Games With A Purpose (Paperback)Martin Saunders & Jimmy Young
200 energizing and entertaining games with learning points to create an invaluable resource for youth ministry.
Games can be great for creating an environment to foster relationships. They can be used to illustrate a point, teach a lesson or achieve a particular purpose.
Games with a Purpose mixes 200 energizing, entertaining games with learning points to create an invaluable resource that will provide a fun introduction to hundreds of topics. Categorized around popular topics, this collection of games has something for every situation – from games needing little or no preparation or equipment, to big, memorable games that will stay with a group for a long time.
This book looks at why play is important for engaging with teenagers and how you can use games to teach the gospel and Christian living. Every game is followed by suggestions for further discussion, and the index of these themes makes it easy to locate the right game for any session.
Games with a Purpose includes a great collection of team building activities, “Get to Know You” games and “Ice Breaker” games. This book can be used as a helpful resource for working with groups aged 9 and above – a must for every leader involved in youth ministry.
ByMartin Saunders & Jimmy Young
Size155 x 231 mm
Number of Pages256 pp
PublisherChristian Art Publication
This is not a book of games.
Well, all right, strictly speaking it is. The game-based title on the cover, the list of different types of games on the contents page, and the fact that the cursory glance you took through the book when you
first picked it up revealed pages and pages of games… they’re all dead giveaways.
So let me try again: this is not just a book of games.
There have been plenty of great youth ministry games compendiums in the past. J. Arthur Johnson’s seminal 400 Ice-Breakers to Warm Them Up (Blandington Press, 1969) is probably the first example, while Lee, Ingleton, Ellis, and Sedgwick’s 3,000 Great Youth Group Games (Know Hope Books, 1981, now sadly out of print) is unrivalled in terms of sheer scale. But what all of these books have in common is an obsessive focus on games and games alone. They never set their ice-breakers, energizers, or other fun activities in the context of the wider youth group session.
This book starts from a slightly different place. We’ve all been there – trying to plan an interesting, thought-provoking session for young people. We have a subject; we may also have a specific Bible passage that we’re going to address with them. Every element of the session is carefully woven together to help our group to engage fully with the subject; to go on a journey of learning, discussion, and discovery.
Yet we’re also conscious of the need to make the gathering enjoyable. We need to put a game or two in there, in order to expend a bit of energy (or bring energy into the room), put a smile on their faces, and help make the session as a whole more memorable. So we stare at the blank sheet of paper/iPad screen/Post-it Note in front of us. We think, and think, and think some more. And then we write those two words down once again: “Chubby Bunnies”.