CFC-KFC: ACTIVITIES AND GAMES MANUAL
CFC Kids for Christ
Activities & Games Manual
Table of Contents
I. Overview of the Service 35
A. The Principles behind the KFC Activities 35
B. Attitudes We Should Have 35
C. Understanding Those We Are Serving 36
II. Activities 36
A. Some Pointers in Designing KFC Activities 36
B. Suggested Format in Designing KFC Activities 37
C. Format in Conducting the Activities 37
D. Suggested Themes 38
E. Possible Activities 38
F. A Worksheet You Can Use 39
III. Games 40
A. Use of Games 40
B. Some Reminders 40
C. Some Suggested Games 40
1. Number-Name Game 40
2. Introduction Game 40
3. Name Game 40
4. Initials Game 41
5. The Color Game 41
6. The Giving Game 41
7. The Guessing Game 42
8. The Ping Pong Game 42
9. The Animal Call 42
10. The Boat is Sinking 42
11. Man-Rabbit-Gun 43
12. Doing the Opposite 43
13. Blind Animal 43
14. Heads or Tails 43
15. Do you Love Me? 43
16. The Computer Game 44
17. Balloon Games 44
18. Newspaper Race 44
19. Five Jumps 45
20. Dingaling 45
21. Dark Drawings 45
22. Ha! Ha! Ha! 45
23. Laughing Handkerchief 45
24. Nature Scavenger Hunt 46
I. OVERVIEW OF THE SERVICE
A. The Principles behind the KFC activities
1. Environment Building
CFC Kids for Christ tries to create an environment where the children can enjoy
having a relationship with Jesus Christ through games and activities as well as in the
company of their friends. These games and activities help in promoting Christian values
which are necessary for their growth as children of God. Therefore the activities should
have qualities that appeal to the children’s need for belonging and attraction to situations
and occasions that are fun and enjoyable that will make them look forward to the next
2. The “4F” Principle
We want to make sure that the activities in KFC have the following attributes which
we believe will make it viable and more interesting to the children:
1. Fun: Have activities which children find exciting and enjoyable.
2. Friendship: Find ways to encourage members to build strong friendships with
3. Faith: All activities are geared towards their relationship with God.
4. Freedom The children are respected for what and who they are. They can be
trusted and given responsibilities.
B. Attitudes we should have
1. Be flexible
Feel free to change or modify an activity/ game if the children are not receptive
towards it. When an activity/game is too hard always think of an easier way to play it.
When the activity/ game is too easy, make your questions harder or use materials that
they are not yet familiar with.
2. Be alert
Watch the children for clues. Children get discouraged when the learning game
seems too difficult. Children get restless and fidgety if the games are too easy. When
an idea is difficult, break it up into smaller parts for your child. Check out whether each
step or part is understood. Then you can move to the next part of the activity.
3. Be humble
Try to answer all the questions of the children. Don’t be afraid to admit to a child that
you don’t know the answer to the question. You can even refer the question back to the
child by saying “I don’t know, what do you think?”
4. Be a good example
Children learn things very easily. Be careful about the words you use and the kind of
expressions you project. If you smoke, please don’t do it in front of the children.
5. Be encouraging
Always focus on what they can do instead of what they can’t do. Be generous in
praising them for every little good thing they do. This will give them the courage to try
harder and feel good about themselves.
6. Don’t compare the children
Children are all special. They do not learn things in exactly the same way or at the
same age as other children. Bring out the uniqueness of each child by paying special
attention to them when they participate and encouraging those shy ones to speak or to
play with the others.
7. Enjoy serving with the children
Children can easily detect negative emotions. These can sometimes bring down their
spirit and allow them to lose interest in the activity. Your enjoyment in working together
at learning new activities and games will build healthy emotions and can nourish the
child’s self esteem. Always keep a smile on your face. It is an honor and a privilege to
be serving those closest to God’s heart.
C. Understanding those we are serving
The children in KFC have been divided into three age groups to ensure the effectivity
of the program. The activities lined up each month must cater to each of these age
groups. A short profile of each age group can be found below:
1. 4 to 6 year olds (The preschool years)
They enjoy learning using the five senses. Cutting, pasting, coloring, and other art
activities are exciting to them. They have a high interest in words and love stories. They
can play cooperatively with peers and enjoy larger groups of companions. Games are a
must - physical games such as relay races and organized group games. They are
physically active and often want to work out problems on their own. They are also
beginning to be aware of the needs of others. They understand the difference between
acceptable and unacceptable behavior. They want to be good and are usually eager to
2. 7 to 9 year olds
Children in this age group are less impulsive and boisterous in action than at age 6.
Being modest is increasing in them. Their manners are often better away from home than
at home. They are more selective in their choice of friends, and value these friendships
dearly. They enjoy working together and belonging to a group is very important to them.
They begin to show interest in various sports. They are very imaginative and creative in
their thinking. Their likes and dislikes are more distinct. They already know what they
3. 10 to 12 year olds
Children at this age are already competent and independent. They spend most of
their time with their friends. At this stage they learn to keep their thoughts and feelings
from adults. The values that the children get from their peers become more important
than those taught and handed down by adults. They feel the need to be loved and to
belong. They are very interested to learn and highly curious and adventurous. They are
more responsible and may be given tasks (such as helping the younger children in their
activity , assisting in the registration table, or distribution of snacks). They like to be
treated not as children but as “young adults”. Activities such as going out together,
camping, watching movies, and other group work interest them
A. Some Pointers in Designing KFC Activities
Since KFC members have been divided into 3 age groups, the activities designed
must also be flexible to meet the needs of each age group. This manual will include
some suggested themes for activities. However, each chapter should not limit itself to
the themes presented here.
The following points should be noted in designing activities for your specific area:
1. Take into consideration special occasions such as Easter, Christmas, New Year,
Valentine’s Day etc. Include also local festivities in your area (fiestas of the province).
2. Always have a lot of materials available. Children need to have things concretely
explained to them. Allow them to use as much of the five senses as possible. (e.g. a
lot of pictures, toys, drawing/ writing materials, paper etc.)
3. Work with materials readily available to the area. You may modify the activities to
include these materials.
4. Use a lot of songs to make them more participate. It is also advisable to put actions in
the songs to make the children more interactive. You can use the songs in the Glory
song book because they are already familiar with the songs their parents use.
5. Always consult the children as to how they found the activity, and how these activities
can be further improved. What might be fun for adults might not be fun for the kids.
B. Suggested Format in Designing KFC Activities
The following format is suggested in designing KFC activities:
Date of Activity:
Theme for the Month:
Goals/ Objectives: You can have one or two main objectives and three to four specific
Main Objective: To make the members aware of how much God loves them
1. Build friendships
2. Allow them to be creative and at the same time have fun
How to go about the activity: This should include a list of materials needed, the time
frame required for each task, and the persons assigned to do each task. It is also
important to be very specific about each task so nothing is over looked in the
The synthesis/ evaluation need not be formal or very complicated. They may be as
simple as asking the children to draw a picture related to the activity, answering an
activity sheet, a form of prayer or simply asking them how they felt while the activity
was going on.
Always conclude by summarizing all the lessons learned and a challenge to respond
C. Format in Conducting the Activities
1. Start with a prayer
2. Introduce yourself, and allow each person in the group to introduce themselves. This
may be done through games.
3. Activity proper
4. Close with a prayer and a promise of seeing them in the next KFC activity. If the date
of the next activity has already been scheduled, let them know and repeat after you
so they will look forward to going.
Note: Write down and keep all the activities you used for future references.
D. Suggested Themes
1. Prayer is talking with God
2. God loves me, let me count the ways
3. God gave me my family
4. Jesus rose from the dead to show me I can go to Heaven ( Easter)
5. Changing my bad habits (New Year’s resolutions)
6. Learning to say sorry when I hurt others
7. I can find stories about Jesus in the Bible
8. Making other people happy
9. God gave me gifts that make me special (talents)
10. Remembering Mama Mary
11. Jesus wants me to be honest
12. Giving Jesus all my wishes and dreams
13. Praying for the people I love
14. Prepare for the coming of Jesus ( Advent)
15. Being a good brother or sister
16. Singing is like praying two times (song and dance workshop)
17. I am proud to be a (example, Filipino) citizen
18. I will take care of the environment
E. Possible Activities
2. Drawing/ coloring
3. Poster making
7. Nature art (rock, bark, shells)
8. Card making
10. Skits/ role playing
13. Paper plate art
17. Letter writing
18. Short story writing
19. Christmas Caroling
20. Harana sa magulang
23. Bookmark making
24. Cartoon/ comics making
25. Self- portraits
How can I make GOD, my PARENTS, my FRIENDS, and MYSELF happy this week?
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
A. Use of Games
Games are used to:
1. Further drive at a point in the activity
2. Inject the element of fun in an activity
3. Energize the group
4. Build friendships
B. Some Reminders
1. Do not limit yourselves to the games in this manual. New and exciting games are
being developed all the time. As part of our service, we should always be on the
look out for more games to share with the children.
2. Be prepared to modify the games to suit the needs of the children. The games used
in this manual were not classified to any age group for purposes of diversity. We
realize that children develop at different rates; you might have 6 year olds who are
able to understand and play games designed for 9 year olds or 10 year olds who
prefer the simple games designed for the 8 year olds.
1. Gather the children into a circle and let them count off aloud until each one gets a
number of his own.
2. Number 1 introduces himself and tells the group as much about himself as he feels
comfortable in doing and then calls out another number. Make sure the number he
calls is within the range of numbers the children called out.
3. The child whose number was called stands up, acknowledges the person who called
out his number by name and proceeds to introduce himself or herself.
4. Whoever calls out the wrong number (a number not within the range or a number that
has already been called) or those who fail to respond to their own number might be
told to sing or do something as punishment so that the game would be more exciting.
5. For groups where many know each other well, a variation of the game can be played
by asking the children whose number was called to choose the person in the group
who knows him or her best and let that person introduce him/her.
1. Children in the group form pairs or dyads and name themselves A and B.
2. Child A tells B that:
He is the kind of person who likes ____________.
Someday he would like to___________.
Other people think that he is__________.
3. Child B does the same to A.
4. Child A introduces B to the group according to what he heard him describe himself.
5. Child B does the same for A.
1. Children form a circle.
2. First child introduces himself with the name he would like others to call him. To make
the game more exciting ( especially for the older children), they can also be asked to
think of a positive adjective to describe them which also starts with the same letter as
their names (example: Marvelous Martha).
3. The second child seated next to him would say “Hello”, introduce the person who had
just finished introducing himself and then give his own name.
Example: “Hello, this is Martha (or Marvelous Martha) and I’m Tim (thoughtful Tim)”
4. The third child would say “ Hello, this is Martha and Tim and (second and third
participant) I’m_______ ( gives his own name)”
5. The game proceeds until the last child, who would be burdened with memorizing the
names of all the others. Constant repetition would facilitate memorization of the
1. The children write down their initials on a piece of paper and drop these in a box.
2. The facilitator jumbles the contents and everyone gets back a piece of paper.
3. At a given signal, everybody meets everybody to find out the full name of the initials
4. When the one who holds the initials finds the person who wrote it, he asks him to
choose an animal that appeals to him most and explain what it symbolizes for him.
5. The facilitator collects the pieces of paper in a box, shakes it and calls out the initials.
The child who picked out those initials would then give the real name of the person
and explain the meaning of the animal chosen by the person who bears those initials.
THE COLOR GAME
1. Form the children into groups of four.
2. Ask everyone to study other people in his group and think of a color that best
describes the personality of each one. One person might be “orange” because of his
warm and outgoing personality, for example.
3. The children then share with others in the group the color chosen for each and the
reason for the choice.
4. Each one then explains to the others in the group how the colors others chose for him
really reveals something about his personality.
5. He then can say what color he would like to choose for himself and explain the
reasons for his particular choice.
THE GIVING GAME
1. The children form groups of four.
2. Ask each one in the group to study the other three people and think of a gift with
deep symbolic meaning that he would like to give them - one gift for each person.
3. If no suitable object within reach can be found as gifts, one can simply tell in words
what the gift would be and why. For instance, “ Jun, I want to give you the clouds to
symbolize the freedom of the spirit who wants to go back to God.” If the object is
available, they should be given symbolically and taken back at the end of the
exercise. For instance, “Dina, I want to give you my watch as a symbol of my wish to
spend more time with you and get to know you better.” After the exercise, the watch
is given back to the giver.
4. After each person has received the three gifts, he chooses the gift which is most
valuable for him and explains the reason why.
5. The gifts could also be character traits or emotions. For instance, “Connie, I want to
give you courage to bear burdens which life will place your shoulders.”
THE GUESSING GAME
1. This game is appropriate for children who don’t know each other. Make sure they are
all wearing their KFC ID’s.
2. After some time, let them choose a partner they would like to know better.
3. Let each partner guess the following items about the other:
age ; height ; weight ; waist line ; shoe size
Note: It might be helpful to have a tape measure on hand.
4. The children gather to share their guesses. Every time the items are mentioned, the
name is also mentioned to aid the memory.
5. The correct answer to each item is given after the partner has shared his guesses. A
prize could be given to the most accurate list.
THE PING PONG GAME
1. The children sit on chairs forming a circle. Enough time is given to introduce
themselves to the persons to the right and left of them.
2. The “It” walks around and randomly points to anyone saying either “Ping” or “Pong”.
3. When the “It” says “Ping”, the person pointed at should give the name of the one to
the right of him. When the “It” says “Pong”, he should give the name of the one to
the left of him.
4. Three seconds are given for the person to give the name. Failure to do so within the
given time would make him the “It” and he repeats the same procedure.
5. When the “It” says “Ping Pong” after the children have sufficiently known the names
of the persons beside them, the whole group changes places and the one without the
seat becomes the new “It”.
THE ANIMAL CALL
1. Divide the children into five or six groups depending on their number and let them
choose an animal sound for their group. They may also choose their leader for
2. Each group must make their respective animal call in unison, e.g., moo for cows,
tweet for birds, meow for cats and so on.
3. One group begins by making their animal call three times and the animal call of any
group of their choice twice. For example, moo, moo, moo, tweet, tweet.
4. The group called responds by making their animal call three times and calling any
group of their choice two times.
5. Any group who fails to respond or to make their sound in unison is eliminated. If the
groups become to proficient in the game, change animal calls or make them respond
by making their call twice and call the other groups three times to confuse them.
THE BOAT IS SINKING
1. All the children stand in the center of the room.
2. Facilitator explains that they are all in a sinking boat and only those who get into the
life boats will be saved. The correct number of persons have to be in the life boats.
3. When the facilitator shouts “eight”, the children form groups of eight persons each. If
a group exceeds or lacks eight members, it is eliminated.
4. The facilitator continues to call out any number and the participants strive to form
groups with members corresponding to the number shouted.
5. It is advisable to end the game with three people remaining.
1. Two groups turn their backs to each other.
2. At a signal from the facilitator, they face each other and each group imitates either a
man (hands on hips), a rabbit (thumbs on ears, palms spread) or a gun (each one
simulates firing a gun).
3. When anyone does not follow the others in the group, the group loses. The first
group to win five times wins the game.
4. Other groups could then challenge the winning team.
DOING THE OPPOSITE
1. The children make a circle around the leader and are instructed to do the opposite of
what he says, not what he does.
2. When the leader shouts “sit” everybody stands. When he shouts “stand”, everybody
3. While shouting “sit”, the leader might also sit to further confuse the children.
4. Other movements like “forward” and “backward” could also be added to make the
game more exciting.
5. The ones who fail to do the opposite are eliminated.
1. The children are divided into pairs.
2. Each pair chooses their animal call.
3. Everyone is then blindfolded and turned several times and guided away from his
4. At a given signal, everyone makes the animal call and listens for the partner to
5. The first pair to find each other wins the game.
HEADS OR TAILS
1. The whole group is divided into two and are assigned to be “heads” and “ tails”.
2. The leaders tosses a coin. If he shouts “heads”, the “heads” group runs after the
“tails” group. If it is “tails”, then it is the other way around.
3. Individuals caught are eliminated. The first group to lose all its members loses.
4. Before the coin is tossed, both groups must face each other at a considerable
5. Boundaries must also be determined so that when the pursued group crossed the
boundaries the members are safe. This game requires a lot of space, but could be
fun and exhilarating.
DO YOU LOVE ME?
1. The children are seated in a circle.
2. The leader goes to anyone at random and asks, “Do you love me?”
3. If the answer is “Yes”, everybody must change seats, at least two or three seats
away. The leader also tries to get a seat.
4. If the answer is “No”, the leader then asks “then who?” The one asked then says,
“Those wearing black shoes (or any other identifying marks like clothes or earrings,
watches, etc.)” All those wearing the object mentioned must change seats and the
leader scrambles for a seat.
5. One who lost his seat can be asked to sing, dance or do any number he likes. He
then becomes the leader for the next round.
THE COMPUTER GAME
1. Children form groups of five. Each group is supposed to be a computer.
2. The first group faces the crowd in a semicircle.
3. The facilitator “inserts” a card into the computer and asks a question, i.e., “What will
be the future of the world?” or “What is the meaning of life?” or similar questions. If
funny answers are desired, funny questions can also be asked.
4. The “parts” of the computer, accompanied by clicks and whirrs, respond by creating a
sentence, one word per person until the sentence is complete. The sentence is ended
by one “part” saying “period”, “question mark”, “exclamation point”, etc.
1. Inflated balloons are given to teams of about four or five players each. At a given
signal, the balloons are thrown up and all the teams try to keep their balloons in the
air by blowing at them. No part of the body must touch the balloon. The team that
keeps its balloon up the longest is the winner.
2. Balloon Heading Relay
Normal relay procedure over a short course with the balloon being headed by each
competitor. Have the teams spaced apart to minimize the risk of bumping into each
3. Balloon Overhead Relay
Played with each team having one balloon each. At a given signal, the balloon is
passed overhead down the team to the last player who then runs to the front and
continues the overhead passing. This goes on until the first person returns to the front
of the team. An alternative method of passing is to alternate between an overhead
pass and an under-the-legs pass.
4. Indoor Balloon Game
Played in a room with opposing teams seated on chairs facing each other. Each
team then tries to tap the balloon over the heads of the opposing team so that it falls
to the ground behind them. The participants must at all times be seated. The first
team to score five times wins.
1. Divide the children into 2, 3 or 4 groups (depending on the number of children)
2. At the signal, the first child in each group places the newspaper on the floor, one in
front of the other. They have to race by stepping on the newspapers only.
3. The player has to put down on one of his two sheets, step on it, put down the other
sheet, step on it, reach back to get the first sheet and move it forward, and so on until
the finishing line is reached. The children might need a demonstration from the
4. This game can also be played with music.
1. Line up the children with their toes on a marked starting line.
2. At a signal, all jump forward five times. This can be done as a contest with the child
who gets the farthest from the starting line the winner.
3. This can also be played by individuals, competing with themselves. Each child would
then mark the point he or she reached, using a piece of chalk, a twig or other small
object before returning to the starting line. He may then try again to improve the
1. Divide the teams for this relay. (2, 3, or 4 teams depending on the number of
2. A bell is placed on a low chair about 20 feet from each team.
3. At the signal the leaders run to the chair, sit down and ring the bell, replace it, then
run back and tag the next in line who repeats his actions until all have had a turn.
4. The first team finished is the winner.
1. Supply the children with pencil and paper, then blindfold them and ask them to draw a
2. This sounds quite difficult and they will probably expect you to remove the blindfold
when they have finished.
3. However, you then say, “Now draw a boat on the water,” and “Now draw a house on
the shore”. Then ask for two men to be drawn on the boat, then a tree by the
house, then oars in the men’s hands, then a pier on the shore, then some clouds and
the sun in the sky. Perhaps you would like to add more details.
4. When finished, remove the blindfold and see what your artists have produced.
HA! HA! HA!
1. Players sit around in a circle.
2. The first player says Ha! , the second player says Ha! Ha!, the third player says Ha!
Ha! Ha!, and so on, each player saying one more Ha! than the one before.
3. No one must smile or laugh while saying the Ha’s!, but must speak them as
deliberately and seriously as possible.
4. Anyone who smiles, or gets the number of Ha’s! wrong is out. Others however, can
laugh as much as they like, until it is their turn.
1. All players, except one stand in a circle.
2. That one stands inside the circle and tosses the handkerchief into the air. That player
then starts laughing.
3. Everyone must also laugh, until the handkerchief touches the floor, when there must
be perfect silence.
4. Anyone laughing after the handkerchief touches the floor or stopping laughing before
it touches the floor is out, and must leave the circle.
NATURE SCAVENGER HUNT
Form small groups with a leader heading each one. Give the leader a list of things to
collect ( He or she should read the list to the group at the beginning, then make frequent
reminders during the hunt.) List items that are appropriate to the area where you’ll have
your hunt, whether it’s on the church grounds, a nearby park or the yard of a friendly
neighbor. Include items such as:
1. bird feather
2. branch with buds
5. smooth, gray stones
7. round, brown stone
8. wild flower
9. five different kinds of tree leaves
10. ten little pebbles
Give each group a bag in which to put their collections, and set a time limit of not more
than 10 minutes. The first group returning with everything wins. Select a team prize such
as a small bag of wrapped candies or miniature bars to share.