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Lord of the Flies

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Aims / Objectives :
Aim:
- For the chanichim to experience a society which doesn’t work
- For the chanichim to come up with their own rules for a community which functions.
- To use their imagination and have fun.

Trigger :
Trigger: (10 mins)
- The chanichim are told to sit on an empty chair. The chairs are laid out in four groups as a car. The driver is a madrich.
- Once everyone is assembled the madrichim will start singing we’re all going on a summer holiday.
- The person leading the session will call out things they are passing and then explain they need to change their car into a ferry, then an aeroplane.
- They are informed they have just crashed and the four groups are dispersed in the four separate corners.

Main part of the programme :
Method: (45mins)
- Their first task is to explore the island. They do this by sketching a large map of their island and giving it names eg: pirate bay.
- They will be given a task sheet and a team name. (see below)
- The aim of the project is to survive, but the teams are told to go about this in different ways (following the story of Lord of the Flies)
- During the game, the person in charge will handout slips of paper informing them of any events which will unfold eg: kidnapping, tasks they must do, problems encountered.

Conclusion :
Sikkum: (15 mins)
- As the game is getting out of control the madrichim enter as the rescue team LJY-Netzer. They call a meeting of the island.
- Together they talk about what was/wasn’t a good idea
- Come up with rules for a functioning Kadimah island.


Programme type:
Identity, Social Issues
Age group:
Any
Location:
Any
Number of participants:
Any
Number of leaders:
Any
Time required:
Any

Resources:
None

Notes:
None


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