Fleet Activity Playbook

This is the hub, or table of contents for the Fleet Activity Playbook that will contain detailed plans for Fleet Games/Activities that primarily take place in the evening, but may have some elements that spill into other times of the day.

Growth Objectives

The primary outcomes for all programs at Camp Fitch are to create feelings of belonging, achievement and friendship.

It is important to refine this a bit, and to consider some specific growth objectives for these activities and begin with the end in mind. Here is a list of some growth objectives that we think are important to design programs to accomplish at Camp Fitch:

  • Improvement and practice of teamwork skills
  • Giving kids a chance to showcase individual talents to their peers, and find appreciation for these talents among peers.
  • Competing with each other, and practicing being gracious winners and losers and learning that both winners and losers are required for the game to exist.
  • Struggling with a challenge and finding achievement through persistence, grit or physical exertion.
  • Originating and testing creative solutions within a set of rules/constraints/competition to find a winning/optimal solution to some challenge.
  • Performing a creative, collaborative work (song, play, dance) to an audience of peers.

As you design these programs, the growth objectives should be identified in the description of the game/activity.

Types of Play

The National Institute for Play define seven categories that describe the activities we generically call “play”. We believe that each camper is unique and suppose that the favorite mode of play in a group of campers is not the same. Since our Fleet games/activities are geared for fairly large groups and kids don't currently have the choice to opt out, it is important to incorporate several different kinds of play in the game/activity. Successful Fleet Activities will intentionally include at least two of these modes and be mentioned in the description page.

  • Attunement – Forming human connection, mother and child
  • Body Play and Movement – explore and interact with the world
  • Object Play – toys, gizmos, gadgets, physical things
  • Social Play – making connections with each other, sub-categories include play and belonging, rough and tumble play and celebratory play
  • Imaginative and Pretend Play – creating imaginary worlds, tea parties, model trains, fantasy games
  • Storytelling-Narrative Play – story telling, writing, listening
  • Creative Play – create a higher state or a new result

The Playbook Table of Contents

A list of each activity/game that is ready for play. Each page has details of an activity that will occupy an entire Fleet (maybe divided into smaller units) for between 1.5 – 2 hours.

Here is a complete list of all pages in the Playbook section of the wiki, some of these activities/games appear above, and some are still under development. Our goal is to have 15-20 in the numbered section ready for play by the beginning of the summer.

Users who are logged in will see a form below that will create a new page in the Program Playbook after some basic information is supplied.