7TH WEEK PROGRAM FLOW
By: Core Junior Batch 5
THEME: The Buddy’s System, the leadership within the members.
Friday Schedule
Arrival: 5:00 pm
Meeting with the special leader roles: 5:00 -5:20pm (20 mins)
Submission of assignment and presentation: 5:20-6:00pm (40 mins)
Mind Setting (Head Masters/ Core Team): 6:00-8:00pm (2 hrs)
Dinner and Freshen up: 8:00-9:00pm (1 hr)
Lights off: 9:00pm onwards
Saturday Schedule
Wake-up call of Core Juniors: 4:00 am
Wake up call of A-One/Lights on 5:00 am
Freshen up 5:00-5:20 am (20 mins)
Morning Praise: 5:20-5: 30am (10 mins)
Warm up exercise/Calisthenics: 5:30-6:15am (45 mins)
Freshen-up: 6:15-7:15 am (1 hr)
Breakfast: 7:15-8:00 am (45mins)
Reminders: 8:00- 8:10am (10 mins)
1st Activity ( Group division and cheer creation) 8:10-8:40 am (30 mins)
2nd Activity ( “Tumpak Ganern Ganern.”) 8:40-9:40 am (1 hr)
3rd Activity ( “Liwanag sa Dilim.”) 9:40-10:40 am (1 hr)
Snacks: 10:40-11:10 am (30 mins)
4th Activity ( “ Follow Me, NOT.”) 11:10am-12:10 pm (1 hr)
Lunch Break: 12:10-1:10 pm ( 1hr)
Energizer: 1:10-1:30 pm ( 20 mins)
5th Activity (“ Hum it, I name it.”) 1:30-3:10 pm (1 hr and 40 mins)
Snacks 3:10- 3:40 pm (30 mins)
6th Activity (“Study Buddy!”) 3:40-6:00 pm (2 hrs and 20 mins)
Mind Setting/Reminders (Head Masters or Core Team) 6:00-7:00 pm (1 hr)
Freshen up: 7:00-8:00 pm (1hr)
Lights off : 8:00pm onwards
Meeting with the Core Juniors with/out the Core Team 8:00-9:00 pm (1hr)
Sunday Schedule:
Wake-up call of Core Juniors: 4:00 am
Wake up call of A-One/Lights on 5:00 am
Freshen up 5:00-5:20 am (20 mins)
Morning Praise: 5:20-5: 30am (10 mins)
Warm up exercise/Calisthenics: 5:30-6:15am (45 mins)
Freshen-up: 6:15-7:15 am (1 hr)
Breakfast: 7:15-8:00 am (45mins)
Reminders: 8:00- 8:10am (10 mins)
Journal Making: 8:10-9:30am (1 hr and 20 mins)
Snacks: 9:30-9:45am (15 mins)
Recitation of Reflection: 9:45-10:35am (45mins)
Mind Setting (Head Masters/Core Team) 10:35-11:20am (45 mins)
Distribution of allowance, cellphones, and lunch: 11:20 onwards
END OF THE 7TH WEEK! HOME SWEET HOME.
TEAM BUILDING
ACTIVITIES
1st Activity ( Group division and cheer creation)
Description:
In this activity the A1 will be divided in to 3 teams, and they will be tasked to create a cheer chant.
Purpose: To practice creativity, commitment and time management.
Mechanics:
The buddies should pick one paper that consist a number to determine which team they belong. After
everyone picked a paper in the box they should gather with their team mates to talk about the name of
their group that should be related to the theme and their cheer.
Cheer creation: The group should come up with cheer lines that align with the theme. It is important to
be creative, innovative with the cheer lines to engage the audience or listeners.
Choreography: For the cheer to be more eye catching the group can incorporate movements/ dance to
help them reflect the message of their cheer and to share the group’s skills and readiness.
Performance: Their performance must be in sync, creative, neat and connected to the theme.
Instruction:
- Each buddy will pick a number inside a box to determine which team each belongs to.
- Each team will choose a leader.
- Each team will create a group name aligned to the theme.
- Each will create a cheer consists of 4 lines related to the theme.
- The presentation must be with choreography.
Rules:
This activity is strictly good for 20 minute- performance only. Exceeding the time will render any
team a minus of 10 points for each minute.
Why this game?
Group division and cheer creation will give the A1 youth a chance to showcase their creativity ,
excellence, preparedness and unity as a group.
Winning point: 840 points
2nd Activity ( “Tumpak Ganern Ganern.”)
Description: In this activity the representatives of each team will be given a specific category in which
they have to answer at the same time and their answer should be the same too.
Purpose: To practice quick thinking and to know how far do they know about their buddies.
Mechanics:
There should be 1 buddy representative for each group to play in each round.
Each player must raise the flags after the host countdown to answer the category that is not yet
revealed. The first to raise their flag will get the chance to answer. The pair will only win if they shouted
the same answer after the countdown.
Instruction:
- Each group will pick 15 pairs (buddies) to represent their team while other team members cheer
for them on their respective seats.
- Each pair will be given a flag and they will raise it to get the question.
- Once the pair is chosen by the observer behind (Core Junior Yuri). The players will turn their
backs on each other and the host (Core Junior Kean) will ask a question then he will begin a
countdown (1-3)
- Once the facilitator/s shouted the word “Go”, the player will face each other and shout their
answers.
- They must shout the same answer in order to gain a point.
- If they fail to shout the same answer, the chance will be given to their opponent. Thus, the
question will change for their opponent.
- Each pair only have one chance to answer.
- The group who will have the most points win.
Rules:
No coaching. Once caught, the team coached and the team that coached will be
eliminated.
Each group will be given limited time to choose their representatives. Once the time is
up all the representatives should fall in line.
The team that is unable to give 10 representatives will be given demerits that will be
deducted to their current points.
Have fun.
Explanation: Why this game?
This game will test their teamwork, coordination, communication and how much they know each other.
Merits per buddy: 30 points
Total Merits: 450 points
Materials: 3 Flags (1 red, 1blue , 1 yellow)
3rd Activity ( “Liwanag sa Dilim.”) : “Na miss niyo na ba mag blindfold? “ this is our concept.
Description: In this game one of each buddies will be blindfolded and they will enter a maze while
his/her buddy will give directions.
Purpose: To practice their communication skills, leadership skills, accountability, commitment and how
they react to each direction given to them. These game also helps build trust and strengthen teamwork.
Mechanics:
Each pair will be divided. One will be the guide and one will be the follower. The followers eyes will be
blindfolded while the guide and follower must make a clear and effective communication. The guide wll
be responsible of leading the follower out of the maze while the follower must trust the guides
instructions. After completing the game the pairs can discuss their experience, challenges faced, and
lessons learned.
Instruction:
- Each team will pick 10 pairs (buddies) to represent their team. Other groupmates will serve as
observers.
- One of the pairs will be blindfolded. The other pair will give the instruction.
- Once each of their other pair is blindfolded the core juniors will form the maze made by chairs.
Note: Core juniors will assist the blindfolded players throughout the game for their safety.
- Each blindfolded member will enter the maze while being instructed by the other partner at the
finish line.
- The first group to reach the finish line wins.
Rules:
The pair will start once they heard the word, “GO”.
Only the partner of the person blindfolded is allowed to speak during the game.
Have fun.
Explanation: Why this game?
This game tests the listening skills and teamwork of the buddies on how they coordinate with each other
and follows one’s instruction.
Merits: 840 points
Materials: 15 chairs
3 blindfolds
4th Activity ( “ Follow me, NOT.”)
Description: In the first 2 rounds each team must give 5 representatives per round. One of the pair will
tape a ribbon behind like a tail and he/she will securely hold onto the waist of his/her buddy. While the
person with tail must do all it takes to protect their tail. The one ahead must take someone else’s tail.
Purpose: This promotes coordination, agility, and teamwork.
Mechanics: There will be 3 rounds on this game.
1st Round:
- Each group will choose 5 pairs per round to represent their team while their groupmates will be given
their assigned seats during the game.
- One of the pair will be the head while the other will be the tail.
-The tail will tape a ribbon behind and the one responsible in protecting the ribbon while the head is
responsible to take other teams ribbon.
-The head can move in any direction to avoid the other team who is trying to take the ribbon and the
head can also attack the other teams ribbon.
-If a participant successfully catches the ribbon they will gain a point.
2nd Round:
- Same with the first but this time only the tail has a ribbon that the head must take it. Each
ribbon has 30 points.
- No instructions on movement except the members are intact in a line.
- Have fun.
3rd Round:
- Each group will choose 10 pairs in this round to represent their team, while the other
groupmates will be given an assigned seat during the game.
- Each group will fall in line. Once in this position, subsequent person in line will securely hold
onto the waist of the person ahead of them until they identify the head and the tail of each
group.
- The members in between the head and the tail must cooperate.
- As usual the head is responsible for taking the other teams ribbon while the tail is responsible
for protecting the teams ribbon
- Each group will stop the opponents from taking the ribbons by evading them and making sure
that the lines will not be broken.
Instructions:
- Each pair will fall in line. Once in this position, the tail will securely hold onto the waist of the person
ahead of them until they identify the head and the tail of each group.
- Only the head is allowed to take the said ribbons.
-Each group will prevent the opponents from taking the ribbons by evading them and making sure that
the lines will not be broken.
-For the catch, the host will give instructions such as walk slowly, normally, fast or hop.
Rules:
No ribbons to fall.
No member to touch the ribbon once the game starts except those allowed to get or attach it.
Explanation: Why this game?
This game proposes synchronization of the buddies. This ensures different parts of a system to work out
together smoothly and efficiently. This facilitates coordination among the members, allowing them to
align their actions and efforts towards common goals.
Merits: First Round: 20 points per ribbon.
Second round: 30 points per ribbon.
Third round: 840 points per ribbon.
Materials: 15 Ribbon ( 5 red, 5 blue, 5 yellow)
5th Activity (“ Hum it, I name it.”)
Description: In this game one of the pair will be given a small piece of paper with the name of a nursery
rhyme or other song written on the paper. That person will be given a limited time to remember the
song and another time to hum a part of the song while the other pair will guess the song title.
Mechanics and Instruction:
-Setting Up: Each will have 10 pairs consist of two players - one will be the "Hummer" and the other will
be the "Guesser".
- The game is played in rounds, with each round having two phases - the Humming Phase and the
Guessing Phase.
- Humming Phase: In this phase, the Hummer from each team will be given a song title. They have 15
seconds to hum a part of the song without using any words or gestures. The Hummer would try to
convey the melody and rhythm of the song through their humming.
- Guessing Phase: After the Humming Phase, the Guesser from each team has 15 seconds to guess the
title of the song based on the humming. They will shout out their answer. After they got it right, the next
pair will play
- Time: The hummer is given 15 seconds same with the Guesser with the total of 30 seconds each pair. If
the time already hit zero then a new pair will replace them and the cycle continues until all the pairs in
the team have taken their turns.
- Scoring: If the Guesser correctly identifies the song title, their team earns a point (20 Points). If the
Guesser fails to guess correctly within the time limit, no point is awarded.
- End of Game: The game continues until all the pair in each team have finished playing. The team with
the highest score at the end of the game is declared the winner.
Rules:
No coaching.
Once the Core Juniors observed that some members are cheating. We will immediately deduct
points from their group.
The players cannot look behind once they are the one playing or they will did they
Explanation:
This game highlights the need for effective communication. The hummer conveys a melody non- verbally
and the decipher it accurately. This underscores the importance of clarity, precision and understanding
in communication.
Merits: 20 points per correct answer.
Material: Bond paper
6th Activity (“Study Buddy!”)
Description: Each A1 will pick a study buddy to study with for the upcoming exam. Purpose: To give the
A1 youth time to study for their upcoming exams. This activity also aims to provide a supportive and
productive environment for students to enhance their learning experience.
Mechanics:
-The A1 youth will be given a chance to pick a buddy to study with. This activity allows students to find a
buddy with the same study preferences, subjects of interest, and study habits and study with them.
Instructions:
- Each A1 will pick their partner.
- Once everyone have their own partner they will be allowed to get their studying materials and pick a
place to study.
- It is expected for them to first chose a subject to discuss.
- During the study session, they are expected to follow the rules and guidelines of the activity.
- After each study session the A1 will take some time to reflect on what worked well and what could be
improved.
Rules:
- Each buddies should only focus on studying in this time.
- The person/ buddies caught playing will have 50 points deduction.
- Avoid talking about unrelated conversations (chismis).
- Try to minimize your voices in order to avoid distracting other buddies.
- Focus on the designated study materials and engage in active learning strategies such as discussing
concepts, asking questions, and solving practice problems together.
Explanation:
Why this game?
This activity promotes accountability and collaboration among A1. It also enhances their commitment
and understanding towards each other. It also makes studying more enjoyable and engaging. To
summarize ,this game promotes a supportive learning environment, motivates each A1 to study, and
helps develop effective time management skills.