Start Here
This is not an art project. It is a values, identity, and group culture activity that uses art as the tool.
The mobile guide is for counselors during setup and facilitation. The printable pages at the bottom of this file are for campers and group tables — open this file in a browser, scroll to Print Pages, then print from the browser.
Pitch to Fellow Counselors
Use this when you need to sell the activity to the counselor team.
"Camp Code Banner looks simple, but it gives us a clean way to talk about values, identity, belonging, and group culture."
"That is a social worker's dream: campers get to name what matters to them, show it visually, practice shared decision-making, and build a group identity without being put on the spot."
"We are not asking them to disclose private stories. We are giving them safe choices, symbols, and shared language they can use all week."
Campers choose value words, turn those values into symbols, and explain how one value should show up in real camp behavior. That keeps the identity conversation concrete, age-appropriate, visual, and non-clinical.
Group Plan: 6 Counselors / 10 Kids
You have 3 male counselors, 3 female counselors, 6 girls, and 4 boys.
Use 3 groups: two groups of 3 campers and one group of 4 campers. Assign 2 counselors per group, ideally one male and one female counselor per group when possible.
| Group | Campers | Counselors | Why |
|---|---|---|---|
| Group 1 | 2 girls, 1 boy | 1 female, 1 male | Small group, easy support, less chance of one camper being left out. |
| Group 2 | 2 girls, 1 boy | 1 female, 1 male | Balanced facilitation and good adult coverage. |
| Group 3 | 2 girls, 2 boys | 1 female, 1 male | Slightly larger group with two counselors to manage inclusion and pace. |
Adult team roles
- Lead Facilitator
Explains the activity and leads the debrief.
- Materials Lead
Handles paper, markers, cards, tape, and cleanup.
- Float Counselor
Moves between groups and supports stuck campers.
- Tone Watcher
Redirects teasing, exclusion, or inappropriate symbols.
- Timekeeper
Calls 5-minute, 2-minute, and cleanup warnings.
- Accessibility Support
Checks reach, seating, visual supports, and pacing.
Do not make them responsible for accessibility. Invite feedback, but use universal design for everyone: visual steps, role cards, wide paths, reachable materials, choice limits, and no requirement to stand, draw, or speak publicly.
Safety + Setup Checklist
Avoid sharp tools unless approved. Avoid personal disclosure prompts. Do not allow mocking symbols, slogans, sexual content, violent content, or inside jokes that exclude people.
Setup Walkthrough
This is what should be prepared before campers arrive.
Best prep: 45–60 minutes before session
Day-of room setup: 20 minutes
- 0–5Safety scan
Check space, exits, surfaces, cords, obstacles, heat, lighting, and noise.
- 5–8Table layout
Set one group kit at each table. Leave room for mobility devices and easy turns.
- 8–11Post visuals
Put visual schedule, step cards, and sample banner where everyone can see them.
- 11–14Prepare cards
Put only 12–15 starter value cards on each table. Keep bonus cards nearby.
- 14–17Assign adults
Confirm lead, materials, floater, tone watcher, timekeeper, and cleanup lead.
- 17–20Final check
Walkie on, first-aid location known, timer ready, roster ready, cleanup plan ready.
Group kit checklist
No-Prep Fallback
If you did not prepare in advance, do not cancel. Run the simplified version.
The no-prep version works, but it gives less support to campers with executive-function differences. Counselors must compensate with shorter directions, fewer choices, and more structure.
What you need
Use only these 10 values
- Kind
Help people feel included.
- Brave
Try something hard.
- Fair
Everyone gets a chance.
- Patient
Give people time.
- Welcoming
New people belong.
- Helpful
Make things easier.
- Honest
Tell the truth with respect.
- Calm
Lower the temperature.
- Focused
Do the next right step.
- Funny
Joy without making someone the joke.
20-minute no-prep version
- 0–3Frame
"Pick five values that would make this group better to be part of."
- 3–8Choose values
Pick five from the 10-value list.
- 8–15Draw symbols
One simple symbol per value. No perfect art needed.
- 15–18Pick one
Choose one value to explain.
- 18–20Share
One value, one symbol, one behavior.
Opening Script
"This activity is called Camp Code Banner. Each group is going to create a banner, flag, or shield that shows what kind of group you want to be at camp."
"This is not about being the best artist. It is about choosing the values your group wants to practice."
"You will pick five words, turn them into symbols or images, and then share one value with the group."
"The rules are simple: everyone gets included, no mocking another group's work, and no symbols or slogans that put people down."
45-Minute Camper Session
Use the timer if helpful. It saves nothing outside this device.
Use this as a rough guide, not a rigid rule.
- 0–5Roll call + frame
Read names aloud. Explain that the group is building the code it wants to live by at camp.
- 5–10Pick value cards
Groups choose five value words. Limit the starter pile to 12–15 cards.
- 10–20Design banner
Groups create a banner, flag, shield, or poster around those values.
- 20–28Add symbols
Each value gets one symbol, image, or short phrase.
- 28–35Gallery walk
Groups view each other's banners. Walking only. No joking at another group's work.
- 35–42Share-out
Each group explains one value and one symbol using the share-out card.
- 42–45Close + headcount
Each camper chooses one value to practice. Complete final count.
Executive-Function Supports
Use these supports for everyone. Do not make them look like accommodations for one camper.
Make the activity visible, concrete, predictable, and choice-limited. Do not make campers hold the whole activity in their head.
Use icon cards
Print value cards with large words, simple icons, and plain-language meaning.
Example: Kind — heart icon — "I help people feel safe and included."
Limit choices first
Start each group with 12–15 cards. Keep a bonus pile nearby.
Counselor line: "Pick one: kind, brave, or fair."
Post step cards
- 1Pick five value cards.
- 2Choose a banner shape: flag, shield, or poster.
- 3Draw one symbol for each value.
- 4Add your group name or title.
- 5Make sure everyone added something.
- 6Choose one value to share.
- 7Clean up materials.
Use Now / Next language
- "Now: pick values. Next: draw symbols."
- "Now: finish the title. Next: gallery walk."
- "Now: choose your share-out person. Next: clean up."
Offer low-demand roles
Options: card sorter, icon chooser, color picker, title voter, gallery walk observer, sticker/card placer.
Counselor line: "You do not have to draw. You can choose where this card goes."
If a camper seems unmotivated, confused, or stuck, assume the task needs more structure before assuming it is behavior. Point to the step, reduce the choices, give a role, and move them to the next small action.
Value + Icon Menu
Each value has three icon options. Campers can copy the idea, simplify it, or choose another symbol that fits the value.
Brave
I try when something feels hard.
Kind
I help people feel safe and included.
Fair
Everyone gets a real chance.
Patient
I give people time.
Welcoming
New people belong here.
Helpful
I make things easier for the group.
Honest
I say what is true with respect.
Loyal
I show up for my group.
Calm
I help lower the temperature.
Focused
I pay attention to the next right step.
Creative
I try new ideas.
Curious
I ask, explore, and learn.
Respectful
I listen and treat people with care.
Tough
I keep going without putting others down.
Funny
I bring joy without making people the joke.
Camper Role Cards
- Card Picker
Helps choose value cards.
- Icon Chooser
Chooses symbol ideas from the icon menu.
- Writer
Writes words clearly.
- Materials Manager
Handles markers, cards, tape.
- Encourager
Makes sure everyone contributes.
- Speaker
Shares one value at the end.
- Timekeeper
Watches the timer.
A camper may trade roles, share a role, or take a low-demand role. The role is support, not a test.
Redirect Scripts
One camper takes over
"Pause. I want to hear one idea from someone who has not spoken yet."
"Your job now is to help someone else get their idea on the banner."
Campers say "I don't care"
"That's fine. Pick one word that would make the group less annoying to be part of."
"You do not have to love the activity. Just help your group make one solid choice."
They pick joke values only
"One funny value is fine. The rest need to be values this group can actually practice."
Funny is okay. Chaos, roasting people, violent symbols, or inside jokes that exclude others are not okay.
Inappropriate symbol or slogan
"That one does not fit the camp standard. Choose something that includes people instead of putting someone down."
Do not debate it for long. Redirect calmly and move on.
Someone is left out
"Before this group moves on, everyone needs one contribution: a word, symbol, color, phrase, or placement decision."
Camper is overwhelmed
"You do not have to draw. You can choose where this card goes."
Camper is quiet
Do not call them out in front of the group.
Try: "You can point to one card you like."
Or: "Do you want to add a symbol, choose a color, or help with the title?"
Art insecurity
"Simple symbols are better than perfect drawings. A star, path, hand, shield, sun, or tree can all work."
Gallery Walk
"Walk around and look at each group's banner. You are looking for one value or symbol you respect. No rating, no roasting, no jokes at another group's expense."
Find one value from another group that your group might want to borrow.
Debrief
Use no more than three questions. Keep it short, concrete, and connected to camp behavior.
"A camp code only matters if we actually use it. Pick one value you want to practice today."
Print Pages
Value cards: The full Value + Icon Menu is included in this print packet, with every value and its three icon options.
Camper Role Cards
- Card Picker
Helps choose value cards.
- Icon Chooser
Chooses symbol ideas from the icon menu.
- Writer
Writes words clearly.
- Materials Manager
Handles markers, cards, and tape.
- Encourager
Makes sure everyone contributes.
- Speaker
Shares one value at the end.
- Timekeeper
Watches the timer.
Step Cards
- 1. Pick Values
Choose five value cards.
- 2. Choose Shape
Banner, flag, shield, or poster.
- 3. Add Symbols
Draw one symbol for each value.
- 4. Add Title
Write your group name or banner title.
- 5. Include Everyone
Everyone adds one thing.
- 6. Pick Share-Out
Choose one value to explain.
- 7. Clean Up
Return materials and clear the table.