NASCAR Hall of Fame Overnight Helpful Information EVENING SCHEDULE 5:00-6:30 pm Arrival/Check In (scouts) 6:30 6:45 pm Storage of gear 6:45 pm Welcome and Film (History of NASCAR) 7:00 8:30 pm Rotation of Activities (Description below) Scavenger Hunt Workshop/Activities Games Race Week Activities 8:30 pm Snack Break (Healthy) Pit Challenge Team (3 people) Simulators (Have to be 54 tall To do this activity alone) Qualifying - Driving 8:45 10:15 pm Movie - CARS or other selection 10:15 10:30 pm Set up sleeping area on 3 rd Floor and 4 th Floor Dim of Lights for 5 mins. To aid in selecting of Sleep areas 10:30 10:45 pm Bathroom and get into bed 11:00 pm Lights Out/Quiet Check-in to the overnight program is from 6:00 to 6:45 p.m. Contact the coordinator of your trip for plans specific to your group. Parking is available during your overnight in the NASCAR Hall of Fame lot on Brevard Street. Cost: $5 for overnight parking (cash or credit only). Please encourage the full attention on the part of your overnighters during safety orientations. Participants are not allowed to leave the building except in cases of emergencies. When preparing for bedtime, make sure that everyone knows where the bathrooms are located and that they feel comfortable finding them on their own. Flashlights for every two people are encouraged. There are restrooms on every floor. Elevators are on and working and may be used to access restrooms on other floors. Certain areas of the Hall of Fame are completely dark when the lights are out. Some lights remain on during the evening. We are not able to turn off all exhibit lights. Leaders will not be allowed to leave the Hall of Fame until each child from their group has been picked up. Adults: Make sure you have picture identification for yourself and all adults in your group in case of an emergency. We suggest you have emergency contact information for all individuals in your group as well. If there is an emergency during an overnight, the Hall of Fame 24-Hour Phone Number for Emergency Calls is our security office at 704-654-4480 or 704-654-4481. Please charge cell phones in advance
MORNING SCHEDULE 6:45 7:00 am Wake up, dress and clean up sleeping area 7:00 7:30 am Breakfast (Healthy Options) 7:00 7:30 am Gear taken to cars by troop 7:30 8:45 am Morning Activities for Scouts (including any scouts coming for day but did not stay overnight) Workshop/Activities Games 8:45 am- 9:00 am Shop in Store/Exit for Day
Details for Overnight 1) Scout Check in NHOF Lobby a. Overnight Check in Check in your registration scouts for the overnight. Ensure you have all the required forms when you check-in. (REMOVED B) 2) Store Gear - Scout gear would be stored by pack on the 3 rd and 4 th floor in a designated area with their pack name taped to the floor. Staff will lead pack to designated areas. Gear cannot be stored on the floors until after 6:00 pm 3) Opening Activities/Games series of fun activities including simple games would be played with scouts that have already completed the car check in progress or scouts that do not have a car to check in. (NHOF Staff -led) 4) Orientation and Film (history of NASCAR). Scouts are welcomed by NHOF (REMOVED COUNCIL). NHOF Staff member will review agenda of the evening, timing, rules, and provide an overview to NASCAR. Scouts will then see a short film (12 mins) on the history of NASCAR. 5) Schedule each leader will receive a schedule of events and activities for the evening. Some activities are open to participate at anytime and others are timed based on ages of scouts. Scout leaders should have adults be with their scouts for all activities. (NHOF staff led) 6) Activities See list below for descriptions of the activities 7) Food Scout leaders to gather any specific needs for food at least two weeks prior to the event. Includes snack and breakfast. ergies or special medical conditions. 8) Movie Scout will watch the film (REMOVED NAME OF FILM) in the High Octane Theater. Food and drink will be provide prior to the film showing. 9) Sleep area Leaders may select sleeping areas for their pack on the 3 rd and 4 th floor only. Pack adults need to be with scouts not on separate floors. NHOF will dim lights at 10:15 pm to assign in the selection of area for how much light remains on. Some exhibit lights do not turn off. 10) Security 24 hour security including video monitoring on site (1 st Floor); door locked and alarmed. 11) Morning lights will be flashed on with an audio wake up call 12) Breakfast will be facilitated on the 1 st floor in theater lobby. Gear should be packed up prior to going to breakfast 13) Move out scout leaders should place their gear in vehicles by 8:00 am. NHOF staff working the day for general public and derby event will arrive in morning. 14) Activity for scouts that are staying for derby, activities will be provide on the 1 st Floor theater lobby 15) General Public opening is at 10:00 am. General public may access building and lobby starting at 9:45 am.
Suggested Packing List For NASCAR Hall of Fame Overnight ITEMS TO BRING WITH YOU Sleeping Gear Sleeping Bag or blanket and sheets Sleeping pad Pillow Stuffed Animal or other comfort item Air Mattress (Adults) Air pump (battery or electrical) Personal Items Face cloth Soap (in a container or plastic bag) Towel/Hand towel Tooth brush Tooth paste Mouth wash/rinse Hair brush Sweatshirt or sweater (in case you are chilly) Change of clothes Sneakers or closed toe shoes PJ or sleep wear Slippers or slipper socks (with treads) Water Bottle Medicines Eye mask/sleep mask Ear plugs if you are a light sleeper. Electronics PLEASE LEAVE THE FOLLOWING AT HOME Electronics Food Portable DVD player, CD, Ipod, Ipad/tablet, TV, hand held video games or personal music players Headphones Selfie sticks Movies Candy, gum, soda are not permitted on the exhibit floors or in the sleeping areas ** If you have a medical need requiring special food or timing to eat, please let the staff member know when you arrive Personal items Flip flops Curling irons, hair dryers Alarm clocks Tents, Cots Weapons (of any kind) are not permitted on NASCAR Hall of Fame property and cannot be hidden outside. Carrying badge police officers should identify themselves to the staff member or security on duty if you have a weapon on your person. Camera or phone with Camera Phone (with your name on a sticker) Small flashlight
Games and Activities The following is a description of the activities and games that would be provided during the Cub Scout overnight. Activities would be led by NHOF staff member for adult and youth participants. Activities included age level and duration. The first four activities are exhibit based and available during the whole event. The other activities would be timed and staff-facilitated in a specific location activities for the evening and morning. Activity Name Description Age Range Duration Build Exhibit Activity Pit Crew Challenge Three person experience (Team) against a second team to jack up a car, change a tire and add fuel to car. (Race to get the best time) Qualifying Simulators Exhibits and Other Computer Interactive stations Object in Motion (Force and Motion) Clean Lines (Aerodynamics) Art of Cars Solo experience to drive a race track (one car on track). Number of laps completed Computer simulated race experience for 14 individuals at a time to compete against each other for fast lap time 9 and up (Height Limitation 54 to do alone) Self-guided Activities (See Attachment for description) View exhibits on all floors of building and utilize 28 interactive station to complete activities (gain points) Staff-Led/Time and Location Specific Activities An object in Motion will stay Ages 5 adult () in Motion Newton s laws are no better represented in action that during a race. Students will learn about the basic principles through creating a balloon car or mouse trap car and racing against each other (including adults) Aerodynamics and wind resistance are essential concepts in the sport of racing and our personal lives. Students will explore the concept of draft and drag are critical concepts that drive race teams to make modifications to a car to improve performance. Series of activities including: 1. Drawing shapes drawing for a car Ages 9 and up Ages 5-10 10 minutes (with instruction and two turns) 5-10 minutes (timed event) 10 15 minutes (races are 8 minutes) 1 hour 1.5 hours 30-45 minutes
Uniforms and Apparel Navigate the Track Who s the Driver Let s Race Build a trophy Obstacle Course (1) Obstacle Course (2) Human-Size Board Game Memory recall 2. Color for impact tie with moving at fast speed visual look 3. Painting art of painting on car (panel/metal). Uniforms (Driver suits and pit crew) have evolved and have been re-invented throughout the decades. Opportunity for individuals to learn about history and materials used in creating driver suits. Connect with 4th Floor and modern technology (STEM) Communication based activity where in students or adults need to navigate a track from point A to B without talking. Team builds or overnight application currently Scavenger hunt using a series of clues to identify the driver on the sheet. 10 different driver options. Kid based scavenger hunt to help explore the building. Students have to do all the activities/actions listed as part of the hunt. Art based activity where students have to create a trophy to give to another person. Team work and appreciation Track (floor) obstacle course to navigate a track avoid hazards using plastic cars Complete a circuit of challenges (such as do jumping jacks or put on a helmet) in the fastest time Candyland type game using a track (Watkins Glen) to roll a dice and try to get around the track. Specific squares have additional information that can change the actions of the game (i.e. hit a wall loss a turn) Utilizing parts of car and other items places under the hood Ages 9 and up Ages 4-8 Ages 5-9 Ages 4-7 Ages 5 and up Ages 7 and up Ages 4-7 10-15 minutes 15-45 minutes 20 minutes 30 45 minutes 30 45 minutes 10 15 minutes
of prop car, have to remember what you saw