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Club Programs

The following are programs that are available through our clubs*. If you would like more information about a particular program or to see if your club has a program, please contact your unit director.


GRADUATE

BE GREAT: Graduate program is designed to enhance each club member's learning through engaging activities that help to develop the academic, emotional, and social skills needed to achieve academic success.

  • Example activities: tutoring, learning games (Scrabble, bingo), activities to build friendships, reading and math exercises
  • Ages served: 5 yrs. +
  • Club Sites: All
CareerLaunch encourages Club members assess their skills and interests, explore careers, make sound educational decisions and prepare to join our nation's work force. Club staff or volunteers use the Career Exploration Quick Reference Guide to work with teens individually or in small groups to build their job-search skills and job readiness. The easy-to-read CareerLaunch Teen Tips is pocket sized and full of practical job-hunting advice for young people. The CareerLaunch website, http://www.careerlaunch.net/, provides Club teens, staff and volunteers with online career exploration, college and job search information and interactive activities. Mentoring, job shadowing and training opportunities round out the program.
  • Example activities: researching job descriptions, shadowing
  • Ages served: 13 yrs. +
  • Club sites: Teen Center
Goals for Graduation is a program that enhances teens abilities to develop, set, and achieve appropriate academic goals and further their successes in school.

The Money Matters Facilitator's Guide provides Club staff and volunteers with basic financial information and instructions for the small-group activities that are easy to implement. The fun, attractive Teen Personal Finance Guide contains practical tips and activities to help teens learn to balance a checkbook, create a budget and save and invest for college and retirement. The Money Matters website (http://moneymattersmakeitcount.com/Pages/default.aspx) helps teens build their money management skills through interactive activities, games and tools such as a savings and financial aid calculator to help them plan for college.

Example activities: banking role play, speak with a financial aid
Ages served: 13 yrs +
Club sites: Teen Center

SMARTMoves teaches members how to resist temptation to use alcohol, tobacco, and drugs along with sexual activity.
On Point is an abstinence-only program that teaches the youth of our community the consequences associated with risky behaviors as well as the benefits of positive decision making and sexual abstinence.
Power Hour is a daily homework program that helps members achieve academic success by providing homework help, tutoring, and high-yield learning activities associated with Reading, Math, & Science.

Triple Play & Healthy Habits
Designed to incorporate healthy living and active learning in every part of the Club experience, Healthy Habits emphasizes good nutrition, regular physical activity and improving overall well-being.

The program is the Mindcomponent of Triple Play:A Game Plan for the Mind, Body and Soul.

Example activities: food game, riding bikes, obstacle course
Ages served: 5 yrs. +
Club sites: All

Project Learn
This strategy is based on research demonstrating that students do much better in school when they spend their non-school hours engaged in fun, but academically beneficial, activities. Through Project Learn, volunteers and staff use all the areas and programs in the Club to create opportunities for these high-yield learning activities, which include leisure reading, writing activities, discussions with knowledgeable adults, helping others, homework help, tutoring and games (such as Scrabble), that develop young people's cognitive skills. Project Learn also emphasizes parent involvement and collaboration between Club and school professionals as critical factors in creating the best after-school learning environment.

  • Example activities: hosting a debate, group stories, real life games like going to the grocery store that involves counting and budgeting
  • Ages served: 5 yrs. +
  • Club sites: All

L.E.A.P.
Lottery Education After-School Program

Club Tech
The focus of Club Tech is building extensive skills of programs, website design, and construction. Most importantly, young people develop the technology skills necessary to succeed in school and the job market. Boys & Girls Club of America provides software that will be covered.

  • Example activities: demonstration of programs, rebuilding a computer, creating a PowerPoint
  • Ages served: 12 yrs. +
  • Club sites: Teen Center

DramaMatters Afterschool
Drama education builds self-confidence, sparks creativity and boosts academic achievement. The DramaMatters Afterschool Program Guide is a weekly program consisting of 60-minute sessions segmented for beginner, intermediate and advanced members. Each session can be adapted to fit the age of participants as well. Sessions consist of a short warm-up; a main activity of games, script work or performance; and a 10-minute cool-down. The Lessons in Stagecraft Program Guide includes many different ways for members to express themselves creatively, from costumes to set design to directing.

  • Example activities: short skit on bullying, creating a fairytale and acting out
  • Ages served: 6 yrs. +
  • Club sites: All

ImageMakers
The ImageMakers National Photography Program Resource Guide is full of fun, creative activity ideas for three skill levels, contains a brief, user-friendly guide for advisors and details information about the annual photography contest that provides local, regional and national recognition. Club members' photographs selected at the contest's national level are exhibited at Boys & Girls Club of America National Conference and other events. Each winning artist's work is featured in a virtual gallery on the ImageMakers Web site, http://www.imagemakersbgca.org/. The site also features resources, tools and fun, interactive activities designed to enhance Club members' experience with photography.

  • Example activities: black and white photos, Adobe PhotoShop and other photo editing software
  • Ages served: 6 yrs. +
  • Club sites: All

Music Makers
A software-based program that teaches members how to make music through a computer. Music history is a part of the course.

  • Example activities: Having a band play, making songs based on different genres
  • Ages served: 12 yrs. +
  • Club sites: Teen Center

Skill Tech: Basic Training
Instructor-lead course that features software to teach members various software programs that will aid them in school and career opportunities. Programs include Word, Excel, PowerPoint, Access, Publisher, and Digital Image Pro.

  • Example activities: Math problem in Excel, creating a flyer in Publisher
  • Ages served: 5 yrs. +
  • Club sites: All

Robo Tech
Using Lego Mindstorms® – a self-contained kit that provides an introduction to robotics – members, working in groups, use the kits and tutorials to build and program a robot that interacts with its environment in numerous ways.

  • Example activities: activities that focus on math, engineering, technology, and science
  • Ages served: 6 yrs. +
  • Club sites: Sweetwater, Tellico Plains, Vonore

Science Explorer
Monthly science activity that gets members to interact with science and how it relates to daily life.

  • Example activities: senses activity with guessing sounds, creating a rocket
  • Ages served: 5 yrs. +
  • Club sites: All

NetSmartz
Topics include personal safety, shopping safety and ethical use of the Internet. To learn more, youth ages 12 and younger can go directly to http://www.netsmartzkids.org/; while teens, parents and Club staff can learn about Internet safety at http://www.netsmartz.org/. BGCA collaborated with the National Center for Missing & Exploited Children to develop NetSmartz. Funded by the U.S. Department of Justice, Office of Justice Programs. NetSmartz teaches Internet safety skills through engaging multimedia activities and offline interaction with Club professionals in three age-appropriate modules: Clicky's Web World (for ages 6 to 7); NetSmartz Rules (for ages 8 to 12); and I-360 (for ages 13 to 18).

  • Example activities: role play, review consequences of poor choices
  • Ages served: 6 yrs. +
  • Club sites: All

Delinquency and Gang Prevention Initiative
These youth and teens are directed to positive alternatives and learn about violence prevention. Clubs collaborate with local partners to mobilize resources, recruit hard to- reach youth, mainstream them into appropriate Club programming and monitor their progress through individualized case management. Clubs and State Alliances can also receive assistance in pursuing local and state funding for programs addressing delinquency, gangs and violence.

  • Example activities: visiting the jail, speaking with police officer, researching dropout vs. success rates
  • Ages served: 6 yrs. +
  • Club sites: All
*Not all clubs participate in all programs and some programs are available only during certain times a year. If a particular club doesn't offer a specific program, please make a request to administration@bgcmonroearea.org