ACTIVITY DAYS Activity
Serving Others – Goal 6
Manners meter roleplay/practice game and lesson ideas
Theme: Practice Good Manners & Courtesy
INVITATION
Invite Activity Days youth to this activity using invitation.
Other Uses For This Same Invitation: Use to invite youth to anything activity about manners – even have a fashion show to put youth in the right direction as far as fashion and modesty. The end of the invitation reads: “It’ll take you in the right direction.”
TO MAKE & DELIVER INVITATION.
Print, fill out, and give invitations to youth a week ahead (perhaps during the previous week’s activity to invite them to the next).
ASSIGN TREATS:
• Have youth pair up to bring treats for the next activity.
• See matching THOUGHT TREATS below each activity.
. . . ACTIVITY DAYS PLANNER . . .
Serving Others Goal 6:
Manners meter
Role-play Rating Game and Practicing Tool
Print, color, and cut out the Manners Meter Game and Practicing Tool and situation cards. Cut out the window on the front so situation—e.g., “On the Telephone”—can show through as you turn the wheel. Place the wheel behind and the arrow in the center-front of meter, securing parts with a brad.
• Manners Meter Rating Game:
1. Tell players, “Manners is a guide to getting along with other people.” Review the manners motto in #4 below.
2. Divide players into groups of two or three and assign situation cards, dividing up cards. Give teams 20 minutes to rehearse. For each card they should act out a “good manner” or a “bad manner” to dramatize the situation on the card. Exaggerate these to get a very bad or a very good rating on each as follows.
3. When the actors come out they announce the situation, e.g., “At church.” Then the audience turns their wheel to that situation on their meter. Then the actors put on their performance.
4. The audience must judge the manner according to this manners motto: “Politeness is to do and say the kindest thing in the kindest way.” The audience judges the skit when it is over by saying “good manner” or “bad manner,” then turns the arrow on their meter from 6-10 if it is a “good manner” or 1-4 if it is a “bad manner.”
5. Talk about manners and why they are important.
• Manners Meter Practicing Tool: Turn the meter each day to indicate where you need to practice better manners. Draw a card for that manner and practice it that day. At the end of the day turn the arrow to indicate how well you did (1 is the lowest and 10 is the highest).
THOUGHT TREATS: (Charming Manners – Eatable Charm Bracelet). Supply five or more gummy or hard Lifesaver candies and string licorice for girls to make a Charming Manners Charm Bracelet. Thread the candies onto the licorice and tie.
Thought: Talk about each charm treat as a manner they wish to develop in the coming week. As they practice the manner they can eat the charm.
More Activity Day Activities:
• NEXT activity: Serving Others – Goal 7
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• TABLE OF CONTENTS: Serving Others – Goals 1-10
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