Comenius juegos

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  • 1. ESPAA

2. ESPAA
BLIND MAN'S
BUFF
Age: From 3 years Number of participants: 5 to 10 MATERIAL: Scarf.
1-Delimiting a play space 2-One of the studentsis blindfolded with a handkerchief to keep him from seeing3 - The other children are around him/her. 4-The players sing:
Group: "blind man's buff, what have you lost?".
Blindman: "A needle and a thimble."
Group: "Give three spins and youll find them" (The group makes the blindman spin on his/her own axis three times). 5-The blindman tries to catch his companions. 6-When he/she catches one of them, he/she must guess who is it just by touching his/her face. If he/she indeed does it, the handkerchief passes to the caught boy/girl, who is the new blindman. If not, the player plays again as the blindman.. 7-The playerscannot get out from the play space.
LA GALLINITA
CIEGA
3. ESPAA
En grupos de 3 4 alumnos cada uno con una canica situados, en un principio, a una cierta distancia (3-5 metros) del hoyo. El juego consiste en introducirla dentro a travs de lanzamientos utilizando el pulgar y el ndice. Si despus del primer lanzamiento ninguno logra el objetivo realizan, siguiendo el mismo orden, un segundo intento desde el lugar donde se qued la canica. Cuando uno de ellos la introduce, debe impactar su canica con alguna de las que todava estn fuera. Si se golpea y posteriormente se vuelve a meter la canica en el hoyo con otro lanzamiento, se "gana" la canica impactada.
4. ESPAA
LAS
MARBLES
CANICAS
MARBLES AGE: 7 YEARS FROM Number of participants: 3 to 5 This is the quintessential children's game. They know no seasons or boundaries Perhaps much of the success of this game is due to the simplicity of the required materials, since just small balls or marbles are required, whether they aremade of metal, ceramic, glass, plastic or marble, to name a few . There are many ways and different games, but the best known is: The hole In groups of 3 or 4 students, each with a marble placed, initially, to a certain distance (3-5 meters) from the hole. The game goal is making the marbles enter in the hole by throwing them with our thumb and forefinger. If after the first throw, no player achieves the objective, following the order, he/she will have a second attempt from the point where where the marble fell before. When one player throws his/her marble into the hole succesfully, he/she must impact his/her marble with some of the other which are still outside. If the player strikes it and then again throw the marble into the hole, he/she "wins" the marble impacted.
5. ESPAA
MATERIAL: SACOS
El objetivo es ganar la carrera. Para ello ser preciso cubrir la distancia prevista saltando como los canguros, siempre con los dos pies dentro del saco. * En cuanto a las normas de juego, todo corredor que tropiece intencionadamente con otro al caerse quedar descalificado. Ahora bien, si la cada es involuntaria, el corredor puede levantarse de nuevo y seguir dando saltos. 1- Las lneas de salida y de meta debern sealizarse adecuadamente. Por lo general se precisa la ayuda de un juez de lnea de meta porque en muchas ocasiones los metros finales son muy apretados. 2-La longitud de la carrera se establece segn la conveniencia de los participantes o de los organizadores* Es ste un juego tpico de las fiestas populares, en el que pueden intervenir tanto los pequeos como los mayores. Tan slo se precisa buena disposicin para el ejercicio y, sobre todo, sentido del humor para encajar con nimo alegre las posibles cadas.
6. C
A
R
R
E
R
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ESPAA
SACK RACE
AGES: From 8 years Number of participants: There may be many participants as bags available, depending on the width of the track. The track must be soft ground or grass, preferably, since the asphalt is not a good option because of inevitable falls. (relay races are more recommended for primary school children)
MATERIAL: bags The goal is to win the race. This will need to cover the scheduled distance jumping like kangaroos, always with both feet inside the bag. * As for the rules of the game, every runner who intentionally collides with another one to make him/her fall will be disqualified. Now if the fall is involuntary, the rider can get up again and keep on jumping. 1 - The start line and the finish line shall be marked appropriately. It isusually required the help of a finish line judge because many times it is not clear who has come to the finish line first.
2-The race length is set at the convenience of the participants or organizers * This is a typical game in traditional festivals, which may involve both small children and adults. So you just need a willingness to exercise and, above all, sense of humor when falling down.
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DE
S
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7. ESPAA
EDAD: DESDE LOS 6 AOS
NMERO DE PARTICIPANTES: Desde dos.MATERIAL: Un trozo de yeso para pintar en el suelo y una piedra plana (tejo).
Se traza en el suelo con tiza o yeso un diagrama constituido generalmente por una serie de rectngulos coronados por un semicrculo.
2-El nmero de casillas cambia de una variedad a otra; podemos encontrar desde 6 a 11 o ms casillas. Se enumeran los distintos compartimentos, a los que tambin se les puede dar distintos nombres.
La/el jugadora/or arroja su tejo al primer compartimiento, que se salta a pata coja, realiza el recorrido sin pisar el dibujo, y al final, empuja el tejo fuera del diagrama, para luego pisarlo. Lo mismo hace con las otras casillas hasta llegar a la ltima.
En algunas casillas que reciben el nombre de descanso, as como en la casilla final, que puede llamarse cielo, gloria o paraso, la/el jugadora/or puede asentar los dos pies.
Otras casillas estn divididas en dos partes por una lnea diagonal o vertical y deber saltar sobre ellas con las piernas abiertas; es decir, poniendo un pie en cada parte.
La/el jugadora/or pierde cuando posa los dos pies en las casillas donde no est permitido, cuando pisa las lneas del diagrama, cuando el tejo sale del dibujo, o cuando el tejo quede sobre una lnea, pasando el turno a la/el siguiente participante.
El juego puede concluir en el primer recorrido o pueden repetirse las vueltas.
8. EL TEJE
ESPAA
HOPSCOTCH
AGE: FROM 6 YEARS ONNUMBER OF PARTICIPANTS: From two on. MATERIAL: A piece of chalk to paint the course on the floor and a flat stone.1 The course is scratched on the floor with the piece of chalk. It is usually formed by a series of squares topped by a semicircle. 2-The number of rows changes from one variety to another, we find from 6 to 11 or more squares. The squares are numbered (or named by themes likes animals, colours...). 3 - the player throws the stone on the first square, then jumps on one foot from square to square, in order, without touching the drawing, and finally pushed the stone out of the diagram, and then he/she steps on it. So does with the other boxes until you reach the last one.. 4 - In some squares the word rest is written down, and in the last one, the words"heaven", "glory" or "paradise"are written down. the players can stand on both feet on these squares. 5 - Othersquares are divided into two parts by a diagonal or vertical line.Thge players must jump on them with spread legs, placing one foot on each side. 6 - The player lose when he/she stands with both feet on the boxes where it is not allowed,when he/she steps on the lines of the course, when the stone leaves the drawing, or when the puck stops on a line, then passing his/her turn to the next player. 7 - The game can end with the first round or it can be repeated once and again.
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9. ESPAA
7
10. ESPAA
EL
8
THE HANDKERCH
EF("Steal the flingsock")
EL
AGE: From 6 years Number of participants: 10 to 20 (recommended) MATERIAL: A handkerchief, or a bandana or similar. 1-Place two opposing groups separated by a distance. 2-Each member is given a number. 3-Between the two groups, one player holds a handkerchief. When he/she shouts a number, each groups player with that number run to the holder, trying to be the first and take the handkerchief. 4 Whe one of them takes the handkerchief, he/she must run back to his group before the other player catch him/her.. NOTE: If one of the players crosses the line marking the middle of the playspace (on which the handkerchief is hold) before tha handkerchief has been taken, the other players group wins the point.
P
A
UELITO
11. ESPAA
12. ESPAA
LAS
4
THE FOUR CORNERS
ESQUINAS
AGE: 5 YEARS FROM NUMBER OF PARTICIPANTS: five players. Objects used: Not any particular material needed, but just a playing field, with four corners making a square.
GAME RULES:
1-A participant stays in the center of the four corners, while the rest takes a corner each. 2- Instead of corners you can use trees, lampposts, or simple stones to mark the playing field. 3-Whe the game starts, the the players at the corners run and exchange them very quickly, so the player in the middle can not reach any free corner in time. 4 - If he/she does indeed, the player who has not reach any free corner passes to the middle of the field.
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13. ESPAA
MOUSE
CAT
14. ESPAA
RATN
QUE TE
PILLA EL GATO
MOUSE AND CAT GAME.
Age: From 4years Number of participants: more than 10
1-We choose the "mouse" and "cat". 2-The rest of players hold hands and form a circle. 3 - The mouse, within the circle, runs out of the circle, passing between two players. 4-After that, the cat comes inside the circle and says, "where did the mouse go out throgh?". 5 - The players answer"through the door" and point out where the mouse went out through. 6-The cat comes out the circle through that door