Games
- Form two groups.
- Set up a mascot dog (picture, soft toy, or cut out dog) for each group.
- Thirty metres away from the mascot dogs, have a pile of Dog Needs, e.g.
· Dog food bowl
· Dog water bowl
· A cup
· A bucket full of water
· A bucket full of dog food
· A Dog blanket
· A Bag of treats
· A Leash or ball or Frisbee
· A Dog shampoo bottle and/or worm tablets
- Each member of the team needs to run an item up to the mascot dog. Every item must end up at the mascot dog, but each person can only carry one, and only one person can run at a time. The food and water bowls need to be filled up via the cup ferrying food and water from the buckets. Lastly, the whole team must run to their dog (family!).
- First team to get to the all their dog’s needs fulfilled wins!
Game courtesy of Deb Bisa and Maningrida School , NT.
- One person plays the Doggy and the rest of the group try to get close to him/her.
- At the start, everyone lines up about 20 metres away from the Doggy. The Doggy uses their body and voice to show the others that they are happy (smiling, wagging tail, panting), angry (wrinkled nose, showing teeth, growling), or scared (cringing, flat ears, whimpering, worried eyes). Only when the Doggy is happy can the others move towards him/her. Otherwise they have to be calm and quiet, and not stare at the Doggy.
- If anyone goes towards the Doggy when they are scared or angry, or runs towards the Doggy at anytime, the Doggy can chase the person away: they are then ‘out’ of the game.
- The others can try to make the Doggy happy by saying nice things, making jokes to make them laugh, offering them things dogs like (food, games, etc).
- First person to get close enough to the Doggy to pat them wins and becomes the next Doggy.
This game emphasises dog body language and the appropriate response of body language from the students. It also makes being nice to the Doggy a strategy for winning the game, reinforcing the message of kindness to animals.
- Begin the game by choosing the Dog Catcher. A circle is drawn on the ground. While the Dog Catcher counts to ten everyone else (the dogs) run and hide.
- Then the Dog Catcher goes around looking for them. When found, the dog must go stand in the circle.
- As the Dog catcher begins searching for the other dogs, the dog in the circle can howl out. When they howl, all the other dogs must howl, and then the dog in the circle can try to run and hide again. But if he is caught a second time, he has to help the Dog Catcher.
- The game ends when all the dogs are caught, and last dog caught becomes the new Dog Catcher.
This game shows the difficulties of catching dogs as a single person, a problem in many dog programs, and how much easier it is when everyone helps.
- Choose someone to be the Mother Dog.
- Have the Mother Dog sit with their back to the other players at least 3 metres away.
- Put an object (eg a stuffed animal, a picture of a puppy) behind the Mother Dog and have the Mother Dog pretend it is her puppy.
- Have the other players take turns sneaking up behind the Mother Dog and trying to steal the ‘pup’.
- If the Mother Dog hears the person sneaking up it can bark angrily and then turn around. If the Mother Dog has caught a player the player takes the Mother Dog’s place. If there is no player when the Mother Dog roars the Mother Dog remains the Mother Dog and the game starts again.
The purpose of this game is not for kids to practice stealing pups, but rather to have kids empathise with the mother – see that this makes her angry, and feel that tension when someone is sneaking up on you to steal your pup. Teachers should emphasise these aspects at the end of the game.
- Choose someone to be the Doggy.
- He or she sits in a chair with their back to the class.
- An eraser or another object is put under the chair. This is the bone.
- While the Doggy is turned around with his or her eyes closed someone sneak ups and steals the bone and hides it somewhere on his person.
- Then everyone sings: “Doggy, Doggy, where's your bone? Somebody's stole it from your home. Guess who it might be you.”
- The doggy has three chances to guess who took it.
- Sometimes the ‘bone’ is left under his or her chair. If the dog guesses right, then he gets to do it again. If he guesses wrong then the person who had the bone gets a turn as the dog.
Similar to Mother Dog, but the emphasis here is not on hearing the thief approach, but on guessing who took the ‘bone’.
Game courtesy of Sarah Starkey and Nirrumbuk Aboriginal Corporation, WA.