POPULAR CHILDREN’S GAMES
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Transcript POPULAR CHILDREN’S GAMES
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 cat’s 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 don’t 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 cat’s 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.
ΣΑΚΚΟΥΛΟΔΡΟΜΊΕΣ –
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!
ΔΑΚΚΑΝΟΎΡΑ – 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.
ΣΥΤΖΙΆ – 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 pre-school
or kindergarten.
The key is replaced by an handkerchief.
The players need to learn the song :
"Je porte, je porte la clé de saint Georges. Quand je l'aurai assez
portée, je la laisserai tomber au pied d'un rocher. Ne regardez
pas le renard qui passe mais regardez le quand il est passé "
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.
ΑΜΠΆΡΙΖΑ 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.
ΑΛΆΤΙ ΨΙΛΌ, ΑΛΆΤΙ ΧΟΝΤΡΌ 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 I’m 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” doesn’t make it, she/he plays “mum” again.
ΤΑ ΜΉΛΑ
THE APPLES
It’s 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 children’s 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 children’s bodies without hitting the
ground.
ΤΑ ΜΉΛΑ
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 don’t 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 isn’t hit her/his group
wins and the game starts again.
LA GALLINITA CIEGA (BLIND MAN’S 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, ¿qué se te ha
perdido? una aguja y un dedal, date la vuelta y lo
encontrarás!". Then ‘IT’ tries to touch the other players
and guess who they are.
LA GALLINITA CIEGA (BLIND MAN’S 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 mustn’t be broken up.
“La gallinita ciega”. Francisco de Goya -1789-
PASE MISÍ
“MISÍ” and “MISÁ” are nonsense words.
Pase misí pase misá
Pase misí pase misá
Por las puertas de Alcalá
La de alante corre mucho
Y la de atrás se quedará.
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.
*Alcalá is the name of some towns in southern Spain.
PASE MISÍ
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 atrás se quedarán.”
(“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 PIÃO
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 MAN’S BLUFF ( KÖREBE )
Your friends put a piece of cloth over your eyes.
You are blindfolded now.You mustn’t 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 MAN’S BLUFF ( KÖREBE )
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 can’t
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.