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POPULAR CHILDRENS GAMES FUN ON FOOT (JUNIO 2013) Slide 2 THE HOMELESS RABBIT Students are arranged in circles of four. These circles are called homes. There is a student in each circle called a rabbit. There is one extra student outside the circles called the homeless rabbit. On a signal given by the teacher, all the students that are rabbits begin to change their homes while the homeless rabbit tries to find a free home. Slide 3 ARRANGE YOURSELVES QUICKLY Before the game: Students are divided in equal groups of three or four. Students of each group know the place where they should go and arrange in a column or a row. During the game: Students are arranged in a circle. They sing, walk, run, jump and do exercises. On a signal given by the teacher, each group should go to its place and arrange in a column or a row as said by the teacher. The students that arrange themselves first are the winners. Slide 4 THE CAT IS COMING A class of students is divided in two groups. Half of the students are arranged in a circle, holding their hands. This circle is called a cats house. The other half of the students are outside the circle and are called mice. Inside the circle there is a student called a cat, who is pretending to sleep. Students round the cat sing Kitty cat, kitty cat, evil, scary cat, do you have teeth and nails, to catch mice with gray tails? Slide 5 THE CAT IS COMING On a signal, given by the teacher, the cat wakes up and goes outside the circle. The mice are knelt down and dont move. They could move only when the cat turns back. If somebody moves, even slightly, the cat catches him/her and leads him/her into the cats house. While chasing the mice, the cat is singing: I am quiet kitty cat, with fluffy fur and lovely head, seeing mice and birds so timid, I jump and catch them in a minute. Miaou! Miaou! Miaou! Slide 6 FIND YOUR GUIDE A class of students is divided in two groups. Each group has a guide who is holding a flag. On a first signal students quickly are arranged in a circle around their guides. On a second signal students start to run and jump and move without any order. On a third signal all the students kneel down and close their eyes. Hearing the command: Find your guide!, students open their eyes, start to look for their guide who is waving the flag and arrange in a circle around him/her. The students who arrange their circle first are the winners. Slide 7 SAKKOULODROMIES POKERACE The participants put both feet in a poke (large bag sakkouli in the Cypriot dialect). They hold the poke with their hands around their waist and stand behind a line (the same way as runners do). An instructor provides the initial signal and the participants try with small jumps to reach the final line. The race ends with a winner! Slide 8 DAKKANOURA - BITE An older participant grabs a boiled egg, passes a thread around it and hangs the thread over a long wooden stick. The participants stand in a circle and the one with the stick moves the egg circularly and participants try to catch it with their mouth, without touching it with their hands. The game ends once the egg is grabbed with the mouth by a participant. Slide 9 SITZIA FIG TREE One participant sits on a chair (fig tree) and the rest of the participants stand in a circle around him/her. Another participant holds a cloth with knots (the fig tree guardian). The participants try to touch the participant sitting on the chair (the fig tree sitzia) in order to grab the figs (sika) and the participant with the cloth tries to prevent them by hitting them with the cloth. Once the person with the cloth that takes care of the fig tree hits someone, they change positions. The participants who try to reach the fig tree, once they touch it they collect figs (points). Slide 10 THE ELASTIC GAME The game takes place with three players using an elastic band from 2,50 to 3 meters knotted at the extremities. Two players in position face to face stretch out the elastic band with their ankles. The third player in the center executes figures by jumping. As soon as the player misses a figure, he is replaced by one of the two other players. For more difficulty, the players can take up the rubber band at the level of calves, then knees, thighs... Slide 11 The first figureThe second figureThe third figure The fourth figure The fifth figure The sixth figure The seventh figure Slide 12 THE SPARROW HAWK Place: rectangular playground Minimum number of players: 10 1 sparrow hawk for a group of 10 players (3 sparrow hawks for a group of 30 players) Maximum number of players: unlimited! Purpose of the game : the part takes place in several tours during which the children are transformed into sparrow hawk. Slide 13 PROGRESS Splash splash A carambar said that you clear off at the end of 3 : 1 .2 3! " We make " splash " to indicate the sparrow hawk. Slide 14 Slide 15 THE GROUP OF CHILDREN RUNS THEN UNTIL THE LIMIT OF THE CAMP. Slide 16 If a pupil is caught by the sparrow hawk, he becomes in his/her turn "a sparrow hawk". There are thus six sparrow hawks in the following tour! Slide 17 The camp is then on the other side of the ground. The part ends when there are not more than sparrow hawks. At the end of the part the caught first one becomes the first sparrow hawk of the following part. Slide 18 LA CLEF DE SAINT GEORGES SAINT GEORGES 'S KEY It's a traditional children's game often first learned in pre-school or kindergarten. The key is replaced by an handkerchief. The players need to learn the song : "Je porte, je porte la cl de saint Georges. Quand je l'aurai assez porte, je la laisserai tomber au pied d'un rocher. Ne regardez pas le renard qui passe mais regardez le quand il est pass " Translation: " I'm walking, walking with the saint Georges's key. When I will be fed up, I let it drop down to the rock. Don't look at the fox around but look behind you when he's gone." Slide 19 LA CLEF DE SAINT GEORGES SAINT GEORGES 'S KEY The players sit in a circle facing inward, while a child (the picker) walks around the outside circle carring a key or an handkerchief until finally dropping it behind one child. The child then rises, grabs the handkerchief, chases and tries to tag the picker. The picker tries to return to the spot where the picked child had been sitting and sits at that spot. If the picker succeeds, the other child is now the new picker and the process begins again. Slide 20 LA CLEF DE SAINT GEORGES SAINT GEORGES 'S KEY If the child succeeds in tagging the picker, the one who is tagged is "out" and must sit in the center of the circle. When the resulting circle becomes too small, the game is over. A new game may be started again. There is another game version : If the child succeeds in tagging the picker, the same child may return to sit in the previous spot and the picker resumes the process. Slide 21 ABARIZA The children split into two groups. They divide the space with a line, so as for the groups to have their own territory. In every territory they define a stable spot as Abariza (e.g. a tree, a column) The children try to touch the Abariza of the other group without being touched by their opponents. The group than makes Abariza first or touches all the opponents, wins. Slide 22 , TABLE SALT, GROUND SALT The teacher tells the children to make a circle and cross their legs. One of the children stays out of the group and is called mum. The mum strolls around the circle, singing: Table salt, ground salt, I lost my mum and Im looking for her In the meantime, mum touches a child on his/ her back. Then he/she stands up and chare mum. Mum runs around and rushes to sit at the empty space the other child left. If mum doesnt make it, she/he plays mum again. Slide 23 THE APPLES Its a ball game played by more than 10 children. The children are divided into two groups. One stands in the middle of the circle and the other splits into two and stands on the sides (stand opposite each other at a certain distance). In the middle there is another group of children. The childrens groups, that stand on both sides throw the ball and try to hit the children in the middle. The shots should be straight on the childrens bodies without hitting the ground. Slide 24 THE APPLES The children in the middle try to avoid the shots or else they lose and get out of the game. Though if they manage to catch the ball on air, then they gain an apple (an advantage). Even if they are shot once, they dont get lose. Also they can use their apples to bring back children that have lost. If the children in the middle catch the ball but somehow miss it, then they get burnt and lose. At the end, when only one child is left in the middle, he/she must hit in ten shots. In case he/she isnt hit her/his group wins and the game starts again. Slide 25 LA GALLINITA CIEGA (BLIND MANS BLUFF) ORGANIZATION - one player is blindfolded and gropes around attempting to touch the other players without being able to see them. The rest of the players are placed around holding their hands. MATERIAL - scarf DEVELOPMENT the blindfolded player goes round several times while singing: "Gallinita ciega, qu se te ha perdido? una aguja y un dedal, date la vuelta y lo encontrars!". Then IT tries to touch the other players and guess who they are. Slide 26 LA GALLINITA CIEGA (BLIND MANS BLUFF) RULES - Blind man's buff is ideally played in an area free of dangerous obstructions so that the "IT" player will not suffer injury from tripping over or hitting something. The wheel mustnt be broken up. La gallinita ciega. Francisco de Goya -1789- Slide 27 PASE MIS MIS and MIS are nonsense words. Pase mis pase misPass Missy, Pass Missay Pase mis pase mis Por las puertas de Alcal La de alante corre mucho Y la de atrs se quedar. Pass missy, pass missay Under the Alcala* gate The one in front goes very fast And the one at the back stays there. *Alcal is the name of some towns in southern Spain. Slide 28 PA