step instruction sheets for: paper crane (8+ campers), jumping frog (all ages), simple boat (5–7s).
How to run
- Demo each fold slowly with oversized paper so all can see.
- Campers pick a model based on age/ability.
- Staff circulates to help with creases.
- Last 10 min: jumping frog races! Push down on the back of the frog, it hops forward. Race in lanes.
Drum Building Workshop CRAFT 2:45–3:30
Concept
Drums are central to many African and Asian musical traditions (West African djembe, Japanese taiko, Chinese drum). Today campers build their own simple drum and learn 2 rhythms.
Supplies (per camper)
1 empty oatmeal container or coffee can, balloon (large) OR a piece of fabric for the drumhead, rubber bands, washi tape or duct tape, markers/stickers (decoration), 2 chopsticks or pencils as drumsticks (optional — hands work).
How to run
- Cut the bottom off the balloon (staff). Stretch the balloon over the open end of the container. Wrap with rubber bands tightly.
- Decorate the sides of the drum with markers/stickers.
- Once everyone has a drum: learn 2 simple rhythms together.
- Pattern 1 (West African-inspired): tap-tap, BOOM-BOOM, tap-tap-tap, BOOM. Repeat.
- Pattern 2 (Taiko-inspired): BOOM (loud, full hand), softer slap, BOOM, softer slap.
- Group jam: everyone plays Pattern 1 together for 30 seconds.
Drums go home Friday.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Drum quiet practice (low volume)
- Origami extras
- UNO
- LEGO
Morning Meeting — "Pick a fact, teach a friend" MORNING 9:00–9:20
Each camper picks one fact from this week to teach another camper today. Share around the circle quickly. Stamp the World Fair passport page.
Indoor Movement — Around-the-World Warm-Up INDOOR MOVE 9:20–9:45
Mini-circuit revisiting moves from each day:
- USA — pretend cornhole toss (bend, throw)
- South America — 4 salsa basic steps
- Europe — castle tag freeze pose
- Africa — elephant walk
- Asia — origami "freeze" pose (precise body shape, hold 5 sec)
Around-the-World Relay (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5 stations marked around the play area, each with a country card. Each station has a quick task representing that day's region.
- USA Station: bean-bag cornhole toss — 3 throws into a bucket.
- South America Station: dribble a soccer ball through 4 cones.
- Europe Station: stack 5 cups into a tower.
- Africa Station: elephant-walk 10 yds carrying a beanbag.
- Asia Station: jumping-frog hop through 3 hoops.
How to run
Teams run the entire 5-station loop in sequence. First team to complete the full lap wins. Round 2: backwards order. Round 3: pairs (2 campers go together).
Global Trivia Hunt TEAM GAMES 11:15–12:00
Setup
Print 20 trivia cards (kid-friendly multi-choice). Pre-hide around the building.
How to run
- Each team gets a recording sheet.
- Hunt for cards. Each card asks a multi-choice question (e.g., "What's the largest desert in Africa? A) Sahara B) Atacama C) Gobi").
- Team writes their answer on the sheet, leaves the card for others.
- After 30 min, teams hand in sheets. Director reads correct answers; teams self-check.
Goal is fun review of the week, not competition. Every team is celebrated.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Up (PG). Travel + adventure. Pre-screen the opening for very young campers.
Choice Clubs CHOICE 1:30–2:00
- Final passport touch-ups
- World map coloring
- UNO
- LEGO
World Showcase Presentations SKILL 2:00–2:45
Setup
Each team has a small "table" or floor space displaying the week's projects: totem pole (Mon), rainforest mask (Tue), coat of arms (Wed), origami + drum (Thu), passport (today).
How to run
- Each team prepares a 90-second mini-presentation: "Here's what we made this week, and one fact from each region."
- Teams rotate through each other's tables. Audience asks 1 friendly question per team.
- Closing: each camper says one sentence: "My favorite thing this week was…"
Giant Collaborative World Map Mural CRAFT 2:45–3:30
Supplies
Large butcher-paper world map (pre-printed or pre-traced by staff Friday morning), markers, crayons, paint (optional, washable), pre-cut animal/landmark cutouts to glue on.
How to run
- Spread the map on a large floor space or long table.
- Each team takes one continent.
- Teams add color, animals, landmarks, and one fact each from their week of learning.
- Final result: a class-collaborative world mural that hangs in the activity room through Week 5.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Mural display visible at sign-out. Passports go home today (and so do the drums, masks, and other projects). Staff communicate one positive moment + concerns.
Week 4 Supply Checklist (for 30 campers)
- 1 large world map (display + reference)
- 30 pre-folded passport booklets
- 30 paper plate "mask blanks"
- 30 cardstock shield-shape coats of arms
- 30 origami paper squares
- 30 oatmeal containers (drums)
- 30 large balloons (drumheads)
- 4 cardboard tubes (totem poles)
- Pre-printed animal cutouts (totems, masks)
- Construction paper (assorted)
- Markers, crayons, gel pens
- Stickers, googly eyes, feathers
- Pipe cleaners
- Glue sticks (50)
- Rubber bands (lots)
- Painter's tape (2 rolls)
- Hot glue gun (staff-only)
- 50 popsicle sticks per team
- Plastic cups (200-ct)
- 4 soccer balls + pinnies
- Pool noodles (12)
- Cones (20+), hula hoops (8)
- Beanbags (24)
- 4 long fabric strips (dragon bodies)
- 4 dragon-head cardboard masks
- Music player + curated playlists
- Trivia cards (20 printed)
- Butcher paper (large — world map mural)
- Star & globe stickers
- Sunscreen, towels, water cooler
Week 4 Rainy Day Backup Plan
- World trivia tournament
- Indoor dance party (rotating world music clips)
- LEGO landmark challenge (build a famous structure)
- Charades — countries and animals
- Team storytelling: "Our adventure in ___"
- Indoor scavenger hunt with passport stamps
- Coloring + passport stations
Staff Notes for Week 4
- Frame everything with "we're learning about" — not "we're being." Avoid stereotyped accents or costumes.
- Pre-screen all music clips and movies for kid-appropriate content.
- Encourage curiosity questions; if a camper asks something staff can't answer, write it down and look it up together.
- Use music and movement constantly — minimize sit-and-listen time.
- If a camper has heritage from one of the regions, invite them to share if they want — but never put them on the spot.
- Keep activities inclusive and age-appropriate.
Week 5 — Water Wars Week
Weekly Goals
- Keep campers active and engaged outdoors despite Oklahoma summer heat
- Practice teamwork and cooperation in high-energy, wet conditions
- Teach water safety, hydration, and sun-safety habits as everyday rules
- Explore simple water-science concepts (buoyancy, surface tension, ice physics)
- Create unforgettable summer memories through structured water play
Why Week 5
Mid-summer is when boredom + heat fatigue rises. Water week resets energy. The structure remains the same — but every outdoor activity has a water-cooling element. Heat safety is the silent star of this week. Staff over-hydrate, over-shade, and over-monitor.
Parent Communication (Sunday before Week 5)
- Email Sunday night: bring a swimsuit, beach towel, change of clothes, water shoes (if owned), refillable water bottle (mandatory).
- Apply morning sunscreen at home; staff will reapply every 2 hours.
- Clear plastic bag for wet clothes go-home.
- Remind: campers need real breakfast this week — water-play burns calories fast.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Finding Nemo (G) · Tue: Moana (PG) · Wed: Finding Dory (G) · Thu: Lilo & Stitch (PG) · Fri: The Little Mermaid (G).
Heat Watch — Mandatory Protocols All Week
- Heat-index check: Director checks weather at 8:30 AM. If heat index ≥ 100°F, shorten outdoor blocks to 30 minutes max with 5-minute shaded water breaks every 10 min. If heat index ≥ 105°F, move all gross motor indoors (dojang, activity room) — no exceptions.
- Hydration drumbeat: water break every 10 min during outdoor activities. Every camper drinks — staff visually confirm.
- Sunscreen: reapplied at the 10:00 AM hydration prep, again at 11:00 snack, again at 1:30 transition out of nap. Use SPF 50+ spray for speed; rub it in.
- Shade rotation: tents or shade umbrellas at the park. No camper or staff in direct sun for 60 continuous minutes.
- Heat-illness signs: flushed face, dizziness, fatigue, nausea, confusion, irritability. Move camper indoors immediately, water, cool body, notify supervisor, contact parent if symptoms continue.
Morning Meeting — "Water Safety + Heat Rules" MORNING 9:00–9:20
This is the most important meeting of the week. Director walks through the water rules:
- Walk near water — no running on wet surfaces.
- Listen for FREEZE — stop everything when staff calls it.
- No splashing in faces, no dunking heads, no holding anyone down.
- Stay in the marked play zone — no wandering.
- Drink water every break, every time.
- Tell a staff if you feel hot, dizzy, or tired. That's not weakness — that's smart.
Practice the FREEZE signal in swim attire (it's slippery and chaotic — practice matters).
Indoor Movement — Water-themed Yoga + Swimmer Stretch INDOOR MOVE 9:20–9:45
Why this is gentler today
Heavy outdoor water activity this afternoon — keep morning indoor movement low-impact to avoid early fatigue.
How to run
- Lead through swimmer-themed stretches: shoulder rolls (×10), arm swims (front-stroke and back-stroke motion), windmills, side bends.
- Wave Walk: campers stand in a circle holding a "wave" rope (long jump rope). Lead a slow wave by lifting and lowering the rope as a group. Builds attention and group rhythm.
- Last 5 min: deep breathing while seated.
Giant Sponge Relay (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes. Each lane: full bucket at start, empty bucket at finish (30 ft apart). 2 large sponges per team. Mark "walking lane" with cones — campers walk only.
How to run
- First camper soaks sponge fully, walks (no running) to empty bucket, squeezes sponge in.
- Walks back, hands sponge to next teammate.
- Continue 8 minutes.
- At STOP, measure water in each empty bucket using a measuring cup.
Variations (run as additional rounds)
- Round 2 — Backwards Walk: walk backward while carrying the sponge. Slower; more careful.
- Round 3 — Sponge Toss: teammates 8 ft apart relay-toss the sponge between them rather than walk it.
Mandatory pause at minute 30: water break for everyone.
Water Balloon Toss Tournament TEAM GAMES 11:15–12:00
Setup (night before)
Pre-fill 100 water balloons (most exhausting prep — share across staff). Store in cooler with ice. Use ¼-inch knot or pre-tied "tab" balloons to make tying easier.
How to run
- Pairs face each other 4 ft apart.
- Underhand toss the balloon. Catcher catches gently (cradle, don't slap).
- If balloon survives, both partners step back 1 ft.
- Continue. The pair that gets farthest before their balloon pops wins.
- Run 3 rounds. Switch partners between rounds so everyone plays with several teammates.
Bonus — Free-form pop session (last 5 min)
Surplus balloons get lobbed at a "splash zone" cone. Pure joy. Cleanup factored in.
- No throwing balloons at faces. Ever.
- Underhand toss only.
- Pick up every balloon shred at end. Count them in/out so none are missed in the grass.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Finding Nemo (G). Campers are tired and possibly damp — make sure dry clothes are on before the rest period. AC is set comfortable; campers may want light blankets.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design a boat or submarine
- Ocean coloring pages
- UNO / Go Fish (water-themed)
- Read-aloud — ocean books (sharks, whales, deep-sea)
Summer Heat & Sun-Safety Discussion SKILL 2:00–2:45
Purpose
Older campers (8+) lead this. Educational, but interactive — not a lecture.
How to run
- Quiz round: "How much water should you drink on a hot day?" Show 3 options. (~½ ounce per pound of body weight per day, more if active — kids: about 6–8 cups.)
- Demo "sweat experiment": dry sock vs. wet sock around a thermometer (or dry hand vs. wet hand) — wet evaporates and cools. That's why we sweat. Explain.
- Sunscreen demo: smear a dot of sunscreen on a balloon outside; smear nothing on another. Compare in 15 min — non-sunscreened balloon "burns" (deflates faster from sun). Quick visual lesson.
- Discuss recovery from getting too hot: shade, water, rest, tell a grown-up. Practice the "I'm hot, I need a break" phrase as a class.
End: each camper writes one personal "summer rule" they'll follow this week on a sticky note. Post on the Heat Wall.
Build-a-Boat Engineering Challenge STEM 2:45–3:30
Concept
Buoyancy — boats float because they push water out of the way. Heavier boats need wider hulls.
Supplies (per camper)
Aluminum foil sheets (12-inch squares), 4 popsicle sticks, masking tape (6 inches per camper), 30 pennies (or small steel washers — heavier "cargo"), 2 large plastic tubs filled with water, towels, paper towels.
How to run
- Demo a finished boat (wide-hulled foil tray, popsicle-stick frame).
- 10-min build phase. Each camper builds a small foil boat with foil + 4 sticks + 6 inches of tape.
- Test 1: place boat in tub. Add pennies one at a time. How many before it sinks? Record.
- 5-min redesign phase based on what they learned.
- Final test. Each camper tracks their max load.
- Discuss: what shapes worked? Did wider hulls hold more?
This activity ran in Week 1 too; campers are now more skilled, so push toward intentional design changes.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet ocean coloring
- UNO
- LEGO
- Read-aloud corner
Staff communicate: "today was the first water day — they're tired, fed, hydrated; here's any sunburn / fatigue note for parents."
Morning Meeting — "How does water work?" MORNING 9:00–9:20
Today's question: why does water do what it does? Show 3 demos in 90 seconds:
- Pour water from a tall narrow cup into a short wide cup — same amount, looks different (volume).
- Drop a paperclip carefully on water — it floats on surface tension.
- Drop a heavy rock — sinks. Density.
Tell campers: today they'll explore all three of these.
Indoor Movement — Bucket Brigade Practice INDOOR MOVE 9:20–9:45
How to run
Practice the "bucket brigade" line motion. Two phases.
- Phase 1 (in dojang, 8 min): 2 lines facing each other. Pass empty buckets down the line, one to the next, smoothly. No throwing. Drill timing as a team.
- Phase 2 (in Activity/Viewing Room, 10 min): move the line to the Activity/Viewing Room. Lay down dropcloths or a tarp under the line. Add a fake "splash" — pour rice from one bucket to the next as if it were water (rice is forgiving for spills, but only on hard surface, never on mats). Smooth pass = no spill.
- Phase 3 (in dojang, 5 min): return to dojang for standard stretches before going outside.
Cleanup: sweep up any rice immediately. Whisk + dustpan ready.
Bucket Brigade Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lines (one per team). Each line: full bucket at start, empty bucket at finish, 5 small obstacle cones in the middle. 6 small cups per team.
How to run
- Each team forms a chain from start to finish, 6 ft apart.
- First camper scoops a cup of water from the full bucket. Pass cup down the line, each camper carefully transferring water without spilling, weaving around cones.
- Last camper pours into the empty bucket. Cup returns to start (passed back empty).
- Continue 8 min. Most water transferred wins.
- Walking pace.
- Two hands on the cup.
- If you spill, no penalty — just keep going.
Slip-and-Slide Relay TEAM GAMES 11:15–12:00
Setup
Roll out a large vinyl slip-and-slide tarp on a flat grass area. Lubricate with mild dish soap and water. Mark a clear "lane" area with cones. Place towels at the end.
How to run
- Each team has 6 sliders + 1 designated "soaker" (with a hose at the start to keep the slide wet).
- Slider runs up to the slide, drops to belly or knee-slide, glides to the end zone.
- Tag next teammate. Each team rotates through every camper.
- 3 rotations.
- Belly-slide or knee-slide only. No diving.
- One camper on the slide at a time.
- If the slide bunches up, FREEZE and reset.
- Slider must be wearing a swimsuit — staff check at start.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Moana (PG). Music + ocean themed. Campers in dry clothes.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins
- Drawing — design your own slip-and-slide
- UNO
- Quiet reading
Water Experiment Lab Rotations SKILL 2:00–2:45
4 stations, 10 min each:
- Sink or Float Predict: 8 small objects, water tub. Predict, test, sort.
- Surface Tension: drop paperclips carefully on water (lay flat, don't drop point-down). They float on surface tension. Try with a needle (staff supervised — older campers).
- Dissolve Race: 3 cups, 3 substances (sugar, salt, sand). Stir with same effort. Time how fast each dissolves. Discuss why some don't.
- Rainbow Density Tower: staff demos. Pour honey, then dish soap, then water (dyed blue), then oil, then alcohol (dyed red) carefully into a tall glass. They layer because of density. Wow factor.
Floating Raft Engineering Challenge STEM 2:45–3:30
Concept
Build on Monday's foil boat — today's challenge is a raft made from tied-together natural-style materials, designed to hold a weighted "passenger."
Supplies (per team)
10 popsicle sticks, 1 cork (optional), rubber bands (10), small length of string (1 ft), 1 paper "passenger" (small toy or weighted figurine — about 50 g), large tub of water.
How to run
- Team builds a raft — lash sticks together with rubber bands or string into a flat platform.
- 20-min build. Optional cork "buoy" attachment.
- Test: float the raft, place the passenger. Does it stay dry?
- Re-design 5 min based on results.
- Final test + 1 minute of "wave" (staff gently agitates water). Does the raft survive?
Discuss: how is this different from the foil boat? What would you change next time?
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Boat / raft display
- UNO
- LEGO
- Coloring
Morning Meeting — "Imagine the beach" MORNING 9:00–9:20
Today is themed lighter and more playful. Get out a beach chair, sunglasses, sand bucket as props. Discuss: what makes a beach a beach? (Sand, waves, sun, shells, animals.) Tell campers: "Today we bring the beach to camp." Stamp the morning's "Beach Day" sticker on a chart.
Indoor Movement — Beach Yoga + Volleyball Setup INDOOR MOVE 9:20–9:45
Light yoga themed around beach poses: "surfboard balance" (one-leg balance ×30 sec each side), "low tide stretch" (toe touches ×10), "sandcastle squat" (squats ×10). Last 10 min: practice underhand volleyball serves with a balloon (gentle, slow indoors).
Pool-Noodle Beach Games (Outdoor) GROSS MOTOR 10:00–11:00
Game 1 — Beach Volleyball Lite (15 min)
Make a low "net" with cones and a string at hip height. Use a beach ball. Campers play 4v4 over the net, one bounce allowed before return. Run multiple games in parallel.
Game 2 — Pool Noodle Limbo (15 min)
2 staff hold a pool noodle. Campers go under it backward (no faces — slow). After every round, lower the noodle 6 inches.
Game 3 — Crab Crawl Beach Race (10 min)
Crab-walk relay across 15 yds. Funny + builds core.
Game 4 — Hydration / Shade Pause (10 min)
Built-in pause: shaded zone, water bottles, sunscreen reapplication.
Shark Attack Tag TEAM GAMES 11:15–12:00
Setup
Mark a "beach" zone (start) and "ocean" zone (end) at opposite sides of the play area. Middle zone is "shark waters." 1–2 staff are "sharks" (taggers, holding pool-noodle "shark fins").
How to run
- Campers stand on "beach." A staff calls a body description ("Anyone wearing blue!" or "Anyone with red hair!").
- Anyone matching runs through the shark zone to the ocean side.
- Sharks try to two-finger-tag (or noodle-touch) campers.
- Tagged campers join the sharks for the next round.
- Continue calling traits until everyone has crossed.
- Two-finger / noodle-touch tag only.
- No camper barred from crossing — every trait gets called.
- Walking pace allowed for 5–7s; older campers can sprint.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Finding Dory (G). Lower-energy day appropriate.
Choice Clubs CHOICE 1:30–2:00
- LEGO beach builds
- Drawing — design a beach
- UNO
- Read-aloud — ocean stories
Sand Art Bottle Workshop SKILL 2:00–2:45
Concept
Layered colored sand in clear bottles — campers create souvenir "beach in a bottle."
Supplies (per camper)
1 small clear plastic bottle (with cap), 4 colors of pre-dyed craft sand (dye sand at home: white sand + chalk dust or food-color drops mixed with water + dried), small funnel, popsicle stick (poking tool), label sticker, marker.
How to run
- Campers fill bottles in layers, alternating colors. Use the funnel.
- Use a popsicle stick to poke down along the sides — creates wave/peak patterns.
- Add a final sealing layer of glue (staff applies) and screw the cap on.
- Add a "Camp BABSC" label sticker. Write camper's name.
Bottles go home Friday.
Ocean in a Bottle Experiment STEM 2:45–3:30
Concept
Oil and water don't mix because they have different densities and polarity. When shaken, you can make "waves" inside a bottle.
Supplies (per camper)
1 clear plastic bottle (16 oz), water (½ bottle), vegetable oil (½ bottle), blue food coloring, small plastic ocean creatures (fish, starfish, sharks), super glue (staff seals caps).
How to run
- Each camper fills bottle ½ with water.
- Add 5 drops blue food coloring. Stir.
- Add small ocean creatures (campers pick from a bin).
- Top off the rest with vegetable oil.
- Staff super-glues the cap shut.
- Discuss: tip the bottle slowly side to side. Watch waves form. Why do oil and water not mix? (Different densities; oil is less dense and floats. Water molecules are polar; oil isn't — they don't bond.)
Bottles go home with sand bottles Friday.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Bottle display
- UNO
- LEGO
- Quiet drawing
Morning Meeting — "Strategy day" MORNING 9:00–9:20
Today is the most active outdoor day of the week. Discuss strategy: in water games, splashing is fun, but smart teams use teamwork. Define "Water Wars" rules clearly:
- No splashing in faces.
- No running with water containers.
- Take a break when staff calls FREEZE — every time.
- Have fun, win, lose, no fights about either.
Indoor Movement — Strategy Stretch + Mini Tag INDOOR MOVE 9:20–9:45
Light tag in dojang as warm-up: Cat & Mouse (one camper "cat," everyone else "mice" — cat tries to corner mice; tagged = role-swap). Run 2 quick rounds. Last 5 min stretches.
Giant Water Battle Games (Outdoor) GROSS MOTOR 10:00–11:00
Game 1 — Water Sponge Fight (15 min)
- 2 teams, each with 10 wet sponges.
- Field divided by cone line. Teams toss wet sponges across the line at the other team.
- If a sponge hits you below the shoulders, you sit out for 30 seconds, then rejoin.
- Time-limited rounds (3 min each).
Game 2 — Water Balloon Capture the Flag (20 min)
Standard CTF rules with bandana flags. Campers may carry one water balloon; if tagged, they drop the balloon (dropped balloons stay where they fell). If you successfully gain enemy territory holding a balloon and reach the flag, you can splash the flag (winning the round) — but you must hand-deliver the flag back, walking.
Game 3 — Hydration / Shade (10 min, mandatory pause)
Game 4 — Mass Water Balloon Free-for-All (15 min)
50 pre-filled water balloons in the center circle. On GO, all campers grab and toss freely. Underhand only. Below shoulders. 4 minutes of pure controlled chaos. Mandatory cleanup of all shreds afterward.
- No throwing at faces, ever.
- Underhand throws.
- Listen for FREEZE — practice it specifically before this activity.
- Hydrate every 10 minutes.
Protect the Bucket Competition TEAM GAMES 11:15–12:00
Concept
Teams defend their team's bucket of water from getting drained, while trying to drain other teams' buckets.
Setup
4 buckets, each filled to a marked line. Place each bucket inside a hula hoop "safe zone" — no defender can stand inside. Each team has 10 sponges and 4 cups for offense. Each team has 4 "defenders" (rotating).
How to run
- On GO, all campers run to the central "water station" (kiddie pool of water), soak a sponge or fill a cup, and bring it back.
- Offensive players try to add water to their own bucket (or pour into other teams' empty cups for sneaky team trades).
- Defenders stand outside the hoop guarding their bucket — they can deflect (with sponges) or just keep enemies from approaching.
- After 6 minutes, FREEZE. Measure each bucket. Highest level wins.
Run 3 rounds. Rotate defenders so everyone plays both roles.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Lilo & Stitch (PG). Tropical theme — fits Friday's luau prep.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins
- Drawing
- UNO
- Read-aloud — adventure stories
Summer Survival & Heat-Safety Review SKILL 2:00–2:45
Purpose
Reinforce Monday's lesson with a kid-led activity. Now they know the rules — they teach.
How to run
- Mini "game show" format. 4 teams. Director asks heat-safety / hydration questions. Teams buzz in (use a soft buzzer or noisemaker).
- Sample questions:
- "Name 2 signs that someone is too hot."
- "What should you do if you feel dizzy?"
- "How often should you drink water on a hot day?"
- "What does sunscreen do?"
- "Why do we sweat?"
- Each team writes answers on a whiteboard. All correct = 1 point.
- 10 questions. Top team gets first dibs on Friday's choice activity.
Goal: review by playing, not lecturing.
Ice Melt Science Experiment STEM 2:45–3:30
Concept
Ice melts faster in salt water than fresh water (salt lowers freezing point). Sun, surface area, and water temperature all change melt rate.
Supplies (per team)
4 ice cubes (same size — pre-frozen Wednesday night), 4 cups, table salt, fresh water, sunny vs. shady spot, stopwatch, recording sheet.
How to run
- Each team gets 4 ice cubes and 4 cups, placed in different conditions:
- Cup A: ice cube in plain water (room temp).
- Cup B: ice cube in salt water.
- Cup C: ice cube in plain water in the sun.
- Cup D: ice cube on a paper plate (no water — control).
- Predict which melts fastest.
- Time each melt. Record.
- Discuss results. Why did salt water win? Why did the dry ice cube win or lose?
This is an active observation activity — campers check every 5 minutes. While checking, they have a free choice activity to bounce between (LEGO, drawing).
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet stations
- UNO
- LEGO
- Coloring
Morning Meeting — "Aloha + celebration" MORNING 9:00–9:20
"Aloha" means hello and goodbye, but also love and breath. Today is a celebration day — beach music, leis, water Olympics. Quick stretches in luau music. Plan tour of the day so campers know what to expect (helps regulation).
Indoor Movement — Hula Lesson + Stretch INDOOR MOVE 9:20–9:45
Light, kid-friendly hula-inspired movement (not formal hula — culturally framed as "Pacific dance inspired"). Lead simple hand motions: ocean waves, paddling a canoe, rain falling, sun rising. 15 min. Last 5: stretches.
Tropical Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes with luau-themed obstacles.
- Coconut Carry: balance a (real or fake) coconut on a paddle. 25 yds.
- Hula Hoop Spin Pass: spin a hula hoop on your waist 10 times, pass to teammate.
- Limbo: go under a low pool noodle held by 2 staff.
- Splash Sprint: through a small kiddie pool of water, drop a beanbag in a bucket on the other side, run back.
Giant Water Olympics TEAM GAMES 11:15–12:00
Stations (10 min each, rotate)
- Sponge Toss: partners 6 ft apart, toss a wet sponge back and forth. Step back after every catch.
- Bucket Sprint: carry a half-full bucket of water 25 yds without spilling. Time it.
- Water Balloon Volleyball: over a low net (cone+string), with a towel held between 2 partners. Catch and throw with the towel.
- Hose Limbo: go under a stream of hose water (held high). Lower it round by round.
Final round: all-team splash circle — every camper soaks a sponge and tosses it in the center pile. Pure joy.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Little Mermaid (G). End-of-week, calmer pace.
Choice Clubs CHOICE 1:30–2:00
- Lei-making practice
- Beach drawing
- UNO
- LEGO
Camp Celebration Dance Party SKILL 2:00–2:45
Concept
End-of-week celebration. Music, games, low-stakes performances.
How to run
- Pre-built kid-friendly summer playlist plays (curated Sunday night).
- Limbo contest! Pool noodle held by staff, music plays, line of campers go under. Lower the noodle each round. Winner gets a souvenir lei.
- Freeze dance: classic.
- Open dance floor — whole camp dances together.
- Quick award announcements: Best Sport, Best Splash, Best Cheerleader, Best Team Player (peer-nominated).
Inclusive — every camper invited, none required to perform.
Hawaiian Lei Creation CRAFT 2:45–3:30
Cultural framing (read aloud at start)
"In Hawai'i, leis are given to show love, welcome, and goodbye. Today we're inspired by that idea — we make our own lei to celebrate finishing Water Wars Week."
Supplies (per camper)
Tissue paper in 4 colors, plastic flower beads (large hole), yarn (3 ft per camper), tape, scissors (staff-supervised).
How to run
- Cut tissue paper into 3-inch squares (pre-cut by staff night before).
- Punch a small hole in the center of each square (staff with hole-punch).
- Thread yarn through 1 flower bead, then 5 tissue squares (puffed up like flowers), then 1 bead. Repeat.
- End: tie yarn ends together to form a necklace lei.
- Camper wears or gives to a friend.
Leis go home + worn during the dance party.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Send wet items home (towels, swimsuits) labeled in plastic bags. Bottles (sand + ocean-in-a-bottle) go home today. Staff communicate one positive moment + concerns.
Quick reminder: Week 6 is a 4-day week (Independence Day Friday off).
Week 5 Supply Checklist (for 30 campers)
- ~250 water balloons (pre-fill night before)
- 4 large buckets + 4 small buckets
- 20 large sponges (cut into 30 if needed)
- 1 kiddie pool (refill source)
- 2 large plastic tubs (STEM water tests)
- 30 small plastic clear bottles (sand + ocean-in-a-bottle crafts)
- Vegetable oil (1 large bottle)
- Blue food coloring (assorted)
- Pre-dyed colored craft sand (4 colors)
- Plastic ocean creatures (small toy bin)
- Vinyl slip-and-slide tarp
- Mild dish soap (2 bottles)
- Garden hose
- Beach ball + balloons (volleyball)
- Pool noodles (12)
- Cones (20+), hula hoops (8)
- Aluminum foil (1 roll)
- Popsicle sticks (200), rubber bands
- 30 pennies / washers (cargo for boats)
- Ice cubes (pre-frozen Wed night)
- Salt (table) — 1 box
- Tissue paper (4 colors)
- Yarn / string
- Plastic flower beads (large hole, 200+)
- Hole punch (staff)
- Super glue (staff-only)
- Sunscreen SPF 50+ (3 bottles minimum)
- Beach towels (extras)
- Pop-up shade tents (2 — for park)
- Water cooler (large) + cups
- Coconut props (real or plastic) for relay
Week 5 Rainy Day Backup Plan
- Indoor balloon volleyball
- Indoor relay races (no water — same mechanics)
- LEGO engineering — boat / raft challenges (no water testing, design-only)
- Charades — beach / water theme
- Freeze dance
- Indoor obstacle courses in dojang
- Team storytelling — "the day we sailed to ___"
Staff Notes for Week 5
- Hydration is non-negotiable. Every 10 minutes outdoor, every camper drinks. Visually confirm.
- Sunscreen reapply 3× daily minimum: 10:00 AM prep, 11:00 snack, 1:30 transition.
- Monitor every camper for overheating signs. Move to shade + water at first sign.
- Clearly mark water-play boundaries before activities begin. Cones tell campers "this is the splash zone."
- Keep towels and extra cleanup supplies nearby. Wet floors are slip hazards.
- Increase staff supervision during all water activities — staff stay out of the splash chaos, eyes on every camper.
- Rotate active and calm activities — water week is exhausting; build pauses in.
- Pre-fill water balloons night before (Sunday for Monday, Monday night for Tuesday, etc.).
- If any camper doesn't want to get wet — that's okay. Have a dry alternative role (timer, scorekeeper, cheer captain).
Week 6 — Survival Challenge Week
Weekly Goals
- Build resilience and confidence through structured "survival" challenges
- Practice problem-solving, leadership, and clear communication under pressure
- Introduce basic outdoor concepts: knots, shelter, navigation, water purification, fire-safety awareness
- Reinforce teamwork — no real survivor goes alone
Why Week 6
By midsummer, campers can handle more challenge. Survival Week is a chance to teach practical outdoor skills in a structured camp setting — and to celebrate effort over winning. The 4-day format compresses the week, so Thursday combines the original "Team Survivor" + "Survival Finale" content into one day with awards and reflection journals.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: The Croods (PG) · Tue: The Wild Robot (PG, 2024) · Wed: Madagascar (PG) · Thu: The Jungle Book (1967 animated, G — calmer; or 2016 live-action PG, pre-screen for younger campers).
Common Week 6 Watchouts
- "Survival" framing can intimidate younger campers. Frame everything as a game and a skill, not a real emergency.
- Avoid overly intense elimination-style games. Re-running the round is always allowed.
- Older campers may push for "real" fire / "real" knives — staff hold the line: no open flames, no real blades, ever. Use models, paper, popsicle sticks, and dull craft scissors.
- This is the week before July 4 — energy is high. Build calm windows in.
Morning Meeting — "What does a survivor actually do?" MORNING 9:00–9:20
Frame the week. A survivor stays calm, thinks clearly, and works with their team. The 4 survival rules:
- Stop, breathe, look around. (Don't panic.)
- Find your team.
- Make a plan together.
- Help each other. No one is left behind.
Practice "Stop, breathe, look around" — staff calls "SURVIVAL!" and every camper freezes, takes one deep breath, looks at the staff. (Same energy as FREEZE; new ritual for this week.)
Indoor Movement — Survival Stretch + Crawl Drill INDOOR MOVE 9:20–9:45
Survival Stretch (10 min)
"Hike-prep" stretches: hip flexors, calves, ankle rolls (×10 each direction), shoulder mobility. Lead campers through good walking-form posture (chest up, eyes forward).
Crawl Drill (12 min)
- Set up 3 "tunnels" with mats and chairs in dojang.
- Bear-crawl through tunnel 1 (low).
- Army-crawl through tunnel 2 (very low).
- Crab-walk through tunnel 3 (medium height).
- Run 3 times through the circuit.
Builds the body strength + low-profile movement that survivors and explorers actually use.
Wilderness Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
Build a 5-station "wilderness expedition" course in the outdoor play area.
- Log Crossing — walk a 2x4 board (laid flat on grass) heel-to-toe for 10 ft.
- Boulder Field — hop from cone to cone (8 cones placed in a zig-zag).
- Rope Bridge Crawl — army-crawl 12 ft along a chalk line between two ropes laid parallel on the ground.
- Mountain Climb — bear-crawl up a small grassy slope, jog back down.
- Camp Sprint — 25-yd straight sprint to "base camp" cone.
How to run
- Walk every camper through the course before any timing starts.
- Run 3 rotations. First time: get familiar. Second time: time individuals. Third time: team relay (each camper does 1 station, hand off).
Mandatory water break at minute 30. Heat watch ongoing.
Build-the-Shelter Challenge TEAM GAMES 11:15–12:00
Concept
Teams build a shelter big enough for the team to crouch under, using only the supplied materials. No real wilderness — same skills, indoor or covered outdoor space.
Supplies (per team)
1 large tarp or bedsheet, 4 pool noodles (poles), 6 cones (anchor weights), 8 ft of rope or jump rope, 4 chairs (anchor points), masking tape (3 ft per team).
How to run
- Each team has 25 minutes to build a shelter that:
- Stands on its own (or anchored to chairs).
- Fits the entire team underneath.
- Stays standing 30 seconds untouched.
- At the end, each team crouches under their shelter for the 30-second test.
- Bonus challenge: a staff "wind test" — gentle paper-fan wave. Does it stay up?
Awards: Most Stable, Most Creative, Best Team Effort.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Croods (PG). Prehistoric family adventure.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design your own wilderness camp
- Survival coloring pages
- UNO / War
- Read-aloud — survival stories (kid-friendly: Hatchet excerpts, Survivor Kid activity book)
Basic Knot Tying & Rope Safety SKILL 2:00–2:45
Purpose
Build on Week 1 Thursday's knot intro. This time campers tie 4 functional knots and use them.
Supplies
30 paracord pieces (3 ft each, ½-inch thick — easier for kids), 4 large posters of each knot diagram, 4 small carabiners (demo only — not for camper use).
Knots taught (in order)
- Square knot (overhand-over-overhand-under) — joins two ropes.
- Slip knot — a quick-release loop.
- Bowline (8+ campers) — a loop that won't slip; survivor's knot.
- Two half-hitches (8+ campers) — ties a rope to a post or tree.
How to run
- Demo each knot slowly with oversized rope and a poster.
- Campers tie. Staff circulates.
- Mini-quiz / station test: "Tie a square knot in 30 seconds." Stamps on a "Knot Card" for each one mastered.
- Last 5 min: each camper keeps one of their best-tied paracord pieces for tomorrow's bracelet craft.
Survival Bracelets Craft CRAFT 2:45–3:30
Concept
Real "survival bracelets" are made from paracord that can be unraveled and used in emergencies. Today's version is a simpler braided friendship-style bracelet, but with the same idea.
Supplies (per camper)
3 strands of paracord or thick yarn (2.5 ft each, in 3 colors), masking tape, optional small plastic clip/buckle.
How to run
- Tape strands at the top to a clipboard or table.
- Demo a 3-strand braid (callback to Week 1 Friendship Bracelets).
- Campers braid. Staff helps younger ones.
- Tie off both ends with a square knot (Monday's knot — review!).
- Optional: clip on a small clasp. Otherwise wrap and tie loosely on wrist.
Bracelets stay on through the week and go home Thursday.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet games
- Survival coloring
- UNO
- LEGO bins
Morning Meeting — "How do you find your way?" MORNING 9:00–9:20
Show a real compass. Briefly demo how the needle points north. Discuss kid-friendly navigation: the sun rises in the east, sets in the west; moss grows on the cooler side of trees (north in the northern hemisphere); landmarks help you stay oriented. Don't lecture — keep it short and active. Hand out a "Compass Quick-Card" for today's activities.
Indoor Movement — Compass Drill + Direction Game INDOOR MOVE 9:20–9:45
Compass Drill (10 min)
Mark N / S / E / W on the four walls of the dojang with paper signs. Lead campers through "Compass Tag":
- Staff calls a direction. Everyone runs to that wall.
- Last camper to reach the wall sits out one round (3 sec timeout, then rejoins).
- Add complexity: "NORTHEAST!" — campers must figure out where the corner is.
Stretch (10 min)
Standard stretches before the outdoor compass relay.
Compass Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
Set up 4 "compass course" lanes. Each lane has a starting cone, then 4 cones placed in a roughly diamond pattern (N/S/E/W). Campers must run to each in a specific order based on a card they're handed.
How to run
- Each lane has a stack of "mission cards" at the start. Each card has a sequence: "GO NORTH, then EAST, then SOUTH, then WEST, return to start."
- First camper draws a card, runs the sequence, returns, hands card off.
- Second camper draws a different card (different sequence), repeats.
- Faster team time wins. Run 3 rotations.
Round 2 (Optional) — Real Compass Mini-Hunt
Older campers (8+) get a real compass each. Pair them with a younger camper. Lead them through a 3-stop hunt where they have to walk in a real bearing (e.g., "Walk 30 steps NE").
River Crossing Challenge TEAM GAMES 11:15–12:00
Concept
Same mechanic as Week 2 Tuesday's Lava Field — re-themed. Teams must cross a "river" using only paper plates, with the added constraint that the team must stay together (no leaving anyone behind).
Supplies
5 paper plates per team (the only "stones"), painter's tape to mark a 25-ft river, 1 stuffed animal "pet" each team must carry across.
How to run
- Each team starts on one bank with their pet and 5 plates.
- Goal: every camper + the pet must reach the other bank without anyone touching the "water."
- Plates can be picked up and moved forward only when no one is on them.
- If anyone touches water, the entire team restarts.
- Best team time wins.
Staff resists telling teams the strategy. Let them work it out — that's the point.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Wild Robot (PG, 2024). Robot stranded in nature. Beautiful, calm pacing.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins
- Drawing — "draw a map of camp"
- UNO
- Quiet reading
Emergency Preparedness Basics SKILL 2:00–2:45
Purpose
Practical, age-appropriate emergency-readiness lesson. Not scary — empowering.
Topics covered (interactive, 5 mini-lessons)
- Phone numbers: every camper writes 1 emergency phone number on an index card and carries it home in their pocket today. Parents pre-told via Sunday email.
- Meet-up plan: "If you get separated from your group at the park, where do you go?" Each camper picks a "landmark spot" with their team.
- What to say: practice the 3-line script: "My name is ___. I need help. I'm with Camp Broken Arrow's Best."
- Stop-Drop-Roll: classic fire-safety. Demo and practice.
- 911: when to call (only emergencies — fire, hurt person, danger). Reinforce: "Tell a grown-up first. They'll call."
Send a recap home in parent email Tuesday evening.
End: small game-show round of "what should you do if…" scenarios. Teams answer.
Water Filter Engineering Experiment STEM 2:45–3:30
Concept
Real survival skill: filter dirty water using natural materials. (Result is NOT drinkable — but visually impressive.)
Supplies (per team)
1 plastic 16-oz bottle (cut in half by staff — top half inverted as funnel), coffee filter or paper towels, gravel, sand, activated charcoal (or crushed regular charcoal — staff-applied with gloves), rubber band, large clear cup to catch filtered water, "dirty water" jar (water + dirt + small leaves + glitter).
How to run
- Demo the layered filter: coffee filter at bottom (in funnel), then sand layer (1 inch), then charcoal (½ inch), then gravel (1 inch).
- Each team builds their own filter using the layered approach.
- Pour 1 cup of "dirty water" through.
- Catch the filtered water. Compare to original.
- Discuss: cleaner-looking, but not safe to drink. Real purification needs boiling or chemicals or filtration plus UV.
- Re-pour through filter again — gets cleaner each time.
⚠ Safety reminders to say out loud
- "This water is NOT safe to drink — even though it looks clearer."
- "Real safe drinking water needs boiling or special chemicals."
- Dispose of filtered water down the drain at end.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Map drawing
- UNO
- LEGO
- Quiet reading
Morning Meeting — "Animals are great teachers" MORNING 9:00–9:20
Discussion: how do animals survive? Some run fast (deer, cheetah). Some hide well (rabbit, octopus). Some build great homes (beaver, bird). Some work in groups (wolf pack, ant colony). Today's challenges borrow strategies from animals.
Indoor Movement — Animal Survival Yoga INDOOR MOVE 9:20–9:45
Themed yoga in dojang: "Bear ready stance" (squat low and steady ×30 sec), "Deer balance" (one-foot balance ×30 sec each side), "Eagle stretch" (arms wide, lean side to side), "Snake slither" (cobra pose hold), "Pack walk" (line-up walk together rhythmically). End with breath control.
Animal Survival Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
Animal-themed station rotations. 4 stations, 12 min each.
- Cheetah Sprint Station: 30-yd timed sprint. Best of 3 attempts. Cheetahs are the world's fastest land animal — short bursts.
- Bear Crawl Endurance: bear-crawl 15 yds, jog back. 4 reps total. Builds the steady strength of bears.
- Rabbit Jumps: long-jump (standing) for distance. 3 attempts each. Or zig-zag jumps through cones.
- Wolf Pack Run: 6 campers in a connected line (each with one hand on the shoulder of the camper ahead). Run a course as a "pack." If anyone breaks the line, restart. Teaches group coordination.
Food Hunt Scavenger Challenge TEAM GAMES 11:15–12:00
Concept
Themed scavenger hunt — teams hunt for "food" items hidden around the building / outdoor area. Each item has a "calorie value" written on it; team with the highest total wins.
Setup (night before)
Hide 40 paper "food" cards labeled with kid-friendly survivor foods (berry: 5 cal, fish: 15 cal, nut: 10 cal, etc.) at various difficulty levels. Some easy (in plain sight), some hidden behind objects. Allergen-aware — no real food, just paper images.
How to run
- Teams of 6, each given a basket.
- Hunt for 25 minutes. Pick up cards and put them in the basket.
- Tally calorie totals at the end.
- Discuss what real survivors eat: foraging is hard; teamwork helps; you can't eat just one type for long.
Bonus round: each team must "trade" calories with another team to get a balanced "diet" (proteins, carbs, fats — pre-marked on cards).
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Madagascar (PG). Animals + survival + comedy.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — animal habitats
- Drawing — design your own creature
- UNO
- Read-aloud — animal stories
Nature Observation & Weather Signs SKILL 2:00–2:45
Purpose
Teach attention to detail. Survivors notice things others miss.
How to run
- Observation Game (15 min): staff sets out a tray of 15 small natural objects (leaves, sticks, pine cones, pebbles, feather, etc.). Campers look for 60 seconds. Cover. Each camper writes / draws what they remember. Reveal. Compare.
- Weather Signs (15 min): mini lesson on cloud types. Show 4 photos: cumulus (puffy = good weather), cirrus (wispy = changing), stratus (low gray = drizzle), cumulonimbus (tall dark = storm). Quick quiz round.
- Real-world test (10 min): step outside, look up. What clouds are above us today? What does that mean for our weather?
- Closing (5 min): "Pick one thing you'll start noticing this week." Share around circle.
Mini Campfire Model CRAFT 2:45–3:30
Concept
NO real fire. A craft that teaches the structure of a campfire — and the safety rules around real ones — using paper, sticks, and tissue.
Supplies (per camper)
1 small paper plate (the "fire pit"), 8 popsicle sticks (logs), red/orange/yellow tissue paper (flames), small stones or pebbles (border), brown construction paper (kindling), markers, glue.
How to run
- Demo a finished mini fire pit.
- Glue stones around the edge of the paper plate (the rock ring).
- Build a "tepee" stack of 4 popsicle sticks in the center.
- Crumple tissue paper into "flame" shapes; glue inside the tepee.
- Glue brown kindling at the base.
Fire safety rules (read aloud as the craft is being made)
- Real fires are made and put out by adults.
- Keep a bucket of water nearby always.
- Never leave a fire alone.
- Stop-Drop-Roll if your clothes catch fire.
- Smoke goes up — stay low if you smell smoke indoors.
Display the campfires in the activity room for the rest of the week.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet games
- UNO
- LEGO
- Drawing
Morning Meeting — "What did you learn this week?" MORNING 9:00–9:20
This is finale day (4-day week). Each camper shares one thing they learned that they didn't know on Monday. Staff celebrate every answer. Outline the day: ultimate adventure race, championship, awards, journals.
Reminder: tomorrow is closed (Independence Day observed). Camp returns Monday July 6 with Olympic Games Week.
Indoor Movement — Final Survival Warm-Up INDOOR MOVE 9:20–9:45
Group warm-up reviewing all of the week's moves: stop-breathe-look-around chant, hike-prep stretches, animal-walk circuit (cheetah, bear, rabbit, wolf), compass-drill freeze pose. Close with deep breaths.
Ultimate Adventure Race (Outdoor) GROSS MOTOR 10:00–11:00
Concept
The week's culminating outdoor challenge. A 6-station "expedition course" each team completes as a unit.
Stations
- Compass Sprint — race to a compass-direction-marked cone (call back to Tuesday).
- Knot Test — entire team must tie square knots in sequence at a station before moving on.
- River Crossing Mini — paper-plate stepping stones (call back to Tuesday's team game).
- Wilderness Crawl — bear-crawl through a "tunnel" (cones with tarp).
- Shelter Sprint — quick assembly: each team props up a small tarp shelter using 2 chairs and rope (60-second window).
- Camp Sprint — team-line dash to base camp cone.
How to run
One team at a time runs the course (other teams cheer). Time each team. Total team time = race result. Awards at afternoon ceremony.
Camp Survivor Championship TEAM GAMES 11:15–12:00
Concept
Mini-tournament: each team rotates through 4 quick "championship" stations to earn points.
- Memory Tray Final — 15 small natural objects shown 30 sec, covered, team writes the list.
- Knot Race — each team tied a square knot in sequence. Time it.
- Trivia Round — survival-themed Q&A from the week (compass, knots, weather, water purification, fire safety). Team writes answers.
- Group Plank — entire team holds a plank position; total team time = sum of every camper's plank seconds.
Tally points; announce winner at the awards ceremony.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Jungle Book (1967 animated, G — calm finale-day choice; or 2016 live-action PG if Director pre-screens).
Choice Clubs CHOICE 1:30–2:00
- Final journal touch-ups
- UNO
- LEGO
- Quiet reading
Survivor Awards Ceremony SKILL 2:00–2:45
Setup
Chairs in rows facing a small "stage" (an open space at the front of activity room). Award certificates pre-printed.
Run order
- Director welcomes "Survivors of Camp."
- Announce championship results — recognize every team.
- Hand out certificates by name. Suggested awards (every camper gets one):
- Best Compass Reader
- Best Knot Master
- Best Shelter Builder
- Best Encourager
- Best Critical Thinker
- Most Resilient
- Best Team Player
- Bravery Award
- Calm-Under-Pressure Award
- Helping Hand Award
- Group cheer: "Survivors of Camp Broken Arrow's Best!"
- Staff-led closing: each staff says one thing they noticed this week.
Every camper recognized. Photos taken for Memory Books.
Adventure Journals & Reflections CRAFT 2:45–3:30
Supplies
30 small "Adventure Journals" (pre-stapled paper booklets, kraft-paper covers), markers, fine-tip pens, stickers, glue sticks, mini-photos from the week.
Pages
- "My Survival Story": draw yourself in the wilderness with your team.
- "Things I Learned": bullet list (knots, compass, weather signs, water filter, fire safety, animal strategies).
- "My Bravest Moment This Week": drawing + 1 sentence.
- "Who Helped Me": name a teammate or staff who helped this week.
- "What I'll Use From This Week": one thing the camper will remember in real life.
Journals go in the camper's Memory Book started in Week 1. Photos slipped in.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Quiet stations. Staff communicate one positive moment + concerns at sign-out. Reminder to parents: camp closed Friday July 3 (Independence Day observed). Returns Monday July 6 with Olympic Games Week.
Send home: certificates, survival bracelets, mini campfires, journals.
Week 6 Supply Checklist (for 30 campers)
- 30 paracord pieces (3 ft each, ½-inch)
- 30 paracord pieces for bracelets (2.5 ft × 3 colors)
- 4 large knot-diagram posters
- 4 small carabiners (demo only)
- 4 large tarps or bedsheets (shelters)
- Pool noodles (12)
- Cones (20+), hula hoops (6)
- Rope or jump ropes (8)
- 4 chairs (anchor points)
- Masking tape (2 rolls)
- Painter's tape (2 rolls)
- Real compasses (8)
- Compass paper signs N/S/E/W
- Mission cards (compass relays)
- Paper plates (50 — stepping stones + campfire)
- 4 stuffed animal "pets" (river crossing)
- Stop watches (4)
- Index cards (30)
- Plastic 16-oz bottles (8 — water filters)
- Coffee filters (small box)
- Sand (1 bag)
- Gravel (1 small bag)
- Activated charcoal or charcoal (1 bag)
- Glitter (the dirty-water "contaminant")
- Dirt for muddy water
- Plastic gloves (staff for charcoal)
- Popsicle sticks (200)
- Red/orange/yellow tissue paper (campfire flames)
- Small stones / pebbles (campfire borders)
- Brown construction paper
- 30 paper "food" cards (pre-printed)
- 30 small adventure journals
- Pre-printed certificates (Thursday)
- Photos of cloud types (4 — visual)
- 15 small natural objects (memory tray)
- Sunscreen, towels, water cooler
Week 6 Rainy Day Backup Plan
- Indoor obstacle course in dojang
- Team puzzle race (1000-piece collaborative)
- LEGO engineering builds — wilderness camp
- Survival charades (act out: starting fire, building shelter, cooking, climbing)
- Blanket fort challenges
- Indoor scavenger hunt with survival clues
- Team storytelling — "the time we got lost in the woods"
Staff Notes for Week 6
- Focus on teamwork over competition. Survival is about cooperation. If a team is struggling, coach them, don't shame them.
- Keep physical activities safe and well-spaced — wilderness theme can encourage rough-housing.
- Encourage leadership from older campers — "wolf-pack" line activities are good for this.
- Rotate active and calm activities regularly. Survivor Week is intense; emotional regulation matters.
- Reinforce resilience: "It's okay to fail and try again. That's exactly what survivors do."
- Avoid overly intense elimination-style games. Restart is always allowed.
- Charcoal/sand mess — work over trays. Wash hands.
- No real fire, no real blades, no eating wild plants — ever. Even if a camper insists "their dad does it." Camp keeps the line.
- Email parents Tuesday evening with the emergency-prep recap so they can reinforce phone numbers and meet-up plans at home.
Week 7 — Olympic Games Week
Weekly Goals
- Encourage sportsmanship — the way we play matters more than the score
- Build confidence through healthy competition (effort + perseverance celebrated over winning)
- Improve coordination, agility, and endurance across multiple sport types
- Practice leadership and clear communication during team events
- Showcase the camp's Taekwon-Do dojang with appropriate, supervised martial-arts skill challenges
Why Week 7
Olympics Week leans into structured competition — but with rotating teams, peer-nominated awards, and a strong "effort over winning" frame. Use the dojang's agility ladders, focus pads, and target shields for safe, high-value skill stations. Every camper earns a medal Friday — recognition is broad, not narrow.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Cool Runnings (PG, pre-screen) · Tue: The Mighty Ducks (PG) · Wed: Air Bud (G) · Thu: Sing (PG) · Fri: Wreck-It Ralph (PG).
Common Week 7 Watchouts
- Olympic + competition framing escalates rivalry. Rotate teams every day so no camper is stuck with one group all week. Pre-built mixed teams of 6 (different from the original Week 1 team colors).
- Watch for exclusion ("you can't be on our team"), gloating, or argument over scoring. Coach phrases: "Effort is the score." "Cheer for everyone — even other teams."
- Focus pad / kicking shield use is supervised by Taekwon-Do staff only. No spinning kicks, no jumping kicks, no head-level strikes. Controlled palm strikes and front kicks only.
- Hot July week — heat-watch protocols from Week 5 stay active.
Morning Meeting — "What does sportsmanship sound like?" MORNING 9:00–9:20
Day-1 framing: every team will compete this week — but how we compete matters most. Demo two short skits with staff:
- Bad Sport: "I won! You're terrible! Ha!" (deliberately exaggerated; campers laugh)
- Good Sport: "Great game! That last play was awesome — let's run it back!"
Discuss the difference. Each team picks today's Sportsmanship Captain — the daily camper job for this week.
Indoor Movement — Olympic Warm-Up + Team-Reshuffle INDOOR MOVE 9:20–9:45
Team reshuffle (5 min)
This week, campers move into new mixed teams for Olympic events: Fire (Red), Water (Blue), Earth (Green), Air (Gold), Storm (Purple). Director hands each camper a colored ribbon — they wear it on the wrist or neck.
Olympic Warm-Up (15 min)
Multi-sport themed warm-up in dojang:
- Track stretches (lunges, calf stretches, ankle rolls).
- Boxer shuffle (dojang-style) ×30 sec.
- Volleyball-arms ready stance hold ×20 sec.
- Soccer-knee taps (jog in place, alternating knees high) ×30 sec.
- Static "yoga" finish: tree pose ×20 sec each side, mountain pose ×20 sec.
Camp Opening Parade + Olympic Relay Stations (Outdoor) GROSS MOTOR 10:00–11:00
Opening Parade (15 min)
- Each new team lines up behind their colored team flag (made later today, paper version pre-made for the parade).
- Parade walk around the field. Each team chants their team color name.
- Center-field gathering: "Olympic torch" (a battery LED pillar candle in a paper-cup-cone holder) lit ceremoniously.
- Staff reads brief "Olympic Oath" written for camp:
- "I will play hard."
- "I will play fair."
- "I will respect every camper."
- "I will cheer for my team and the others."
- Whole camp says "We do!"
Olympic Relay Stations (40 min, rotate)
- Sprint Lane — 30-yd dash. Time it.
- Soccer Dribble — through 6 cones, ball at feet.
- Discus Throw (Frisbee) — distance throw of a frisbee. 3 attempts.
- High Jump (Limbo Reverse) — jump over a low pool noodle held at gradually increasing heights.
Olympic Relay Team Race TEAM GAMES 11:15–12:00
Concept
Classic 4×100-meter relay simulation (scaled down). Teams of 5 run a 4-leg "course" with a baton.
Setup
4 cones in a square pattern, ~25 yds apart. 5 batons (paper-towel rolls or pool noodles cut short).
How to run
- Each team has 5 runners, one per leg + 1 spare.
- Runner 1 sprints leg 1, hands baton to runner 2 in the "exchange zone" (a 4-ft cone-marked zone).
- Continue through all 4 legs. Last runner sprints to home cone.
- Time each team. Best 2 of 3 attempts.
- Baton hand-off in the zone only — drops require pickup before continuing.
- Walking speed acceptable for younger campers.
- Cheer between heats.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Cool Runnings (PG — pre-screen). Olympic underdog story.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design an Olympic stadium
- Olympic-ring coloring pages
- UNO / Connect 4
- Read-aloud — Olympic athlete biographies (kid-friendly: Simone Biles, Usain Bolt, Yusra Mardini)
Team Flag Design Challenge SKILL 2:00–2:45
Purpose
Each new mixed-element team creates the flag they'll carry all week.
Supplies
5 large poster boards, 5 dowels or paint stir sticks, masking tape, marker bins, glitter pens, stickers, fabric markers (optional), gold/silver gel pens.
How to run
- Each team huddles. Lead asks: "What's our team motto? What's our element-based symbol? What's our victory chant?"
- Every camper contributes (drawing, signature, sticker, color).
- At 2:35, teams stand and present their flag in 30 seconds — name, motto, chant.
- Flags carried at every gross-motor and team-game block this week.
Olympic Torch Creation CRAFT 2:45–3:30
Concept
Each camper makes their own Olympic torch — paper cone + tissue-paper flame. NO real fire.
Supplies (per camper)
1 sheet of cardstock or construction paper (for the cone), 4 strips of red/yellow/orange tissue paper, gold/silver gel pens, masking tape, scissors (staff-supervised), glue stick.
How to run
- Roll cardstock into a cone shape; tape closed.
- Decorate with gold/silver pens (Olympic rings optional).
- Crumple tissue paper "flames"; tape inside the open end of the cone.
- Optional: tape on the camper's name + their team color.
Torches carried at the Friday closing ceremony.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet games
- UNO
- LEGO
- Coloring
Morning Meeting — "Beat your own best time" MORNING 9:00–9:20
Today's frame: compete with yourself. Most Olympians improve by tracking their own personal bests. Hand each camper a "Personal Best" card with 4 lines: sprint time, agility-ladder time, paper-airplane distance, dojang focus-pad strikes. They'll record their own times today.
Indoor Movement — Agility Ladder Drills (Dojang) INDOOR MOVE 9:20–9:45
How to run
Use the dojang's agility ladders. Lead campers through 4 footwork drills:
- One foot per square — fast, low-knee.
- Two feet per square — both feet in each rung.
- Lateral shuffle — sideways through ladder, both feet in each square.
- In-out — feet enter the square, then step outside, then next square.
Each drill repeated 3 times. Small group rotation: 6 campers at the ladder, others stretch / run-in-place.
Agility Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5-station agility course outside.
- Cone Slalom — 8 cones zig-zag at fast speed.
- Tire Hops — hula hoops as "tires" (2 feet per hoop, alternate to single-foot).
- Suicide Sprints — sprint to 5 yds, back; 10 yds, back; 15 yds, back.
- Speed Ladder Outdoor — second ladder set up at park (if dojang ladder portable, use it).
- Recovery Walk — built-in 60-sec walking recovery between rounds.
How to run
- Walk-through demo first.
- Run 3 timed rotations. Campers track their personal best on the card.
- Recovery + hydration mandatory at 30 min.
Capture the Flag — Olympic Edition TEAM GAMES 11:15–12:00
Setup
Same Capture-the-Flag mechanics as Week 1 + Week 2, with Olympic-sized energy. Two teams at a time (other teams cheer). 4 rounds total so every team plays every other team.
- Two-finger tag only.
- Walking jail returns.
- Flags at each team's base; first team to capture wins the round.
- Cheering teams stand on a clearly marked sideline.
This is the most beloved game format — multiple short rounds keep energy high without burnout.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Mighty Ducks (PG). Underdog hockey team builds confidence.
Choice Clubs CHOICE 1:30–2:00
- Paper-airplane practice
- LEGO bins
- UNO
- Quiet drawing
Sports Psychology for Kids — "Positive Mindset" SKILL 2:00–2:45
Purpose
Teach kids the "self-talk" strategies real athletes use. Practical, age-appropriate.
How to run
- Discussion: "What does your brain say when something is hard?" Brainstorm typical negative thoughts ("I can't," "This is too hard," "I'm bad at this").
- Reframe: each negative gets a positive paired phrase ("I can't" → "I can't yet." / "This is too hard" → "Hard things are how I get better.")
- Activity: Each camper picks a phrase that's hard for them. Write the negative on one side of an index card; flip and write the new positive on the other.
- Practice: pairs of campers exchange cards. One reads the negative; partner reads the positive flip aloud.
- Tomorrow: bring the cards out at any frustrating moment.
Paper Airplane Olympics STEM 2:45–3:30
Concept
Engineering trade-offs: a paper airplane built for distance is different from one built for accuracy or for tricks (loops). Three rounds, three designs.
Supplies (per camper)
20 sheets of plain printer paper, fine-tip markers, 3 pre-printed instruction cards (Distance Glider, Accuracy Dart, Stunt Loop).
How to run
- Round 1 — Distance Build (10 min): follow the Distance Glider instructions. Test in a long hallway or outdoor lane. Measure each camper's distance.
- Round 2 — Accuracy Build (10 min): follow the Accuracy Dart instructions. Test by throwing at a target hoop on the ground 15 ft away. Most hits in 3 throws wins the round.
- Round 3 — Stunt Build (10 min): follow the Stunt Loop instructions. Test for "best loop" or "best spiral."
- Awards (5 min): Best Distance, Best Accuracy, Most Creative Stunt.
Discuss what made each design different — wing shape, weight balance, fold tightness.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Paper airplane recycling + display
- UNO
- LEGO
- Drawing
Morning Meeting — "Sports from around the world" MORNING 9:00–9:20
Quick fact-tour of 4 sports from different countries:
- Cricket (UK / India): bat-and-ball game similar to baseball.
- Kabaddi (South Asia): tag + wrestling hybrid played in teams.
- Sepak Takraw (Southeast Asia): volleyball-like sport played with feet only.
- Capoeira (Brazil): martial art that looks like dance.
Today's stations sample modified, kid-safe versions.
Indoor Movement — Capoeira Footwork (Dojang) INDOOR MOVE 9:20–9:45
How to run
Teach the ginga — capoeira's foundational rocking step. It looks like a slow, side-to-side dance. Pair campers; partners face each other and mirror the ginga without contact.
- Stand feet shoulder-width.
- Step right foot back, bend slightly. Return.
- Step left foot back, bend slightly. Return.
- Continue rhythmically, adding arm sway.
- Last 5 min: capoeira music plays softly while campers ginga as a group.
Around-the-World Sports Stations (Outdoor) GROSS MOTOR 10:00–11:00
Stations (rotate every 12 min)
- Cricket Mini — modified bat (foam bat), tennis ball, kid-safe bowling. 3 swings per camper, count base hits.
- Kabaddi-Lite — kid-safe modification: a "raider" (one camper) walks into the other team's territory, tries to tag a defender, and walk back to their own side without being grabbed (two-finger touch only). No real grappling. 30-second rounds, switch raiders.
- Sepak Takraw-Lite — beach ball over a low net (cone-and-string), feet/knees only. Hands not allowed. Modified rules: one bounce permitted.
- Hydration / Shade Pause Station — built into rotation.
Giant Team Obstacle Race TEAM GAMES 11:15–12:00
Setup
5-section obstacle race. Whole team must complete each section before moving to the next.
- Section 1: 5 hula hoop hops in a line.
- Section 2: bear-crawl tunnel (mats + chairs).
- Section 3: cone weave dribbling a soccer ball (each camper passes to next).
- Section 4: 5-camper plank-bridge (everyone holds plank for 10 sec while one camper "crosses" over their backs gently — staff-supervised, only on grass).
- Section 5: sprint to finish.
Time each team. 2 attempts.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Air Bud (G).
Choice Clubs CHOICE 1:30–2:00
- Medal-design station (prep for craft)
- LEGO bins
- UNO
- Quiet reading
Brief Olympic History & Traditions SKILL 2:00–2:45
How to run
- Quick history slides (10 min): ancient Greek Olympics started ~2,800 years ago. Modern Olympics started in 1896. Summer + Winter Olympics now run every 2 years (alternating). The 5 Olympic rings represent 5 continents.
- Tradition explainer (5 min): the torch is lit in Greece and travels to the host city. The opening parade. The Olympic oath.
- Trivia round (15 min): 10 kid-friendly questions. Teams write answers; staff reads correct.
- Athlete spotlights (10 min): 4 photos of inspiring Olympians (gymnast, runner, swimmer, wheelchair athlete). 30-sec story for each.
- Closing reflection (5 min): "If you were in the Olympics, what sport would you want to compete in?"
Olympic Medal Creation Station CRAFT 2:45–3:30
Supplies (per camper)
1 large round cardstock disc (3-inch diameter, pre-cut by staff), gold/silver/bronze paint or markers, glitter, ribbon (1 ft per medal), star stickers, fabric markers, masking tape.
How to run
- Each camper paints/colors a medal. Older campers can write their team name + a personal motto.
- Add ribbon (loop through pre-punched hole).
- Decorate front and back.
- Friday awards day: campers wear their medals (and one staff-awarded medal).
Display medals on a wall hook in the activity room until Friday.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Medal display
- UNO
- LEGO
- Coloring
Morning Meeting — "Encourage your team before you compete" MORNING 9:00–9:20
Each team huddles for 60 seconds — every camper says one thing they appreciate about a teammate. Staff models first. Then the day's plan: relay tournament, Hungry Hippos, mini catapults.
Indoor Movement — Focus-Pad Skill Station (Dojang) INDOOR MOVE 9:20–9:45
How to run
Highlight day for the dojang's signature equipment. Taekwon-Do staff supervises every station.
- Station 1 — Front Kick Practice: staff holds a kicking shield at hip height. Each camper does 5 controlled front kicks (snap kick form, not power kick). Staff demonstrates first; each camper observes 2 staff demos before kicking.
- Station 2 — Punch Combo: staff holds focus mitts. Each camper does 5 jab-cross combos (left jab, right cross). Controlled.
- Station 3 — Reaction Tap: staff holds 2 hand targets at shoulder height. Camper alternates left-right palm taps as fast as they can for 20 sec. Times their best.
Rotate small groups (6 campers per station) to keep close supervision.
⚠ Strict Safety Rules
- Only Taekwon-Do staff hold pads/shields/mitts.
- Controlled palm strikes and front kicks only.
- No spinning kicks, no jumping kicks, no head-level strikes.
- If a camper appears unfocused or out of control, they step out for a "reset" and return when ready.
- No camper kicks another camper. Ever.
Ultimate Relay Tournament (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5 teams compete in a tournament: each pair of teams runs a quick relay; winners advance to next bracket.
Relay format
Each relay heat: 4×25-yd team relay with a baton. Best of 3 attempts per matchup. Total time decides winner.
Bracket
5 teams → first round = 2 matchups + 1 bye. Loser's bracket runs in parallel. Final and consolation matches at end. Track who plays whom.
Round-by-round flow
- Round 1 (12 min) — 2 matchups simultaneously.
- Round 2 (12 min) — winners' bracket + losers' bracket.
- Round 3 (12 min) — championship + consolation.
- Hydration + cheering between rounds (built-in 4-min recovery).
Whole-camp cheering encouraged. Each team has a "designated cheer captain" who organizes their team's chants.
Human Hungry Hippos TEAM GAMES 11:15–12:00
Concept
Live-action version of the board game. Tons of laughter; teams stay engaged.
Supplies
4 scooter boards (or low rolling dollies — can substitute moving blankets), 4 small laundry baskets (the "mouths"), 100 small plastic balls or beanbags (the "hippo food"), large open floor space (activity room or dojang).
Setup
Pile all 100 balls in the center of the room. Each team's "hippo" sits at the corner with their basket and a scooter / blanket.
How to run
- One camper per team is the "hippo" — they lie or kneel on the scooter, basket extended in front.
- Two teammates push the hippo from the corner toward the center pile.
- Hippo scoops balls into their basket, then teammates pull them back to base by a rope or hand-grip on the scooter.
- Repeat. Switch hippo positions every 60 seconds so every camper has a turn.
- 4-minute round; team with the most balls wins.
- Pull, don't push, when returning — gentle pace. No high-speed scooter chases.
- Hippo lies/kneels safely on the scooter. No standing.
- If scooters are not available: substitute moving blankets — same mechanics.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Sing (PG). Performance-themed.
Choice Clubs CHOICE 1:30–2:00
- LEGO catapult prep
- Drawing — design your own sport
- UNO
- Read-aloud
Leadership Through Sports Discussion SKILL 2:00–2:45
Purpose
What makes a great team captain? Today we discuss + practice.
How to run
- Discussion (10 min): What does a captain do? (encourages, organizes, helps quieter teammates speak up, doesn't yell, doesn't take all the credit).
- Captain Practice (15 min): each team picks a rotating captain. Captain leads team through one mini-task: 5 jumping jacks, 1 group cheer, 1 line-up. Switch captains every 5 min so every camper takes a turn.
- Reflection (10 min): "What was hard about being captain?" Each captain shares one thing.
- Closing (5 min): "Pick one thing you'll do tomorrow to be a better team-mate." Share around circle.
Mini Catapult Engineering Challenge STEM 2:45–3:30
Concept
Refresher / remix of Week 2's superhero launchers — this time competitive Olympic-style. Best distance, best accuracy.
Supplies (per camper)
7 jumbo popsicle sticks, 5 rubber bands, 1 plastic spoon, masking tape, mini marshmallows (ammo).
How to run
- Build phase (10 min): same construction as Week 2. Stack 5 sticks bound at ends. Two arms. Tape spoon to the top.
- Decoration phase (5 min): teams add team-color tape or markers.
- Olympic test (15 min):
- Distance Round: 3 launches per camper. Best distance counts. Mark with chalk.
- Accuracy Round: 3 launches at a target hoop on the floor 6 ft away. Most landings inside the hoop wins.
- Awards: Best Distance Catapult, Best Accuracy Catapult, Most Creative Design.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Catapult finals or free-launch
- UNO
- LEGO
- Coloring
Morning Meeting — "Write a positive note" MORNING 9:00–9:20
Hand each camper 2 small slips. They write positive notes about 2 teammates ("I noticed you helped the new camper yesterday — that was awesome"). Staff collects all slips and hand-delivers during the awards ceremony.
Indoor Movement — Final Olympic Warm-Up INDOOR MOVE 9:20–9:45
Lighter warm-up since outdoor finals are big. Stretches, light jog-in-place, deep breathing. Practice the parade walk for the closing ceremony.
Camp Olympics Finals (Outdoor) GROSS MOTOR 10:00–11:00
5 final events, 10 min each
- Sprint Finals: top campers from Tuesday compete in a 30-yd dash. Bronze, silver, gold ribbons awarded.
- Long Jump: standing long jump for distance. 3 attempts each.
- Discus (Frisbee): distance throw final.
- Catapult Final (set up outdoor): distance shoot-off from yesterday's mini catapults.
- 4×25 Relay Championship: top 2 teams from Thursday's tournament face off.
Hand-write the medalists' names; the awards happen at 2:00.
Staff vs Campers Challenges TEAM GAMES 11:15–12:00
Concept
Camp tradition: a few staff face off against a team of campers in fun, kid-favored games. Campers always win — but it's structured competition.
Suggested matchups (rotate)
- Tug-of-War: 5 staff vs 15 campers. Long thick rope. Mark a center line; first team to pull the other across loses. (Staff lose deliberately but try.)
- Trivia Round: camp-themed Q&A from the summer so far. Campers usually crush this.
- Hula Hoop Marathon: longest hoop-spin competition. Staff try valiantly.
- Limbo: classic — staff and campers take turns under a noodle that lowers.
This builds connection between camp staff and kids. Staff are good sports.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Wreck-It Ralph (PG). Celebratory finale-day choice.
Choice Clubs CHOICE 1:30–2:00
- Medal final touch-ups
- Memory poster signing
- UNO
- LEGO
Olympic Awards Ceremony SKILL 2:00–2:45
Setup
Activity room set up like a stadium. Chairs in rows. Olympic torches displayed. Each team's flag at the front. Awards table with medals, ribbons, certificates.
Run order
- Director welcomes the "Olympians of Camp."
- Each team carries their flag down a center aisle. Music plays.
- Sportsmanship awards — peer-nominated by team. Every team has a Best Sportsmanship recipient.
- Event medals from morning finals. Bronze / silver / gold ribbons.
- Every-camper awards: Best Encourager, Most Improved, Best Cheerleader, Best Team Player, Bravery, Speed Champ, Catapult Champ, Sportsmanship Champ, etc. Every camper gets named.
- Positive-note delivery: notes written this morning are passed out by staff. Each camper reads theirs.
- Group cheer: "Olympians of Camp Broken Arrow's Best!"
- Camp-wide group photo with medals and flags.
Olympic Memory Posters CRAFT 2:45–3:30
Supplies
30 large poster sheets (or pages added to existing Memory Books), markers, photo prints from the week, glitter pens, stickers.
Pages / sections
- "My Olympic Team" — team name, mascot, photo.
- "My Best Event" — drawing or photo.
- "My Personal Best" — Tuesday's data card glued in.
- "What I Learned This Week" — short list (sportsmanship, agility skills, capoeira ginga, focus-pad work, encouragement).
- "Notes from My Team" — glue in the positive notes from this morning.
Pages added to the camper's Memory Book started in Week 1.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Send home: medals, certificates, torches, posters, paper airplanes (for the brave parents). Staff communicate one positive moment + concerns.
Week 7 Supply Checklist (for 30 campers)
- 5 colored ribbons / pinnies for new mixed teams
- 5 large poster boards (team flags)
- 5 dowels / stir sticks (flag poles)
- 30 cardstock cone bases (torches)
- Red/yellow/orange tissue paper (torch flames)
- 30 cardstock medal blanks (3-inch discs)
- 30 ribbons (1 ft each — medals)
- Gold/silver/bronze paint or markers
- Star stickers, glitter pens, fabric markers
- Markers, crayons (4 bins)
- Cones (24+), hula hoops (8)
- Pool noodles (12 — limbo + obstacles)
- Jump ropes (4)
- Agility ladders (2 — outdoor + dojang)
- Frisbees (4)
- Foam bats (cricket mini)
- Tennis balls (4)
- Soccer balls (4)
- Beach ball (Sepak Takraw)
- Stopwatches (4)
- Personal Best cards (printed, 30)
- Index cards (30 — sports psychology)
- Plain printer paper (2 reams — paper airplanes)
- Paper airplane instruction cards (3 designs)
- Marshmallow ammo + popsicle sticks (catapults)
- Rubber bands (200)
- Plastic spoons (50)
- Masking tape (3 rolls)
- Scooter boards (4) or moving blankets
- 4 small laundry baskets
- 100 small plastic balls / beanbags
- Olympic-themed music (curated playlist)
- LED battery candle (the "torch")
- Capoeira music for indoor warm-up
- Focus mitts, kicking shields, hand targets (dojang inventory)
- Long thick rope (Tug-of-War)
- Athlete biographies (printable kid books)
- Photos of inspiring Olympians (4 — cards)
- Pre-printed certificates (Friday)
- Sunscreen, towels, water cooler
Week 7 Rainy Day Backup Plan
- Indoor relay races (paper-towel-roll batons)
- Balloon volleyball
- Team trivia tournament — Olympic facts
- Minute-to-Win-It challenges (cup stacks, balloon balance)
- LEGO engineering competitions (build-a-stadium)
- Freeze dance with sport poses
- Team storytelling — "I won the gold for ___"
Staff Notes for Week 7
- Prevent overly competitive behavior early. Coach phrases ready ("Effort is the score." "Cheer for everyone.")
- Focus on effort and encouragement over winning. Peer-nominated awards are the centerpiece — every camper recognized.
- Rotate teams often. Mixed-element teams Mon–Fri, but pair within teams differently for Tue agility / Wed international games.
- Keep instructions short and movement frequent.
- Pair older campers with younger campers strategically.
- Reinforce positive sportsmanship constantly. Public shout-outs at every transition.
- Dojang martial-arts stations are supervised by Taekwon-Do staff only. No exceptions. Controlled palm strikes and front kicks only.
- Heat-watch protocols still active — water every 10 min outdoor.
Week 8 — Spy & Mystery Week
Weekly Goals
- Develop critical thinking, observation, and pattern-recognition skills
- Practice teamwork and clear communication during silent or stealth challenges
- Build confidence through structured problem-solving wins
- Encourage creativity and strategic planning
- Create an exciting week-long story arc that culminates in Friday's reveal
The Week-Long Mystery: "The Case of the Missing Camp Treasure"
This week has a single overarching narrative. On Monday, a mysterious "Director's Note" is found announcing that the Camp Treasure Chest has gone missing from the office overnight (a small wooden box pre-staged with prize-bag treats inside). Each day reveals a new clue. By Friday, every team has gathered enough information to crack the case and find the chest.
Spoiler for staff: the "thief" is not a real person — the chest was hidden as part of a planned-from-the-start camp activity. Final reveal Friday: a riddle solves to a location at the park or in the activity room where the chest is found, opened, and the treats shared with all campers.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Spy Kids (PG) · Tue: Inspector Gadget (PG) · Wed: Despicable Me (PG) · Thu: Detective Pikachu (PG) · Fri: The LEGO Batman Movie (PG).
Common Week 8 Watchouts
- Keep clues simple and visual for younger campers. If a puzzle stalls a team, hand them a "hint card" rather than letting frustration build.
- Allow older campers leadership opportunities — but pair them with younger campers so the wins are shared.
- Avoid overly difficult puzzles. The goal is fun and small wins, not academic pressure.
- Encourage teamwork over speed. "Solving together is better than solving fast."
- Reinforce positive communication — codes and silent missions test patience.
Morning Meeting — "The Case Begins" MORNING 9:00–9:20
Director walks in carrying an envelope marked "OPEN MONDAY MORNING." Read aloud:
Last night, the Camp Treasure Chest went missing from my office. I need YOUR help. Each day this week, you'll find a clue. By Friday, the camp's best detectives will solve this case. Are you ready?
— The Director"
Each camper receives a "Detective Badge" sticker and a small spiral notebook (the Detective Notebook). Teach 4 hand signals from Week 2 Thursday (callback): STOP (palm), GO (point), HELP (wave), DANGER (fist). Practice as a group.
Today's mission: Detective Training. By the end of the day, every camper will have completed Spy Academy Level 1.
Indoor Movement — Stealth Walk + Silent Tag INDOOR MOVE 9:20–9:45
Stealth Walk (10 min)
Spread out across the dojang. Goal: walk as silently as possible from one wall to the other. Staff judges by listening with eyes closed. Call out anyone who makes noise.
- Round 1: walk normally. Listen.
- Round 2: try to be quieter (heel-toe roll, slow steps).
- Round 3: silent run. Even quieter wins.
- Award "Stealthiest Steps" to one camper.
Silent Tag (12 min)
Standard freeze tag in the dojang — but no talking. Only hand signals. If a camper talks, they freeze for 5 seconds.
Spy Training Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5-station spy training course outside.
- Laser Crawl — chalk-line "lasers" on the ground (5 lines). Step over each with high knees without touching.
- Stealth Sprint — 25-yd sprint with a "no-look-back" rule: camper must not turn head while running.
- Code Drop — stop at a station, copy a 5-letter code from a card to their detective notebook, then run on.
- Cone Weave — slalom 6 cones at full speed.
- Mission Complete Sprint — final 25-yd dash to the "safe zone."
3 rotations. Time each team's total. Mandatory water break at 30 min.
Decode-the-Clue Relay (Clue #1) TEAM GAMES 11:15–12:00
Concept
Today's clue arrives. It's a number-coded message that decodes to: "Look for fingerprints. The thief left something behind." Teams decode together — this becomes Tuesday's case lead.
Supplies
4 cardstock decoder wheels (A=1, B=2 alphabet wheels, pre-printed), 4 envelopes labeled "CLUE #1," 4 coded messages, pencils, paper.
How to run
- Each team gets the same coded "Clue #1" envelope. Inside: a numeric string.
- Teams use the decoder wheel to translate.
- The translated message: "Look for fingerprints. The thief left something behind."
- Teams record the clue in their Detective Notebooks.
- First team to decode wins a "Detective Stamp" — but every team eventually solves.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Spy Kids (PG). Sets the tone for the week.
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design a spy gadget
- Mystery coloring pages
- UNO / Go Fish
- Brain-teaser puzzle station
Create Spy Identities & Badges SKILL 2:00–2:45
Purpose
Each camper invents their spy alter-ego — they wear this identity all week.
Supplies
30 blank "Spy ID Card" templates (pre-printed, lanyard-hole), markers, holographic stickers, lanyards, fake "barcode" stickers (printable), small camp photos taken Monday morning.
Card fields
- Spy Code Name (e.g., Agent Banana, Agent Pickle)
- Specialty ("invisible-ink expert," "silent walker," "code-cracker")
- Spy Motto (one sentence)
- Disguise (optional — drawing of a fake mustache or sunglasses)
How to run
- Brainstorm 5 silly spy names aloud as a group.
- Campers fill out their card; staff helps with spelling.
- Decorate. Attach lanyard. Add a barcode and a small photo.
- Closing: each spy introduces themselves. "Agent ___ reporting for duty."
IDs go into a Spy Roster binder; staff hands them back at the start of every spy activity.
Invisible Ink Science Lab STEM 2:45–3:30
Concept
Lemon juice contains carbon compounds. When heated, they oxidize and turn brown — revealing the "invisible" message. (Same as Week 2 Thursday — but today they apply it to a real clue.)
Supplies
Lemon juice (½ cup), water (½ cup), small bowls, cotton swabs (1 per camper), white paper, hair dryer (staff-only), printed "spy log" cover sheets.
How to run
- Mix equal parts lemon juice and water in small bowls.
- Each camper writes a short secret message on white paper using a cotton swab dipped in the lemon mix. Let dry 5 minutes.
- Once dry, swap papers with a partner.
- Staff carefully heats each paper with hair dryer (medium heat, 6 inches away). Message browns into view.
- Campers read each other's messages. Discuss why heat oxidizes carbon.
End-of-day reveal: Director walks in with one final invisible-ink message. Staff heats it. It reads: "THE FINGERPRINTS ARE IN ROOM 2." Sets up Tuesday.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Quiet games
- UNO
- LEGO
- Mystery coloring
Morning Meeting — "Clue #2: Fingerprints" MORNING 9:00–9:20
Director announces that overnight, fingerprints were "found" in Room 2 (the activity room). Every camper today is a forensic detective. Brief lesson: every person has unique fingerprints. There are 3 main patterns — arch, loop, whorl. Show photo cards of each.
Hand each team a "Forensic Kit" — a small plastic baggie with a cotton swab, a magnifying glass, an ink pad, and a few index cards. Today they collect their own prints + the "thief's" prints.
Indoor Movement — Detective Yoga + Mystery Tag INDOOR MOVE 9:20–9:45
Detective Yoga (10 min)
Themed poses: "Sherlock spy stance" (hand on chin, scan the room), "Stake-out squat" (low squat hold ×30 sec), "Magnifying glass arm circles," "Sneak walk" (heel-toe-quiet around dojang).
Mystery Tag (12 min)
Variant of freeze tag: 1 "mastermind" tagger + 1 "detective" who can unfreeze tagged campers. The mastermind is anonymous (they wear a "MOTH" sticker on their back so only they know). When 5 campers are frozen, the round ends and a new mastermind is chosen.
Mystery Scavenger Hunt (Outdoor) GROSS MOTOR 10:00–11:00
Setup (night before)
Hide 8 "evidence cards" around the outdoor play area. Each card has a fingerprint pattern (arch, loop, whorl) printed on it + a tiny clue word.
How to run
- Teams of 6 scour the area. Each team has a Forensic Kit.
- When they find a card, they record its location + pattern + clue word in their Detective Notebook.
- After 30 minutes, gather. Compare: which teams found all 8?
- The clue words rearrange to form a phrase: "THE THIEF WORE A RED HAT." Add this to the case file.
Hydration + shade pause at minute 30.
Escape Room Challenge Stations TEAM GAMES 11:15–12:00
Setup
4 small "escape" puzzle stations in the activity room. Each team has 10 minutes per station to solve.
- Locked Box: a small lockbox (combination lock, 3-digit). Numbers found by solving 3 small math/word puzzles posted around the table.
- Color Code Cipher: a string of colored beads spells a word using a color → letter chart (e.g., red = A, blue = B). Teams decode.
- Map & X: a hand-drawn map of the activity room with one X. Teams use the map to find a hidden envelope under or behind that location.
- Riddle Stack: 4 short riddles printed on cards. Solve each. The first letter of each answer spells the team's "code word."
Goal: every team solves every station. Timing matters but inclusion matters more — staff hand "hint cards" if a team is stuck after 5 minutes.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Inspector Gadget (PG).
Choice Clubs CHOICE 1:30–2:00
- Brain-teaser puzzles
- LEGO bins
- UNO
- Quiet reading — kid mystery books (Encyclopedia Brown, Cam Jansen)
Observation Training Games SKILL 2:00–2:45
3 stations, 12 min each:
- What Changed? 12 small objects on a tray. Campers look 30 sec, leave the room. Staff removes 2 and rearranges 1. Campers return — figure out what changed.
- Hidden Pictures: printed "find-the-X" puzzle sheets (10 hidden objects). Teams race to find all.
- Eye-Witness Test: a staff member walks across the room doing a 30-second skit (carrying a basket, wearing a hat, doing a silly walk). After they leave, campers write down everything they remember (color of clothes, what they carried, etc.). Compare answers — eye-witnesses are often wrong about details!
Discussion: detectives know that memory is unreliable. They write things down. They check.
Fingerprint Science Experiments STEM 2:45–3:30
Concept
Take real fingerprints. Compare them to the "thief's" prints. Identify the 3 patterns (arch, loop, whorl).
Supplies (per team)
1 ink pad (washable, kid-safe), index cards, magnifying glass, baby wipes for cleanup, "thief's print" cards (pre-made by staff: 4 prints labeled by patterns), a chart showing arch/loop/whorl with examples.
How to run
- Each camper presses their thumb on the ink pad, rolls onto an index card. Repeat for each finger.
- Magnify and observe their own pattern. Categorize: arch, loop, or whorl?
- Record on a worksheet: "I have ___ archs, ___ loops, ___ whorls."
- Compare to the "thief's" prints. (Staff has labeled them with a pattern that matches no camper — campers cross theirs out as "not the thief.")
- End-of-class reveal: a fresh fingerprint clue arrives — the thief left ANOTHER print on Wednesday's location. Sets up Wed.
Wash hands well after with soap and water. Ink pads come up faster with baby wipes.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Detective Notebook updates
- UNO
- LEGO
- Coloring
Morning Meeting — "Clue #3: A Coded Message" MORNING 9:00–9:20
Director presents a new envelope, dropped at the office overnight. Inside: a coded message in cipher (Caesar shift). Tell campers: today they'll learn to decode it, and they'll also learn how spies hide messages. By the end of the day, the message will be cracked: "MEET ME AT THE PLAYGROUND. I HAVE THE CHEST."
Wait — does this mean the thief is at the park?? Drama. Mystery deepens.
Indoor Movement — Spy Course Mini-Maze INDOOR MOVE 9:20–9:45
Setup
String red yarn or crepe-paper "lasers" at varying heights between dojang chairs and walls. Create a maze ~15 ft long.
How to run
- One camper at a time. Goal: reach the far end without touching any "laser."
- If you touch one, restart (or take a 5-second penalty for younger campers).
- Time each attempt. Top 3 times posted on the "Spy Leaderboard" wall.
While one camper runs, others stay on a marked "spectator line." No coaching shouts.
Spy Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5-station "spy mission" outdoor course. Different from Monday's training course — today's is a full simulated mission.
- Wall Climb (Stage) — climb a low platform (1 step), jump down. (Or: hop over a fallen log if available.)
- Vine Swing — jump rope tied to a stable anchor (staff hold). Single swing. Soft grass landing zone.
- Jump & Crawl — broad-jump 4 ft into a "tunnel" (mat + chairs), army-crawl through.
- Sniper Sneak — heel-toe walk along a chalk line for 15 ft, eyes forward.
- Mission Sprint — 25-yd sprint to the extraction zone.
Run 3 rotations. Award "Best Spy Move" peer-nominated.
Protect the Secret Package Challenge TEAM GAMES 11:15–12:00
Concept
Each team protects a "package" (a small box) while trying to capture other teams' packages. Combines stealth, defense, and tag.
Setup
5 small boxes (one per team), 5 hula hoops as "safe zones," cones to mark territory, pinnies for one team.
How to run
- Each team places their package in their hula hoop "safe zone."
- 2 defenders per team stay near the safe zone (cannot enter the hoop).
- Other team members try to sneak across the field, grab another team's package, and bring it back.
- If tagged (two-finger), camper drops the package and walks back to their own zone for 30 sec.
- Goal: collect as many packages as possible in 8 minutes.
- 3 rounds; rotate defenders so everyone plays both roles.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Despicable Me (PG).
Choice Clubs CHOICE 1:30–2:00
- LEGO build — secret base
- UNO
- Brain teasers
- Quiet reading
Secret Message Creation & Decoding SKILL 2:00–2:45
Purpose
Today campers learn 4 ways to hide messages. They create their own encoded message and exchange with a partner.
4 Spy Code Methods Taught
- Caesar Cipher (shift cipher): shift each letter forward N letters. Demo: "HELLO" with shift +3 = "KHOOR."
- Reverse Alphabet: A=Z, B=Y, C=X, etc. Quick to learn, fun to decode.
- Mirror Writing: write the message backwards / mirror-flipped. Read with a mirror.
- Pigpen Cipher (older campers, 8+): a grid-based geometric cipher. Print a quick reference.
How to run
- Demo each cipher method with the same word ("CAMP") so campers see all 4.
- Each camper picks a method and creates a secret message (3–5 words).
- Trade with a partner. Decode each other's.
- Bonus: today's "Director's Coded Message" gets translated as a class — using the Caesar Cipher with a +3 shift, the message reads: "MEET ME AT THE PLAYGROUND. I HAVE THE CHEST."
Add this clue to the Detective Notebook.
Spy Gadgets from Recycled Materials CRAFT 2:45–3:30
Concept
Every spy needs gadgets. Today's challenge: build a working (or at least decorative) spy gadget from recycled materials.
Supply menu (each team picks from)
- Cardboard tubes
- Plastic bottles (clean)
- Aluminum foil
- Rubber bands
- Paper towel rolls
- Markers, tape, glue
- String, pipe cleaners
- Plastic spoons
- Bottle caps
Suggested gadgets
- Periscope — 2 small mirrors angled at 45° in a long box (staff helps with mirror placement).
- Listening Device (paper-cup phone): 2 paper cups + string, a classic.
- Decoy Pencil: a pencil that's actually a hidden message holder (tube).
- Camera Disguise: a small prop "camera" hidden inside a faux book cover.
How to run
- Each team picks a gadget OR invents their own.
- 20 min build time.
- Each team presents their gadget — what it does, why a spy would use it.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Gadget display
- UNO
- LEGO
- Coloring
Morning Meeting — "Clue #4: An Eyewitness" MORNING 9:00–9:20
Director announces: an eyewitness has come forward. Read the witness statement aloud:
Today's mission: figure out what's "shiny and round" near the back of the building. Think. Plan. Today is also tomorrow's last day before the reveal — so build excitement.
Indoor Movement — Silent Strategy Game INDOOR MOVE 9:20–9:45
Concept
Teams plan and execute a silent strategy. No talking allowed.
How to run
- Each team gets a small task on a card (e.g., "Form a circle," "Stack 5 cones," "Sit in a line by birthday month").
- Teams have 4 minutes to solve their task — silently.
- Hand signals only. If anyone speaks, the team starts over.
- Run 3 rounds with different tasks per round.
- Last 5 min: stretches.
This builds the silent communication needed for tomorrow's stealth final.
Team Escape Challenge (Outdoor) GROSS MOTOR 10:00–11:00
Concept
The Big Outdoor Escape Challenge. Teams complete a series of 4 outdoor "escape" puzzles within a time limit.
Stations
- Lock the Tower: stack 5 cones in a tower. Tip: stagger angles for stability.
- The Tunnel: bear-crawl through a long tunnel made of pool noodles laid as arches over hula hoops.
- The Cipher Run: 4 cones with letter cards. Run to the cones in the order spelling a word ("SPYS" or "TEAM").
- Final Sprint: with a "key" beanbag in hand, sprint to the extraction cone.
Each team has 12 minutes to complete the entire course. Successful teams earn a "Master Spy" star sticker for their badge.
Treasure Hunt Mission TEAM GAMES 11:15–12:00
Concept
Today's clue points to multiple "treasure tokens" hidden throughout the camp. Teams race to find them — they decode hint cards to figure out where each token is hidden.
Setup (night before)
Hide 12 paper "treasure tokens" with riddle clues. Each team has a stack of riddles (5 each).
How to run
- Each team gets a map with 5 riddles.
- Solve a riddle → find the location → grab the token → return.
- Sample riddles:
- "Where you wash your hands, look up high."
- "Behind the rectangle that hangs on the wall."
- "Where the LEGO bins live, look under."
- 30 minutes total. First team with all 5 tokens wins.
Every team's tokens contribute to tomorrow's final clue.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Detective Pikachu (PG).
Choice Clubs CHOICE 1:30–2:00
- Detective Notebook updates
- LEGO bins
- UNO
- Quiet reading
Team Communication & Silent Strategy SKILL 2:00–2:45
Purpose
Reinforce silent teamwork in preparation for Friday's final mission.
3 stations, 12 min each
- Mirror Pairs: partners face each other. One leads simple movements; partner mirrors. Switch roles every 90 sec. No talking.
- Silent Build: team builds a 5-cup tower in silence. Each camper places one cup; teammates can use signals only.
- Charades Spy Edition: camper acts out a "spy verb" (sneaking, hiding, decoding, climbing); team guesses. No words from the actor.
Balloon Rocket Escape Mission STEM 2:45–3:30
Concept
Newton's 3rd law (callback to Week 2 Tuesday's Balloon Rocket Heroes), but today the rocket carries a "rescue capsule" with a paper spy that needs to escape from a "hostage room."
Supplies
30 balloons, 30 plastic straws, fishing line / string (4 lengths, ~25 ft each), masking tape, paper "spy" cutouts (each camper makes one), small paper "capsule" bag.
Setup
String 4 long lines across the activity room (chair to chair, taut). Thread each line through a straw before tying off the second end.
How to run
- Each camper inflates a balloon (don't tie); pinches it shut.
- Tape balloon to straw with open end pointing backward.
- Make a paper "spy" cutout. Tape to the bottom of the balloon (the rescue capsule).
- Move straw to one end. Release pinch — rocket flies, "rescuing" the spy to the other side.
- Race: 4 rockets at once. Furthest distance wins. Most successful "rescue" wins a spy star.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Notebook review
- UNO
- LEGO
- Quiet reading
Morning Meeting — "Clue #5: The Final Riddle" MORNING 9:00–9:20
Today is the day. Director presents the final riddle, made from rearranged letters of the treasure tokens collected yesterday:
Below something tall, near something light,
A round shiny shape stands quiet and still,
Look beneath, and find the chest — if you will."
Each team will have to solve this riddle and locate the hidden chest. Encourage teams: today is teamwork, focus, courage. Final prep for the big mission.
Indoor Movement — Final Mission Prep INDOOR MOVE 9:20–9:45
Quick warm-up. Lighter intensity since the outdoor finale takes the energy. Practice the silent walk + final teamwork chant.
Ultimate Spy Course (Outdoor) GROSS MOTOR 10:00–11:00
Concept
The week's culminating outdoor mission. Each team navigates a final 5-station spy course. The course is also where the riddle's clues come together: the last station reveals the location of the chest.
Stations
- Stealth Sneak — silent walk across a 25-ft chalk line (no foot noise heard).
- Cipher Decode — decode a Caesar Cipher word at a station, write it down.
- Vine Swing — single jump-rope swing into a soft landing.
- Tower Build — stack 5 cones in 30 seconds.
- Final Code Word — combine the cipher words from station 2 with the team's earlier clues. The completed phrase points to: "UNDER THE BIG ROUND METAL THING NEAR THE PARK SLIDE" — i.e., the campers need to look under the playground's metal climbing dome (or whatever round shiny structure is at the park).
Teams sprint to the round shiny structure, look under or near it, and find the Camp Treasure Chest hidden there (staff places it during morning meeting).
The Big Reveal & Solve the Final Mystery TEAM GAMES 11:15–12:00
Concept
Teams have found the chest! Now they open it together as a camp.
How to run
- All campers gather around the chest. Director leads.
- Director reveals the "case file": a fun summary of the week's clues + a (silly) explanation that the chest was actually hidden as part of the camp's Spy & Mystery training all along.
- Open the chest! Inside: small prize-bag treats for every camper (small toys, stickers, glow sticks, candy-free favors), plus a special "Top Spy" certificate for each team.
- Each team shares one favorite clue from the week.
- Group cheer: "Spies of Camp Broken Arrow's Best!"
This is the emotional high of the week — pure satisfaction of solving a story. Photos for memory books.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The LEGO Batman Movie (PG).
Choice Clubs CHOICE 1:30–2:00
- Final Spy Notebook touches
- LEGO
- UNO
- Drawing
Spy Graduation Ceremony & Awards SKILL 2:00–2:45
Setup
Activity room set up like a spy academy graduation. Spy ID cards on display. Awards table with certificates and "Top Spy" star pins.
Run order
- Director welcomes "Spy Academy Graduates."
- Each team gets a quick recap of their best spy moment.
- Award certificates by name. Suggested awards (every camper gets one):
- Best Code-Cracker
- Best Stealth Walk
- Best Detective
- Best Forensic Analyst
- Best Team Strategist
- Best Eyewitness
- Best Riddle Solver
- Best Spy Gadget Inventor
- Best Encourager
- Bravery Award
- Group photo: every spy in their best spy pose.
Every camper recognized.
Secret Agent Journals & Mission Logs CRAFT 2:45–3:30
Supplies
Detective Notebooks (already in use all week), additional pages, mission-log stickers, photo prints from the week, fine-tip markers.
Final pages
- "My Spy Code Name" — written boldly + drawing.
- "My Best Mission" — drawing of favorite week activity.
- "How I Solved the Case" — short list of what helped.
- "Notes from My Team" — peer-written notes from a kindness-circle activity.
- "Mission Complete" — group photo + signature line.
Notebooks added to the camper's Memory Book started in Week 1.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Send home: spy ID cards, journals, certificates, small treats from the chest, gadgets. Staff communicate one positive moment + concerns.
Week 8 Supply Checklist (for 30 campers)
- 30 small spiral notebooks (Detective Notebooks)
- 30 Spy ID Card templates + lanyards
- "Detective Badge" stickers (assorted)
- 4 cardstock decoder wheels (Caesar)
- Pre-printed coded messages (4 envelopes)
- Lemon juice + cotton swabs (20)
- White paper (1 ream)
- Hair dryer (staff-only)
- Ink pads (4 — washable)
- Magnifying glasses (8)
- Index cards (50)
- Baby wipes (3 packs)
- Pre-printed "thief's" prints (4 patterns)
- Fingerprint chart poster (arch/loop/whorl)
- Red yarn / crepe paper (laser maze)
- 5 small lockboxes (combination locks)
- Color-bead cipher kit (multi-color beads)
- Pre-printed riddles (8)
- 5 small "package" boxes (Wed team game)
- 5 hula hoops (safe zones)
- Pinnies (assorted colors)
- 30 balloons + 30 plastic straws (rocket)
- Fishing line / string (4 × 25 ft)
- Cardboard tubes, plastic bottles, foil (gadgets)
- Rubber bands (lots)
- Pipe cleaners
- 2 small mirrors (periscope)
- Paper cups (50)
- Pre-printed treasure-token cards (12)
- Pre-printed eyewitness statement
- Wooden chest or decorative box (the "Camp Treasure")
- Prize-bag favors (small toys, stickers, glow sticks — 30 sets)
- Top Spy star pins or stickers (35)
- Pre-printed certificates (Friday)
- Sunscreen, towels, water cooler
Week 8 Rainy Day Backup Plan
- Indoor scavenger hunt with extra clues
- Mystery trivia tournament
- Charades — spy edition
- LEGO challenge — build a spy lair
- Team storytelling — "the case of the missing ___"
- Puzzle races (1000-piece collaborative puzzles)
- Freeze dance — spy edition (freeze in spy poses)
Staff Notes for Week 8
- Maintain the story arc — the weekly mystery is the spine. Every clue references the previous one.
- Keep clues simple and visual for younger campers. Hint cards available always.
- Allow older campers leadership opportunities — pair them with younger campers so wins are shared.
- Rotate movement and puzzle-solving frequently. Long puzzles = restless campers.
- Avoid overly difficult puzzles. Solve-ability is the goal.
- Encourage teamwork over speed. "Solving together is better than solving fast."
- Reinforce positive communication. Silent missions test patience — celebrate quiet effort.
- The Friday reveal is THE moment — pre-stage the chest before any camper sees it. Stage with prize-bag treats inside.
- Send Sunday email to parents: "This week is mystery week — campers will come home with spy notebooks, secret messages, and stories of solving 'the case of the missing camp treasure.'"
Week 9 — Creative Builders Week
Weekly Goals
- Encourage creativity, perseverance, and design thinking
- Introduce basic engineering concepts (structure, force, balance, chain reaction, flow)
- Practice teamwork and collaboration through hands-on building challenges
- Strengthen problem-solving and iterative redesign — failure is a step, not a stop
- Build confidence through showcasing camper-designed inventions
Why Week 9
Week 9 is the most maker-focused week of the summer. The dojang and activity room transform into a "Maker Lab." Each day's challenge builds iteration as a habit — campers build, test, learn, redesign. By Friday, every camper has a portfolio of small inventions they can take home, and they've practiced the engineer's core skill: keep going when the tower falls.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: The LEGO Movie (PG) · Tue: Robots (PG) · Wed: Big Hero 6 (PG, can repeat from Wk 2 if not seen) · Thu: Wallace & Gromit: A Matter of Loaf and Death (G) or The Iron Giant (PG) · Fri: Inside Out 2 (PG) or Toy Story (G).
Common Week 9 Watchouts
- Frustration when builds collapse. Coach phrase: "Engineers don't fail — they iterate. What did you learn from that try?"
- Older campers may take over team builds. Floater redirects: "We need everyone's hands."
- Hot glue is staff-only. Sharp scissors / craft knives are staff-only.
- Pre-stage materials in labeled bins so cleanup is faster than build setup.
- Encourage "fail fast" thinking — short build phases + multiple test rounds beat one long build.
Morning Meeting — "What does an engineer do?" MORNING 9:00–9:20
Engineers solve problems by building things. They start with a question, sketch a plan, build a prototype, test it, then change what didn't work. Show the engineering loop on a poster: Ask → Plan → Build → Test → Improve. This week we'll go through that loop every day.
Indoor Movement — Builder Warm-Up + Block-Tag INDOOR MOVE 9:20–9:45
Builder Warm-Up (10 min)
Themed stretches: "hammer swing" (alternating arm swings), "carpenter squat" (squats ×10), "saw motion" (back and forth arm pulls), "stack-the-load" (overhead presses ×10), "wall up" (wall sit ×30 sec).
Block-Tag (12 min)
- Designate 4 "blocks" (cones or hula hoops) as safe zones around the dojang.
- 1 tagger. If tagged, you do 5 jumping jacks at a "construction site" (designated cone) before rejoining.
- Safe zones can hold max 3 campers at a time, max 5 seconds.
Builder Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes. Each team has a "construction site" (cone cluster) at one end and a "supply yard" (pile of plastic cups, beanbags, or pool noodles representing materials) at the other.
Round 1 — Brick Run (15 min)
- First builder grabs ONE plastic cup (the "brick"), runs to the construction site, places it carefully on a tower, runs back.
- Tag next teammate.
- Continue for 8 minutes. Tallest stable tower at end wins.
Round 2 — Scaffold Build (15 min)
Same lane setup, different cargo: each builder carries 2 pool noodles. Build a "scaffold" frame at the site — staff judges Most Creative + Most Stable.
Round 3 — Full Crew Demolition (15 min)
Each team's tower is "demolished" by knocking off cups one by one — but only with a soft-toss beanbag from 5 ft. 5 throws per camper. Most accurate team wins.
Giant LEGO Build Challenge TEAM GAMES 11:15–12:00
Concept
Each team builds the largest possible single creation from a shared pile of LEGO. Constraint: must connect to a single base plate.
Supplies
Master LEGO bin + 4 large base plates, sorting trays for color, photo cards of inspirations (skyscraper, robot, vehicle, animal).
How to run
- Each team gets a base plate + a fair share of LEGO.
- 30 minutes to build. Theme: "Imagine your own city block."
- Constraint: every camper must contribute at least one LEGO addition.
- At minute 25: FREEZE. Photo of each team's build. Award Tallest, Most Detailed, Most Creative.
Encourage iteration: "What if you took those red bricks and made a roof?"
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The LEGO Movie (PG). Builder-themed.
Choice Clubs CHOICE 1:30–2:00
- LEGO continued builds
- Drawing — "design your dream invention"
- UNO / Connect 4
- Brain teasers / puzzles
Blueprint Drawing & Design Planning SKILL 2:00–2:45
Purpose
Every engineer starts with a sketch. Today campers learn to draw a simple "blueprint" before building.
Supplies
30 sheets of graph paper, pencils, rulers (optional, 8+ campers), colored pencils, sample blueprint posters (treehouse, robot, car, simple machine).
How to run
- Demo: a blueprint isn't art — it's a plan. Top view, side view, list of materials.
- Show 3 sample blueprints (simple).
- Each camper picks something to design: invention from their imagination, a tower, a vehicle, a machine.
- Sketch on graph paper: top view + side view + list 5 materials needed.
- Last 5 min: pair share — explain your blueprint to a partner.
Blueprints saved for use during Wednesday's invention-build day.
Marshmallow Tower Engineering Challenge STEM 2:45–3:30
Concept
(Callback to Week 1 Wednesday — campers are now seasoned engineers.) Today's challenge adds a stability constraint and a "load test."
Supplies (per team)
50 mini marshmallows, 75 toothpicks, 1 paper tray, 1 small weight (a beanbag, ~50 g), table covers.
How to run
- Pre-sort supplies into team trays.
- Build the tallest free-standing tower in 25 minutes.
- Tower must support the beanbag at the top for 10 seconds.
- Constraint: at minute 12, staff calls "EARTHQUAKE" — teams stop building 30 sec.
- FREEZE at end. Test load. Measure height.
- Awards: Tallest That Holds Beanbag, Most Stable, Most Resilient (rebuilt after collapse).
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO bins
- UNO
- Coloring
- Quiet drawing
Morning Meeting — "Why bridges stand up" MORNING 9:00–9:20
Show photos of 4 famous bridges: Golden Gate, Brooklyn, Tower Bridge, Sydney Harbour. Brief discussion on the 4 main bridge types: beam (simple), arch (load spreads outward), truss (triangles), suspension (cables). Today's STEM challenge will have teams test which type holds the most weight.
Indoor Movement — Bridge Stretch + Conveyor Practice INDOOR MOVE 9:20–9:45
Bridge Stretches (10 min)
"Bridge pose" yoga: lie on back, knees bent, lift hips ×10 hold. "Plank bridge" hold ×30 sec. "Crab walk" 10 ft.
Conveyor Practice (12 min)
Set up a "human conveyor belt" line: 8 campers stand shoulder-to-shoulder. Pass a beanbag down the line by lifting and turning to the next person. Drill the smooth motion. Then race — 2 lines, time it.
Construction Zone Obstacle Course (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5-station course themed around a busy construction site.
- Foundation Lay — 5 paper plates "concrete slabs" — hop plate to plate.
- Beam Walk — heel-toe across a 2x4 (laid flat on grass) for 10 ft.
- Material Carry — pick up a pool noodle "I-beam," carry overhead 20 yds.
- Crane Lift — toss a beanbag into a bucket from 8 ft. Land in bucket = move on.
- Sprint to Site — 25-yd sprint to the construction-site cone.
3 rotations.
Human Conveyor Belt Challenge TEAM GAMES 11:15–12:00
Concept
Teams must transport a "delicate cargo" across the activity room using only their bodies as a conveyor belt — no walking with the cargo.
Supplies
4 cargo items (small plush toys), 4 large baking sheets or paper "delivery pads," masking tape to mark a 25-ft route.
How to run
- Teams of 6 stand in a line, facing the same direction.
- Cargo placed on the first person's hands or above-head level.
- The team must pass the cargo all the way down the line — but here's the twist: once cargo passes, that person runs to the front of the line. The "conveyor belt" rolls forward.
- Goal: move the cargo across the 25-ft route.
- If cargo drops, restart.
- Time it. 3 attempts. Best time wins.
Builds the perfect ingredient for engineering: handoff coordination.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Robots (PG). Builder/inventor themed.
Choice Clubs CHOICE 1:30–2:00
- Bridge sketching practice
- LEGO bins
- UNO
- Quiet reading — engineering picture books
Famous Structures Around the World SKILL 2:00–2:45
Purpose
Brief tour of 6 amazing engineering wonders. Builds curiosity for the afternoon STEM.
Setup
Print 6 large cards with photos and 1 fun fact each:
- Eiffel Tower (Paris) — 1,083 ft tall, 18,000 iron pieces.
- Great Wall of China — 13,000 miles long.
- Pyramids of Giza — built ~4,500 years ago without modern tools.
- Burj Khalifa (Dubai) — currently the tallest building in the world.
- Akashi Kaikyo Bridge (Japan) — one of the longest suspension bridges.
- International Space Station — built in pieces in space.
How to run
- Director shows each card and reads the fact.
- Quick "guess what country" mini-quiz.
- Group activity: campers vote — "Which would you most want to visit?" Stand near the card you pick.
- Discussion: every one of these was designed by people. Engineers today are designing buildings of the future.
Bridge Engineering Competition STEM 2:45–3:30
Concept
Teams build a bridge from popsicle sticks. Test it under load (pennies). Most weight held wins.
Supplies (per team)
40 popsicle sticks, white school glue (or hot glue gun for staff-applied bonds — Director discretion), 3 ft of yarn, masking tape (3 ft per team), 30 pennies (or small weights), 2 plastic cups (the bridge pillars), measuring tape.
Constraints
- Bridge must span a 12-inch gap between the two cups.
- Bridge must support a small paper "tray" suspended from underneath.
- Test: add pennies to the tray one at a time. Record max load.
How to run
- Demo a sample bridge (truss-style with triangles).
- Build phase 25 min. Glue dries during cleanup.
- Load test. Each team records the maximum weight before bridge fails.
- Awards: Most Weight Held, Most Creative Design, Best Truss.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Bridge display + photos
- UNO
- LEGO
- Coloring
Morning Meeting — "What problem will you solve?" MORNING 9:00–9:20
Today is the camper's biggest building day. Pull out Monday's blueprints. Each camper revisits their sketch. Question to discuss: "What would make life easier for kids? For pets? For grown-ups? For your team?" Examples: a homework-organizer machine, a pet-toy launcher, a snack-delivery robot. Pick your invention.
Indoor Movement — Build-and-Run Warm-Up INDOOR MOVE 9:20–9:45
Themed circuit: stations for 60 sec each in dojang.
- "Hammer drill" — alternating arm swings ×30 sec.
- "Push the wall" — wall push-ups ×10 reps.
- "Carry the load" — squat hold ×30 sec.
- "Sprint to site" — 30 sec in-place run.
- "Spin the gear" — torso twist ×10 each side.
Build-and-Run Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes. Each lane has a starting cone, a "build site" cone in the middle (with a small box of materials: 5 plastic cups), and a finish cone.
How to run
- First builder sprints to the build site, stacks 5 cups into a tower, sprints to the finish, sprints back to start.
- Tag next teammate. Continue.
- If a tower is knocked over by another runner, the next builder rebuilds before continuing.
- Most teams complete a full team rotation in 10 min.
Round 2
"Demolish and rebuild" — first runner knocks down their team's tower, next runner rebuilds, next demolishes, etc. Tests calm under pressure.
Cardboard City Challenge TEAM GAMES 11:15–12:00
Concept
Teams collaborate to build a cardboard city block — buildings, vehicles, parks. Goal: a coherent city scene.
Supplies
40 cardboard boxes (collect from staff over weeks), markers, masking tape, painter's tape, paint (washable), construction paper, scissors (staff-supervised), 4 large butcher-paper "city base" mats.
How to run
- Each team gets a base mat + ~10 boxes.
- 30 min to build.
- Encourage variety: tall buildings, houses, vehicles, parks, schools.
- Final 10 min: each team gives a 90-sec walking tour of their city.
Cities displayed in the activity room until Friday.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Big Hero 6 (PG, can repeat from Wk 2 if a camper missed it then).
Choice Clubs CHOICE 1:30–2:00
- City detail finishing
- LEGO add-ons
- UNO
- Drawing — design your own city
Invention Brainstorming Lab SKILL 2:00–2:45
Purpose
Refine the idea each camper will build during STEM. Practice the brainstorm-to-prototype process.
How to run
- Each team revisits Monday's blueprints + adds a "problem statement": "Our invention solves: ___".
- Brainstorm rule: "All ideas are good ideas. We write all first; we judge later."
- 5 min — write every idea on sticky notes.
- 5 min — group similar ideas. Vote on the team's top 3.
- 10 min — pick ONE; sketch detailed blueprint.
- 10 min — list materials needed (from the supply menu staff posts).
Closing 5 min: each team announces their invention name + tagline.
Balloon-Powered Car Engineering STEM 2:45–3:30
Concept
Build small cars powered by balloon air. Newton's 3rd Law (callback to Week 2's balloon rockets) applied to wheels.
Supplies (per team)
1 small piece of cardboard or foam-core for the chassis (~6×3 inches), 4 plastic bottle caps (wheels), 2 wooden skewers or chopsticks (axles, blunted), 4 plastic straws (axle housing), 2 balloons, masking tape, scissors (staff-supervised).
How to run
- Demo a finished balloon car.
- Build phase: tape 2 straws across the bottom of the chassis. Slide skewers through. Push bottle caps onto the skewer ends — these are wheels.
- Tape a balloon to a third straw, pointing backward, so air rushes out of the open balloon and pushes the car forward.
- Inflate balloon, set car on the floor, release.
- Race! 4 cars at once down a long taped lane. Furthest distance wins.
- Re-design 5 min after first race. Test again.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Car races on the long lane
- UNO
- LEGO
- Coloring
Morning Meeting — "Chain reactions are amazing" MORNING 9:00–9:20
Show a 30-second video clip (or live demo) of a domino chain. Discuss: each domino has stored energy that gets released as the next one falls. Today's challenges combine multiple parts into one giant chain.
Indoor Movement — Domino Tag INDOOR MOVE 9:20–9:45
How to run
- 1 starting "tagger." When tagged, that person freezes in a "domino" pose (one foot forward, slight lean).
- An unfrozen camper can "tip" the domino — gentle high-five — and that camper joins the tagger team.
- Round ends when all but 2 are taggers, OR after 5 min.
- Switch original tagger; play 2 rounds.
Giant Construction Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
Each team has a "construction site" with 4 sub-tasks. Teams work together — every camper completes every task before the team finishes.
- Brick Carry — carry 4 plastic cups across 25 yds (one trip per cup), stack at site.
- Tool Run — sprint to a "tool box" (cone), grab a "tool" (pool noodle), bring back.
- Inspector Walk — heel-toe along a 15-ft chalk line, eyes on the ground.
- Hard Hat Toss — toss a beanbag "hat" into a hula hoop "head" 8 ft away. 3 attempts; team must collectively land 5 hats.
First team to complete all 4 stations wins. Run 2 rotations.
Domino Chain Reaction Challenge TEAM GAMES 11:15–12:00
Concept
Each team builds a long domino chain. Bonus points for adding "tricks" (stairs, ramps, branching paths).
Supplies (per team)
200 standard dominoes (or wooden block stand-ins), small books for ramps, popsicle sticks (for trick effects), small toy cars (optional triggers).
How to run
- Demo a basic 10-domino line and how to tip it.
- Each team has 30 minutes to build a continuous chain.
- Constraint: chain must be at least 50 dominoes long.
- Bonus: include 2 "tricks" — a ramp, a curve, a stair, a branching path, a delayed reaction.
- Final test (last 5 min): each team tips the first domino. If chain runs to the end without breaking — full success!
- If a chain breaks, troubleshooting allowed (re-set the broken domino + continue).
Cleanup: each domino back into team bins. Easy if done as a group.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Iron Giant (PG). Quiet, thoughtful builder/robot story.
Choice Clubs CHOICE 1:30–2:00
- Free domino building
- LEGO bins
- UNO
- Drawing
Architecture & Design Basics SKILL 2:00–2:45
Purpose
Introduce 4 architectural principles in a fun, visual way.
Topics (10 min each, hands-on demo)
- Triangles are strong: demo with 4 popsicle sticks — square shapes wobble; triangles don't. Build both, push.
- Wide bases: stack cups in two ways — narrow base vs. wide base. Compare stability.
- Symmetry: show photos of symmetric vs. asymmetric buildings. Brief discussion.
- Function follows form: a building's shape matches its purpose (skyscraper for offices, low spread for homes). Quick brainstorm.
Closing 5 min: campers list one principle they'll use in their Friday Inventor Expo project.
Marble Run Engineering Challenge STEM 2:45–3:30
Concept
Build a marble run from cardboard tubes, paper towel rolls, masking tape, and creativity. Run a marble (or small ball) from top to bottom without it stopping.
Supplies (per team)
15 cardboard tubes (toilet paper + paper towel rolls), masking tape, painter's tape, scissors (staff), one wall or table to attach the run to, marbles or small ping-pong balls.
How to run
- Demo a sample marble run.
- Each team builds against a wall or large piece of cardboard. Tape tubes diagonally so the marble flows downward.
- 30-min build phase. Test as you go.
- Final test: each team runs their marble. Marble must reach the bottom without the team touching it.
- Awards: Smoothest Run, Most Creative Path, Best Use of Loops.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Marble run testing
- UNO
- LEGO
- Coloring
Morning Meeting — "Today is Expo Day" MORNING 9:00–9:20
Final inventory of what each team has built this week. Today is presentation day. Outline of the day: builder olympics, championship, expo presentations, certificates. Quick reminder of presentation tips: speak loudly, stand tall, smile, point to your work.
Indoor Movement — Builder Olympics Warm-Up INDOOR MOVE 9:20–9:45
Quick agility circuit: cone weave (in dojang), bear crawls, balance pose ×30 sec. End with deep breathing.
Builder Olympics (Outdoor) GROSS MOTOR 10:00–11:00
5 events, 10 min each
- Speed Cup Stack — 6 cups stacked into a pyramid, then back into a tower, fastest team wins.
- Pool-Noodle Catapult — distance throw of a beanbag using a pool-noodle catapult.
- Beam Walk — heel-toe along a 2x4. Most successful team distance wins.
- Toolbox Sprint — 30-yd sprint carrying a "toolbox" (small box with 3 pool noodles).
- Construction Crew Cheer — most spirited team chant judged by staff.
Camp Construction Championship TEAM GAMES 11:15–12:00
Concept
Final team championship — each team builds the most creative thing in 25 minutes from a "mystery" supply box (mixed materials).
Supplies (per team — same mystery box)
15 popsicle sticks, 5 paper plates, 5 plastic cups, 1 rubber band bundle, 3 pipe cleaners, 1 sheet of cardboard, masking tape (3 ft).
How to run
- Each team gets the same mystery box.
- 25 min build phase.
- Constraint: team must invent something USEFUL. Examples: a new type of cup, a desk organizer, a simple machine.
- 5-min present phase: each team's representative gives a 60-sec pitch.
- Awards: Most Creative, Most Practical, Best Team Effort.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Toy Story (G). Toys-coming-to-life builder vibe.
Choice Clubs CHOICE 1:30–2:00
- Final touch-ups on Expo projects
- LEGO bins
- UNO
- Coloring
Inventor Expo — Final Showcase SKILL 2:00–2:45
Setup
Activity room transformed into a "Maker Lab Expo." Each team has a station displaying:
- Monday's marshmallow tower (photo)
- Tuesday's bridge (still standing!)
- Wednesday's invention (with blueprint)
- Thursday's domino chain (photo)
- Today's mystery-box invention
Run order
- Director opens the Expo.
- Each team's "Lead Inventor" walks the audience through their station in 90 seconds.
- Audience asks 1 question per team.
- Closing: each camper picks their favorite project (yours OR someone else's) and writes one sticky-note compliment to leave on it.
If parents arrive early at 3:30+, invite them in for a quick walk-through.
Inventor Certificates & Posters CRAFT 2:45–3:30
Supplies
30 "Inventor Certificate" templates (pre-printed: "Camp Broken Arrow's Best, Master Inventor, [Camper Name]"), markers, gold/silver gel pens, stickers, glitter. Memory Book pages.
How to run
- Each camper personalizes their certificate.
- Add to Memory Book pages: list of all inventions built this week + drawing of their favorite + signed by teammates.
- Group photo of all the inventors holding their certificates.
- Suggested awards (every camper gets one):
- Best Tower Builder
- Best Bridge Engineer
- Most Creative Inventor
- Best Domino Designer
- Best Marble Run Architect
- Most Resilient Builder (rebuilt the most)
- Best Team Player
- Best Encourager
- Most Improved
- Innovator Award
Every camper recognized.
Afternoon Activities & Parent-Communication Prep AFTERNOON 3:30–4:00
Send home: certificates, balloon cars, marble run pieces (if claimed), bridges (if claimed), Memory Book pages. Cardboard cities stay on display through next week's pickup. Staff communicate one positive moment + concerns.
Week 9 Supply Checklist (for 30 campers)
- 30 Engineering blueprint sheets (graph paper)
- 4 LEGO base plates + master LEGO bin
- 200 mini marshmallows + 300 toothpicks
- 200 popsicle sticks (bridges + warm-ups)
- White school glue (4 bottles) + hot glue gun (staff)
- 30 pennies (or small steel weights)
- 40 cardboard boxes (Wed city)
- Cardboard tubes (toilet paper + paper towel rolls — 30+)
- 200 plastic cups
- 4 plastic cups per team (bridge pillars)
- 4 small boxes / mystery-box supplies (Fri)
- 40 marbles (or ping-pong balls for younger campers)
- Masking tape (4 rolls), painter's tape (2)
- Pipe cleaners (assorted)
- Pool noodles (12)
- Cones (24+), hula hoops (8)
- 2 wooden skewers + 2 chopsticks per team (axles)
- 30 plastic bottle caps (wheels)
- 4 small foam-core or cardboard pieces (chassis)
- 30 plastic straws
- 30 balloons
- 800 dominoes (or wooden block stand-ins)
- Beanbags (24)
- 4 small toy cars (domino triggers)
- Photo cards: famous structures (6)
- Photo cards: bridge types (4)
- 30 Inventor Certificate templates
- Gold/silver gel pens, stickers, glitter
- Markers, crayons, pencils
- Construction paper (1 ream)
- Butcher paper (4 large mats)
- Scissors (staff-only)
- Stopwatches (4)
- Sunscreen, towels, water cooler
Week 9 Rainy Day Backup Plan
- LEGO engineering competitions (tallest, longest, most creative)
- Cardboard building marathons
- Indoor scavenger hunt — find an "engineering tool" hidden in the building
- Team puzzle races
- Domino chain contests
- Story-building games — "I'm the engineer who invented…"
- Drawing and invention stations
Staff Notes for Week 9
- Organize materials before campers arrive. Every minute spent searching for tape during a build is a minute of frustration.
- Use labeled bins for quick cleanup. Same bins all week.
- Encourage teamwork over perfection. The point is iteration, not flawless first-tries.
- Rotate leadership opportunities among campers — switch the "Lead Inventor" role daily.
- Keep instructions short and visual. Sketches beat speeches.
- Reinforce creativity and persistence frequently. "Engineers fall and stand up. That's the job."
- Hot glue is staff-only. Set up a separate "hot glue station" with a clearly marked DO NOT TOUCH sign.
- Pre-collect cardboard, tubes, and recyclables 2 weeks in advance — they go fast.
- Encourage breaks. Builders who push too long get sloppy and frustrated.
Week 10 — Carnival Week
Weekly Goals
- Encourage creativity and playful, low-stakes competition
- Build teamwork and clear communication during fast-paced midway games
- Create exciting camp traditions and shared memories
- Practice confidence through games and small performances
- Celebrate fun, inclusion, and camp spirit before the final week
Why Week 10
Week 10 is the most playful week of the summer. By now, every camper knows every staff member; routines are second-nature; team identities are strong. Carnival Week is permission to celebrate. The stakes are low, the laughs are big, every camper "wins" something every day. Friday closes with the camp's biggest in-house carnival event — a tradition kids will talk about into Week 11.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Toy Story 4 (G — carnival setting) · Tue: Despicable Me 2 (PG) · Wed: Cloudy with a Chance of Meatballs (PG) · Thu: Madagascar 3: Europe's Most Wanted (PG — circus themed) · Fri: A Goofy Movie (G).
Common Week 10 Watchouts
- Sugar / over-stimulation. Carnival weeks tempt staff to bring lots of treats — keep food allergy-aware and avoid sugar overload. Save the sugary moments for Friday.
- Long lines at popular booths. Pre-build a rotation system + stamps on a "ticket card" to keep flow moving.
- Older campers monopolizing prize tables. Cap prizes at 3 per camper, per day.
- Friday's big event = lots of moving pieces. Pre-stage every booth Thursday afternoon.
Morning Meeting — "What makes a carnival?" MORNING 9:00–9:20
Discussion: games, prizes, music, food, performers, costumes, lights. This week, every team designs and runs their own carnival booth that opens for the camp on Friday. Today, kick off with midway games + booth-design intro. Hand each camper a "Ticket Card" — punched at every game played all week.
Indoor Movement — Carnival Warm-Up + Balloon Pop INDOOR MOVE 9:20–9:45
Carnival Warm-Up (10 min)
Themed stretches + dance moves to upbeat carnival music: clown stretches (toe touches, side bends), juggling pretend (alternating arm catches), tightrope walk in place (one-foot balance ×30 sec each side), big-top circle wave.
Balloon Pop Tag (12 min)
- Each camper has a balloon tied to one ankle with 12 inches of ribbon.
- Goal: pop other campers' balloons by stepping on them while protecting yours.
- Last balloon standing wins the round.
- Run 3 rounds; switch up balloons.
Giant Carnival Relay Races (Outdoor) GROSS MOTOR 10:00–11:00
Setup
4 lanes, each themed as a carnival event.
- Ring Toss Run — sprint 25 yds, toss 3 rings at a cone (any landing counts), sprint back.
- Beanbag Cornhole — sprint 25 yds, toss 3 beanbags into a bucket, sprint back.
- Hula Hoop Marathon — at the turnaround, do 10 hula hoop spins, sprint back.
- Sack Race — pillow case as sack, hop 25 yds and back.
Each station has a "ticket dispenser" — campers earn 1 ticket per station completed. Tickets exchange for small carnival treats at end of week (stickers, glow sticks).
Midway Games Rotation TEAM GAMES 11:15–12:00
Concept
4 classic midway games set up around the activity room or outdoor pavilion. Teams rotate every 10 minutes.
- Cup Knock-Down (Cans Game): stack 6 plastic cups in pyramid; toss tennis balls to knock down.
- Ping Pong Toss: rows of plastic cups filled halfway with water (or empty for indoor); toss a ping pong ball, land it in a cup to win a "prize" (sticker).
- Bean Bag Bowling: 6 plastic bottles arranged as bowling pins; roll a beanbag to knock down.
- Magnet Fishing Pond: a kiddie pool or bin with paperclip-attached paper fish; "fish" with magnet rods (callback to Wk 2 magnet rescue).
Tickets earned at each game.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Toy Story 4 (G).
Choice Clubs CHOICE 1:30–2:00
- LEGO build — design your own carnival
- Carnival coloring pages
- UNO / Connect 4
- Quiet drawing — sketch your booth idea
Design Your Team's Carnival Booth SKILL 2:00–2:45
Purpose
Each team plans the booth they'll run on Friday's Grand Carnival.
Booth requirements
- One game (something campers can win at).
- A booth name and theme.
- Simple decoration plan (signs, banners, color scheme).
- "Prize" tier (small stickers / glow sticks distributed by camp).
- 2 staff roles: Caller (announces and explains) + Operator (runs the game).
How to run
- Brainstorm 5 sample booths to spark ideas: Pluck-a-Duck, Knock-the-Tower, Ring-the-Bell, Fortune Teller's Tent, Photo Booth.
- Each team huddles. They pick a game type. Everyone contributes.
- Sketch a booth layout: where the camper stands, where the game is, where prizes are.
- List materials needed.
- Closing 5 min: each team shares booth name + game in 30 seconds.
Booths get refined Tuesday + Wednesday + Thursday. Friday is open day.
DIY Carnival Game Building STEM 2:45–3:30
Concept
Teams start building the physical pieces of their booth. (Builds on Week 9's engineering skills!)
Supply menu
- Cardboard boxes (booth fronts)
- Plastic cups (cup-knock games)
- Bean bags, ping pong balls, tennis balls
- Construction paper (signs)
- Markers, paint, glitter glue
- Magnets + paper clips (fishing games)
- Hula hoops (ring toss)
- String, rope
- Pool noodles (game props)
- Tape (lots)
How to run
- Each team picks materials from the menu (limit: 12 items per team).
- Build phase 30 min.
- Test the game. Does it work? Adjustments.
- Note what's still needed (Tuesday + Wednesday continuation).
All booth pieces stored in labeled "Team Booth Boxes" for daily continuation.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO bins
- UNO
- Quiet games
- Drawing
Morning Meeting — "Welcome to the Game Show" MORNING 9:00–9:20
Today is game show day. Every team competes in a series of 60-second "Minute-to-Win-It" challenges + a trivia round + catapult challenge. Light pep talk on showmanship: clear announcer voice, big reactions, cheer for everyone. Director introduces the "Camp Game Show Hosts" (rotating staff).
Indoor Movement — Game Show Warm-Up + Quick Reflex Drills INDOOR MOVE 9:20–9:45
Themed dynamic warm-up. Lead through reflex drills:
- React-and-Run: staff calls a number; campers do that many jumping jacks in 5 sec, then freeze.
- Color-Cone Touch: 4 cones in 4 colors. Staff calls a color; campers race-touch that cone. Last to touch sits out 1 round.
- Buzzer Practice: pair up; partners face each other; on "GO," who slaps the table first? (Use the dojang mat.)
Minute-to-Win-It Outdoor Tournament (Outdoor) GROSS MOTOR 10:00–11:00
Concept
5 outdoor stations, each a 60-second classic challenge. Teams rotate through; each completion earns a ticket.
- Cookie Face: place a cookie (or paper "cookie") on the camper's forehead — they must move it to their mouth using only face muscles. (No real cookies — use a small paper plate as the prop for kid-safe mess.)
- Cup Stack Pyramid: 21 cups stacked into a pyramid, then back into a tower. Fastest team wins.
- Balloon Bop: keep 3 balloons in the air for 60 sec without using hands.
- Suck-It-Up Relay: use a straw to suction-transfer M&Ms (or paper "candy" cutouts) from one cup to another. (Allergy-aware: paper substitutes recommended.)
- Penny Pyramid: stack pennies into the tallest tower in 60 sec.
Camp Trivia Show TEAM GAMES 11:15–12:00
Concept
Trivia game show structured like Jeopardy or family feud. Categories: Camp Inside Jokes, Movies We've Watched, Sports of the Summer, Counselor Trivia ("Who said this quote?"), Random Camp Facts.
Setup
Whiteboard with 5 categories × 4 difficulty levels (100, 200, 300, 400 points). Game show host (staff) reads questions. Teams buzz in (use a soft buzzer or hand-up).
How to run
- 5 teams compete simultaneously.
- Teams pick a category and difficulty level.
- Host reads question; first team to buzz answers.
- Right answer = points; wrong = points to next-buzzed team.
- 30 questions total. Final question: bet-your-points round.
Pre-write all questions Sunday. Categories pre-selected for camp culture.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Despicable Me 2 (PG).
Choice Clubs CHOICE 1:30–2:00
- Booth construction (continued)
- LEGO bins
- UNO
- Drawing
Carnival Game Design Lab SKILL 2:00–2:45
Purpose
Teams iterate on Monday's booth. Test the game with another team. Refine.
How to run
- Each team has 15 min to test their booth game with another team. Other team plays it 3 times.
- Other team gives 2 pieces of feedback: "What worked? What was confusing?"
- 15 min of revisions.
- Closing 15 min: switch — your team plays another team's booth.
This iteration is what makes Friday's carnival actually fun. Camp tradition.
Catapult Carnival Engineering Challenge STEM 2:45–3:30
Concept
Build mini catapults (callback to Week 7 + Week 2). Today's twist: design the catapult for ACCURACY, not distance. Camper sets up a "carnival booth" using their catapult — the goal is to land marshmallows in a target hole.
Supplies (per camper)
7 jumbo popsicle sticks, 5 rubber bands, 1 plastic spoon, masking tape, mini marshmallows, a small "target board" (cardboard with 3 holes cut at varying widths — pre-prepped by staff).
How to run
- Build catapult (10 min, same instructions as Week 2/7).
- Test phase: aim at the target board from 5 ft away. 5 launches each.
- Calibrate: adjust spoon angle, rubber band tension, etc. for accuracy.
- Final round: 3 launches each at 6 ft. Most successful landings wins.
- Best catapults can be added to a Friday "carnival shooting gallery" booth.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Booth-building catch-up
- UNO
- LEGO
- Coloring
Morning Meeting — "Today is silly day" MORNING 9:00–9:20
Pure fun framing. Today: face painting, balloon animals, big silly games, and continuing booth prep. Staff dress (slightly) wackier — wear a fun hat or face paint dot. Encourage campers to try at least one new thing today: a face-paint design they've never had, a balloon animal they don't know, a silly game they haven't tried.
Indoor Movement — Silly Dance Party + Stretches INDOOR MOVE 9:20–9:45
10 min of silly dance party (kid-friendly playlist, costume props optional). Last 10 min: themed stretches — "balloon belly" deep breaths, "clown reach" (stretch high), "circus tightrope" (one-foot balance).
Giant Outdoor Obstacle Carnival (Outdoor) GROSS MOTOR 10:00–11:00
Setup
Build a "carnival route" with 6 silly obstacles. Themed for fun, not seriousness.
- Clown Walk — heel-toe along a chalk line in big silly clown movement.
- Balloon Carry — carry a balloon between knees for 25 yds.
- Magic Mirror — mirror a partner's movements while running.
- Tightrope Sprint — heel-toe sprint along a 15-ft chalk line.
- Tunnel Crawl — bear-crawl through pool-noodle arches.
- Cartwheel-Optional — older campers can cartwheel; younger walk silly through the cone.
Human Hungry Hippos (Carnival Edition) TEAM GAMES 11:15–12:00
Concept
Same mechanics as Week 7 Thursday's Hungry Hippos but with carnival-themed prizes — stickers and ticket bonuses.
Supplies
4 scooter boards, 4 small laundry baskets, 100 small plastic balls / beanbags, ticket bonuses for each team's highest scorer.
Run as before — campers love it.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Cloudy with a Chance of Meatballs (PG).
Choice Clubs CHOICE 1:30–2:00
- Booth-building catch-up
- Drawing — costume sketches for Friday
- UNO
- LEGO
Face Painting + Costume Station SKILL 2:00–2:45
Setup
2 face-paint stations (staff-led) + 1 self-decoration station (washable markers, stick-on jewels for cheek/hand decorations only).
Supplies
Hypoallergenic, water-based face paint (kid-safe brand: Snazaroo, Mehron Paradise), small brushes, sponges, baby wipes for cleanup, mirrors, design book of suggestions (heart, star, flower, butterfly, animal face, sports team), washable markers, stick-on jewels, fabric headbands.
How to run
- Sign-up sheet for face-paint stations (manage flow).
- Each camper picks a design from the design book or describes their own.
- Staff applies. About 5 minutes per camper.
- Self-decoration station for those waiting.
⚠ Allergy + Skin Check
- Pre-check for any camper with face-paint allergies (parent forms collected at start of summer).
- Patch-test on the back of the hand first if any camper is unsure.
- Avoid eye and lip area. Avoid known irritants (cinnamon, gold/silver pearlescents) for sensitive skin.
- Have wipes ready for quick removal if any reaction.
Balloon Animal Workshop CRAFT 2:45–3:30
Concept
Each camper learns to make at least one simple balloon animal.
Supplies
3 long twisting balloons per camper (260Q size), balloon hand pumps (4 — staff-supplied, kids share), printed instruction cards for: dog, sword, flower, simple snake.
How to run
- Demo a balloon dog from start to finish.
- Each camper inflates a balloon (with a hand pump — easier than mouth + safer).
- Follow the instruction card for their chosen animal.
- Teach the basic twist (twist + pinch + lock).
- Final 10 min: parade the balloon animals. Photos.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Face paint photos
- Balloon animal display
- UNO
- LEGO
Morning Meeting — "Tomorrow is the big day" MORNING 9:00–9:20
Friday is the Grand Carnival. Today is final prep + championship games. Each team has 1 hour total today (split across the day) to finish their booth setup. Quick check: every team has — booth name, sign, game pieces, prize count, 2 staff role assignments. If something's missing, list it.
Indoor Movement — Tournament Warm-Up INDOOR MOVE 9:20–9:45
Light tournament-prep movement. Stretches, light jog-in-place, balance poses, deep breathing.
Camp Tournament Games (Outdoor) GROSS MOTOR 10:00–11:00
Concept
5-event tournament. Each event is a tournament-bracket. Top 2 teams from each event meet in a championship at end of day Friday.
Events
- Tug-of-War — bracket of 5 teams. Best of 3 pulls per matchup.
- Relay Race — 4×25-yd team relay. Heats.
- Hula Hoop Marathon — longest team total.
- Bean Bag Bowling Tournament — knock down 6 bottles. Most pins per heat advances.
- Team Trivia Lightning Round — 5 quick questions per matchup.
Giant Prize Hunt TEAM GAMES 11:15–12:00
Concept
Camp-wide prize-finding scavenger hunt. Hidden prize tokens around the building and grounds.
Setup (night before)
Pre-hide 50 small "prize tokens" (paper cards, each with a small prize note: "1 sticker," "1 glow stick," "1 high-five from director," etc.) at varying difficulty levels.
How to run
- Each team gets a map / clue list with 5 hints.
- Teams hunt as a unit. Tokens are kept by the team that finds them.
- 30 minutes total.
- End: tokens redeemed for actual prizes (small bag with sticker, glow stick, candy-free favors).
Inclusion rule: every team gets at least 5 prize tokens. Staff plants extras if needed.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Madagascar 3: Europe's Most Wanted (PG). Circus theme primes the Friday carnival.
Choice Clubs CHOICE 1:30–2:00
- Booth final touches
- LEGO
- UNO
- Drawing
Talent Showcase Practice SKILL 2:00–2:45
Purpose
Friday's Grand Carnival includes a small talent showcase between booth rotations. Today campers practice.
How to run
- Sign-up sheet circulates. Optional, low-pressure.
- Acts under 1 minute: a joke, a song, a Taekwon-Do form, a balloon trick, a dance, a magic trick.
- Each act practices once. Staff coaches: speak loud, smile, take a bow.
- Buddy options: shy campers can perform with a buddy or staff.
Friday's showcase = whoever signs up. No one is forced.
Marble Maze Carnival Engineering STEM 2:45–3:30
Concept
Mini-version of Week 9's marble run, scaled into a tabletop "carnival maze" booth that other campers can play with on Friday.
Supplies (per team)
1 small cardboard tray (shoebox lid), straws (cut in half), tape, marbles, small flags / paper "obstacles."
How to run
- Each team builds a tabletop maze — straws taped flat as walls.
- Place marble at start, tilt the tray to navigate to "finish" without dropping into a "trap" hole (cut into cardboard).
- Test 5 times.
- Add to Friday's carnival as "Marble Master" booth — campers play, get a sticker for completing.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
Final booth setup. Each team confirms tomorrow's plan. Staff communicates: "Carnival Friday — bring a costume if your camper wants to dress up. We have face paint and balloons."
- Booth final-setup
- UNO
- LEGO
- Coloring
Morning Meeting — "It's Carnival Day!" MORNING 9:00–9:20
Big energy morning. Each team's booth opens at 1:30 PM. Outline the day:
- Morning warm-up + outdoor festival games.
- Team championship from Thursday's tournaments.
- Lunch + nap.
- Talent showcase + booth opening.
- Carnival rotation — every camper visits every booth.
- Awards + prize bags.
Costume reminder: optional. Face paint open during the carnival.
Indoor Movement — Final Carnival Warm-Up INDOOR MOVE 9:20–9:45
Quick stretches + light jog-in-place. Save energy for the afternoon carnival.
Giant Carnival Festival Games (Outdoor) GROSS MOTOR 10:00–11:00
Setup
5 stations. Themed as a free-flowing carnival outdoor.
- Three-Legged Race — partners' inside legs tied. 25 yds.
- Sack Race — 25 yds.
- Egg-and-Spoon (real or fake) — balance a "egg" (golf ball) on a spoon while walking 25 yds.
- Big Wheel Roll — push a hula hoop along the ground for 25 yds.
- Cotton Ball Sprint — carry a cotton ball on a spoon, 25 yds.
Staff vs Campers Carnival Challenges TEAM GAMES 11:15–12:00
Concept
Camp tradition: staff faces off against teams of campers in fun games. Staff are good sports; campers usually win.
Suggested matchups
- Staff Tug-of-War: 5 staff vs 15 campers.
- Trivia: Staff Edition: teams ask staff questions ("How tall is the climbing wall?"). Campers ask the questions; campers know the answers; staff guess.
- Hula Hoop Marathon: staff and campers compete simultaneously.
- Limbo: staff and campers take turns under a noodle that lowers.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: A Goofy Movie (G). Light, joyous finale-day choice.
Carnival Setup Window CHOICE 1:30–2:00
Each team finalizes their booth: signs hung, prizes counted, game pieces ready, staff roles confirmed. Camp Director walks the carnival route with a checklist. Photos taken of each booth.
Booths to be set up: each team's planned booth + 2 carnival staples (face paint station, balloon animal station, both staff-run).
Camp Talent Showcase SKILL 2:00–2:30
Setup
"Stage" area at one end of the carnival. Audience seating in front. Music for transitions.
Run order
- Director welcomes the audience.
- Each act performs (1 min cap each).
- Big cheer for every act.
- Staff sing-along closer (a fun camp song).
Every act gets the same big cheer. No booing — staff redirect immediately.
GRAND CARNIVAL OPEN — Booth Rotation CRAFT 2:30–3:30
How it runs
- Each booth opens. Camp Director rings a bell: "Carnival OPEN!"
- Campers rotate to other teams' booths. They earn tickets at each one.
- Each team has 2 staff roles: Caller (announces, explains) + Operator (runs the game).
- Booths rotate so every team also gets time to play other booths (15 min booth-running shifts, 15 min playing).
- Tickets earned all week + tickets earned today exchanged at the "prize tent" (a table of small prizes — stickers, glow sticks, candy-free favors, "trophy" pencils).
Photos throughout. Music plays.
Carnival Souvenir Bags + Parent Pickup PICKUP 3:30–4:00
Souvenir Bags
Each camper gets a small "Carnival Souvenir Bag" with: their carnival photos (printed if possible), prize tickets converted to small prizes, balloon animal, certificates. Photos and balloons go home.
Parents arriving early at 3:30+ are invited to walk the carnival booth display before sign-out.
Reminder: Week 11 starts Monday — the FINAL week of camp. Emotional closure week. We close strong.
Week 10 Supply Checklist (for 30 campers)
- 30 Ticket Cards (printed, hole-punched)
- 50 small prize tokens (paper)
- 200 small carnival prizes (stickers, glow sticks, mini-toys, pencils)
- 30 souvenir bags (paper)
- Cardboard boxes (40+ for booths)
- 200 plastic cups (cup-knock games)
- 50 ping pong balls
- 10 tennis balls
- Beanbags (24)
- 4 buckets (cornhole)
- Hula hoops (8)
- 15 small magnets + magnet-rod sets
- Paper "fish" (50 with paperclip attachments)
- Kiddie pool / large bin (fishing pond)
- 4 scooter boards (Hungry Hippos)
- 4 small laundry baskets
- 100 small plastic balls
- Sack-race pillow cases (12)
- Plastic bottles (12 — bowling pins)
- Long thick rope (Tug-of-War)
- Construction paper (3 reams assorted)
- Markers, paint, glitter glue
- Painter's tape (4 rolls), masking tape (4)
- Pool noodles (12)
- Cones (24+)
- Face paint kit (kid-safe brand)
- Face brushes, sponges, mirrors
- 30 long twisting balloons (260Q × 3 each = 90)
- 4 balloon hand pumps
- 30 partial-inflated regular balloons (Mon morning game)
- Stick-on jewels, washable markers (face decoration)
- Streamers + tablecloths (booth decoration)
- Pre-printed catapult marshmallows
- Marbles + tabletop maze materials
- Music speaker + curated carnival playlist
- Camera (photos throughout)
- Cookie face props (paper plates)
- Whiteboard / poster (trivia)
- Sunscreen, towels, water cooler
Week 10 Rainy Day Backup Plan
- Indoor carnival booths (move all booths to dojang/activity room — same setup)
- Balloon volleyball
- Indoor team trivia
- Minute-to-Win-It indoor stations
- Freeze dance with carnival music
- Indoor obstacle courses
- Storytelling — "the day the carnival came to camp"
Staff Notes for Week 10
- Prevent overstimulation with structured transitions and quiet windows.
- Rotate high-energy and calm activities frequently. Carnival energy can spike fast.
- Avoid long waiting lines during games — pre-build a rotation system + ticket cards.
- Keep clear boundaries and safety rules during competitions. "Walking pace" reminders.
- Reinforce inclusion and positive teamwork constantly. Cheer for everyone.
- Use countdowns and visual instructions often.
- Pre-stage Friday's booths Thursday afternoon. Pre-print all signs.
- Cap prizes at 3 per camper per day (Mon-Thu). Friday is the all-out prize day.
- Allergy check on face paint — kid-safe brands only. No glitter near eyes.
- Email parents Sunday: "Wednesday is face-paint day; Friday is the Grand Carnival — costumes optional."
Week 11 — Summer Finale Party
Weekly Goals
- Celebrate camper accomplishments and growth across the entire summer
- Reflect on friendships, favorite memories, and personal wins
- Build confidence through recognition — every camper is named, seen, and celebrated
- End camp with positive emotional experiences, not chaos
- Create meaningful final memories for both campers and staff
Why Week 11 Is Different
This is the most emotionally complex week of the summer. Some campers will be excited; some will be sad; some will be clingy; some will act out from anticipatory loss. All of those reactions are normal. The structure of this week is gentler than Week 10 — fewer competition stakes, more reflection rituals, more "favorite things" callbacks, and explicit closure activities (friendship circles, memory books finalized, time capsule, kindness notes).
The pacing balances excitement with calm: high-energy mornings, quiet reflection afternoons. Friday's grand finale is celebratory, but staff also build space for the goodbye.
Movie suggestions (Quiet Reset 12:30–1:30)
Mon: Inside Out 2 (PG — emotional growth themes) · Tue: Soul (PG) · Wed: Onward (PG) · Thu: The Super Mario Bros. Movie (PG) · Fri: Sing 2 (PG — celebratory).
Common Week 11 Watchouts
- Expect heightened emotions. Tearfulness, regression, or sudden frustration is normal — even from campers who breezed through 10 weeks.
- Keep environment positive and encouraging. Avoid "this is the last time we'll ever ___" framing — instead: "We get to do this one more time together this summer."
- Focus on inclusion and growth. Every camper recognized for something specific. Staff pre-write notes Wednesday night so no one is missed.
- Balance excitement with calm reflection. After every big-energy block, build in a quiet moment.
- Reinforce friendships and shared memories. Strong closure now means they'll come back next year.
- Have tissues ready. Don't be afraid of campers' big feelings — name them, sit with them, comfort.
Parent Communication (Sunday before Week 11)
- Email: "This is our final week of camp. Expect campers to come home with a Memory Book, photos, certificates, and possibly some big feelings — that's normal. We'll be celebrating every day."
- Friday afternoon: parents invited to arrive 15 minutes early at 3:45 PM for the closing ceremony.
- Memory Books, time-capsule items, and souvenir bags go home Friday.
Morning Meeting — "What was your favorite thing?" MORNING 9:00–9:20
Sit in a circle. Each camper says one favorite thing from the summer (a game, a moment, a friend, a craft, a movie). Staff models first ("My favorite was the day Marshmallow Tower turned into a marshmallow fight at cleanup."). Light, joyful, no pressure.
Outline the week:
- Mon: Favorite Things Day — campers pick favorite activities to revisit.
- Tue: Throwback Tuesday — favorite obstacles + trivia + kindness notes.
- Wed: Camper Appreciation — parachute games + time capsule.
- Thu: Party Prep — water games return + collaborative mural.
- Fri: GRAND FINALE — Olympics, staff vs campers, awards, goodbye bags.
Indoor Movement — Camper Choice Warm-Up INDOOR MOVE 9:20–9:45
How to run
Today's warm-up is camper-led. 4 different campers each pick a 5-minute warm-up movement they remember from the summer. Examples:
- Hero stretch (Wk 2)
- Lab Wake-Up Circuit (Wk 3)
- Dragon dance (Wk 4)
- Animal walks (Wk 6)
- Capoeira ginga (Wk 7)
Camper leads the group through their pick. Staff supports. Builds confidence through teaching.
Camper Choice Favorite Games (Outdoor) GROSS MOTOR 10:00–11:00
Concept
Campers vote Sunday on the 3 most-loved gross-motor activities of the summer. Run those today.
Likely top votes (pre-stage all)
- Capture the Flag (Wk 1, Wk 7)
- Gaga ball
- Sponge Relay (Wk 5)
- Wolf Pack Run (Wk 6)
- Camp Olympics relay stations (Wk 7)
- Slip-and-Slide (Wk 5 — if grass conditions allow + Director approves; this requires extra setup, so confirm Sun night)
Run 3 favorites for ~15 min each. Staff reads off the leaderboard from prior weeks.
Mega Relay Championship TEAM GAMES 11:15–12:00
Concept
The summer's biggest, longest, most absurd team relay. Combines elements from every week's relays into one giant course.
Setup
5-team relay. Each team runs a course with one element borrowed from each prior week:
- Wk 1 leg — pool noodle hurdle hop
- Wk 2 leg — superhero rescue (carry a beanbag "civilian")
- Wk 3 leg — beaker relay (pour ping-pong ball into a bucket)
- Wk 4 leg — passport stamp at a station (running tap)
- Wk 5 leg — sponge squeeze into a cup
- Wk 6 leg — compass-direction sprint
- Wk 7 leg — baton handoff with the next teammate
- Wk 8 leg — decode a 3-letter clue
- Wk 9 leg — stack 3 cups
- Wk 10 leg — toss a beanbag into a "carnival" bucket
Each team's runner takes one leg, then hands off. 10 legs = 10 runners. (For teams of 6, runners do 2 legs each.) Time the team. Cheering between legs encouraged.
This is the celebratory crown of the week's first day.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Inside Out 2 (PG). Themes of growing up, complex emotions, change — fits the week beautifully.
Choice Clubs CHOICE 1:30–2:00
- LEGO bins
- Drawing — "draw your favorite week"
- UNO
- Quiet reading (final week, nostalgia books)
Friendship Circle Discussion SKILL 2:00–2:45
Purpose
Build emotional connection, recognition, and the start of week-long closure rituals.
Setup
Sit in a large circle on the floor or in chairs. Soft music plays at low volume. Lights dim slightly.
How to run
- Director opens: "We've been together for 11 weeks. Today we start the goodbye, slow and gentle."
- Round 1 — Favorite Memory: each camper says one favorite memory from the summer. Whole group claps after each.
- Round 2 — Thank-You: each camper says one thank-you to a staff member or a teammate. Free-form — they can pick anyone.
- Round 3 — One Word: each camper says ONE WORD that describes the summer ("fun," "amazing," "hot," "weird," "best").
- Closing: staff reads a short closing thought — "Camp ends. Friendships don't."
- Everyone joins hands for a 5-second silent moment. Eyes closed.
Tissues nearby. Some campers will cry. That's okay.
Memory Frame Creation CRAFT 2:45–3:30
Concept
Each camper builds a small picture frame to hold a chosen photo from the summer. Frame goes home Friday with a printed photo inside.
Supplies (per camper)
4 popsicle sticks (large), wood glue or hot glue (staff-applied), markers, paint, glitter, stickers, foam shapes, 1 pre-printed 4×6 photo from the summer (camp staff prints these Sunday — pick a great photo of each camper from any week).
How to run
- Frame structure: 4 popsicle sticks glued into a square. Staff applies hot glue while camper holds.
- Decorate the frame: paint, markers, glitter, stickers.
- Glue or tape the photo to the back.
- Add a yarn loop on the back for hanging.
- Sign the back with camper's name + a sentence: "This summer I learned to ___."
Frames go home Friday with the camper's Memory Book.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- LEGO
- UNO
- Quiet reading
- Drawing
Morning Meeting — "Remember when…" MORNING 9:00–9:20
Storytelling circle. Director starts: "Remember when we did the volcano experiment and Aiden's volcano exploded at the wrong time? Best fail of the summer." Each camper finishes one "Remember when…" story. Staff shares too. Lots of laughter.
Indoor Movement — Throwback Warm-Up INDOOR MOVE 9:20–9:45
Run through a "favorites circuit": animal walks (Wk 6), capoeira ginga (Wk 7), focus-pad pretend strikes (Wk 7), agility ladder drills (Wk 7), domino tag (Wk 9). 5 min per move.
Favorite Obstacle Course Returns (Outdoor) GROSS MOTOR 10:00–11:00
Concept
Combine the most-loved obstacle elements from the summer into one ultimate course.
Setup
- Pool Noodle Hurdle Hop (Wk 1)
- Hero Web Crawl (Wk 2 — army-crawl under jump-rope spiderweb)
- Robot Obstacle Stiff-Arm Sprint (Wk 3)
- Safari Animal Walks (Wk 4 — elephant, giraffe, frog, bear)
- Wilderness Log Crossing (Wk 6 — 2x4 board on grass)
- Olympic Sprint Lane (Wk 7)
- Spy Stealth Walk (Wk 8)
- Tower Build Sprint (Wk 9)
- Carnival Sack Race (Wk 10)
- Final Sprint Home (the goodbye lap)
10 stations — campers run through one at a time. Time it for fun. Photo at every station.
Camp Trivia Challenge TEAM GAMES 11:15–12:00
Concept
The ultimate "you-were-there" trivia. All questions are camp-specific from the summer.
Sample categories
- Camp Inside Jokes — "Whose marshmallow tower fell first?"
- Counselor Quotes — "Who said 'Strong leaders encourage others'?"
- Movies of Summer — "Which movie did we watch in Week 5?"
- Achievements of Summer — "What was the highest marshmallow tower?"
- Favorite Foods — "What was on the menu Week 7 Wednesday?"
How to run
- 4 teams. Game-show format.
- Teams pick a category and difficulty.
- 30 questions total.
- Teams write answers on whiteboards, hold up.
- Final question: bet-your-points round.
Pre-write all questions Sunday. The pre-work is most of the trivia value.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Soul (PG). Reflective and beautiful — fits the week's slow-emotional pacing.
Choice Clubs CHOICE 1:30–2:00
- Memory Book pages
- LEGO bins
- UNO
- Quiet reading
Kindness Notes Station SKILL 2:00–2:45
Purpose
Every camper writes positive notes to every other camper. By Friday, every camper goes home with a stack of personalized kindness notes from peers and staff.
Setup
30 envelopes (one per camper, labeled with names) hung on a wall. Tables nearby with small note cards (3×5), markers, pencils. A "kindness prompt" poster:
- "One thing I admire about you is…"
- "Thank you for…"
- "My favorite memory of you is…"
- "You're really good at…"
How to run
- Director explains: "By Friday, every envelope on this wall will be full of kind notes from your friends and staff."
- Each camper writes 5+ notes — one per pick from the prompts. Address to a specific camper.
- Drop into the envelope on the wall.
- Staff also writes notes — at least 2 personal notes per camper.
- Notes accumulate Tue → Thu. On Friday, envelopes go home with each camper.
Inclusion rule
Staff tracks. Every camper must receive notes from at least 5 peers + 2 staff by Friday. If anyone is short, staff prompts other campers to fill the gap. No camper goes home with an empty envelope.
Favorite Science Experiment Return STEM 2:45–3:30
Concept
Pre-vote (Sunday) on the most-loved STEM activity of the summer. Run it again. Likely candidates:
- Volcano eruption (Wk 3)
- Slime creation (Wk 3)
- Elephant toothpaste (Wk 3)
- Build-a-Boat (Wk 1, Wk 5)
- Balloon rockets (Wk 2, Wk 8)
- Marble runs (Wk 9)
How to run
Staff pre-stages whichever 1–2 favorites won the vote. Run them as classic versions — campers know the steps now, so they teach the new younger campers (if any joined late). Multi-week veterans love showing off mastery.
Photos throughout for Memory Books.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Memory Book pages
- UNO
- LEGO
- Quiet reading
Morning Meeting — "I see you" MORNING 9:00–9:20
Today every camper hears a personal-spotlight moment from staff. Setup: each camper draws a name out of a hat. Whoever they draw, they will write an "I appreciate you" note for in the afternoon kindness station. Today is recognition day.
Director shares: "Today we slow down and notice each other. Real friendship is in seeing each other clearly."
Indoor Movement — Encouragement Circuit INDOOR MOVE 9:20–9:45
How to run
5 movement stations in dojang. After each station, the team applauds the camper who did it. Sample stations: 30-sec balance hold, 10 push-ups (knees down OK), 10 jumping jacks, plank for 30 sec, 10 squats. Whole team cheers each individual through each station.
Goal: every camper gets cheered for, repeatedly. Builds the appreciation muscle.
Team Choice Activity Stations (Outdoor) GROSS MOTOR 10:00–11:00
Concept
Each team picks 2 activities they want to do today. Staff sets them up. Teams rotate.
Sample list (teams pick from)
- Capture the Flag (Lite)
- Gaga ball
- Soccer mini-game
- Tag variations (lava tag, octopus, freeze)
- Hula hoop relay
- Beanbag toss
- Sack races
- Kickball
Each team's choice runs for 15 min. 4 rotations total.
Giant Parachute Activities TEAM GAMES 11:15–12:00
Concept
Beloved camp tradition. Big colorful parachute (or 2 large bedsheets sewn together if a real parachute isn't available). Group activities only — pure cooperation.
Activities
- Wave Maker: all campers hold the parachute edge. On count, lift it up, then down, making waves. Add small balls — they bounce on top.
- Mushroom: all lift the parachute high together, then crouch under it as it floats down — a temporary "mushroom" tent.
- Cat & Mouse: 1 camper crawls on top of the parachute (mouse), 1 underneath (cat). Group makes wave to disorient the cat. The cat tries to "tag" the mouse through the fabric.
- Color Switch: assign each camper a color section of the parachute. When staff calls a color, those campers run under the chute and switch sides while others lift.
- Beach Ball Bounce: place 5 beach balls on top. Goal: keep them all on for 60 seconds. Then: try to bounce them all off as fast as possible.
Pure joy. Every camper participates. Photos for Memory Books.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Onward (PG). Themes of brothers, loss, growing up — emotional but uplifting.
Choice Clubs CHOICE 1:30–2:00
- Memory Book pages
- Kindness Notes (catch-up)
- LEGO
- Quiet drawing
Leadership Reflection Discussion SKILL 2:00–2:45
Purpose
Older campers reflect on how they've grown as leaders. Younger campers share what they want to work on.
How to run
- Sit in 2 separate circles: one for 5–7s, one for 8–12s. Facilitated by staff.
- 5–7s circle: simpler prompts — "What are you proud of from this summer?" "What's something you got better at?" Staff records as a group response.
- 8–12s circle: deeper prompts — "When did you have to be brave?" "When did you have to be patient?" "Who did you help this summer?" "What kind of leader are you becoming?"
- End: each circle picks ONE quote that summarizes the conversation. Write it on a poster: "We learned that…"
- The 2 posters hang in the activity room until Friday.
Tissues nearby. Big feelings welcome.
Camp Time Capsule CRAFT 2:45–3:30
Concept
Each camper writes a letter to their future self (1 year from now). All letters go in a sealed "time capsule" box that the camp keeps. Letters are mailed to each family next August (or campers come pick them up at next summer's first day).
Supplies
30 letter-writing sheets (pre-printed prompt cards), envelopes (one per camper, sealable), pens, decorative stickers, a large sealed box (the "time capsule"), camera for a group photo to include.
Letter prompts
- "Dear future me, here's what I'm proud of this summer:"
- "My favorite friend at camp this year was…"
- "My favorite memory was…"
- "Something I want to learn next year:"
- "One thing I want to remember about myself:"
How to run
- Each camper fills out their letter. Staff helps younger campers spell.
- Optional: include a small drawing or a printed photo.
- Seal envelope. Camper writes their name + their parent's email/address on the front.
- Drop in the time capsule box.
- Director seals the box at end of the activity. The box is opened on Day 1 of next summer (or letters mailed late July).
This is one of the camp's best traditions. Many campers come back to camp for the letter.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
- Memory Book finishing
- UNO
- LEGO
- Quiet reading
Morning Meeting — "Tomorrow is the big day" MORNING 9:00–9:20
Tomorrow is the Grand Finale. Outline the plan. Build excitement, not stress. Today is the warm-up day for the finale: water games return + scavenger hunt + giant collaborative mural.
Reminder: parents arrive 15 min early at 3:45 PM Friday for the closing ceremony. Confirm any costumes / dress codes for tomorrow.
Indoor Movement — Team Planning Challenge INDOOR MOVE 9:20–9:45
Concept
Each team plans a small piece of Friday's parade route. Light movement + light planning.
How to run
- Each team huddles. Picks 3 things for tomorrow:
- A team chant (3 lines).
- A team pose (everyone holds for 5 seconds during the parade).
- A team color flair (bandana? face paint dot? flag?).
- Practice the chant + pose. Staff coaches volume + clarity.
- Each team shows their chant to the rest of camp. Big cheers.
Favorite Water Games Return (Outdoor) GROSS MOTOR 10:00–11:00
Concept
Last big water day. Campers vote (Wednesday afternoon) on their 2 favorite water activities from Week 5. Run them.
Likely top picks
- Sponge Relay
- Water Balloon Toss Tournament
- Slip-and-Slide
- Water Wars (full sponge battle)
- Beach Volleyball Lite
Pre-fill all water balloons Wednesday night. Sunscreen reapplication: 10:00 AM hydration, 11:00 snack, 1:30 transition.
Heat-watch protocols active.
Camp-Wide Scavenger Hunt TEAM GAMES 11:15–12:00
Concept
One last camp-wide hunt. The "treasure" is a list of things campers must find or do — capturing memories of every space they've spent time in this summer.
Setup (pre-printed checklist)
30 checklists. Each camper or pair gets one. List items examples:
- "Take a photo with the Camp Director."
- "Find the spot where the volcano experiment happened."
- "Touch the wall where the team flags hang."
- "High-five 3 staff members."
- "Stand in the Gaga pit."
- "Find the spot in the park where the slip-and-slide was."
- "Visit the Reset Zone (one last time)."
- "Hug a friend."
- "Sign your name on the Friendship Wall."
- "Write one thing you're proud of on the Pride Wall."
Walk-only. 30 minutes. Whoever finishes the checklist gets a sticker for their Memory Book. Staff has cameras at hot spots.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: The Super Mario Bros. Movie (PG).
Choice Clubs CHOICE 1:30–2:00
- Final Memory Book pages
- Kindness Notes catch-up
- LEGO
- UNO
Talent Showcase Practice SKILL 2:00–2:45
Purpose
Final dress rehearsal for tomorrow's talent showcase (part of the Grand Finale).
How to run
- Sign-up sheet circulates one last time. Optional, low-pressure.
- Each act practices once on the "stage" area.
- Staff coaches: speak loud, smile, take a bow. Acts under 1 minute.
- Buddy options: shy campers can perform with a buddy or staff.
Confidence reminders: "There's nothing wrong with being nervous. The audience is your friends. They want you to do well."
Giant Collaborative Mural CRAFT 2:45–3:30
Concept
Whole-camp collaborative artwork. Hangs in the lobby for a year, then archived (rolled up + saved).
Supplies
1 large butcher-paper roll (10 ft long, taped to a wall or laid on the floor), washable paint, paintbrushes, stamps, fingerpaint (washable), sponges, glitter, markers.
Theme
"Our Summer at Camp BABSC 2026." Each camper adds their handprint with their name + one favorite memory. Staff signs at the bottom. Plenty of room for everyone.
How to run
- Each camper takes a turn at the mural. Staff helps with handprint.
- Camper writes their name + 3-word memory.
- Mural fills throughout the activity. By 3:30, it should be packed with handprints, drawings, and names.
Photographs taken. Mural hangs in the camp lobby through next August.
Afternoon Activities & Snack AFTERNOON 3:30–4:00
Last day with parents being reminded: "Tomorrow is closing ceremony. Arrive 3:45 PM. Memory Books and souvenir bags go home."
- Final Memory Book pages
- UNO
- LEGO
- Quiet reading
Morning Meeting — "Today We Celebrate" MORNING 9:00–9:20
Big positive energy. Director welcomes campers for the final morning meeting. Outline the day:
- Indoor warm-up + final dance party.
- Ultimate outdoor Camp Olympics finale.
- Staff vs Campers championship.
- Lunch + nap.
- Choice clubs / final touches.
- Final awards ceremony (parents arrive at 3:45).
- Goodbye memory bags + tearful pickup.
Each camper carries their bag with: Memory Book, certificates, mural photo, frame from Monday. Big breath. Let's go.
Indoor Movement — FINAL Dance Party INDOOR MOVE 9:20–9:45
Pure joy. Camp playlist plays. Campers dance freely. Staff joins. Photos. No instructions, no structure beyond the music. Last 5 min: stretches before the outdoor finale.
Ultimate Camp Olympics (Outdoor) GROSS MOTOR 10:00–11:00
Concept
Final outdoor games. 5 stations from across the summer's most-loved events. Run as a celebration, not a competition.
- Sprint Lane — 30-yd dash.
- Beanbag Cornhole — points-based, accuracy.
- Sponge Relay — quick water relay.
- Tug-of-War — friendly final pull.
- Capture the Flag — final round.
Cheering teams stand on a clearly marked sideline. Photos throughout. Every team plays every event.
Staff vs Campers Championship TEAM GAMES 11:15–12:00
Concept
Final tradition. Staff faces off against teams of campers in big-fun games. Staff are good sports.
Suggested matchups
- Tug-of-War (final): staff vs all the campers (15+). The campers win, of course.
- Trivia: Campers Edition: teams ask staff hard questions about themselves. Most missed wins.
- Hula Hoop Marathon: staff and campers compete simultaneously.
- Limbo Final: classic — pool noodle lowers each round.
- Dance-Off: staff and campers freestyle. Audience picks the "winner" (tie always declared).
This is the laughter of the day. Photos. Memories.
Lunch + Quiet Reset / Nap with Movie NAP / MOVIE 12:00–1:30
Movie: Sing 2 (PG). Celebratory, music-themed. Campers may be slightly subdued after the morning's energy + emotions building. Lights low, blankets out, calm.
Final Choice Clubs CHOICE 1:30–2:00
- Final Memory Book pages — staff helps any unfinished books
- Kindness Notes — final catch-up before envelopes go home
- Quiet stations
- Photos with friends
Staff: pre-walk through every camper's bag. Confirm Memory Book complete, photo frame in, certificate in, kindness notes in.
FINAL CLOSING CEREMONY & AWARDS SKILL 2:00–3:00
Setup
Activity room arranged like a graduation hall. Chairs in rows. Stage area at the front with team flags from Week 1. Camp mural hangs visibly. Memory wall covered in photos. Soft music plays at low volume.
Run order (60 min)
- Welcome (5 min): Director welcomes campers + staff. Brief reflection: "11 weeks ago, we didn't all know each other. Today, we do."
- Slideshow (10 min): photos from every week, set to camp playlist. Pre-built Sunday night by staff. Big reactions; tears okay.
- Talent Showcase (15 min): sign-ups perform. Each act 1 min. Big cheer for everyone.
- Awards Ceremony (25 min): every single camper called by name. Each gets:
- A printed certificate ("Camp Broken Arrow's Best, 2026 Graduate").
- A staff-personalized award title (no two campers get the same — staff pre-writes Wednesday night).
- A short staff-spoken note: "I'll always remember when ____."
- A photo opportunity with the Director.
- Final Group Cheer (5 min): "CAMP BROKEN ARROW'S BEST!" Whole camp.
Parents are seated in back rows from 3:45 onward. They watch the final awards segment.
Goodbye Memory Bags + Final Pickup PICKUP 3:00–4:00
Each camper goes home with
- Memory Book (started Week 1, finished today — one bound booklet)
- Certificate (from awards ceremony)
- Photo Frame (from Monday)
- Envelope of Kindness Notes
- Personalized award title
- Souvenir Bag with: small camp T-shirt or wristband (optional, if budget), camp sticker pack, group photo print, glow stick
- Any leftover crafts from the summer (slime, balloon animals, drums, masks, leis, etc.)
Pickup flow
- 3:00 — closing ceremony ends. Goodbye songs play.
- 3:00–3:30 — open hugging time. Campers say goodbye to friends + staff.
- 3:30–4:00 — official pickup. Staff makes sure each camper leaves with their full bag. Every camper gets a personal goodbye from the Director.
- Tissues at the front desk. Some parents will tear up too.
- For any camper struggling with the goodbye: Reset Zone is open until 4:00. Staff comforts.
Parent communication at sign-out
- "Here's their Memory Book — full of photos and pages from every week."
- "They have an envelope of kindness notes from peers and staff. We saved them for tonight."
- "They might have big feelings later. Let them. They've grown a lot this summer."
- "We hope to see them again next year. Registration opens January 15."
Week 11 Supply Checklist (for 30 campers)
- 30 envelopes (Kindness Notes, hung on wall)
- 200 small note cards (3×5)
- Pens, markers, fine-tip pens
- 30 letter sheets + envelopes (Time Capsule)
- Large sealed box (Time Capsule)
- 30 pre-printed photo frames (popsicle sticks)
- 30 photos of each camper (printed Sunday — pick best photo from any week)
- Hot glue gun (staff-only) + glue sticks
- Markers, paint, glitter, stickers, foam shapes
- Yarn (for frame hanging loops)
- Large butcher paper (10 ft — collaborative mural)
- Washable paint, paintbrushes, sponges
- Fingerpaint, stamps
- Large parachute (or 2 sewn-together bedsheets)
- 5 beach balls
- 10 small plastic balls (parachute games)
- 30 Memory Books (in process since Week 1)
- 30 souvenir bags (large paper)
- 30 camp T-shirts or wristbands (optional, budget-dependent)
- 30 group photo prints
- 30 sticker packs
- 30 glow sticks
- Pre-printed certificates ("Camp Broken Arrow's Best, 2026 Graduate")
- Personalized award titles (staff-written Wednesday)
- Pre-built slideshow (Sunday — photos + camp playlist)
- Music speaker
- Camera
- Long thick rope (Tug-of-War)
- Pool noodles (12 — limbo, etc.)
- Hula hoops (8)
- Cones (24)
- Beanbags (24)
- 4 buckets + 8 sponges (water relay)
- Pre-filled water balloons (Thursday)
- Sunscreen, towels, water cooler (Thursday + Friday water games)
- Tissues (lots — multiple stations, all week)
Week 11 Rainy Day Backup Plan
- Indoor parachute games (move to dojang)
- Camp trivia tournament (any size)
- LEGO build-the-best-camp challenge
- Indoor scavenger hunt — favorite camp spots
- Freeze dance with camp playlist
- Indoor talent showcase
- Collaborative mural (indoor)
- Memory Book finalization
- Kindness note rotation
- Time Capsule writing
Staff Notes for Week 11
- Expect heightened emotions. Tearfulness, regression, sudden frustration — all normal. Sit with the feeling. Don't try to "fix it."
- Keep the environment positive and encouraging. Frame: "We get to do this one more time together this summer."
- Focus on inclusion and celebrating growth. Every camper recognized for something specific.
- Pre-write personalized awards Wednesday night. Every staff helps. No camper goes home with a generic award. Examples: "Most Patient with Younger Campers," "Best at Trying New Things," "Most Improved Knot Tier," "Loudest Cheerleader," "Best Friend to Everyone."
- Balance excitement with calm reflection activities. Build pauses in.
- Reinforce positive memories and friendships. Tell stories often: "Remember when ____."
- Create strong closure moments. The Friendship Circle (Mon), Time Capsule (Wed), and Final Awards (Fri) are the spine of closure.
- Track Kindness Notes daily. Every camper must receive 5+ peer notes + 2 staff notes by Friday. If anyone is short, fill the gap.
- Pre-build the slideshow Sunday — photos from every week, set to camp playlist. Test on the projector before Friday.
- Have tissues at every station Friday afternoon. Staff cries too — that's okay.
- Send Sunday email: "Week 11 is our final week. Expect campers to come home with a Memory Book, photos, certificates, and possibly some big feelings — that's normal. Friday closing ceremony 3:45 PM."
- Confirm Time Capsule mailing addresses Wednesday during the activity. Letters mailed late July 2027 (or held for camper pickup).
- Final sign-out is sacred. Every camper gets a personal goodbye from the Director.
Universal Resources
The 4 Operational Rules — Always
- Outdoor / park time does not start before 10:00 AM. Mornings are intentionally indoor until the second staff member arrives.
- Coaches do not go to the park alone — ever. Two-staff minimum for park or any out-of-building activity.
- 12:30–1:30 is Quiet Reset / Nap with movie. Lights dim, mats out, calm voices.
- Messy or risky activities ONLY in the Activity/Viewing Room or Outdoors — NEVER on dojang mats. No water, slime, paint, food coloring, sand, rice, marbles, ink, or glue on the mats.
Where Activities Happen — Quick Reference
| Activity Type | Allowed Location | Never Allowed |
|---|---|---|
| Stretches, animal walks, yoga, footwork drills, agility-ladder, supervised pad/shield strikes | Dojang (designed for this) | — |
| LEGO builds (dry), board games, UNO, coloring, drawing, reading | Activity/Viewing Room or Dojang (carpeted edge) | Wet zones |
| Slime, glue, paint, glitter, food coloring, sticky materials | Activity/Viewing Room ONLY (covered tables) | Dojang mats |
| Water (sponges, balloons, slip-and-slide, water filter, ocean-in-a-bottle) | Outdoors (preferred) or Activity/Viewing Room with tarps | Dojang mats |
| Vinegar/baking soda volcano, elephant toothpaste, chemistry demos | Outdoors (preferred) or Activity/Viewing Room with full table coverage | Dojang mats |
| Sand, rice, beans, dry pourable materials | Activity/Viewing Room with dropcloth, or Outdoors | Dojang mats |
| Marbles, ping-pong balls, bouncy balls, anything that rolls | Activity/Viewing Room (table-bound) or Outdoors | Dojang (rolls under mats) |
| Marshmallow ammo (catapults), paper airplanes, balloon rockets | Outdoors (preferred) or Activity/Viewing Room with target boards | Dojang |
| Ink pads, fingerprint dust, lemon juice, contact lens solution | Activity/Viewing Room ONLY | Dojang mats |
| Hot glue (staff only), scissors (staff supervised), hair dryer demos | Activity/Viewing Room — designated staff station | Anywhere kids can reach unsupervised |
| Capture the Flag, tag games, relays, big-energy outdoor | Outdoors (with 2 staff) or Dojang (if weather forces indoor) | Activity/Viewing Room (too small) |
| Quiet Reset / Nap with movie | Activity/Viewing Room (mats out for younger campers); screen visible | Dojang during active class hours |
| Kids Cave (computer games, YouTube Kids) | Designated Kids Cave space (Activity/Viewing Room or dedicated computer area) | Dojang mats |
Master Daily Schedule
| Time | Block | Notes |
|---|---|---|
| 7:30–8:45 | Early Drop-Off | 1 staff present; structured quiet play |
| 8:45–9:00 | Soft Start | Calm supervised stations |
| 9:00–9:20 | Morning Meeting | Theme intro, FREEZE practice, daily camper jobs |
| 9:20–9:45 | Indoor Movement | Dojang stretches, indoor warm-up (waiting for 2nd staff) |
| 9:45–10:00 | Hydration / Sunscreen Prep | Water; sunscreen reapplied before going outside |
| 10:00–11:00 | Outdoor Gross Motor | Park / outdoor — 2 staff minimum, NO exceptions |
| 11:00–11:15 | Snack & Hydration | Mandatory water for every camper |
| 11:15–12:00 | Team Games | Structured teamwork |
| 12:00–12:30 | Lunch | Allergy rules; structured cleanup |
| 12:30–1:30 | Quiet Reset / Nap + Movie | Lights dim, age-appropriate G/PG film |
| 1:30–2:00 | Choice Clubs | Camper-selected stations |
| 2:00–2:45 | Skill Workshop | Daily theme-focused skill activity |
| 2:45–3:30 | STEM / Craft | Hands-on structured learning |
| 3:30–4:00 | Afternoon Activities & Snack | Lower-energy structured activities + snack |
| 4:00–6:00 | Pickup Window + Kids Cave | Pickup runs through this window. Kids Cave opens for behavior-pass holders. |
Attention Signal: FREEZE
Single most important camp routine. Practiced Day 1, reinforced every day.
How it works
- Staff yells "FREEZE!"
- Every camper stops moving immediately.
- Every camper stops talking.
- Every camper looks at staff.
- Staff gives the next instruction.
When to use it
- Any safety concern (running near water, near a hot glue gun, etc.)
- Any transition between activities
- Before headcounts
- When voice level needs to drop
Transition Sequence (every transition, every time)
- 5-minute warning
- 2-minute warning
- FREEZE signal
- Cleanup prompt
- Headcount
- Line-up
- Move to next location
Transition Scripts
- "Five minutes until cleanup."
- "Finish your final round."
- "Everyone helps clean."
- "Line up with your team."
Transitions are the highest-risk time for behavior issues. Keep them structured every single time.
Headcount, Line-Up & Movement
Headcounts must occur:
- Before leaving the building
- After arriving outdoors
- Before leaving outdoor areas
- After bathroom transitions
- Before pickup periods
- Any time groups change locations
Line-Up Expectations
- Walking feet only
- Hands to self
- Stay behind line leader
- No pushing or cutting
- Voices low or off
If a line becomes chaotic, staff should reset the line and practice again before moving.
Critical Rule: Never assume a camper is "probably nearby." Stop everything. Account for every camper.
Hydration, Heat Safety & Oklahoma Weather
Mandatory Water Breaks
- Before outdoor play
- Midway through outdoor play (every 10 min in heat)
- After outdoor play
- Before pickup periods
- During extreme heat transitions
Heat-Index Thresholds
- Below 95°F: normal outdoor schedule.
- 95–99°F: water break every 10 min; shade rotation every 20 min.
- 100–104°F: shorten outdoor blocks to 30 min max with 5-min shaded breaks every 10 min.
- ≥105°F: all gross motor moves indoors (dojang or Activity/Viewing Room) — no exceptions.
Heat-Illness Signs
- Flushed face
- Dizziness
- Fatigue
- Nausea
- Confusion
- Headache
- Excessive irritability
Heat Response Procedure
- Move camper indoors or into shade immediately
- Provide water
- Cool body temperature (cool towel on neck/wrists)
- Notify supervisor
- Monitor closely
- Contact parent if symptoms continue
Severe Weather Procedure
- Move indoors immediately
- Complete headcount
- Keep campers seated calmly
- Monitor weather alerts continuously
Sunscreen Policy
- Parents apply morning sunscreen at home before drop-off.
- Camp-supplied sunscreen reapplied 3 times daily: 9:45 AM (before outdoor), 11:00 AM (snack), 1:30 PM (transition out of nap).
- Use SPF 50+ spray for speed; rub it in.
- Allergy check: parent forms collected at start of summer flag any camper with sunscreen allergies. Director maintains list.
- If a camper is allergic to camp-supplied brand, parents send their own labeled bottle.
- Avoid eye area. Wash hands after applying.
Bathroom & Lunch Procedures
Bathroom
- Campers ask before leaving an activity.
- Scheduled group bathroom breaks before/after outdoor blocks.
- Walk only.
- Wash hands fully (20-second rule).
- Return directly to group.
- Floater monitors bathroom area during high-traffic windows.
Lunch
- No food sharing. Allergy protection.
- Campers remain seated unless excused.
- Clean their own area completely before leaving.
- Respect allergy rules — staff knows which campers have which allergies.
- Allergy-aware ingredient checks for any camp-supplied snacks. EpiPens accessible if any camper has prescribed.
Reset Zone & Emotional Regulation
The Reset Zone is a calm-down support space — not punishment.
Suggested Supplies
- Bean bag chair
- Books
- Coloring pages
- Fidgets
- Noise-reduction headphones
- Timer (visual)
- Tissues
Use Reset Zone When Camper Is:
- Overwhelmed
- Crying
- Overstimulated
- Escalating emotionally
- Needing a quiet break
Staff Script
Behavior Prevention & Redirection
Behavior prevention is more effective than punishment.
Prevent Issues By:
- Keeping campers engaged
- Using countdowns
- Avoiding long lines
- Providing movement frequently
- Praising positive behavior
- Separating conflict early
- Giving leadership jobs
Redirection Language
- "Walking feet."
- "Hands to yourself."
- "Use a kind voice."
- "Try that again safely."
- "At this camp, everyone belongs."
Behavior Documentation
Document repeated aggression, unsafe behavior, bullying, or major emotional escalations factually and professionally. Use the Incident Report Form. Notify parents same day.
Never shame or embarrass campers publicly.
Camper Teams & Camper Jobs
Standard Teams (Week 1 assignments — carry through summer)
- Red Team
- Blue Team
- Green Team
- Gold Team
Teams should intentionally mix older and younger campers, outgoing and quieter campers, and different personalities. Week 7 reshuffles into Olympic mixed-element teams (Fire/Water/Earth/Air/Storm) for that week only — campers return to original colors Week 8+.
Daily Camper Jobs
- Line Leader
- Water Captain
- Cleanup Captain
- Equipment Helper
- Encouragement Leader / Sportsmanship Captain (Wk 7+)
- Lab Lead Scientist (Wk 3, Wk 9)
- Snack Helper
Jobs reduce behavior issues by increasing ownership and leadership. Rotate daily so every camper gets a turn.
Pickup, Cleanup & Parent Communication
Pickup Procedure (4:00–6:00)
- Verify authorized pickup (check authorized-pickup list — ID required for unfamiliar adults).
- Return camper's belongings.
- Communicate important updates (positive moment + concerns).
- Sign camper out.
What Staff Should Communicate
- Injuries (any bumps, cuts, falls — even minor)
- Behavior concerns (escalations, conflicts, redirections)
- Missing supplies (water bottle, lunchbox)
- Positive highlights (always one!)
- Heat / sunscreen notes if relevant
End-of-Day Cleanup
- Sanitize tables (wipes + spray)
- Reset stations (Master Bin System)
- Restock supplies
- Sweep floors (especially Activity/Viewing Room after messy days)
- Vacuum dojang mats (light pass — never wet-clean)
- Prep next day materials
- Secure medications in lockable cabinet
- Final walkthrough — Director or Lead checks every room
🎮 Kids Cave — Detailed Operating Guide
Behavior-earned privilege. 4:00–6:00 PM during the pickup window.
Daily Pass Award Process
- Throughout the day, staff watch for the listed positive behaviors (see Overview tab for full list).
- At 3:30 PM during Afternoon Activities, Director and staff convene for a 3-minute huddle. Each staff names campers who stood out today.
- Aim for 5–8 passes (~25% of campers). Some days more, some fewer — based on genuine merit.
- Passes announced privately to recipients during snack — quiet pride, not a public ceremony.
- At 4:00 PM, pass-holders enter Kids Cave. 30 min per pass; rotate so multiple passholders all get time.
What's Available in Kids Cave
- YouTube Kids app only — never regular YouTube.
- Pre-approved game list (Director maintains current list; check before adding any title).
- Educational kid-safe games OK (Minecraft Education, kid-friendly puzzle games, etc.).
- NOT permitted: Roblox, social-media-style content, live-streaming, chat features, camera or microphone use, anything with violent or scary content.
Kids Cave Rules
- 1 staff member always present — staff can see all screens.
- Headphones available; otherwise low-volume speakers.
- 30 min per pass. Max 60 min per camper per day.
- If a pass-holder is unkind, refuses to share, or breaks rules — pass revoked. Reset; can earn back tomorrow.
- Location: dedicated computer area in Activity/Viewing Room. Never on dojang mats.
Inclusion Reminder
Campers without a Kids Cave pass continue with supervised free-choice (Gaga pit, board games, LEGO, coloring). Multiple options remain genuinely fun. Staff cheers Gaga play with the same energy as Kids Cave passholders.
Master Bin System (pre-staged the night before each week)
- Bin 1 — Outdoor Games: cones, pool noodles, hula hoops, beanbags, frisbees, jump ropes, soccer ball, pinnies.
- Bin 2 — Crafts: markers, crayons, scissors (staff), glue sticks, construction paper, stickers, glitter pens, tape.
- Bin 3 — STEM Supplies: popsicle sticks, toothpicks, marshmallows, balloons, straws, foil, plastic cups, rubber bands.
- Bin 4 — Quiet Activities: LEGO base bin, board games, UNO, puzzle pieces, coloring pages, fidgets.
- Bin 5 — Emergency Supplies: first aid kit, allergy meds (Benadryl, EpiPens — labeled by camper), incident report forms, emergency contact binder, ice packs.
All supplies organized before Monday morning.
Emergency Systems
Missing Camper Procedure
- Freeze all groups
- Complete immediate headcount
- Notify supervisor
- Search bathrooms and nearby areas (every staff has an assigned zone)
- If not found in 5 minutes: contact parent + emergency services
Critical Rule: Never assume a camper is "probably nearby."
Injury Procedure
- Stop the activity
- Provide first aid
- Notify supervisor
- Document incident on Incident Report Form (factual, no opinions)
- Notify parent same day
- Follow up next day if needed
Severe Allergic Reaction
- Identify the camper. Check their allergy list.
- If EpiPen prescribed: administer per protocol. Call 911 immediately after.
- Move other campers away calmly.
- Monitor camper continuously.
- Notify parent en route to hospital.
Severe Weather (Tornado, Severe Storms — Oklahoma Standard)
- Move all campers to interior bathroom or interior windowless room.
- Headcount.
- Campers sit on floor, hands over heads.
- Director monitors NOAA weather radio + phone alerts.
- Stay until "all clear" from official source.
Staff Roles & Non-Negotiables
Camp Director Responsibilities
- Oversee all camp operations
- Manage parent communication
- Handle escalated behavior issues
- Monitor weather and heat conditions
- Maintain medication and emergency documentation
- Ensure headcounts are accurate
- Approve Kids Cave pass list daily
- Support staff during difficult situations
Activity Lead Responsibilities
- Explain activities clearly before beginning
- Demonstrate rules visually when possible
- Maintain engagement and pacing
- Manage transitions between activities
- Watch for safety concerns
- Stop unsafe behavior immediately
Floater Responsibilities
- Bathroom supervision
- Support younger campers
- Monitor emotional regulation needs (Reset Zone)
- Refill water and assist transitions
- Watch for exclusion or bullying
- Support cleanup and setup
Non-Negotiable Staff Expectations
- Active supervision at all times
- No sitting in staff clusters during active play
- No excessive phone use
- Maintain visual supervision constantly
- Use calm, consistent language
- Prevent behavior issues early
- Never shame or embarrass campers publicly
- Use structured transitions every time
- Never go to the park alone — 2-staff minimum
Movie Master List (all 11 weeks)
Pre-screened by Director. Age-appropriate. Calm enough for nap-time.
| Week | Mon | Tue | Wed | Thu | Fri |
|---|---|---|---|---|---|
| 1 (4-day) | — | Mitchells vs Machines | Inside Out | Wall-E | Ratatouille |
| 2 | The Incredibles | Big Hero 6 | Megamind | Sky High | Spider-Man: Spider-Verse |
| 3 | Meet the Robinsons | Flubber | Wallace & Gromit | Honey, I Shrunk the Kids | Wall-E (repeat) |
| 4 | Brother Bear | Encanto | Brave | Kung Fu Panda | Up |
| 5 | Finding Nemo | Moana | Finding Dory | Lilo & Stitch | The Little Mermaid |
| 6 (4-day) | The Croods | The Wild Robot | Madagascar | The Jungle Book | — |
| 7 | Cool Runnings | The Mighty Ducks | Air Bud | Sing | Wreck-It Ralph |
| 8 | Spy Kids | Inspector Gadget | Despicable Me | Detective Pikachu | The LEGO Batman Movie |
| 9 | The LEGO Movie | Robots | Big Hero 6 (repeat) | The Iron Giant | Toy Story |
| 10 | Toy Story 4 | Despicable Me 2 | Cloudy w/ Meatballs | Madagascar 3 | A Goofy Movie |
| 11 | Inside Out 2 | Soul | Onward | Super Mario Bros | Sing 2 |
Personal Property & Take-Home Items
- Water bottle (mandatory, labeled with name)
- Lunchbox (allergy-aware, labeled)
- Swimsuit + towel (Wk 5, Wk 11 + Friday water games most weeks)
- Change of clothes (recommended every day)
- Sunscreen application at home before drop-off
- Camp-supplied items (T-shirt, name tag) returned at end of summer or kept
Camp Storage
- Each camper has a labeled cubby for water bottle, lunchbox, change of clothes.
- No cell phones for campers under 12. Older campers may bring phones, kept in lockbox during camp hours.
- Camp not responsible for lost items, but every effort made to track and return.
Take-Home Tracker
Weekly take-home items vary. End-of-week summary email to parents lists what comes home each Friday. Examples:
- Wk 1: Friendship bracelet, Memory Book pages
- Wk 2: Hero ID card, mask, cape, comic book
- Wk 3: Slime in bag (with cleanup instructions), mad scientist journal
- Wk 4: Passport, drum, mask, totem pole photos
- Wk 5: Sand bottle, ocean-in-a-bottle, lei
- Wk 6: Survival bracelet, mini campfire model, adventure journal
- Wk 7: Olympic medal, certificate, paper airplane
- Wk 8: Spy notebook, gadgets, prize-bag treats
- Wk 9: Inventor certificate, balloon car, marble run
- Wk 10: Carnival souvenir bag, balloon animal, prize-bag treats
- Wk 11: Memory Book (full summer), Photo Frame, Kindness Notes envelope, Final Certificate, Souvenir Bag (T-shirt, group photo, glow stick)
Camp Mission & Commitments
Broken Arrow's Best Summer Camp & After School exists to provide kids ages 5–12 with a safe, structured, joy-filled summer experience that builds confidence, friendship, and life skills.
Our Promises to Every Camper
- You will be safe.
- You will be welcomed.
- You will be included.
- You will be capable.
- You will be encouraged.
- You will leave each day knowing someone here saw you, named you, and cheered for you.
Our Promises to Every Parent
- Your child will be supervised by a 2-staff minimum at the park, every time.
- Your child will be hydrated, sun-protected, and never alone in a hot vehicle or unsupervised space.
- Your child will come home with a positive moment to share, every single day.
- Any injury, behavior concern, or incident will be communicated to you the same day.
- Allergens will be respected.
- Sensitive content (movies, etc.) is pre-screened by Director.
Our Promises to Every Staff Member
- You will be trained on every protocol before working a camp shift.
- You will have a backup at all times — never working solo at the park.
- You will have a Director on-call for difficult moments.
- You will be respected, heard, and given the chance to grow as a leader.
Quick-Reference Phone Tree (laminate; post in office)
- Camp Director: [name + cell]
- Assistant Director: [name + cell]
- Emergency Services: 911
- Broken Arrow Police (non-emergency): 918-451-8200
- Broken Arrow Fire (non-emergency): [local non-emergency]
- St. Francis Hospital South (nearest ER): [number]
- Poison Control: 1-800-222-1222
- NOAA Weather Radio: [frequency]
- Camp Insurance: [policy + claims line]
- Owner / Operator (Kris): [cell]
Verify all numbers Sunday before camp starts. Update mid-summer if any changes.