Chrysalis
Learning through the environment
Learning through the environment
Chrysalis
chrysalis@gmx.com
01305812627
chrysalis@gmx.com
01305812627
Bat and Moth
Number
More than ten
Needs
Four or more blind-folds. Best yet are loose cloth bags to go over the head.
Teaches
Concentration, knowledge of bats and what they eat and do, survival, fun
Instructions
Make a circle - choose and blind-fold a 'bat'
Choose two to three 'moths' and put them into the ring.
The bat has to catch the moths. He does this by calling "bat", "bat". As he does so he moves about the ring listening carefully for his prey.
The moths have to call out "moth", "moth" each time they hear the bat. They should do so to match the volume of the bat - the stronger his signal is the stronger will be the bounce back from the moth. As the moths call out, they have to dodge about the ring to keep out of the bat's way.
Once the bat touches a moth, the moth rejoins the ring.
The object of the game is either to be the last moth alive or for the bat to catch them all.
When the players get too close to the ring, the people in the ring call out "wall" to keep them inside.
The game can be speeded up by making the circle smaller or by adding another bat.
Questions to ask at the end might include:
How do bats hunt?
What strategies do the moths have for surviving?
What tricks can the bat use to catch its prey?
When would this activity take place in the real environment?
.
Number
More than ten
Needs
Four or more blind-folds. Best yet are loose cloth bags to go over the head.
Teaches
Concentration, knowledge of bats and what they eat and do, survival, fun
Instructions
Make a circle - choose and blind-fold a 'bat'
Choose two to three 'moths' and put them into the ring.
The bat has to catch the moths. He does this by calling "bat", "bat". As he does so he moves about the ring listening carefully for his prey.
The moths have to call out "moth", "moth" each time they hear the bat. They should do so to match the volume of the bat - the stronger his signal is the stronger will be the bounce back from the moth. As the moths call out, they have to dodge about the ring to keep out of the bat's way.
Once the bat touches a moth, the moth rejoins the ring.
The object of the game is either to be the last moth alive or for the bat to catch them all.
When the players get too close to the ring, the people in the ring call out "wall" to keep them inside.
The game can be speeded up by making the circle smaller or by adding another bat.
Questions to ask at the end might include:
How do bats hunt?
What strategies do the moths have for surviving?
What tricks can the bat use to catch its prey?
When would this activity take place in the real environment?
.
What Animal Am I?
Number
Two or more
Needs
Pictures of animals and clothes pegs.
Teaches
Animal classification, ecology, meeting others and fun
Instructions
Peg an animal picture on the back of every collar. Don't let the wearer see it.
Tell the group to walk about and try to identify their animal by asking questions.
Each player meets the new player, turns around to show him the animal, turns back to face him and then tell him what he knows so far about the animal.
The questions must only have a yes or no answer ie: does my animal have two legs? The answer has to be yes or no and nothing else.
When they think they have enough knowledge about the animal and they know its attributes like colour legs, wings etc., they should go to the leader of the group and ask to identify their animal; "My animal is ..."
If they are correct, the leader removes the picture, keeping the peg and the wearer then goes off and studies any other information available. He may be asked to make a 15 second speech about the animal at the end of the game.
Questions to ask at the end might include:
What types of creatures are there?
How can we put them into categories?
What attributes combine in what species?
Number
Two or more
Needs
Pictures of animals and clothes pegs.
Teaches
Animal classification, ecology, meeting others and fun
Instructions
Peg an animal picture on the back of every collar. Don't let the wearer see it.
Tell the group to walk about and try to identify their animal by asking questions.
Each player meets the new player, turns around to show him the animal, turns back to face him and then tell him what he knows so far about the animal.
The questions must only have a yes or no answer ie: does my animal have two legs? The answer has to be yes or no and nothing else.
When they think they have enough knowledge about the animal and they know its attributes like colour legs, wings etc., they should go to the leader of the group and ask to identify their animal; "My animal is ..."
If they are correct, the leader removes the picture, keeping the peg and the wearer then goes off and studies any other information available. He may be asked to make a 15 second speech about the animal at the end of the game.
Questions to ask at the end might include:
What types of creatures are there?
How can we put them into categories?
What attributes combine in what species?
STAGE ONE
1/2