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THE VERY BEST GROUP GAMES EVER PLAYED

THE ULTIMATE GUIDE FOR SUCCESFULL LEADERS AND TEACHERS

Mike Kinziger

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Paperback / softback
31 May 2019
$38.00
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Finally, a game leader’s “dream” book that is thorough yet succinctly written that combines group games that actually have been played and that participants immensely enjoy. Here in one book are all the elements for effectively leading and participating in group games that are fun, that require little or moderate equipment, that range from high to low energy, and that can be played with players from all ages. The unique and consistent game template with a game on each page is easy to follow and results with leaders and players getting the most out of the activities. If you ever wanted to own just one book—one game book—this is it! Inside you will find the one hundred very best group games ever played, along with key terminology, play statements, effective teaching techniques. It Power guidelines, methods to select teams, learning theory, guidelines for processing the games, tournament information, and a creative game matrix with nearly three million different combinations of games. Playing games can be lots of fun. Leading games can be quite rewarding. The information in this book provides an opportunity to maximize both the fun and effectiveness of leading play activities. Every game in this book has been played and replayed, analyzed and tweaked, and written from the heart by an author who loves to have fun, laugh, and see others caught up in the enjoyment of play. Games are not just frivolous or about playing; people tend to play the way they live their lives also. We can learn a lot about players when games are a “tool” to observe human behavior. Effective leading and leaders who ask the “good” questions can make the play experience more powerful. The “template” format of the book is unique and treats each game as a serious endeavor. Nearly all games include the same “ingredients,” what a great idea to prepare them with consistency. Variations and safety considerations to each game create new and fun possibilities. Games can be used for many, many purposes. So why not be realistic and include tag, guessing, competitive, collective score, team building, problem solving, relay, and name games? Why not let the leaders and the people who buy the book decide how they will use the material? The appendices and all the support material make leading these games much easier and more fun for all involved. The Creative Game and Play Matrix is a special addition. In the past, hundreds of games have been created from the matrix, and here is my observation: children tend to create games where (1) all children play—no one has to wait in line; (2) children rarely eliminate players from the game as the game continues; and (3) children seldom create games that require hitting. Those seem to be adult concepts!

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$38.00
Ships in 3-5 business days
Hurry up! Current stock:

THE VERY BEST GROUP GAMES EVER PLAYED

$38.00

Description

 

Finally, a game leader’s “dream” book that is thorough yet succinctly written that combines group games that actually have been played and that participants immensely enjoy. Here in one book are all the elements for effectively leading and participating in group games that are fun, that require little or moderate equipment, that range from high to low energy, and that can be played with players from all ages. The unique and consistent game template with a game on each page is easy to follow and results with leaders and players getting the most out of the activities. If you ever wanted to own just one book—one game book—this is it! Inside you will find the one hundred very best group games ever played, along with key terminology, play statements, effective teaching techniques. It Power guidelines, methods to select teams, learning theory, guidelines for processing the games, tournament information, and a creative game matrix with nearly three million different combinations of games. Playing games can be lots of fun. Leading games can be quite rewarding. The information in this book provides an opportunity to maximize both the fun and effectiveness of leading play activities. Every game in this book has been played and replayed, analyzed and tweaked, and written from the heart by an author who loves to have fun, laugh, and see others caught up in the enjoyment of play. Games are not just frivolous or about playing; people tend to play the way they live their lives also. We can learn a lot about players when games are a “tool” to observe human behavior. Effective leading and leaders who ask the “good” questions can make the play experience more powerful. The “template” format of the book is unique and treats each game as a serious endeavor. Nearly all games include the same “ingredients,” what a great idea to prepare them with consistency. Variations and safety considerations to each game create new and fun possibilities. Games can be used for many, many purposes. So why not be realistic and include tag, guessing, competitive, collective score, team building, problem solving, relay, and name games? Why not let the leaders and the people who buy the book decide how they will use the material? The appendices and all the support material make leading these games much easier and more fun for all involved. The Creative Game and Play Matrix is a special addition. In the past, hundreds of games have been created from the matrix, and here is my observation: children tend to create games where (1) all children play—no one has to wait in line; (2) children rarely eliminate players from the game as the game continues; and (3) children seldom create games that require hitting. Those seem to be adult concepts!

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