POPULAR CHILDREN'S GAMES - Comunidad de Madrid

POPULAR CHILDREN'S GAMES - Comunidad de Madrid

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U (J N 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. 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. 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? 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! 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. 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! 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. 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). 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... The first figure The second figure

The fourth figure The fifth figure The third figure The sixth figure The seventh figure 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. 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. THE GROUP OF CHILDREN RUNS THEN UNTIL THE LIMIT OF THE CAMP. 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!

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. LA CLEF DE SAINT GEORGES SAINT GEORGES 'S KEY It's a traditional children's game often first learned in preschool 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." 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. 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. 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.

, 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. 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. 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. 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. 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- PASE MIS MIS and MIS are nonsense words. Pase mis pase mis Pase mis pase mis Por las puertas de Alcal La de alante corre mucho Y la de atrs se quedar.

Pass Missy, Pass Missay 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. PASE MIS GAME INSTRUTIONS - Two children join hands and put their arms up to make an arch, the others go in a line and pass under the

bridge while the song is sung. At the end of the song, the two forming the arch lower their arms and catch the one passing at that very moment. COMMENTS - The best known version of this song is in the plural form: Los de alante corren mucho, Los de atrs se quedarn. (The ones ahead go very fast, And the ones behind will stay.) CANICAS (MARBLES)

-To play marbles you prefer a land area because the floor prevents the holes for playing some games. -The children draw a circle about two feet across and within it the marbles are placed best, also draws a line away from the circle, the first shot will be toward the line, who is closest to you will have the first shot into the circle. -Players in turn try to remove the marbles from the circle to stay with them, who takes a marble can continue shooting until he fails and if the player is inside the circle can continue pulling from there until you pull it out. CANICAS (MARBLES)

-This game is known from ancient Egypt, [citation needed] as found in the tomb of an Egyptian child around 3000 a. C. We also know that in Crete the children played with marbles polished precious materials. -Other primitive peoples used coarser materials such as bones of olives, hazelnuts and chestnuts to play marbles. In ancient Rome the game was very popular among children, which remained popular during the Middle Ages. - Even at the beginning of the twentieth century some marbles were made of stone. It is currently held world championships. JOGO DA MALHA (MALHA GAME)

Material: 4 wooden discs 2 round pins Players: 2 teams How to play: The pins are positioned, in a flat terrain about 15/18 meters from each other, in the same direction. The first player throws the disc, trying to pull the pin down, and then a player from the other team tries to throw the other pin down or place the disc as close as possible. Score: 6 points each time the pin is thrown down, 3 points for each disc that is closer to the pin. The team which first scores 30 points wins is the

winner. JOGO DO PIO Material: Spinning Tops, one for each player. Players: Several players How to play: Roll up a string/rope around the top and throw it to the floor inside the circle. Try to push and stop the others Score: The player whose top is still spinning is the winner JOGO DA MACACA

(HOPSCOTCH) To play hopscotch, a course is first laid out on the ground. Depending on the available surface, the course is either scratched out in dirt, or drawn with chalk on pavement. Designs vary, but the course is usually composed of a series of linear squares interspersed with blocks of two lateral squares. Traditionally the course ends with a "safe" or "home" base in which the player may turn before completing the reverse trip. The home base may be a square, a rectangle, or a semicircle. The squares are then numbered in the sequence in which they are to be hopped. on the available

JOGO DA MACACA (HOPSCOTCH) The first player tosses the marker (typically a stone, coin or bean bag) into the first square. The marker must land completely within the designated square and without touching a line or bouncing out. The player then hops through the course, skipping the square with the marker in it. Single squares must be hopped on one foot. For the first single square, either foot may be used. Side by side squares are straddled, with the left foot landing in the left square, and the right foot landing in the right square. Optional squares marked "Safe", "Home", or "Rest"

are neutral squares, and may be hopped through in any manner without penalty. After hopping into the "Safe", "Home", or "Rest" the player must then turn around and return through the course (square 9, then squares 8 & 7, next square 6 and so forth) on one or two legs depending on the square until he or she reaches the square with their marker. They then must retrieve their marker and continue the course as stated without touching a line or stepping into a square with another player's marker. . JOGO DA MACACA (HOPSCOTCH)

. Upon successfully completing the sequence, the player continues the turn by tossing the marker into square number two, and repeating the pattern. If, while hopping through the court in either direction, the player steps on a line, misses a square, or loses balance, the turn ends. Players begin their turns where they last left off. The first player to complete one course for every numbered square on the court wins the game. Although the marker is most often picked up during the game, historically, in the boy's game, the marker

was kicked sequentially back through the course on the return trip and then kicked out. JOGO DO PEDREIRO E DO CARPINTEIRO traditional game from Penafiel played by stone workers, during break time) Material: 3 stones and 3 pieces of wood A square drawn on the floor Players: 2 players

How to play: Each player try to put the 3 stones or the pieces of wood placing in a horizontal, vertical or diagonal row. The winner is the first one doing it. BLIND MANS BLUFF ( KREBE ) Your friends put a piece of cloth over your eyes. You are blindfolded now.You mustnt open your eyes. Then you turn around three or four times. You try to catch one of them. When you catch one player , you may ask him /

her some questions. You must guess who the person is. BLIND MANS BLUFF ( KREBE ) GAME OF FATHER WOLF place of the game: a large area sex of players: girls and boys Number of players : more than How to Play:

Firstly choose a Father Wolf and a mother. Other players become their children. After choosing the roles, the Father Wolf goes away. The Mother whispers a color name for each children. Later the far away Wolf Father turns back near the mother and children. GAME OF FATHER WOLF He imagines that he is knocking the door and

they have the conversation: Father Wolf : NAK... NAK.. Mother Wolf : Who is it ? Father Wolf : i am Father Wolf Mother Wolf : what do you want? Father Wolf : An egg Mother Wolf : what colour? The color which the father wolf calls, he / she begins to run away then Father Wolf try to catch him. GAME OF FATHER WOLF

If the player comes back and the Father Wolf can't catch him, the player rescues from the father wolf. If the Father Wolf can catch the player he / she becomes the Father Wolf and tries to catch the players. The game comtinues by this way. SEVEN TILES MATERIALS : SEVEN TILES AND A BALL NUMBER OF PLAYERS : AT LEAST SIX PLAYERS GAME INSTRUCTIONS: We need two groups of at least three players.

We need seven tiles and a ball as game materials. First we put seven tiles, ten steps away. Then we will decide which group will start the game One player in group A, throws the ball to knock out seven tiles. If the player group A knocks out the tiles, all players in group A try to put the tiles again. First we put seven tiles, ten steps away. SEVEN TILES The players in group B try to hit the players in group A with a ball. The aim of group A is to put the tiles again without being hit.

For group B , the aim is to hit other group players before they put the tiles again. The player who has been hit, will leave the game and wait .( He/she cant play untill hat part finishes.) If group A achieves to put all seven tiles again without being hit, they will be the winner. If group B achieves to hit all players in group A before group A puts all seven tiles again, they will One player in group A,

throws the ball to knock out seven tiles. SEVEN TILES GOALS OF THE GAME : It encourages physical and mental activities at the same time. Children learn to take part in a group. They learn sharing and helping each other. They learn to obey rules.

One player in group A, throws the ball to knock out seven tiles SEVEN TILES One player in group A, throws the ball to knock out seven tiles SEVEN TILES If the player group A knocks out the tiles, all players in group A try to put

the tiles again SEVEN TILES The players in group B try to hit the players in group A with a ball. The aim of group A is to put the tiles again without being hit. F U


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