Back to our Roots

NFTY Action Theme Program

Mookie KideckelNFTY SAVP 5767-5768

Touchstone Text:

“One who learns from his companion a single chapter, a single law, a single verse, a single expression, or even a single letter, should accord him respect.”

- Ethics of the Fathers 6:3

Goals:

  1. Have participants understand in an unbiased manner the root causes of issues
  2. Teach participants that social action is about more than issues; it is about understanding the world
  3. Use this knowledge to consider realistic solutions to these issues
  4. Introduce and educate PPs on the Action Theme
  5. Have participants take action to make programming more open

Objectives:

  1. Relate fun childhood games the development of people and issues
  2. Provide factual information on the evolution of issues
  3. Lead thought-provoking discussion to stimulate ideas about the way we examine the world
  4. Let participants brainstorm less biased programs that encourage questioning

Materials:

Paper

Pen/Pencil (each PP)

People:

*Program Leader (PL)

*Group Leaders (GLs)

*Rovers/Timekeepers

Space Needed:

Field / Large, obstacle free facility

Time Table:

00:00 – 00:05 PPs enter room, Introduction, Break off into groups

00:05 – 00:10First rotation

00:10 – 00:15 Second rotation

00:15 – 00:20Third rotation

00:20 – 00:35Discussion in individual groups

00:35 – 00:55Programathon!

00:55 – 00:60Wrap-up

Procedure:

00:00-00:05 PPs enter room, Introduction, Break off into groups

PL gives intro to program:

“You are about to go back to your childhood for a little while. You’ll get an opportunity to relive some of the fun games you remember from younger days – a time that shaped you in more ways than you can imagine. As you play these games, try to think of the particular lessons that can be found in them, lessons you may have carried with you your whole life”

GLs will be split up into 3-4 separate ‘universes.’ Each universe will consist of 3 identical stations. (Note: this is merely for the purpose of downsizing groups, each PP/group will stay within their universe) each pick a group of 8-10 PPs and go to assigned stations

00:05-00:10 First Rotation

Groups will either play a) Octopus, b) Murder Handshake, or c) Simon Says (see Appendix A for explanation of rules)

Explanation should take no more than 3 minutes, after which PPs play the game with no explanation of purpose until GL calls for rotation

00:10-00:15 Second Rotation

Repeat First rotation instructions. Groups that just played game (a) will play game (b) during this rotation. Groups that played game (b) will play game (c), etc.

00:15-00:20 Third Rotation

Repeat second rotation instructions.

00:20-00:35 Discussion in Groups

GL will lead a discussion to discover the symbolism (appendix B for ideas) behind each game and go through discussion questions:

  • When did we play these games?
  • How did they have an impact on our lives / what lessons can be contained within them?
  • What relevance do they have in a setting like this?
  • What does examining the way things are shaped have to do with social action? (Now would be a good time to explain this year’s action theme)

00:35 – 00:55 Programathon!

 PL says:

  • “We have just established that in order to properly learn about social action we must examine root causes and try to get the whole picture of these issues.”

PPs will now reflect on their own social action programming, and this program as well. They will be given paper and the opportunity to a) write a social action program or b) a presentation plan for an issue, including ways to effectively research it and to try and discover a bigger picture.

If PP’s finish early, invite a few volunteers to share their work with the group.

00:55-00:60 Wrap-up / Cleanup

PL reads conclusion:

  • “The issues discussed here are of tremendous importance. They go beyond a mere cause and transcend mere ideology. What we have accomplished here today may seem small, but within the context of our individual and regional evolution is a revolutionary step. Today we have learned the most important lesson of all, and the first one we must learn to ever change the world. For today we have seen the importance of root causes. We have reached the simple conclusion that a solution must start at the same place that a problem starts. We cannot fight against statistics and numbers. We can address problems and circumvent outcomes of them. We must ask why. We must ask ‘so what’ – so what is the problem with what we’re doing? The ability to ask the hard questions is one that is necessary for any positive examination of the world. Socrates once said that the unexamined life is not worth living. The unexamined world will hardly be worth living in. Superficiality accomplishes nothing. You are a wonderful group of courageous, committed people. Courage and commitment are necessary, and far more powerful when combined with a critical and inquisitive attitude. Of course, the job is not over. We have completed our first step – asking questions. This year we have a the exciting prospect of answering them – and of truly changing this world like never before. Always remember to start at the beginning; never forget to ask why.”

cleanup

Appendix A: Rules (courtesy, with modifications, of familyfun.go.com)

Octopus [Running from trouble]

1. Set up a rectangular "ocean," and mark the boundaries.

2. The Fish line up at one end; the Octopus stands in the middle and cries out, "I am the Octopus, queen of all motion. Let's see if you can cross my ocean." (or just “Octopus”)

3. The Fish try to run or sneak across the ocean as the Octopus tries to tag them. If tagged, they become Seaweed. While sitting down, Seaweed try to reach out and tag the Fish running by, thus turning those players into Seaweed as well.

4. Once the Fish reach the other side, the Octopus says the chant and the crossing contest starts again. The game continues until all the Fish become Seaweed. The last Fish tagged becomes the new Octopus.

Simon Says [comfrmty]

1. One person plays Simon, and the others stand facing him. Simon instructs the others to perform an action by saying, "Simon says, do this," then demonstrates what is to be done. The other children must imitate Simon.

2. If Simon only says "Do this" while showing the action, the other players are not supposed to imitate their leader. Anyone who does so then steps out of the game. Players must also step out if they fail to imitate a certain action when they're supposed to.

3. Simon's strategy is to get the game moving so quickly that the players fail to notice when he just says "Do this" before demonstrating an action.

Murder Handshake (courtesy, with modifications, of [pwr of one]

  1. In this game, the murderer uses a deadly handshake to catch victims. Make up an unusual handshake for the murderer such as sliding the victim’s wrist with one finger. The murderer is chosen by cards or by an adult choosing one murderer and whispering in all player’s ears either “murderer” or “victim.” (or: tap their heads ie one tap for murderer, two taps for victim)
  2. Everyone wanders around shaking hands. When a player receives the murder handshake, she shakes three more people’s hands and then collapses on the ground. Players can accuse others of being the murderer (but only if they’re still alive, naturally). If they are right, they win and start over, but if they are wrong, they lie down and play dead. Continue to play until the entire group knows who the murderer is. (or all are dead)

Appendix B: Possible explanations for the games

The Following explanations are things that I thought of while designing this program. If you or someone in your group proves to be more skilled at metaphors than I am, please do not feel in any way limited by or bound to this sheet. They are still interesting ideas to look at and will hopefully prove useful to you.

Octopus

There is one octopus against 8 – 10 human beings. Yet the octopus holds the participants in a captive fear – rather than working together to outwit a common enemy, they work against each other in a vain pursuit for their own lives. Yet these efforts prove fruitless in the end anyway; the octopus is eventually replaced – but by a terror as awful as the original. This is certainly no way to live life. Is this how society should be run? Should society band together for its common benefit, rather than working against itself for the self interested few? Or should people work for themselves, in the hope that they will prevail?

Simon Says

For some reason, the edict of a respected authority figure, Simon, is followed without question. Simon could issue any command and it would be followed, for fear of reprisal and ejection from the game. Yet is this conformity right? Or should our leaders be questioned? How much trust should we put in authority – and when is it wrong to rebel and cause a ruckus?

Murder Handshake

Murder handshake truly demonstrates the power one person wields. Only one person is necessary to destroy an entire people – the one murderer can kill all 10 of the group-members. Yet at the same time it only takes one person to stop the evil; one person denouncing the murderer will stop the killings. Is this realistic in today’s society? Can one person really ruin the good in the world? Can one person really restore it?