Program Benefits
First of all, try and get the kids involved early. Being on board
the ship the first night or two is so exciting (and so overwhelming)
that parents sometimes hesitate to put the kids immediately into the
programs: big mistake. Dropping them off on day three of the cruise
is sort of like making them the new kids in school - friendships have
already formed among the 'regulars' who are savvy to the system. Better
to jump right in the first night.
Secondly, don't overuse the programs. If you leave the kids in the
programs for six straight hours, that's just too much. There are many
activities both on board and in the ports of call which are designed
for the whole family to enjoy together. Use the children's programming
when you most need it, i.e., if the parents and older kids are set
to snorkel at one of the ports of call, children's programming allows
younger children to stay behind on the ship. Or if you've scheduled
a special parents' night out at the adults-only restaurant, Palo,
let the kids eat with the gang in the Oceaneer Lab or Club.
Finally, check your activity sheet each day to make sure the kids
are there for the primo activities. Kids even enjoy spending some
time in the program on the island of Castaway Cay, where the Oceaneer's
Club has a large sandy play area set up complete with a whale skeleton
just waiting to be excavated by young marine biologists. You can leave
them happily digging under the counselors' attention and slip away
for an hour or two at the private adults' beach, Serenity Bay.
Age Categories
Children under 3 stay at Flounder's Reef, which is a nursery designed
for babies and toddlers with plenty of cribs and a 'soft' play area.
There is a fee (per hour per child) for Flounder's Reef, which is
only open for certain hours a day--although those hours do correspond
to the time when parents most need sitting, i.e., the hours they might
be off the ship enjoying shore excursions or the evening, when they
may want to relax over dinner or take in a show without the youngest
members of the family along. You need to make reservations for Flounder's
Reef and it's a good idea to make them early in your cruise, because
space is limited.
Kids 3-7 belong in Disney's Oceaneers Club, a terrific play area that
has a model of Peter Pan's pirate ship and costumes for dressing up,
plus computer stations. Little ones have special games and activities,
many of which involve the Disney characters, such as storytelling
with Wendy Darling. A special daily activities sheet keeps parents
informed on fun programs that are coming up, both in the Club and
all around the ship.
Kids 8-12 are across the hall in the Oceaneer's Lab, which has interactive
labs, video games, computers, and music and movie stations. Activities
can be as wild as a belly-flop contest out in the Goofy sports pool
or as mentally stimulating as a class in how to draw one of the Disney
characters. If your kids are 12 or under, you're given a pager when
you drop them off at any of the centers so you can always be reached
quickly if a problem arises.
Teens 13-17 have their own coffeehouse, called Common Grounds, which
has a lounge and coffee bar, large screen TV, and game area. Special
shore excursions let teens bike and kayak all over Castaway Cay, Disney's
private island, or party on a catamaran in Cozumel. On board they
can learn how paint an animation cel, take part in a mystery game
where they 'eliminate' fellow players, or shoot their own digital
movies. Teens have a lot more autonomy--there's no sign-in or sign-out
process, and they love the freedom to come and go as they please.
Activities for Kids Ages 3-7
Only Disney can take little cruisers on a daily voyage to a world
devoted to fun and fantasy. Disney's Oceaneer Club offers age-specific
activities guaranteed to transport young minds to the edge of their
imagination. Guided along the way by Disney counselors and, as an
added convenience, parents are given pagers so families are always
in touch.
MOUSEKATEER TRAINING/INSPECTION
Children train to be Mouseketeers, practice marching, match up Disney
Friends, watch a video clip of 1950's Mouseketeer show opening. MICKEY
MOUSE comes to inspect his new Mouseketeers and lead them in a march
to the Lab.
WHERE'S TINKERBELL
An adventure with clues to help find TINK's hiding place. Hopefully
she will make a very magical appearance.
HAT'S OFF TO PETER PAN
Help celebrate everbody's birthday in Never Land, but watch out for
Captain Hook who wants to break up the party.
SO YOU WANT TO BE A PIRATE?
There's a pirate on board! Never fear, he's only on hand to tell children
adventurous stories tracing the history of buccaneers through time.
CAPTAIN HOOK may even stop by to visit his old friend.
EGGSPERIMENTS
Young scientists will discover things you can do with one household
egg. Things that you would never thought was possible.
PROFESSOR GOO'S MAGICAL EXPERIMENTS
Young scientists join Professor Goo to explore a squishy green substance
that looks like 'Flubber!' Don't miss the fun!
ACTIVITIES FOR KIDS AGE 8-12
Only Disney can take little cruisers on a daily voyage to a world
devoted to fun and fantasy. Disney's Oceaneer Lab offers age-specific
activities guaranteed to transport young minds to the edge of their
imagination. Guided along the way by Disney counselors and, as an
added convenience, parents are given pagers so families are always
in touch.
APPRENTICE'S WORKSHOP
In this workshop, our apprentices will encounter solid liquids and
make their own batch of 'Flubber-like Goo!'
QUACKAMATION
The secrets of Disney animation are unlocked as you learn to draw
our 'favorite fowl' using classic animation tools.
NOW A WORD FROM OUR SPONSOR
You get the chance to be part of the talented cast of producers, directors,
and stars in our TV spots. The results are hilarious!
SCIENCE SORCERY
Things are not always as they seem - using the magic of science to
conjure up some goo with us!
GOOFIN' AROUND WITH ANIMATION
Kids learn animators' secrets as they draw one of our Disney characters,
GOOFY!
THIS JUST IN
Rookie news teams produce a newscast that's filled with up-to-the-minute
fun! Don't watch the news - make it!
TEEN ACTIVITIES
It's the ultimate place to hang. A New York-style coffee house complete
with music, games and large-screen TV, even an Internet Cafe. It's
Common Grounds, a place for teens ages 13 to 17 to meet on their own
terms.
THE GLOW JAM
We light the night with our Glow Jam! Use a glowing array of sports
equipment or just hang out and listen to music. These sports are as
much fun to watch, as they are to play!
TEEN KARAOKE
Future rock stars - join us in Studio Sea for the audition of your
life and showcase your talents.
TEEN HAWAIIAN POOL PARTY
Don't miss the farewell party. Enjoy dancing, pool games, Float Ball,
pass the Orange, enter the Cannonball Contest, win at Ping Pong and
Shuffleboard. Use your DJ training. |