1. Camp Objectives / Guidelines
To promote interaction between RICO members across sections and levels
To inculcate a sense of discipline and unity amongst RICO members (in preparation for
musical exchange from the 20-21st)
To instill into members a common vision for RICO
To build within the members a sense of belonging to RICO
To induct the secondary ones and other transferred members into the RICO community
To provide an opportunity for secondary 3s to lead in the camp activity, developing their
leadership abilities in preparation of the year ahead
Tone of Camp:
Firm discipline to be enforced at all times throughout the camp
Members to stay attentive and active in participation during activities
Members to be mindful of safety of themselves and others at all times
Members to abide by rules and restrictions drawn up closely
Groups to have fun through healthy competition
Leaders and coordinators to set model examples in leading their groups
Always be mindful of your own behavior during the camp
Be responsible for keeping yourself updated the camp schedule
Maintain healthy enthusiasm within your group throughout the camp
Help maintain order and discipline when needed
Be accountable for every group member’s movements, actions and behavior
Keep group members bonded and included in activities
Maintain healthy competition and interactions with other groups
Course of Conflict Resolution
Group leader Group Camp ICs Teachers
tries to resolve coordinator steps step in step in
2. Camp Schedule
Time Activity Venue Notes
Start of Camp
0900 Atrium Camp ICs
Camp ICs, Facilitators
0930 Team-bonding Games Atrium Set up of IT for Oral
1100 Oral Quiz Auditorium Camp ICs, Facilitators
1200 Lunch Canteen Camp ICs, Facilitators
Various locations in
1300 Amazing Race Camp ICs, Facilitators
1500 Atrium Camp ICs
3. Group Allocations/ Objectives
Qian Dong Heng Sng Zheng
Facil I/C Photographer
Huang Yiheng Yang Ji’An
Group Group Facilitator Group Leader Room Allocation
Ong Zhi Song
1 Sun Gang Yi
2 Goh Kwang Yi Ng Rui Jun
3 Chen Kai Lun Shaun Yeo Junbin
Felix Deng Guang
4 Roy Soo Jiunn Jye
Ooi Wen Rui
5 Zhou Yilin
6 Huang Li Wei Seow Kai Cong
Ng Wei Yang
7 Low Kah Khang
8 Lee Chang Cheng Goh Kwee Yong
Allow group leaders to learn from assuming responsibility of accounting for and
leading the group.
Group facilitators will help in guiding the group leaders in leadership as well as
ensuring the running of the camp in case of emergency or help.
Provide a platform for group leaders to show their talent in leadership.
Group V Level
Name Group III Section Group II
Name Group VII 4
Chang Cheng Group VIII
Tanbo Name Level Section
Dizi Chen Kai Lun 4 Sheng
Liwei 44 Percussion
Tan Chek Yi Roy
Sun Gangyi 3
Huqin Ng Rui Jun 3 Huqin
Soo Jiunn Yeo
Shaun Jye 33 Percussion
JosephSngFu Kian 2
Foo Lin Geng 2
Huqin Lim Toh Han 2 Huqin
Chen Qi HangKiat
Dexter Leow Wei
Sim Xiang Rong 4
Wang Hui Ng
Yuan Jing 4
Huqin Kwan Zhao Ping 3 Huqin
Zhang Yao Lin
Ong Chong Kai 2
Cheh Xing An
Chen Zheng Wei
Chew Yi Zuo 2
Tanbo Tan Wee Ling 2 Tanbo
Li Xin Foong
Sheng Yi Jiayu 4 Tanbo
Lin Jia Huang
Lin Xin Yong 3
Percussion Raphael Quek 3 Sheng
Ow Zhong 33 Percussion
Lim Ming Tian
Fang Hai Jie
Ng Chen Wei
Wang Jun Lem 4
Percussion Chang Chu Ming 4 Percussion
Cui 34 Cello/Bass
Lam Zheng Hung
Dennis Ryanputra 3
Wang Ziren 4
Huqin Leong Chang He 2 Cello/Bass
Chong Chung Chi
FengToh Zhi Wei
Alvin Wei Kang
Dizi Yang Shijian 1 Suona
NicholasPing Chang Yang
Douglas Tan Chong
Kwok Jing Yi Hong
Hu Wai Kit
Teo Ann 11 Cello/Bass
Daniel Chin Wen Kai
Andre Loh Jin Wei 1
Tanbo Brandon Low 1 Tanbo
Chiam Song Chin
YiYi Ming He
Jia 11 Tanbo
Jing Qi Ji Yue
Guo Zhen 1
Jun You 11 Cello/Bass
4. Activity Details
Instructions to Facilitators
Facilitators are to facilitate the following activities in their groups. Follow the recommended time for
each activity roughly and at the same time follow the pace of the group in deciding the duration for
each game, unless there is popular demand to play a game longer/shorter.
Activity 1: Double Whacko! (45 min)
First of all, everyone is to introduce themselves.
Then, the facilitator is to pair up the group randomly. The pair is to decide among themselves for who
to be the one sitting down and who to be the one standing up. The person sitting down will be the
targets for ‘whacking’, while the person standing up will have to shout the name of a person sitting
down (which is not his partner).
The game is to start with a name (that of a person sitting down) shouted out, then proceed like a
normal Whacko! Game, except that only the person standing up can call another name for his partner.
When the ‘whacker’ does manage to hit a person sitting down, he swaps his position with the person
sitting down, and then the person who was standing up would sit down while the previous ‘whacker’
will be the person standing up in his pair.
Facilitators are to join in the game if only there are an odd number of members in the group. Their
primary role in this game is to facilitate the playing of the game. There are a few rules that facilitators
can set after a while, such as not repeating a name consecutively or no ‘revenge callings’ with which
the game can result in a deadlock. Groups are also encouraged to play the game with other groups.
• To get acquainted with one another.
Activity 2: Knotty Hands (30 min)
The group is to stand in a circle and attach both hands to hands of different people (that means both
hands cannot be holding both hands of another member). Then, they will proceed to untie the knots
on their hands until they form a big circle without releasing their hands.
Facilitators are to join in the game as well, but should refrain from giving instructions to members
and instead allow members to take up the initiative of giving directions to each other. Once groups
have completed the activity, and if they completed it quickly, facilitators may wish to
• To work together as a team to solve a common problem.
Activity 3: Silent Communication (15 min)
Groups are to be paired up in this activity.
Facilitators will request the group to line up in a line according to a certain rule, but the catch here is
that no verbal communication is allowed in this activity. After the group has lined up, the facilitators
will be checking for the degree of accuracy of the lining up and come up with a suitable amount of
Facilitators will be provided a list of contacts to facilitate in the checking of results.
Rules which can be used are:
• Age (then by birthday)
• Class (then register numbers)
• Name (according to alphabetical order)
• Handphone number (those without will have to line up according to house number).
• Birthday (then age)
• Length of handspans
• To work together as a team to solve a common problem.
Instruction to Facilitators
Make sure members are assembled at the auditorium by 1230 (early arrival is preferred). During the
game, facilitators are to facilitate the Camp I/Cs in carrying out the activity.
Each group will sit according to their groups at the front of the auditorium.
Every group will have a scoreboard looking like this:
___ X ___
___ X ___ X ___
___ X ___ X ___ X ___
___ X ___ X ___ X ___ X ___
Group I will start the game.
A group, during their turn, will select a question and answer accordingly. If they fail to answer
correctly, the question will be opened to the floor. If the question is not correctly answered one more
time, the question will be counted void. Answered questions cannot be picked again.
If a group gets a certain score from a question, they are allowed to fill it in any empty box (even their
opponent’s). If all the boxes of the group’s scoreboard are filled, they are allowed to replace an older
number in their scoreboard with a newer one.
Altogether, there are 50 questions. Q41-50 will only be open when at least eight questions have been
There are certain questions which requests for every group to answer in their foolscap pad. Any group
will answers them correctly will get the points, however, the group which picked the question will
have authority to put them in any box of the scoreboard (one set of points to each group which
At the end of the game, empty boxes will be filled with a ‘0’. All the products of each group’s
scoreboards will be added up. The group with the most points wins.
Scores will be allocated as such:
1st, 1000 points; 2nd, 750 points; 3rd, 500 points; 4th, 400 points; 5th, 300 points; 6th, 250 points; 7th, 200
points; 8th, 150 points.
In the event that a tie occurs, the amount of points allocated for that position + corresponding points
allocated to subsequent positions will be divided by the number of groups tied and the groups will be
allocated that total mark.
• Allows members to know more about the RICO EXCO, RICO, Chinese Orchestra general
information and Chinese Orchestra in Singapore in general.
Starting Location: Atrium
Ending Location: Atrium
All groups will start off with a clue to the first stop. The objective of the game is to be the first team
to reach the Pitstop, the location of which will be hinted in the envelope received upon arrival of the
There are altogether 8 stops, 2 detours and 1 roadblock in the game. Stops are locations in which the
team needs to go and a clue of the next location will be given upon arrival by either the facilitator
following the group or the facilitator in charge of the stop. A clue to a detour will contain two clues;
each clue hinting at different compromises of the mixture of ability at a different location. The
difficulty of a task in a detour is usually offset by the distance of detour station from the stop. The
clue to the roadblock will have a warning, but must be completed in order to reach the Pitstop. Before
the instructions of the roadblock are given out, a clue will be given to the group and the group must
pick the best team members to cope with whatever they think the task would be.
The point system will be as such:
Ability to complete entire race (reaching Pitstop): 300 points
Ability to answer Murder Puzzle correctly: 100 points
Ability to answer Murder Puzzle with logical explanation: 100 points
Completing the race in under 1½ hours: 300 points
Position counting: 1000 points for 1st, 700 points for 2nd, 500 points for 3rd, 350 for 4th, 200 for
remaining four positions. In the event that a tie occurs for any of the first four positions (to be counted
by time of arrival at last station in case they do not arrive at pitstop), the positions’ (adding the lower
positions not taken) scores will be added up and divided by the number of teams sharing the
Instruction to Facilitators
Sng Zheng will be in charge of coordinating the activity. Facilitators will be going around the school
with their groups and will carry the groups’ share of envelopes and puzzles WITH THEM (except for
clues given at stations with Facilitators stationed there).
In case of early ending of activity, Prize Auction is to be done earlier than scheduled.
• For the team to make coordinated decisions under the guidance of the group leader
• For the members to feel that they are part of a team
Groups will be told their tallied sum of points they have accumulated over the 2 days of camp through
all the competitive activities.
Items will be brought out to the centre of the atrium one by one for the groups to vie for. The entire
thing will work in an auction format, with the groups using their accumulated points to bid for the
item. Some of the items may be covered, and groups will then be left to decide whether or not to vie
for them up to their own discretion.
• Provide closure to the camp
• Reward groups for the effort that they have put in.
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Object needed Amount Unit Cost Total Cost
Scotch Tape 2 large rolls
Newspaper 1 copy of a local newspaper < $1.00 < $1.00
Lunch 100 sets
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