Book of European traditional games

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VASILICA GAZDAC ( COORDINATOR)

BOOK OF EUROPEAN TRADITIONAL GAMES

CLUJ-NAPOCA 2017 2


VASILICA GAZDAC ( COORDINATOR)

BOOK OF EUROPEAN TRADITIONAL GAMES

CLUJ-NAPOCA 2017 3


This book represent second intellectual product of the Erasmus + project: PROJECT ERASMUS +KA2 “BRIDGING THREE GENERATION. TIMELESS GAMES AND TOYS” Project No: 2015-1-TR01-KA219-021800_6 2015-2017 THE PROJECT HAS BEEN FOUNDED WITH SUPPORT FROM THE EUROPEAN COMMISSION. THIS PRESENTATION REFLECTS THE VIEWS ONLY OF THE AUTOR AND THE COMMISSION CANNOT HELD RESPONSIBLE FOR ANY USE WHICH MAY BE MADE OF THE INFORMATION CONTAINED THERE IN.

MADE BY ROMANIA TEAM.

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Coordinator of this book”Book of European traditional games””-Teacher Vasilica Gazdac, School Tiberiu Morariu Salva, Romania. Scientific reviewer-Teacher Crina Clapou, Regional School Inspectorate County, Bistrita-Nasaud.

International collaborators in this book are: Teacher Crina Clapou-Regional School Inspectorate County Bistrita-Nasaud, Romania Teacher Luminita Cuceu- School Tiberiu Morariu Salva, Romania Teacher Maricuta Codrea- School Tiberiu Morariu Salva, Romania Teacher Linul Crina-School Tiberiu Morariu Salva, Romania Teacher Furcea Doina- School Tiberiu Morariu Salva, Romania Teacher Simionese Ana-Floarea-School Tiberiu Morariu Salva, Romania Teacher Carmen Martin-- School Tiberiu Morariu Salva, Romania Teacher Sas Alexandra-- School Tiberiu Morariu Salva, Romania Teacher Moldovan Floare-- School Tiberiu Morariu Salva, Romania Teacher Oana Ilovan-- School Tiberiu Morariu Salva, Romania Teacher Pop Anamaria-- School Tiberiu Morariu Salva, Romania Teacher Pop Adriana- School Tiberiu Morariu Salva, Romania Teacher Pop Daniel- School Tiberiu Morariu Salva, Romania Teacher Havva Geylan- Haci Sabanci Ortaokulu Ankara, Turkey Teacher Ayse Akalan- Haci Sabanci Ortaokulu Ankara, Turkey Teacher Nihal Balcik- Haci Sabanci Ortaokulu Ankara, Turkey Teacher Berrin Ustoglu- Haci Sabanci Ortaokulu Ankara, Turkey 5


Teacher Songur Karakurt - Haci Sabanci Ortaokulu Ankara, Turkey Teacher Mustafa Tokat -Haci Sabanci Ortaokulu Ankara, Turkey Teacher Aysel Karakose- Haci Sabanci Ortaokulu Ankara, Turkey Teacher Ivamka Laleva- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria. Teacher Milena Foteva- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria. Teacher Tanya Petcova- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria. Teacher Rositsa Aleksandrova- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria Teacher Dumitrinka Mihova- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria Teacher Zravko Dimov- General Secondary School Nikola Vaptsarov, Aytos , Bulgaria. Teacher Inga El Drayi- OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France Teache Christine Souricer- OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France Teacher Carole Millet OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France Teacher Jean-Yves Le Merrer OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France Teacher Jean-Luc Masson OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France Teacher BenoĂŽt Compte OGEC de Billom-Ensemle Scolaire Notre Dame, Billom, France.

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Teacher Kevin O „Neill- St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, North Ireland, UK Teacher Claire Burns St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, North Ireland, UK Teacher Elaine McCann St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, North Ireland, UK Teacher Kevin Donaghy St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, North Ireland, UK Teacher Elizabeth Quinn St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, North Ireland, UK Teacher Emilia Capobianco State School Instituto Comprensivo Via Santi Savarino, Roma Teacher Bruno Modaffari State School Instituto Comprensivo Via Santi Savarino, Roma Teacher Michele Lanote State School Instituto Comprensivo Via Santi Savarino, Roma Teacher Patrizia Rossi State School Instituto Comprensivo Via Santi Savarino, Roma Teacher Angela di Benedetto State School Instituto Comprensivo Via Santi Savarino, Roma Teacher Dace Kalnina- Grundzale Pamatskola, Grunzale, Latvia Teacher Baiba Kovala- Grundzale Pamatskola, Grunzale, Latvia Teacher Jana Malbarde- Grundzale Pamatskola, Grunzale, Latvia Teacher Gundega Verina- Grundzale Pamatskola, Grunzale, Latvia Teacher Skaidrite Viksinina Grundzale Pamatskola, Grunzale, Latvia Teacher Ilva Harkina Grundzale Pamatskola, Grunzale, Latvia Teacher Maris Stabis- Grundzale Pamatskola, Grunzale, Latvia Teacher Irita Eimane- Grundzale Pamatskola, Grunzale, Latvia. 7


Grandparents" - this is one of the keywords of the project, a human resource that is not fully exploited in educational processes developed in the school and local community. A real situation and a special need is visible in European communities ,the elderly generations lower their role in early education and care . "

The objective of book is to preserve and transfer such intangible cultural heritages of the Europe by compiling them under an intellectual outputs of project. This book will play a catalyst and role model for other wider scaled and other comprehensive studies . The book shall contain traditional games from all partners countries , be authored in simple style to make it easy to follow instructions. “

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SCHOOL “TIBERIU MORARIU” SALVA, ROMANIA

TEACHER VASILICA GAZDAC TEACHER LUMINITA -MARIA CUCEU TEACHER CRINA LINUL TEACHER ANA-FLOAREA SIMIONESE TEACHER ANA-ADRIANA POP TEACHER MARICUTA CODREA TEACHER CARMEN MARTIN TEACHER ANAMARIA POP TEACHER OANA ILOVAN TEACHER FLOARE MOLDOVAN TEACHER ALEXANDRA SAS TEACHER DOINA FURCEA 9


Jocul „La Florarie” Scopul: precizarea regulilor de comportare în florărie si a regulilor de oferire a unui buchet de flori. Obiective de referintă: să ofere flori celor dragi, să-si exprime liber sentimentele în legătură cu ziua mamei (a tatei, a bunicii, a bunicului). Resurse didactice: flori naturale sau artificiale (lucrate de către copii), bani (de carton). Desfăsurarea jocului:Se va improviza într-un colt al clasei o florărie. Înainte de începerea jocului se vor stabili care dintre copii să interpreteze rolul de vânzător, mamă (tată, bunică, bunic) si care pe acela de copil. Vor fi propusi din rândul copiilor cei care să meargă la florărie. După ce au cumpărat florile,copiii se vor îndrepta spre locul care reprezintă casa fiecăruia. În fiecarecasă (delimitată prin trasarea cu cretă sau cu alte semne, de exemplu cu cuburi, cu bucăti de sfoară, ), va fi plasată dinainte persoana căreia i se va oferi flori. În ambele etape ale jocului – cumpărarea florilor, oferirea lor – propunătorul va urmări cumse încheagă dialogul. În indicatiile care le va da copiilor cu rol de vânzător si cu rol de mama (tată etc.) va insista ca acestia să urmărească cu atentie felul în care copiii solicită sau oferă florile. Se va preciza ca în cazul în care copilul-cumpărător nu stie să se adreseze să nu i se elibereze marfa si să fie pus în situatia să însotească alti copii, apoi să revină la florărie. Este dedorit ca jocul să se repete pentru a pune pe toti copiii în situatia de părinte si de copil. Observatie La clasele mari, jocul poate fi complicat introducându-se pe lângă florărie, un magazin decadouri diverse (artizanat, bibelouri sau alte obiecte potrivite – fulare, mănusi, baticuri, apă decolonie, cărti etc.). În acest caz, fiecare copil va fi pus în situatia de a alege singur ce dorestesă cumpere manifestându-si initiativa si independenta în această directie.

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Puppets game- "The day of grandparents� The goal : to specify the rules of conduct and rules florist offering a bouquet flowers. Reference objectives: to give flowers to loved ones, to freely express feelings about day of grandmother/grandfather . Educational resources: natural or artificial flower (crafted by children), money (cardboard), puppets Playing the game: It will improvise in a corner of a flower shop . Before starting the game will be set which children play the role of seller, grandmother, grandfather) and that the one the child. Shall be nominated from among the children who go to the florist. Once they have bought flowers, children will go to where is everybody's home. In each house (delimited) by drawing with chalk or other signs, cubes with pieces of twine, lacing perches), will be placed before the person whose give flowers . In both stages of the game - buying flowers, offering them - will watch the proposer coagulates dialogue. The indications that will give children the role of seller and the role of grandmother (Male etc.) will insist that they watch carefully to the way children seeking or offering flowers. Specify that if the buyer does not know pupil to address not be issued merchandise and be put in the situation to accompany other children, then return to the florist. It is wanted the game to be repeated to put all children in the situation of grandparent and child. Remark: At large classes, the game can be complicated besides introducing the flower shop, shop various gifts (crafts, trinkets or other suitable items - scarves, gloves, scarves, water colony, books etc.). In this case, each child will be placed in a position to choose the one he wants buy manifesting and initiative and independence in this direction. QR of game:

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Jocul Apa-Foc

Vârsta jucătorilor. De la 4 ani în sus Numărul copiilor . Jocul se joacă cu de la 3 jucători în sus. Obiective. Îşi dezvoltă atenţia. Spaţiul de joacă. Nu necesită un spaţiu mare de joc. Se poate şi în cameră. Materiale necesare. Este nevoie de o jucărie/ obiect mic. Cum se joacă ―Fierbinte sau rece / Unde am ascuns jucăria/Apă, apă, foc, foc? Copilul (copiii) stau cu ochii închişi, iar animatorul ascunde în cameră o jucărie anterior aleasă. După ce jucăria a fost ascunsă, copilul (copiii) pot începe căutarea, iar pentru mai mult amuzament se pot orienta prin stimuli verbali de tipul cald/rece, gheaţă/foc, apă/foc sau copiii pot fi păcăliţi. Variantă: un copil iasă din spaţiul de joc şi ascunde unul dintre jucători obiectul, sub supravegherea animatorului, după care se întoarce şi începe să caute cu aceeaşi stimuli verbali. (Dacă nu are posibilitatea să iasă afară, jucătorul poate fi legat la ochi pentru câteva secunde). Varianta cu cadoul. Dacă facem acest joc la vre-o petrecere, ascundeţi cadoul pentru sărbătorit la unmomentdat, când nu este atent şi tot aşa folosindu-vă de stimuli, ajutaţi-l să-l găsească. Sau dacă sărbătoritul sau gazda are cadouri pentru invitaţi, le ascunde şi îi îndrumă să le găsească.

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Hot or cold? Age players. The game is played with children from 4 years Number of children. The game is played with at least three players . Objectives. Develop their attention. Playground. Does not require a large space in the room. Materials required. It takes a toy / small object.

How to Play "Hot or cold / Where I hid the toy / Water, water, fire, fire? Child sit with eyes closed and animator hiding a toy selected previously in room. After the toy was hidden , child can begin searching for more fun and can guide you through words as : hot -hot/ cold-cold, ice-ice/fire- fire, water / fire or children can be fooled. Variation: a child out of playing space and one player hides the object under the supervision animator, then turn around and begin to look the same words. (If not able to come out, the player can be blindfolded for a few seconds).

QR of game

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Kemps

Vârsta. Jocul se joacă cu copii de la 7 ani. Număr copii. La joc pot participa de la 4 copii în sus. Aceştia trebuie să fie în număr par: 2/4/6 și se formează perechi. Obiective. Dezvoltarea atenţiei, comunicarea dintre partenerii de joc prin crearea de perechi de câte 4 cărți de aceeași număr (romb, inimă neagră, inimă roșie sau treflă). Materiale necesare: cărţi de joc Cum se joacă . Jucătorii se grupează pe perechi şi își vor stabili un semnal de recunoaștere (de exemplu, să tragă cu ochiul, să tuşească, să spună ceva, ţin cărţile întrun anumit fel, etc.) cu care îşi va înştiinţa coechipierul când va avea perechile făcute. Trebuie să se aşeze în spaţiu de joacă ( la în jurul unei mese sau pe covor) faţă în faţă. Se scot jokerii din pachet și se împart câte 4 cărți la fiecare jucător. Apoi în mijloc se vor pune încă 4 cărți din pachet Şi aşa se procedează la fiecare rundă. Jucătorii pot lua de jos orice carte care îi va ajuta să facă perechi dar înaite trebuie să pună o alta în schimb. După ce s-au făcut schimburile, participanții zic ―S-au ars‖ și se pun alte 4 cărți în mijloc. Când un jucător adună 4 cărţi de acelaş număr, trebuie să semnalizeze coechipierului. Acesta trebuie să spună rapid ―Chemps!‖ . Perechea lor câştigă. În schimb dacă partenerul său a înţeles greşit mesajul, şi spune Chemps fără ca el să aibă, au pierdut. În cazul în care amândoi partenerii au reuşit să facă perechi şi şi-au dat de înţeles acest lucru, vor spune amândoi ―Dublu Chemps‖. Şi vor acumula 2 puncte. Dacă cineva din echipa adversă crede că un jucător are pereche în mână, dar nu vrea să o pună jos, poate zice ―Contra Chems!‖ (În funcţie de caz, ― Contra Dublu Chemps‖) și jucătorul în cauză trebuie să arate cărțile diferite ca dovadă. Dacă nu are, echipa celui care l-a acuzat va pierde. Variantă. În loc să urmărească să facă perechi de acelaş număr pot să facă perechi de aceeşi culoare.

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Kemps. Age. The game is played with children from 6 years. Number of children. The game can participate up to 4 children. They must be in even numbers: 2/4/6 and form pairs. Objectives. Development of attention, communication between playing partners by creating pairs of 4 cards of the same number (diamonds, spades, hearts or clubs). Materials required: cards How to play. Players are grouped in pairs and will set an acknowledgment signal (for example, to peek, to cough, to say something, keep the cards in a certain way, etc.) that will notify you when you have pairs teammate made. Must sit playground (at around a table or on the floor) face to face. Remove the jokers in the pack and are dealt four cards to each player. Then in the middle will put another 4 cards in the deck and so it shall each round. Players can take down any book that will help them make pairs but must put a front on another instead. Once you have made the exchange, participants say "were burned" and put other 4 cards in the middle.When a player collects four cards of the same number, should signal a teammate. It must quickly say ―Kemps." Their pair wins. Instead if his partner has misunderstood the message, saying Kemps without him to have lost. If both partners have succeeded in pairs and have hinted they will say both "Double Kemps". And will gain 2 points. If one of the opponents believe that a player has pocket pair, but does not want to put down, can say "Contra Kemps" (Depending on the case, "Contra Double Kemps") and the player concerned must show their cards different as proof. If not, the team that loses accused. Alternative. Instead aim to make pairs of same number can make your access color pairs. QR of game

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PoĢtaĢul

Vârsta jucătorilor. De la 3 ani în sus Durata: 10 minute Numărul copiilor . Jocul se joacă cu de la 3 jucători în sus. Obiective. Copiii îşi dezvoltă atenţia, autocontrolul, se odihnesc şi se distrează Spaţiul de joacă. în interior Materiale necesare.un plic de hârtie Pregătirea jocului. Li se spun regulile de joc participanţilor. Cum se joacă ―Poştaşul‖ Se alege un copil care va fi postaşul. El trebuie să iasă din sală sau să stea mai departe de restul grupului de copii. Înaite să se întoarcă, va bate la uşă. Între copii va avea loc un dialog: Copiii: ―Cine e?‖. Poştaşul raspunde: ―Postaşul‖; Copiii: ―Ce ne aduce?‖; Poştaşul: ―O scrisoare‖…. Copiii: ―pentru cine?‖; Poştaşul: ―Pentru copilul cel mai cuminte‖. Copiii: ― Intră!‖ … Poştasul intră şi va începe să se uite prin sală la copii pentru a alege un alt postaş. Îl va alege pe copilul care stă cel mai cuminte. Şi tot aşa…

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Postman

Age players. The game is played with children from 4 years. Number of children. The game is played at least three players . Objectives. children develop attention, self-control. Playground. Inside Materials :paper envelope, clothing of postman, bag of postman Preparing game. Rules of the game are told participants. How to play "Postman" Choose a child to be postman. He must leave the room or stay away from the group of children. Before returning knocks at door. Among the children there will be a dialogue: Children: "Who is it?". Postman says: ―Postman!" Children: "What does it bring?" Postman: "A letter" .... Children ―For whom?" Postman: "For the listener child―( a beautiful child, a good child, a great child, a wonderful child) Children: "Come in!" ... The postman comes and starts to look around the room for children to choose another postman. He will choose the child that meets one of these qualities. QR of game

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Păsărică, mută-ţi cuibul! Vârsta jucătorilor. De la 3 ani în sus Durata: 10 minute Numărul copiilor . Jocul se joacă cu de la 7 jucători în sus. Obiective. copiii îşi dezvoltă atenţia, se recrează, învaţă să respecte regulile unui joc, se distrează Spaţiul de joacă. în interior sau exterior Materiale nececesare. nu sunt necesare Pregătirea jocului. Li se spun regulile de joc participanţilor. Cum se joacă ― Păsărică, mută-ţi cuibul!‖. Copiii se grupează câte doi, faţă în faţă, ţinându-se de mâini. Se formează mai multe perechi de acest fel reprezentând cuibul. În mijloc va intra un al-3-lea copil cu rolul de ―rândunică‖ (cei 3 formează cuibul cu rândunica în el). Un jucător rămâne fără cuib. Când animatorul (educatorul, învăţătorul) strigă: ―rândunică, mută-ţi cuibul!‖ toate rândunelele îşi schimbă cuibul, astfel copilul rămas afară îşi va găsi un cuib şi un altul va rămâne fără, acesta va trebui să-şi găsească un altul la următoarea strigare..

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Little bird, move your nest! Age of the players. From 3 years . Duration: 10 minutes Number of children. The game is played with 7 players up. Objectives. Children develop their attention, recoup, observe the rules of a game, have fun. Playground. Inside or outside Unnecessary materials. Are not required Preparing for the game. They are told the rules of the participants. How to play "Little bird, move your nest!" Children are grouped two, face to face, holding hands. There are several pairs of this kind representing the nest. In the middle will enter a third child with the role of "doves" (the three form the nest with the swallow in it). A player is left without a nest. When the animator (the educator, the teacher) shouts: "Swallow, move your nest!" All the swallows change their nest, so the out-dated child will find one nest and another will be left without, he will have to find another one .

QR of game

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HACI SABANCI ORTAOKULU/ SECONDARY SCHOOL KEÇĠÖREN/ANKARA TÜRKĠYE Öğretmen/Teacher Havva GEYLAN
Öğretmen/Teacher Nihal BALÇIK Öğretmen/Teacher AyĢe AKALAN Öğretmen/Teacher Berrin ÜSTOĞLU Öğretmen /Teacher Tuğba SONGUR KARAKURT Öğretmen/Teacher Mustafa TOKAT Öğretmen/Teacher Aysel KARAKÖSE

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KUKLA OYUNU HACİVAT-KARAGÖZ

TARİHÇESİ Gölge oyunu tekniğinin Türk toplumunda ne zaman kullanılmaya başlandığı hakkında kesin bir bilgi yoktur. Bu tekniğin Türk halk kültüründe ortaya çıkışı ve ne zaman Karagöz ve hacıvat olarak biçimlendiği hakkında değişik görüşler vardır. Bunlardan en yaygın olanı Sultan Orhan devrinde (1324-1362) Ulucami‘nin inşaatı sırasında Bursa‘da geçmiştir. Cami inşaatında çalışan demirci ustası Kambur Bâli Çelebi (Karagöz) ile duvarcı ustası Halil Hacı İvaz (Hacıvat) arasında geçen nükteli konuşmaları dinlemek isteyen işçiler işi gücü bırakıp onların etrafında toplanır, bu yüzden de inşaat yavaş ilerlermiş. Bu durumu öğrenen padişah her ikisini de idam ettirmiş. (Bir rivayete göre ise Karagöz idam edilmiş, Hacıvat ise hacca giderken yolda ölmüştür). Daha sonra çok pişman olan padişahı teselli etmek isteyen Şeyh Küşterî başından beyaz sarığını çıkarıp germiş ve arkasına bir şema (ışık) yakarak ayağından çıkardığı çarıkları ile de Karagöz ve Hacıvat‘ın tasvirlerini canlandırıp nükteli konuşmalarını tekrar etmiş. O tarihten sonra da Karagöz oyunları değişik mekanlarda oynanır olmuş. Günümüzde de Karagöz perdesine Şeyh Küşterî meydanı denir ve Şeyh Küşterî Karagözcülüğün pîri kabul edilir. Yalnız burada üzerinde durulması gereken nokta şudur ki; Bursa‘daki Ulu Cami Sultan Orhan döneminde değil, Yıldırım Bayezid döneminde yapılmıştır. Dolayısıyla bu söylenti gerçek olamaz. Karagöz hakkında ilk kesin belge şehzadelerin sünnet şölenini anlatan 1582 tarihli Surname-i Humayun‘dadır. OYUNUN AMACI Hacivat Karagöz gölge oyununda eğlendirmek ve eğlendirirken düşündürmek amacı vardır.Genelde eski ustalar doğaçlama oynarlardı. Karagöz oyununda şimdi belirli bir metin bulunuyor, bizim hayatımızın içinde olan mevzular hayatımızdaki problemler ,insanların gündeminde olan komik hadiseler , okul hayatı gibi günlük yaşantımızda ne varsa o konular işleniyor.Eskiden televizyon olmadığı için insanların tek eğlence kaynağı Karagöz oyunlarıydı, insanlar akın akın izlemeye gidiyorlardı. Ustalar sabahtan akşama kadar hiç boş zaman bulamadan hep gösteri yaparlardı.Karagöz 21


eskiden hem büyüklere hem de küçüklere hitap ediyordu. Yediden yetmişe herkes izliyordu.Şimdi yetişkinler için yapılan Karagöz oyunu pek bulunmamaktadır. İHTİYAÇ DUYULAN MALZEMELER VE OYUNUN KURALLARI Hayâli: Karagöz oynatan ustadır. Karagözü tek bir usta oynatır ve bütün mizansenleri o idare eder. Ses taklidi yapabilir. Şarkıları usûl içinde kalarak karikatürize edip perdedeki tiplere özel usûller üretir. Bazı şarkılar bazı tiplemelerle özdeşleşmiştir. Şarkı duyulduğunda seyirci o tipin perdeye geleceğini bilir. Karagöz ustası, "hayâli" ünvanını uzun yıllar yanında "yardaklık" yaparak yetiştiği kendi ustasından alır. Yardak: Ustanın perde arkasındaki yardımcısıdır. Tef çalar, tasvirleri ustanın eline verir. Perde: Karagöz perdesi zaman zaman farklılıklar gösterse de genellikle 180x100 cm ebatlarındadır ve beyaz renklidir. Perdeye, Karagöz'ü ilk oynattığı ileri sürülen Şeyh Küşteri'ye atfen Küşteri Meydanı adı da verilir. Peş tahtası: Perdenin altında bulunan bu tezgâh perdenin gerisine doğru uzanır ve üzerinde Karagöz ustasının kullanacağı "tasvirler", "nâreke", "tef", "ışık kaynağı" vb bu tezgâhın üzerinde hazır bulunur. Raf şeklindeki parçasına Destgâh da denir. Hayâl ağacı: Karagöz ustası perdede birden fazla tasviri idare etmeye çalışırken, yani her iki eli de tasvirlerin çubuklarıyla doluyken, perdede olması gereken üçüncü, dördüncü vb. tasvirleri perdeye yapışık (ve haliyle hareketsiz) tutmaya yarayan çatal biçimli destek gereci. Tasvirler: Perdede karakterlerin iki boyutlu şekillerine "tasvir" denir. Bunlar ışığı kısmen geçirebilen şeffaf materyallerden yapılırlar. Geleneksel yöntemde deve derisi kullanılmaktaydı. Bazen de tasvirler manda, düve, at, eşek ve keçi derisinden kesilirdi. Tiplemeler deri üzerine çizilip kesildikten sonra ışığı daha da geçirebilmesi için kontürler boyunca delikler açılır. Tasvirler zımparalanarak derinin içine işleyebilen, dayanıklı bitkisel kök boyalarla boyanırlar. Tasvirler genellikle 32–40 cm boyundadır. Oynatma çubukları: Gürgen ağacından yapılır ve boyları 50-60 cm kadardır. Tasvirlere tutturularak onlara perdede hareket kazandırmak için kullanılırlar. Fırdöndü: Türk Karagözü yatay çubuklarla oynatıldığı için tasvirler tek yönlü hareket ederler, geri dönemezler. Bunu aşmak için bazen tasvirlerin sırtına deriden ufak bir yuva yapılır ve bir menteşe yardımı ile görüntünün sağa sola dönmesi sağlanır. Buna "fırdöndü" denmektedir. 22


Göstermelik: Oyun başlamadan önce müzik eşliğinde perdede hareketsiz duran canlı veya cansız varlıkların tasvirleridir. Bunlar bir limon ağacı, çiçek demeti, gemi, denizkızı veya kedi olabilir. Işık kaynağı: Eski zamanlarda mum ışığı veya şem‘a (bir tür yağ kandili) kullanılmaktaydı. Modern zamanlarda elektrik ampulleri kullanılmaktadır. Nâreke: Kamıştan yapılmış, kavala benzer bir tür düdüktür. Mukkaddime (giriş) bölümünde çalınır. Tef: Genelde Karagöz ustası (Hayâli)'nın yardımcısı (Yardak) tarafından çalınır. Oyundaki tefe dayren denmektedir, tefi çalana ise dayrenbaz denilmektedir. Zil: Tefin kullanıldığı anlarda zil de kullanılmaktadır. Tef ve zilin bir arada olduğu "zilli tef" de kullanılan gereçlerden biriydi.

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PUPPETS GAME HACĠVAT KARAGÖZ

HISTORY There is no definite information about when Turkish shadow play was started using in Turkish society.There are different opinions about the emergence of this tecnique in Turkish folk culture and when was formed as Karagöz and Hacivat.The most prevalent of these passed during the construction of Ulucami during the reign of Sultan Orhan(1324-1362) Workers, who wanted to listen to witty speech between ironmaster Kambar Bali Çelebi(Karagoz)and master of masonry Halil Hac İvaz(Hacıvat) who worked in construction of mosque ,left their work and gathered around them.So the construction went slow.The sultan who learned this situation has executed both of them. Then Şeyh Küşteri who wanted to console the sultan who was very regretful came out wiyh the white wig and he lit a light to his back and reproduced the portraits of karagöz and hacivat with his shoelaces that he had taken of his feet and repeated his witty speech. Nowadays ,the curtain of karagöz is called Şeyh Küşteri square and Şeyh Küşteri considered pir of karagöz. At this point it is importent that, Ulu Camii was costructed during the reign of Yıldırım Beyazıd ,not during the reign of Sultan Orhan. So this rumor can not be right . The first definite document abaout Karagöz is Surname-i Humah dated 1582 which describes the Sumah of the princes. OBJECT OF THE PLAY There is a purpose to entertain and think while entertaining in Karagöz and Hacivat Turkish shadow play. Generally the old masters were improvised. There is a definite text in Karagöz play, what is happening in our daily lives are processed such as school life, funny stories on the agenda of people, problems in our lives. Karagöz plays were the only entertainment source of the people since there was no t.v. in the past, people were going to watch. The masters were always performs from morning till evening. Eveyone watched from seven to seventy. Karagöz addressed both the adults and children.There is not much Karagöz playing for adults. MATERIALS NEEDED AND RULES OF THE GAME 24


Imaginary: A skilled puppeter who is capable of controlling the puppets and using differend voices. He produces special methods for the types on the screen with songs are caricatured by staying in the procedure. The spectator khows that type will come to the scene. The master of Karagöz takes his title '' Imaginary '' from his master , who has been traning for many years. Yardak(helper): He is the assistant of the master behind the scenes. Curtain: Although the Karagöz curtain varies from time to time , it is usually in dimensions of 180x100 cm and it is white. Advance board(PEŞ TAHTASI): This bench , which is under the scale , extends backwards and the depictions on which the Karagöz masters will be used 'nareke(reed pipe)' ''tef (tambourine)'' '' light'' source are on this counter. The shelf part is also called '' destgah(counter)''. Dream tree: While the Karagöz master was trying to manage more than one description on the screen the fork- shaped support reinforcements to keep the third , fourth. Depictions:The curtain is called a two-dimentional figure of characters.They are made of transparent materials that can partially pass the light.Camel was used in the traditional method.After the stylets are drawn on the skin and cut ,the holes are opened along the contours so that the light can pass even further .Depictions are usually 32-40 cm in size. Playback bars:They are made of hornbeam wood and they are 50-60 cm in size.They are attached to the design and are used to give movement to the curtains. Swivel(fırdöndü):On the back of the depictions ,a small nest is made ,and with the help of a hinge ,the view is turned right and left.It is called 'swivel'. For show(göstermelik):Before the game begins,the music is accompanied by depictions of living and non-living beings standing still in the hallway such as tree of lemon,a bunch of flowers, cat... Source of light:In old days ,candles were used.In modern times ,bulbs are used. Nareke(reed pipe):A whistle made of cod is similar whistle .Played in the login section. Tambourine:It is usually played by Karagoz master's assistant.(helper) Bell:The bell is also used when tephine is used. 25


QR CODES WITH GAME:

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YÜZEY OYUNU MANGALA

TARİHÇE Mangala Türk Zeka ve Strateji Oyunu: Tarihi araştırmalar Mangala Oyunu‘nun Sakalar, Hunlar ve Göktürkler döneminde oynandığını göstermektedir.Türk Mangalasını diğer mangala oyunlarından ayıran kimi özellikler vardır. Diğer mangala türlerinde taşlar genelde ―tohum‖ adını almakta, taşları hareket ettirme ise ―tohum saçma‖ olarak ifade edilmektedir. Bu da o kültürlerin ziraatçı bir toplum olduklarını göstermektedir. Oysa Türk Mangala‘sında taşlar ―asker‖ olarak görülmektedir. Ayrıca günümüze ―hazine‖ olarak aktardığımız bölüme Türkler ―orda‖ yani ―karargâh‖ demişlerdir; bu da oyunumuzun bir çiftçilik oyunu değil, savaş oyunu olduğunu ortaya koymaktadır. Kültür ve Turizm Bakanlığı Mangala Oyununun, Anadolu kültürünün köklü bir başlığı olduğunu, oyunun genç kuşaklara tanıtılmasının, yaygınlaştırılmasının yararlı olacağını, kültürel ve turistik alanlarda Türkiye‘nin tanıtımına katkı sağlayacağını bildirmiştir. Milli Eğitim Bakanlığı tarafından Mangala Oyunu‘nun okullarımızda oynatılması uygun bulunmuştur. Mangala Oyunu‘nun çağdaşı olduğu diğer oyunlardan farkı, dağdaki çobandan, 70 yaşında ki bilgine, İstanbul‘da sarayda ki Hanım Sultandan, 5 yaşında ki çocuğa kadar her yaştan ve kültürden insanın oynayabilmesidir. OYUNUN AMACI Mangala Oyunu 5 set olarak oynanır. Oyuncular hazinelerinde en fazla taşı biriktirmeye çalışırlar. Oyun sonunda en çok taşı toplayan oyuncu oyun setini kazanmış olur. Oyunu kazanan oyuncu (1) puan, kaybeden (0) puan ve berabere bitiren oyuncular yarım (0,5) puan alır. İHTİYAÇ DUYULAN MALZEMELER Oyun tahtası üzerinde karşılıklı 6‘şar adet olmak üzere 12 küçük kuyu ve her oyuncunun taşlarını toplayacağı birer büyük hazine bulunmaktadır. Mangala Oyunu 48 taş ile oynanır. OYUNUN KURALLARI 1. Her kuyuya 4 taş gelecek şekilde oyuncular taşları dağıtır. 27


2. Kura neticesinde başlama hakkı kazanan oyuncu kendi bölgesinde bulunan istediği kuyudan 4 adet taşı alır. 3. Bir adet taşı aldığı kuyuya bırakıp saatin tersi yönünde, yani sağa doğru her bir kuyuya birer adet taş bırakarak elindeki taşlar bitene kadar dağıtır. 4. Elindeki son taş hazinesine denk gelirse, oyuncu tekrar oynama hakkına sahip olur. 5. Oyuncunun kuyusunda tek taş varsa, sırası geldiğinde bu taşı sağındaki kuyuya taşıyabilir. Hamle sırası rakibine geçer. 6. Hamle sırası gelen oyuncu kendi kuyusundan aldığı taşları dağıtırken elinde taş kaldıysa, rakibinin bölgesindeki kuyulara da taş bırakmaya devam eder. 7. Oyuncunun elindeki son taş, rakibinin bölgesinde denk geldiği kuyudaki taşların sayısını çift sayı yaparsa (2, 4, 6, 8 gibi) oyuncu bu kuyuda yer alan tüm taşların sahibi olur ve onları kendi hazinesine koyar. Hamle sırası rakibine geçer. 8. Oyuncu taşları dağıtırken elinde kalan son taş, yine kendi bölgesinde yer alan boş bir kuyuya denk gelirse ve eğer boş kuyusunun karşısındaki kuyuda da rakibine ait taş varsa, hem rakibinin kuyusundaki taşları alır, hem de kendi boş kuyusuna bıraktığı taşı alıp hazinesine koyar. Hamle sırası rakibine geçer. 9. Oyunculardan herhangi birinin bölgesinde yer alan taşlar bittiğinde oyun seti biter. Oyunda kendi bölgesinde taşları ilk biten oyuncu, rakibinin bölgesinde bulunan tüm taşları da kazanır. Dolayısıyla, oyunun dinamiği son ana kadar hiç düşmez.

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BOARD GAME MANGALA HISTORY Mangala is a traditional Turkish game.Historical research suggests that it was played during Saka ,Hunan and GĂśktĂźrk.It is played in different countries ,but the Turkish mangala has some distinctive features from other games.In other mangalas ,stones are called 'seed' ,moving stones are called 'scattering seed'.This shows that a community of cultures is agriculturist.However,in Turkish mangala,stones are seen as a 'soldier'.Moreover today,Turkish people named the section as 'army' which was passed as 'treasure'.This suggests that it was a war game not a farming game. Culture and Tourism Ministry announced that mangala game is rooted in a title of Anatolian culture,the introduction of the game to the younger generations would be useful dissemination and would contribute to the promotion of Turkey.It was found appropriate to play mangala in our schools by the Ministry of Education. The difference is that in other games of the modern-Game Mangala, a shepherd on the mountain, 70-year-old scholar, children up to 5 years old can be played by people of all ages and cultures. OBJECTIVE OF GAME Mangala game is played in 5 sets.Players try to capture most pieces.At the end of the game ,the player who captured most pieces wins the game.The winning player takes 1 point ,the loser takes 0 point and players finishing in draw takes 0,5 point. THE MATERIALS NEEDED Mangala is played on a mancala board.(2 rows of 6 or 7 pits)There are 12 pits.There is a big pit which pieces are collected.It is played with 48 stones. RULES 1-At game set up,4 pieces are placed in each pit. 2-The player choosen takes 4 pieces from one of his pits. 3-The player drops them one at a time into the following pits counterclockwise direction.He distributes pieces until he has no pieces in his hands.

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4- If treasury coincided with the last stone in the hand, the player is entitled to play again. 5- If there is a single stone in the player pit, move well when it comes to the right of this move. Turn to move passes to the opponent. Each time the player determines the fate of the last remaining stone game in hand. 6- Moves pit as players from competing in the single stone remains in the hands of distributing the stones taken from their pits will continue to release the stone. 7- The player's last stone in his hand, if the number double the number of pits to be equivalent in the opponent's stones (such as 2,4,6,8), the player becomes the owner of all the pits in each field stone and puts them into their treasure. Turn to move passes to the opponent. 8- If the last stone in distributing hand, if coincided with a pit empty situated in their territory and if the stone belongs to the opponent if the empty pits across pit, and takes the stone in the pit of the competitors, as well as to the pit to take move left to its own empty pits It puts. Turn to move passes to the opponent. 9.The game set ends when the pieces in any of the player's regions are captured.The game ends when all the pits are empty.The player who captured most pieces wins the game. Therefore, the dynamics of the game does not end until fall ever. QR CODE OF GAME:

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ĠÇ ORTAM OYUNU BEġTAġ OYUNUN TARİHÇESİ İnsanoğlunun bilinen en eski oyun araçlarından biri taşlardır, en eski oyunlardan biri de ülkemizde beş taş adıyla bilinen oyundur. OYUNUN AMACI Beş taş ile oynanan dikkat beceri gerektiren bir oyundur. Yaklaşık Güvercin yumurtası büyüklüğünde beş adet taş bulunur. Her oyuncu kendi taşını hazırlar. Taşların küçük olması yerden almayı zorlaştırırken; büyük olması beş taşla birden yapılan hareketleri zorlaştırır. Bu nedenle oyuncu kendi elinin büyüklüğüne göre taşların büyüklüğünü ayarlamalıdır. Düz yerde oturarak oynanır. İHTİYAÇ DUYULAN MALZEMELER Beş tane yuvarlak taşla oynanır. OYUNUN KURALLARI Oyunun aşamaları şöyledir: A. Birler: Taşlar serbest yere bırakılır. Ebe yerdeki taşlardan uygun olanını seçer. Seçtiği taşı havaya atar. Her attığında yerden bir taş alıp havaya attığı taşı yakalar. Yerdeki taş bitinceye kadar işlem devam eder. Eğer havaya attığı taşı kapamaz veya yerden almak istediği taştan başka taşa dokunursa oynama hakkını arkadaşı kazanır. B. İkiler: Taşlar yere bırakılır. Taşların içinden uygun olanı ele alınır. Yerdeki taşlar ikişerli olarak alınmaya çalışılır. C. çler: Taşlar yere atılır taşın biri tekli olarak ele alınır. Diğer üçü tek seferde alınmaya çalışılır. D. Dörtler: Taşlardan uygun olan bir tanesi havaya atılır. Yerde kalan dört taş bir seferde alınmaya çalışılır. F. Dedeler: Taşlar yere atılır. Başparmak ve işaret parmağının arası açılarak bir kale görüntüsü verilmeye çalışılır. Oyuncu yerden bir tane uygun taşı eline alır. Rakip oyuncu en son parmağın arasından geçecek taşı seçer. 31


Bu taş diğer taşların parmaklar arasından geçirilmesine engel olacak taştır. Oyuncu eline aldığı taşı havaya atar. Havaya attığı esnada yerdeki taşı kaleden geçirmeye çalışır. Bunun için iki hakkı vardır. Birinci seferde taşı düzeltir. İkinci seferde taşı parmakları arasından geçirir. Eğer bu esnada taşı başka bir taşa çarptırır veya havaya attığı taşı kapamazsa hakkını rakip oyuncuya verir. Tüm bunlardan sonra oyunun final bölümüne geçilir. Taşların tamamı avucunun içinde hafifçe yukarı doğru atılır ve avucun tersiyle taşlar tutulmaya çalışılır. Avucunun tersinde en çok taş kalan oyuncu oyunu kazanır. Beşleri de başarıyla geçen oyuncu, bu başarısının sonucunu şöyle alabilir: Avcunda tuttuğu beş taşın hepsini ya da olabildiğince çoğunu, önce elinin üstünde durdurmaya, sonra da yeniden avucuna almaya çalışır. Beş taşın beşini kapabilen oyuncu elli puan kazanmış olur; dördünü kapan kırk, üçünü kapan otuz. Hiç taş kapamayan oyuncu yanmış olur, bu durumda oyun sırası öteki oyuncuya geçer. Bazen elinin üstünde ancak bir ya da iki taş durdurabildiğini gören oyuncu, bunun kendisi için yeterli olmayacağını düşünerek o bir taşı veya iki taşı kapmaktan vazgeçerek bile bile yanar. Çok taş kapan veya azla yetinen oyuncu, bir oyunu tamamlamış olur ve oynamaya birlerden başlayarak devam eder.

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INDOOR GAME FIVE STONES HISTORY It plays an important role in the plays which stones were used play materials.In Turkey named as five stones ,it is played as throwing and catching five small stones,this game is played with the same name.This game is played with the name of 'ball stones' in Kyrgyzstan,it is played with the name of 'five stones'in Turkmenistan. MATERIALS It is played by more than one person with five Stones of almond size on a flat surface RULES STAGE ONE The first player throws all five stones randomly on the ground and pick up one of them and throw it.Whilst throwing a stone ,pick up one stone and catch the stone in the air before it falls to the ground.Do this for each of the stones until all the stones finish.If he can't catch the stone and touch the other stones, he loses and the other player starts. STAGE TWO The player throws the Stones on the ground.The player picks one of them and throws it up in the air.The player tries to pick the Stones two by two on the ground and tries to pick the stone thrown before it falls on the ground. STAGE THREE The player throws the Stones on the ground.The player picks one of them and throws it up in the air.The player first tries to pick one stone and the stone thrown up and then he/she tries to pick remaining three Stones on the ground and the one thrown before it falls on the ground. STAGE FOUR The player throws the Stones on the ground.The player picks one of them and throws it up in the air.The player tries to pick all of four Stones together at one time.

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GRAND STAGE The player throws the stones on the ground.The player creates a goal post by placing the thumb finger vertical on the ground and overlapping middle finger over the index finger.The player picks a stone .The other player determines the stone that will be inserted into the goal post last.The player throws the stone up the air and tries to goal a stone on the ground into the goal post before the stone thrown falls down.The player has two trials.The player may throw the stone up in the air and correct the position of the stone to be inserted into the goal post at first trial and than may insert it into the goal post before the stone thrown up falls down in second trial.The turn goes to the other player if the stone to be inserted into the goal post hits to another stone or if the player fails to pick up the stone thrown up before it falls on the ground. FINAL The player collects all stones inside the palm,throws them up all in the air and tries to catch as many as of them on the reverse side of his/her palm.The player keeping higher number of stones on his/her reverse palm becomes the winner. QR CODE OF GAME:

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DIġ ORTAM OYUNU TOMBĠK TARİHÇE Tombik oyunu Anonim bir oyunumuz olup kültür mirasımız olarak değerlendirilmeli ve sahip çıkılmalıdır. Yapılan araştırmalarda çocuk oyunlarının tarihi çok eski çağlara dayanmaktadır. Buradan da anlaşılacağı gibi kimsenin yeni bir buluşu olarak değerlendirilmesi de mümkün değildir. Bölgelere göre farklılık gösterse de oyun spor dalı olarak düzenlenmiş ve kurallı hale getirilmiştir. lke genelinde yer yer farklılık gösterse de çocukların severek ve neşe ile oynadığı bir çocuk ve genç oyunu olarak görülmektedir. Oyun Akdeniz ve Ege bölgesinde ağırlıklı yedi kule, tombik dalya olarak diğer bölgelerde 9 taş oyunu olarak oynanmakta olduğu görülmektedir. Hepsinin ortak özelliği ise üst üste dizilmiş taşlardır. Taşların özellikleri ise bazı yerlerde kiremitlerin dizilmesi, bazı bölgelerde dere - çay yataklarından toplanmış biraz tombik, oval ve düz olması dikkat çekmektedir. Oyunda bir ebe ve ebenin yanında da oyun oynayanlarca belirlenen sayı kadar kişi vardır. Bu takımla oynayacak oyuncularda aynı sayıdadır. Genelde sayışma ile ebe ve atış takımı belirlenir. Burada amaç belli mesafede üst üstte konmuş olan taşları devirmektir. Yani isabet ettirme önemlidir. Öte yandan devrilen bu taşların yine aynı takım tarafından üst üste dizilmesi önemlidir. Ebe olan takımında devrilen taşların dizilmemesi için atış yapan takım oyuncularını topla vurması şeklinde devam eder. Sokakta veya açıkta bir alan belirlenir bu alan içinde de taşların dizileceği yer ve onu çevreleyen bir daire bulunur. OYUNUN AMACI Tombik rekabet oyunudur. Yarışmalar, ortaya çıkmamış potansiyel güçlerle bağlantı kurar. En iyi yetenek, gayret, yaratıcılık ve estetiğin gösterilmesini sağlar. Oyunun kuralları tüm bu özelliklerin ortaya konmasına olanak sağlayacak biçimde oluşturulmuştur. Tombik oyunu, tüm oyunculara saha içinde (hücum ve savunma) oynama hakkı verir. Tombik oyunu yıllardır oynanmakta ve oynanmaya da devam edecektir. Anonim özelliğini kaybetmeyecek, yine çocukların heyecanla, hırsla oynamaları sürecektir. Çocukların dünyası oyundur, oyunla büyür, oyunla iletişim ve sosyalleşmeyi sağlar, kendini geliştirir, özgüven kazanmasını sağlar. OYUNUN MALZEMELERİ 5-8 adet taş 35


1 adet top İki gruba ayrılacak en az 6 kişi (Çifterli gruplar halinde 8-10-12-14… kişiye kadar oynanabilir.) OYUNUN KURALLARI 7 taş ile oynandığında da 7 kule ismini alan tombik oyununa başlamadan önce grup liderleri kendi oyuncularını belirlemek için yazı tura atarlar ya da sayışmalarla belirlerler ( aldım-verdim ) Kazanan kişi, ilk oyuncuyu seçme hakkını elde eder. Belirlenen sayı kadar yassı taş dikilir. Eleman seçmede birinci olan grup, taşların karşısına arka arkaya dizilerek geçer ve taşlara belli bir mesafe uzaklıkta durur. Diğer grup da taşların arkasında bekler. Atıcı olan grubun elemanları başta lider olmak üzere toplarıyla birer el atış yapmaya başlarlar. Yapılan atışlar sonucunda eğer taşlar yıkılırsa, atıcı grup kaçmaya başlar. Ebe olan diğer grup ise topla onların arkasından koşarak onları vurmaya çalışır. Ebe olan grup birisinin arkasından koşarken, kaçan grubun diğer elemanları yıkılan taşları üst üste koyup, eski haline getirmeye çalışırlar. Eğer taşları dizebilirlerse galip olurlar, Tombik diye bağırırlar ve atıcılık yeniden onlara geçer. Oyun sırasında vurulan kişiler taşları dizemezler. Eğer vurulurlarsa, diğer grup onların yerini alır ve onlar yeni ebe olur.

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OUTDOOR GAME TOMBÄ°K HISTORY The play plump is anonymous play and it should be evaluated as cultural heritage.According to the researches about the child plays ;they go back to the old ages.As it is understood from this point ,child plays can not be evaluated to be an invention.Even if it can reveal differences from region to region,this play; the plump it is organised as an orderly brench of sports .It can be diffirent in many regions of the country but it is seen as play that can be played both by children and the young with joy .In White sea region and Agean region it is named as 7 tower ,in other regions 9 stone.Their common characteristic is the stone which alined one on the other.If we refer to the characteristics of the stones we say that they are oval plump and flat Stones that are picked up from the stream beds. In the play there is mother and beside her/him ,there are other person who are chosen by a member of the team.The number of the members should be as same as the other team.Generally the shotting team and the mother are designated by clearance. The target is to knock over the stones which are alined one on the top of the other.On the otherhand it is important to restore the knocked over stones by the same team.The mother team tries to beat the shotting team by a ball.It is played in the street or a field . THE AÄ°M OF THE PLAY Ä°t is a play of competition.Contests reveals new potentials,provides possibility to conceive talent,effort ,creativity and esthetics.The play plump gives chance to each players to right to attack and defence.This play has been played for years and will be played in the future. The materials of the play 1) 5-8 stones 2) 1 ball 3) At least 6 person for each team THE RULES 37


1.First of all the leader of the team choose the players by flipping up or clearance. 2.The winner has the right to choose the first player. 3.It is alined a number of stone which were determined before . 4.The other group wait at the back of the alined stones . 5.Each groups leader shot once. 6.If any of group shots first they run away. 7The other group which is the mother run after them and tries to beat them by the ball. 8 At the same time the members of escaping group try to restore the knocked down stones. 9.If they can aline the stones again they are the winner.They cry ‗the plump‘ and they gain the shotting right. 10.During the play the ones who are beaten by the ball can not aline the stones .If they are beaten the other group substitute them and they are the new mother. QR CODE OF GAME:

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TAKLĠT (ROL) OYUNU KURT BABA OYUNUN TARĠHÇESĠ Anonim İHTİYAÇ DUYULAN MALZEMELER Oyuncak diş fırçası, oyuncak sabun, oyuncak yiyecekler. OYUNUN KURALLARI VE OYNANIŞI 1-Çocuklar halka olup elele tutuşurlar. 2-Sayışma ile ortaya bir kurt baba seçilir. Kurt baba halkanın ortasında çömelerek oturur. 3-Halkadaki çocuklar elele tutuşarak döndükleri yerde aşağıdaki şarkıyı söylerler. Ormanda gezer iken, Kurt babaya rastlayınca, Kurt baba ne yapıyorsun, nakarat kısım söylenir ve çocuklar durur. Kurt baba ;Uyuyorum der.(Uyuma hareketi yapar.) Halkadaki çocuklar- Nakarat Kurt baba-Ellerimi yıkıyorum der.(El yıkama hareketi yapar). Halkadaki çocuklar- Nakarat Kurt baba-Yemek yiyorum der.(Yemek yeme hareketi yapar). Halkadaki çocuklar- Nakarat Kurt baba- Dişlerimi fırçalıyorum der.(Diş fırçalama hareketi yapar). Halkadaki çocuklar-Nakarat Kurt baba- Sizi yiyeceğim der. Halkadaki tüm çocuklar kaçışır, yakalanan Kurt baba olur. 39


ROLE PLAY GAME (IMITATION) KURT BABA HISTORY It is anonymous. MATERIALS NEEDED Toy toothbrush,toy soap,toy foods RULES OF THE GAME AND HOW TO PLAY 1-Children are in the circle with hand in hand. 2-A wolf father is elected with counting. 3-The children in the circle say the following song. When visiting the forest , When coming across wolf father, What are you doing ,wolf father? Chorus part is said and children stop. Wolf father:'I am sleeping' he says. ( makes sleeping motion) Children in the circle:chorus Wolf father:'I am washing my hands' he says. ( makes washing motion) Children in the circle:chorus Wolf father:'I am eating' he says. ( makes eating motion) Children in the circle:chorus Wolf father:'I am brushing my teeth' he says. ( makes brushing teeth motion) Children in the circle:chorus Wolf father:'I will eat you' he says. All the children in the circle escape ,the captured one becomes wolf father. 40


QR CODE OF GAME:

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SECONDARY SCHOOL “NIKOLA Y. VAPTSAROV” - AYTOS BULGARIA

deputy director IVANKA LALEVA senior teacher MILENA FOTEVA senior teacher TANYA PETKOVA senior teacher ROSITSA ALEKSANDROVa senior teacher DIMITRINKA MIHOVA senior teacher ZDRAVKO DIMOV

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Име на играта: Прескочи кобила

История: това е една от старите игри, които може да се изнамерят. Няма точни данни колко стара е играта. Цел на играта: забавление и трениране на физически способности. Подготовка и материали: не са необходими. Правила: децата се подреждат през четири-пет метра едно от друго и се навеждат напред. Друго дете тича и ги прескача, опитвайки се да не спира докато не прескочи всички останали. Тогава то застава наведено най-отпред и последното в редицата започва да тича и да прескача останалите. Това се повтаря докато всички деца са прескочили останалите.

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Title: Jump over the mare

History: This is one of the oldest games to be found. There is no exact data how old this game is. Goal of the game: Having fun and training physical abilities Preparation/materials: No material needed Rules: Children line up 4-5 metres from each other and bend forwards. Another child runs and jumps over the others trying not to stop at all untill it has jumped over all the others. Then it lines up and bends and the last child in the line starts running and jimping over the others. This repeats untill all children have done the same.

QR Code of Game:

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Име на играта: „Черен Петър“

История: Не се знае как тази игра се е появила в България, но някои считат, че тя е била изобретена в Западна Европа. Цел на играта: учене на символи, развиване на умения за работа с числа. Подготовка и материали: нужен е комплект карти за игра на „Черен Петър― Правила: след като картите бъдат раздадени на играчите без да гледат всички карти, всеки оставя една карта на масата пред всеки. Който има картата с найвисока стойност, събира останалите карти. Това продължава докато се появявт две карти с най-висока стойност. В този случай между двамата играчи започва битка. Всеки оставя по още три карти и този с най-силни карти взима останалите карти. Играчът, който първи привърши картите се нарича Черен Петър. А този, който събере всички карти печели играта. Играчът, който е станал „Черен Петър или да си изцапа литцето и ръцете с пепел и сажди, или да изпълни това, което победителят е пожелал.

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Title: Black Peter History: It is not known how this game emerged in Bulgaria but some think it was invented in Western Europe. Goal of the game: learning symbols, developing skills with numbers Preparation/materials: You need a set of card for the game Rules: Once the cards are dealt to players without watching all the cards, each set top card of the deck in front of everyone. Whoever has the card with the highest number collect other open cards. So continue until they meet two cards with the same highest number. In this case, between the two players with the same cards begins war. Each opened 3 more cards and one that has the highest total numbers of them collect all the revealed cards. The player who first runs out of cards is called Black Peter. And those who collect all the cards wins the game. Black Peter has to choose: either to bake your face and hands with soot and so to stand, or to fulfill the wish of the winner.

QR Code of Game:

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Име на играта: „Кралю Порталю“ История: няма данни за това кога играта е била изобретена. Цел на играта: забавление и учене на стихчета и комбинации Правила: За да бъде по-забавно, подходящо е са се играе с поне 6-7 деца. Две стоят едно срещу друго с хванати ръце и ги вдигат, за да направят „порта― между себе си. Другите деца минават едно след друго през портата, докато се пее песничката „Мой кралю, Портарю, отвори порти, порти железни, да мине царя, царя парцаля, лъжичка, паничка, бяло камъче, синьо камъче…― Докато децата казват последните думи свалят ръцете и така затварят портата. Последното дете остава в капана и трябва да избере в кой отбор отива. Накрая двата отбора започвта да се дърпат за ръце, подредени в две редици и победител е отборът, който успее да събори децата от другия отбор на земята.

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Title: Kralyu Portalyu History: There is no evidence when the game has been invented. Goal of the game: Having fun and learning riddles and combinations Preparation/materials: No preparation is needed for this game Rules: To be more fun it is appropriate to have at least 6-7 children. Two stand against each other, grab their hands and raise them, making a "gate" to each other. The other children pass one after another through the "gate" while singing the song "My kingPortalyu, open gates that will let the royal army go. Open, close, only one leave. Spoon, bowl, pan, trap‖. As they spell "Scoop, dish pan, trap 'hands go up and down. Whosoever falls into "the trap" finally must choose which team to go with. This is repeated until all children are allocated. Then the two teams line up one behind the other and begin to pull each other. The winner is the team that manages to pull the other and knock the players to the ground.

QR Code of Game:

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Име на играта: „Хамкане“

История: няма данни кога играта е била изобретена. Най-вероятно е свързана с обичаите изпълнявани на определени празници. Цел на играта: един от участниците трябва първи да успее да отхапе от ябълката. Подготовка и материали: една ябълка се окача на конец. Правила: четири-пет деца са в кръг, седейки или стоейки. Възрастен държи конеца с ябълката и децата се опитват да отхапят от нея. Тъй като тя се люлее, не е много лесно за децата да я захапят. Играта продължава докато ябълката бъде захапана от някое от децата.

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Title: “Hamkane� History: There is no evidence when the game has been invented. Most obviously it is connected with the customs held at certain celebrations. Goal of the game: One of the participants should be the first to bite the apple. Preparation/materials: An apple is hang on a thread. Rules: Four-five children are in a circle, sitting ro standing. An adult holds the thread with the apple and the children try to bite the apple. As it swings it is not very easy for the children to bite the apple. The game continues until the apple is bitten by one of the children.

QR Code of Game:

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Име на играта: Дърпане

История: Няма данни кога играта е била изобретена. Най-вероятно е свързана с някои обичаи при празнуване на определени празници. Цел на играта: забавление и трениране на физически способности. Подготовка и материали: не са нужни Правила: две групи от деца се подреждат в две колони една срещу друга. Първите деца във всяка колона се хващат за ръце, а останалите се хващат за предните, за кръста. Двете групи се дърпат една друга докато едната група се откаже или докато децата, които се държат за ръце издържат.

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Title: Pull History: There is no evidence when the game has been invented. Most obviously it is connected with the customs held at certain celebrations. Goal of the game: Having fun and training physical abilities Preparation/materials: No preparation needed Rules: Two groups of children line up one opposite the other. The first children in each group hold hands and the next ones hold them by the hips. The two groups pull each other until one of the groups gives up or as long as the children holding hands sustain.

QR Code of Game:

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Collège Notre Dame Billom

Professeurs: Inga El Drayi Christine Sourice Carole Millet Jean-Yves Le Merrer Jean-Luc Masson Benoît Compte 53


Les personnels éducatifs de la vie scolaire “School Life Unit”: Christophe Darçon Sophie Rivière Remerciements aux professeurs qui ont apporté leur aide: Catherine Marie-Catherine Monique Casado Christelle Rouby Sylvie Marilac Brigitte Hytier

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La Belote est un jeu de cartes très répandu en France et un des jeux les plus populaires du pays. Il a été inventé aux alentours de 1920.Dans la terminologie du jeu, le mot “belote” signifie la paire du roi et de la reine d‘atout. Le jeu de belote se joue par 4 joueurs, en 2 équipes, avec un paquet de 32 cartes. Les deux membres de la même équipe sont assis face à face mais en croisé (à la diagonale).

4 joueurs et 1 observateur sur cette photo. La fille qui rit et le garçon dont on voit les manches vertes et les cartes dans ses mains sont dans la même équipe. Ils sont assis face à face mais en croisé. La fille qui tend une carte est leur adversaire.

Le but du jeu:  L‘équipe qui prend doit atteindre 82 points min. pour gagner une manche.  atteindre 501 points min. pour gagner le jeu.  la valeur de certaines cartes est différente quand il s‘agit des cartes d‘atout. Cartes non atout

Ase – 11 pts carte de 10 – 10 pts 56


le roi – 4 pts ; la reine – 3 pts, le valet – 2 pts, le reste – 0 pts Cartes atout

Le valet – 20 pts Ase – 11 pts Carte de 9 – 14 pts carte de 10 – 10 pts le roi – 4 pts ; la reine – 3 pts, le reste – 0 pts Celui qui possède la dame et le roi d’atout possède la belote-rebelote

Déroulement du jeu La distribution des cartes se fait le sens aiguilles d‘une montre, mais dans certaines régions, elle se fait dans le sens contraire. Le donneur est choisi au hasard pour la 1ère manche. Celui-ci peut être quelqu‘un qui tire la carte de la plus petite valeur. Pour chaque manche qui suit, c‘est toujours le joueur placé à la gauche du donneur précédant qui devient le nouveau donneur. Le paquet de cartes est coupé par le joueur qui est placé à la gauche du donneur.Chaque jouer reçoit 5 cartes, puis 1 carte est retournée et placée au milieu de table – c‘est l’atout. Le joueur placé à la gauche du donneur doit décider de « prendre » ou de « passer ». Prendre – le joueur pense que grâce à ses cartes, à l‘atout, et aux deux cartes en plus (8 cartes en tout), son équipe peut marquer 82 points ou plus. Quand l‘atout est pris le reste des cartes est distribué, ainsi chaque joueur a 8 cartes en tout. Si le joueur passe, le joueur à sa gauche doit décider s‘il prend ou non. Si aucun joueur ne prend, un nouveau tour commence, durant lequel chaque joueur peut décider de la couleur d‘atout (sauf la couleur proposée en premier lieu). Déroulement du jeu 57


Une manche consiste en 8 tours, chaque joueur joue une carte à chaque fois. Le joueur qui gagne le tour, joue la première carte du tour suivant. Le premier à jouer peut jouer n‘importe quelle carte, mais les joueurs suivants doivent suivre certaines règles :  suivre la couleur demandée (celle de la première carte jouée)  si c‘est impossible, je joueur doit couper à l‘aide d‘un atout,  si le partenaire d‘un joueur est maître (sa carte posée est la plus haute), et si le joueur n‘a pas la couleur pour suivre – il peut jouer n‘importe quelle carte – il est autoriser ne pas jouer un atout  sinon, il doit jouer n‘importe quelle carte  les joueurs jouant de l‘atout doivent monter sur un autre atout déjà joué s‘ils le peuvent Le joueur qui a posé la carte la plus forte remporte le tour. Les scores sont calculés pour chaque équipe. Le dernier tour vaut 10 points supplémentaires. La valeur totale de 32 cartes vaut toujours 152 points, si on ajoute 10, cela fait 162 points. Le contrat d‘une manche est réussi, si l‘équipe preneuse a réalisé un minimum de 82 points (hors belote-rebelote). NB: si Belote/Rebelote est annoncée, le but du contrat n‘est plus de 82 points mais 92 points. L‘équipe qui a annoncé la ―belote-rebelote‖ dans tous les cas gagne 20 points supplémentaires. Si une équipe prend tous les tours, elle gagne 252 points, le dernier tour vaut 100 points au lieu de 10.Si le contrat n‘a pas été gagné, l‘équipe qui prend obtient 0 point, l‘équipe adversaire gagne 162 points (152 + 10). 58


Belote is a 32-card trick-taking game widely played in France, and is one of the most popular card games in that country. It was invented around 1920. Within the game's terminology, “belote” is used to designate a pair of a King and a Queen of a trump suit, yielding the game's name itself. The game is played by 4 players, in 2 teams, with a deck of 32 cards. The members of the same team sit in front of one another diagonally.

4 players and 1 observer in this photo. The girl who’s laughing and the boy across the table whose dark green sleeves are seen are in the same team. They are sitting diagonally in front of one another.

The aim of the game:  The bidding team must score at least 82 points to win a hand. 59


 the rank of cards depends on whether the card is a trump or not. Plain cards

Ace – 11 pts Card of 10 – 10 pts King – 4 pts; queen – 3 pts, jack – 2 pts, all other cards – 0 pts

TRUMPS

jack – 20 pts Ace – 11 pts Card of 9 – 14 pts Card of 10 – 10 pts King – 4 pts ; queen– 3 pts, all other cards – 0 pts A meld of the king and the queen of the trumps is called the “belote-rebelote” worth extra 20 pts

 Dealing of cards – clockwise, (though in some regions it is done anti-clockwise): The dealer of cards is chosen at random order for the first ―hand‖. For example, the dealer maybe someone who draws a card of the smallest value. For each following hand, it‘s the player who‘s on the dealer‘s left who becomes the new dealer of cards. The deck of cards is cut by the player on the dealer‘s left. Every player is dealt 5 cards, then one card is turned face up and placed in the middle of the table – it‘s the trump card. Each player starting with the one on the dealer‘s left must say if he/she accepts the card of trumps or ―passes‖. A player would take this card, if it he/she deems it valuable in view of the other cards in his/her possession. If the player ―passes‖ then the next player may have a say – to take it or not and so

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on. After a player takes this card of trumps, with their partner they become the ―bidding team‖, i.e. the team who bid to take at least 82 points in the hand that will be played. The remainder of the cards is dealt to all, so that every player gets a total of 8 cards. In case none of the players takes the turned card of trumps, a new round is started during which every player may choose the suit of the trumps (except the previous suit). Game One hand consists of 8 rounds or tricks, each player plays one card at a time. The player who wins the trick, plays the first card in the next one. The first card played can be of any suit, but as for the following cards played, some rules must be observed:  follow the suit (that of the first card that has been played)  if impossible, a player must play a card of trumps,  if a player‘s partner is «a master» i.e. if his/her card that has been played is the strongest, and the player hasn‘t got a card of the right suit, then he/she may play any card and is not obliged to play a card of trumps.  if a player hasn‘t got any card of trumps, then he/she may play any card  if players play trumps, their cards must be stronger, if possible, than the card of trumps that has been played before

The player who‘s played the strongest card takes the round. When a hand has been completed, each team counts their score. The last trick is worth additional 10 points. The total value of 32 cards is always 152 points, if we add 10, it makes 162 points. The 61


game of one hand is a success if the bidding team has got at least 82 points (not counting the ―belote-rebelote‖). NB: if a Belote/Rebelote is declared, the goal of the bid is no longer 82 points but 92 points. The team who‘s declared the ―belote-rebelote‖ gets in any case 20 bonus points. If one team takes all tricks, it earns them 252 points (the last trick being worth 100 points instead of 10). If the bid hasn‘t been won, the bidding team gets 0 points, the adversary team earns 162 points (152+10).

https://youtu.be/bEmqNqGTdzg

QR Code of Game:

62


Le Nain Jaune est un jeu familial par excellence, c‘est un jeu de cartes et de société, très apprécié des petits et des grands.

Le but de ce jeu est d‘être celui qui a le plus de jetons à la fin de la partie. Le nombre de joueurs doit être de 3 au moins et de 8 au plus. 63


Au départ le Nain Jaune est le héros laid, jaloux et méchant d'un conte cruel de la baronne d'Aulnoy publié en 1698. Le jeu apparaît vers 1760 en Lorraine sous le nom de jeu du Nain ou jeu du Nain-Bébé. Cette appellation renvoie à Nicolas Ferry surnommé Bébé, un nain, protégé de Stanislas de Pologne, duc de Lorraine. Celui-là, dit-on, devint en vieillissant violent et cruel et y gagna le surnom de nain jaune. Bientôt le jeu s‘est répandu dans toute l‘Europe et est devenu un jeu classique de société.

 

Un jeu de 52 cartes Le plateau de jeu du Nain Jaune, qui est composé de 5 cases pour les cartes de 7 de carreaux, 10 de carreaux, roi de cœurs, roi de trèfles, dame de piques. 3 sortes de jetons de différentes formes et couleurs

Le nain jaune est représenté par le 7 de carreau. Tous les pions doivent être distribués à égale répartition entre les joueurs. 64


Avant de commencer une partie, chacun des joueurs garnit le plateau de la manière suivante :     

Le 10 de carreau : 1 jeton Le valet de trèfle : 2 jetons La dame de pique : 3 jetons Le roi de cœur : 4 jetons Le Nain Jaune (ou 7 de carreau) : 5 jetons

La valeur des jetons est déterminée par les joueurs (par exemple : jaune - 1, bleu - 5, rouge - 10) Les cartes doivent être distribuées selon le nombre de joueurs : 

Pour 3 joueurs : 15 cartes chacun

Pour 4 joueurs : 12 cartes chacun

Pour 5 joueurs : 9 cartes chacun

Pour 6 joueurs : 8 cartes chacun

Pour 7 joueurs : 7 cartes chacun

Pour 8 joueurs : 6 cartes chacun L'objectif est de gagner un maximum de jetons, ce qui peut se faire par

deux moyens : 1) en ramassant les jetons misés sur le plateau de jeu en 65


posant la carte correspondante ; 2) en recevant des jetons des autres joueurs lorsqu'on est le premier à s'être débarrassé de toutes ses cartes. Le jeu se déroule de manière suivante : le premier à jouer essaye de se débarrasser tout d‘abord de ses cartes de haute valeur. Le joueur va poser autant de cartes qu‘il peut pour former une suite ascendante. Par exemple, on commence par un as, suivi de 2, 3, 4 .... 10, valet, dame, roi » sans se préoccuper de la couleur Au moment où le joueur n‘a plus de cartes à suivre, il doit dire à haute voix « sans 5 » (par exemple). Alors le joueur suivant prend à son tour le relais en essayant de placer le plus de cartes jusqu‘au maximum, c‘est-a-dire le roi. Lorsque plus aucun des joueurs ne peut mettre des cartes au-dessus, ou que le roi a été posé, le dernier joueur à avoir joué une carte recommence une nouvelle série par n‘importe quelle carte. Lorsqu‘un joueur a dans son jeu une des cartes marquées sur le plateau, il doit faire son possible pour s‘en débarrasser. Il annonce alors aux autres joueurs qu‘il pose la carte et remporte l‘ensemble des jetons présents dans la case de la carte correspondante. S‘il oublie lorsqu‘il pose l‘une de ces cartes de l‘annoncer aux autres, les jetons correspondants sont perdus pour lui et reste jusqu‘à la partie suivante.

Une partie de nain jaune se finit quand l‘un des joueurs a jeté sa dernière carte. Il reçoit alors des autres joueurs autant de pions qu‘il leur restent de points dans la main sachant que chaque figure vaut 10 points et les autres - la valeur de la carte. 66


Attention ! Si l‘un des joueurs a encore une des cartes du plateau dans sa main à la fin de la partie, il doit doubler la mise de jetons présents dans la case de la carte. Si un joueur se débarrasse de toutes ses cartes au premier tour, cela s‘appelle le « Grand Opéra ». Il ramasse alors tous les jetons présents sur le plateau et chaque joueur lui donne autant de jetons qu‘il leur reste de points dans la main.

67


The game of the Yellow Dwarf is a family board and cards game par excellence, much appreciated by the littles ones as well as the grown-ups of all ages in France. 68


To win, one has to collect maximum chips by the end of the game. The game can be played by 3 to 8 players. The character of the Yellow Dwarf comes from a cruel fairy tale by baroness d‘Aulnoy published in 1698. It is an ugly and envious villain. The game appeared around 1760 in the region of Lorraine under the name of the Game of the Dwarf, or the Game of the Baby-Dwarf. This name refers to a Nicolas Ferry, who was nicknamed Bébé (baby). He was a dwarf and King Stanislas of Poland and Duke of Lorraine‘s protégé. The dwarf is said to have become violent and cruel as he grew old, that is why, he got the nickname of the yellow dwarf. Soon the game spread in Europe and became a classic board game.

A deck of 52 cards  A board of the Yellow Dwarf game composed of 5 compartments for 5 cards: 7 of diamonds, 10 of diamonds, king of hearts, king of clubs, queen of spades  3 sorts of chips of different shapes and colours 

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Remember that the Yellow Dwarf is represented by the card of 7 of diamonds. All chips must be equally distributed among players. Before starting the game each player lays the following amount of chips for the cards that are represented on the board:     

10 of diamonds: 1 chip knave of clubs: 2 chips queen of spades: 3 chips king of hearts: 4 chips the Yellow Dwarf (or 7 of diamonds): 5 chips

 Players agree upon the value of the chips (eg. yellow - 1, blue - 5, red - 10) Dealing of cards per number of players: 

For 3 players : 15 cards each

For 4 players : 12 cards each

For 5 players : 9 cards each

For 6 players : 8 cards each

For 7 players : 7 cards each

For 8 players : 6 cards each 70


The aim of the game is to collect the maximum of chips. This can be achieved in two ways:1) by collecting the chips that have been laid on the board by means of laying a corresponding card; 2) by collecting chips from fellow players if one is the first to get rid of all one‘s cards.

The game proceeds in this way - the first one to play will try to get rid, first, of one‘s all highest cards. The player will lay as many cards as he/she can so as to form an ascending run. For example, a player starts with an ace, followed by 2, 3, 4 .... 10, a knave, a queen, a king - the suit of the cards doesn‘t matter. When the player hasn‘t got a right card to continue building his/her run then he/she has to announce ―without 5‖ (for example). Then the next player takes a turn trying to play as many cards as possible i.e. until the run is finished with a king. When no player can lay the next card in the run, or a king has been placed, the player who played the last card, starts a new run by any card. When a player is in possession of one of the cards that are represented on the board, he/she must try to get rid of it as soon as possible. He/She announces to others that he/she lays the card on the board and collects all the chips that are in the card‘s compartment. If the player forgets to announce it while he/she lays the card, he/she loses the right to collect the chips and they remain in their compartment for the next round.

A round of the Yellow Dwarf ends when one of the players plays his/her last card. The other players pay him/her a penalty - as many chips as 71


is the value of the cards in their hands, keeping in mind that each card is worth its points, and an ace, king, queen and knave are worth 10 points. Attention! If one of the players is still in possession of one of the cards that are represented on the board at the end of the round, he/she has to double his/her stake of chips in the card‘s compartment. If one of the players gets rid of all his/her cards during the first round, it‘s called « Grand Opéra ». This player collects all the chips on the board and each player pays him/her as many chips as is the value of the cards in their hands.

https://youtu.be/05GkqY5bUlI

QR Code of Game:

72


La pétanque est un jeu de boules dérivé du jeu provençal. Le but de ce jeu est, lorsqu‘on est debout, les deux pieds sur le sol dans les limites d‘un cercle, est de lancer ou de faire rouler des boules de manière qu‘elles atterrissent le plus près du but, une petite boule en bois. La pétanque se pratique sur tous les terrains, sur la terre battue, sur du gravier, dans les parcs publics ou sur les terrains

de

jeux

aménagés

les

boulodromes, excepté les plages de sable. Le nom du jeux en provençal signifie le jeu à pieds plantés : pèd -: pieds, et tanca - planté . Les jeux de boules comptent parmi eux la pétanque (France), bocce (Italie), lawn bowling (Royaume Uni), bowling (Etats Unis). Le jeu de boules aurait été créé en Gaule. Les jeux de boules ont été tellement populaires qu‘ils ont été interdits à plusieurs époques par les rois qui voulaient que leurs armées s‘entrainent à tir au l‘arc plutôt que de jouer au jeu de boules. Au début du XIXe siècle, le jeu de boules s‘est répandu du nord au sud de la France Le jeu provençal donnera naissance aux alentours de 1910 à la pétanque, à La Ciotat, près de Marseille. Le propriétaire d‘un café « La boule étoilée », E. Pitiot, a modifié ce jeu pour ménager le champion de jeu provençal, Jules Hugues dit « Lenoir », qui ne pouvait plus jouer à son jeu préféré. Il ne pouvait plus courir avant de lancer la boule parce qu‘il souffrait de rhumatismes. Dans la nouvelle 73


variante du jeu la longueur du terrain a été réduite à moitié. Les joueurs devaient lancer les boules vers le but à 5-6 m, en étant debout et en gardant leurs pieds au sol à l‘intérieur du cercle. Le jeu est rapidement devenu la forme du jeu de boules la plus répandue dans toute la France. Avant la deuxième partie du 19 siècle, les jeux de boules européens étaient joués d'abord avec des boules en argile, en pierre, en bois, puis des boules en bois cloutées. Enfin après La Première Guerre Mondiale, des boules en acier, vides à l‘intérieur, sont arrivées. La pétanque s‘est rapidement répandue en Europe,

Un cochonnet et une boule en acier

dans les colonies françaises et dans le monde entier. Un jour la pétanque deviendra-t-elle un sport Olympique ? La pétanque se joue en deux équipes, chacune d‘elles se compose d‘un, de deux ou de trois joueurs. Aux équipes d‘un ou de deux, chaque joueur joue avec trois boules. Aux équipes de trois, chaque joueur joue avec deux boules. On joue à la pétanque en plein air, dans un parc public, par exemple, où les limites du terrain ne sont pas tracées, ou bien sur un terrain dont les limites marquées

sont par

habituellement des

ficelles

attachées aux clous qui ont été 74


enfoncés dans le sol. Le cochonnet ou le but est une petite boule en bois d‘un diamètre de 30 mm souvent peint en une couleur vive. Les boules en acier sont d‘un diamètre compris entre 70,5 et 80 mm et d'un poids entre 650 et 800 grammes. Le diamètre de la boule dépend de la taille de la main pour permettre une bonne préhension. Des versions adaptées aux jeunes enfants proposent des boules en plastique ou en bois. Le cercle de lancer est un rond, tracé sur le sol, dans lequel le joueur doit se tenir pour lancer sa boule. Son diamètre est compris entre 35 et 50 cm. Les joueurs se servent aussi du ruban à mesurer pour déterminer le score. Le jeu de la pétanque est composé de plusieurs mènes. Le cochonnet est lancé pour atterrir à une distance de 6 à 10 mètres. Les équipes prennent leurs tours pour lancer des boules et celle qui place ses boules plus près du but que son adversaire gagne la mène. L‘équipe gagnante marque un point pour chacune de ses boules qui sont placées plus près du but par rapport à la boule la plus proche de l‘adversaire. En théorie, l‘équipe gagnante pourrait marquer jusqu‘à six points, en réalité le score d‘un ou de deux points est plus fréquent. Lors du jeu, chaque équipe accumule des points jusqu‘à ce qu‘une des équipes atteigne 13 points c‘est à dire le score gagnant. L'équipe qui gagne le tirage au sort trace le cercle et lance le but et la première boule. Pour que le but lancé par un joueur soit valable, il faut qu'il soit entre 6 mètres et 10 mètres du cercle, visible depuis le cercle, qu'il n'y ait pas d'obstacle entre sa position et le cercle et qu'il soit à un mètre minimum de tout obstacle ou de la limite d'un terrain interdit. S‘il est non-valable, le but doit être relancé. L‘équipe qui a lancé le but, lance la première boule. C‘est alors au tour de l‘adversaire de lancer la boule suivante. A partir de ce moment, on dit que l‘équipe qui a placé sa boule plus près du but « a un point ». L‘équipe qui n‘a pas de point, lance la boule suivante. L‘équipe continue à lancer les boules jusqu‘à ce qu‘elle gagne un point, ou tant qu'elle n'aura plus de boules. 75


Si à un moment donné, les boules les plus proches du but de chaque équipe sont à la même distance depuis le but, l‘équipe qui a lancé en dernier lance encore une fois. Si les boules restent toujours équidistantes, les équipes jouent chacune à son tour jusqu‘à ce qu‘il en ait une qui marque. Si à la fin de la mène les boules restent équidistantes, aucune des équipes n‘a pas marqué. L‘équipe qui a gagné la mène commence la mène suivante en posant ou traçant le cercle autour du but. Un de ses joueurs ramasse le but, se place dans le cercle et lance le but pour commencer la nouvelle mène.

Fig. 1 Une des boules de L‘Equipe Rouge est plus proche du but, mais la deuxième boule qui est proche du but appartient à L‘Equipe Bleu. Les Rouges marquent un point. Les Bleus ne marquent rien.

Fig. 2 Deux boules de L‘Equipe Rouge sont plus près du but que la boule la plus proche de L‘Equipe Blue. Les Rouges marquent deux points, les Bleus ne marquent rien.

Une mène est terminée quand toutes les deux équipes ont joué toutes leurs boules, ou bien, quand le but et nul. Il a été éjecté au dehors du terrain autorisé. Si la mène se termine de façon habituelle, avec le but valide et avec une des équipes qui ont placé leur(s) boule(s) plus près du but que l‘équipe adversaire, alors cette équipe marque un point pour chaque de ses boules qui est plus proche du but que la boule adversaire la plus proche du but. Si le but est valide, mais il s‘y produit une situation où les boules adverses sont à égale distance du but et que la mène est finie, la mène est nulle.

76


Si le but est nul à la fin d‘une mène, et il ne reste qu‘une équipe qui a encore des boules à jouer, alors cette équipe marque un point pour chaque boule en leur possession. Sinon, aucune des équipes ne marque pas de point à la fin de la mène. On peut lancer, faire rouler les boules de la façon que le joueur le préfère – à la hauteur moyenne, bien haut, avec la prise par-dessus ou par-dessous de la boule.

La manière typique de tenir la boule est la prise avec sa paume par-dessus la balle. De cette manière, en règle générale, le joueur a plus de contrôle et plus de flexibilité lors du lancer. De manière générale, le joueur lance une boule en ayant un des deux objectifs : 1) faire s‘arrêter la boule à un point précis, le plus près possible du but. Cette technique s‘appelle pointer; 2) faire heurter à sa boule la boule adversaire de manière qu‘elle l‘écarte le plus loin du but. Cette technique s‘appelle le tir. Le meilleur lancer s‘appelle un carreau. C‘est un tir qui déplace la boule adversaire et prend son exacte place. Pour des considérations stratégiques, les pointeurs jouent en premier et les tireurs sont gardés en réserve au cas où les adversaires joue bien. Le bon pointage sert à gagner 77


des points, mais les championnats nationaux et internationaux sont dominés par des tireurs habiles, qui ciblent les boules adversaires est risquent de marquer des points. Voici quelques considérations stratégiques quant au lancer des boules : traditionnellement, la règle fondamentale de la pétanque est ―boule devant, boule d'argent‖. Une boule située devant le but est beaucoup plus précieuse qu‘une derrière le but. La boule devant empêche à l‘équipe adversaire d‘avoir un accès facile au but, mais aussi elle peut être poussée (soit exprès, soit involontairement) plus près du but. Quant au lancer du but, il est conseillé de le lancer à la distance, à laquelle son propre tireur est plus à l‘aise. De même, il est mieux de cibler le lieu sur le terrain préféré par ses pointeurs, ou bien celui qui peut être difficile pour les pointeurs de l‘équipe adverse. Il est recommandé de désorienter l‘équipe adversaire en lançant à chaque opportunité le but à un nouvel emplacement sur le terrain et d‘alterner les longues et les courtes distances.

78


La Pétanque is a variety of the ―boules‖ game where the goal is to toss or roll hollow steel balls as close as possible to a small wooden ball called a cochonnet ("a piglet") or jack, when standing inside a circle with both feet on the ground. The game is normally played on hard dirt or gravel. It can be played in public areas in parks, or in special playgrounds called boulodromes. The comes

French from

name

―petanca‖

pétanque in

the

Provençal dialect of the Occitan language, spoken in the south of France- pès tancats, meaning 'feet fixed' or 'feet planted' (on the ground). Boules games are games that involve rolling or throwing balls toward a target. Among them there are such games as (French) pétanque, (Italian) bocce, (English) lawn bowling, and (American) bowling. The origins of these games can be traced back as far as Ancient Greece and Roman Empire, when players tossed coins, stone balls to get them as close as possible to the target. In the Middle Ages players played with wooden balls. Boules games were so popular that at many époques they were banned by kings, who wanted their army men practice archery and not play boules. In its present form pétanque was invented around 1910 by Ernest Pitiot, a café owner in the town of La Ciotat near Marseilles, the region of Provence, France. E. Pitiot wanted to accommodate a French ―jeu provençal‖ player named Jules Lenoir, whose rheumatism prevented him from running before he threw the ball. In the new game, the length of the terrain was reduced by roughly half, and a player 79


no longer had to run while throwing a ball - he stood, stationary, inside a circle. The game spread quickly and soon became the most popular form of boules in France. Before the mid-1800s, European boules games were played with solid wooden balls, later wooden boules gradually began to be covered with nails, producing studded boules. After WWI W, hollow, allmetal boules came into use. Pétanque spread rapidly from Provence to the rest of France, then, to Europe A jack and a steel boule and to French colonies and countries around the globe. Maybe one day it‘ll become an Olympic sport? Pétanque is played by two teams, where each team consists either of one, two, or three players. In the singles and doubles games each player plays with three metal boules. In triples, each player uses only two. The game area is called a terrain. Pétanque can be played in an open area, such as a public park, where the boundaries of the terrain are not marked, or on a "marked terrain" where the terrain boundaries are marked, traditionally, by strings tightly strung between nails driven into the ground. The jack is a small wooden ball, 30mm in diameter (+/- 1mm), often painted in bright colors. Competition boules must be hollow and made of metal, usually steel, with a diameter between 70.5 and 80mm and a weight between 650 and 800 g. A player can 80


choose a boule whose size fits the size of their hand or according to their personal preference and playing style. In pétanque, players throw while standing within a circle, whether simply scratched in the soil, 35–50 cm in diameter, or using a prefabricated plastic circle with the inside diameter of 50 cm. Players usually carry a measuring tape measure for measuring close points. A game consists of several rounds. The jack is thrown to land at a 6 -10 meter distance. Teams take turns to throw boules and the team with the boule closest to the jack wins the round. The winning team scores one point for each of its boules that is closer than the opposing team's closest boule. That means that the winning team could in theory score as many as six points in an end, although a score of one or two points is more typical. As the game progresses, each team accumulates points until one of the teams reaches 13, the winning number of points. A game begins with a coin toss to determine which team plays first. The team that wins the toss begins the game by placing the circle on the ground and throwing the jack. The jack must be thrown to a distance of 6-10m from the circle — a jack that is thrown too short or too far must be re-thrown. A player from the team throws the first boule. Then a player from the adversary team throws a boule. From that point on, the team with the boule that is closest to the jack is said to "have the point". The team that does not have the point, throws the next boule. That team continues to throw boules until it either gains the point, or runs out of boules. If at any point the closest boules from each team are equally close to the jack, then the team that threw the last boule throws again. If the boules are still equidistant then the

81


teams play alternately until the tie is broken. If the boules are still equidistant at the end of the round, then neither team scores any points. The team that won the round, starts the next round by placing (or drawing) a circle around the jack. A player then picks up the jack, stands in the circle, and throws the jack to start the round.

Fig. 1 The Red Team‘s boule is closest to the jack, but the secondclosest boule belongs to the Blue Team. The Reds score one point. The Blues score nothing.

Fig. 2 The Red Team‘s two boules are closer than Team Blue's closest boule. Red scores two points. Blue scores nothing.

A round is complete when both teams have played all their boules, or when the jack is completely knocked out of the playing range (goes "dead"). If the round ends in the usual way - with the jack still alive and one team with the closest boule - then the team with the closest boule receives one point for each of its boules that is closer to the jack than the other team's closest boule. If the jack is alive but there is an "equidistant boules" situation at the end of the round, then neither team scores any points. If the jack is dead at the end of the round, then: 

If one (and only one) team still has boules left to play, that team scores one point for each boule that they still have in hands.

Otherwise neither team scores any points in the end.

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Boules can be rolled, thrown in any way the player prefers - to a moderate height, or even thrown to a great height, under-hand, over-hand, whatever.

The standard way is to hold the boule with the palm of the hand downwards, and then to throw with an under-arm swing of the arm ending in an upward flick of the wrist. Throwing this way gives the player more control and more flexibility when throwing. Generally speaking, a player throws a boule with one of two objectives: 1) to make his boule come to rest in a particular spot, usually as close as possible to the jack. This is called pointing; 2) to make his boule directly hit an adversary‘s boule with the goal of knocking it away from the jack. This is called shooting. The best throw of all is called a carreau. It is a shot that knocks away the adversary‘s boule, leaving the thrown boule exactly in its place. As a matter of strategy, pointers play first and shooters are held in reserve in case the opponents place well. Good pointing is what scores points, but national and international championships are usually dominated by skillful shooters, who target any opposing boule that comes close to scoring. Here are some strategic considerations involved in the throw of a boule: traditionally, a fundamental rule of pétanque is ―boule devant, boule d'argent‖ (A ball in 83


front is a money ball.). A boule located in front of the jack is much more valuable than one behind the jack. A boule in front blocks the adversary‘s team from an easy access to the jack, and it may also (intentionally or accidentally) be hit and pushed closer to the jack. As for throwing the jack, it‘s advisable to throw it to a distance at which your own shooter is most comfortable, or the adversary‘s shooter is least comfortable. Likewise, it‘s better to aim for a location on the terrain that your own pointers favor, or that might be difficult for the adversary‘s pointers. Disorient the opposing team by throwing the jack to a new position on the terrain at each opportunity, and alternate long and short distances.

https://youtu.be/iQKrQRPwQ_4

QR Code of Game:

84


Le jeu de mimes a été inspiré du célèbre Mime Marceau ! Marcel Marceau dit le mime Marceau, nom de scène de Marcel Mangel (1923-2007), est un mime et un acteur français. Il a connu une célébrité internationale avec son personnage silencieux de Bip, créé en 1947. Un minuteur ou un sablier (facultatif) 4 et plus – pour former deux équipes, – à partir de 6 ans

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• L'une des deux équipes choisit un mot désignant un objet, un sujet d'une petite histoire, le nom d'un personnage ou d'une personnalité, etc.. • L'autre équipe désigne le mime qui va devoir mimer le mot que les adversaires ont choisi pour faire gagner son équipe. • Après chaque réussite, les équipes changent de rôle. • L'équipe qui doit deviner a le droit de poser des questions au mime et à l'équipe adverse. • A leur tour, les adversaires ont l'obligation de confirmer ou d'infirmer simplement la justesse des suppositions et des remarques de l'autre équipe. La réussite du jeu dépend surtout de l'habileté du mime. Vous pouvez corser le jeu en ajoutant un minuteur : le mime doit faire deviner le mot à son équipe en moins de 1 ou 2 minutes par exemple !

Vous définissez un thème. Par exemple la salle de bain. Et chaque joueur doit mimer chacun son tour un geste de la vie quotidienne dans la salle de bain. Par exemple, on mime le brossage de dents, etc… Les autres doivent deviner de quoi il s‘agit. Si personne ne trouve, le joueur a perdu. Idée de thèmes : les animaux, à l‘école, ou plus difficile : dans le cartable, sur la route etc… On peut mimer, un objet ou un personnage, l‘important c‘est de le faire deviner !

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This game was inspired by the celebrated French mime Marcel Marceau! Marcel Marceau or mime Marceau are the stage names of Marcel Mangel (1923–2007), who was a renowned French mime and actor. He became popular worldwide with his silent character Bip, created in 1947. a chronometer (optional) two teams of at least 2 players each; from 6 years old

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 One of the two tems choose a word that refers to an object, an action, the name of a character from a known story or its storyline, a famous personality, etc.  The other team choose the mime in the adversary team who is going to mime the word that they have chosen. The mime‘s team members have to guess the word that is being mimed.  If the team succeeds in guessing the word, the two teams switch their roles.  The team members who have to guess the mimed word have a right to ask the mime or the adversary team yes/no questions.  In their turn the adversary team are obliged to simply confirm or to deny the correctness of the othe team‘s questions or remarks. The success of the game depends most on the mime‘s performance. You may render the game more challenging if you set a time limit – the mime must make his team guess the word in one or two minutes at most, for example.

You may set a topic. For example ―the bathroom‖. Each player in his/her turn must mime an action of the daily routine in the bathroom. For example, one mimes brushing of one‘s teeth, combing of one‘s hair, etc. The other players have to guess the word that is being mimed. If no-one can guess the player has lost. A few suggestions of topics : school, animal world, or more challenging – what‘s in the schoolbag; on the road, etc. One can mime an thing, an action, an event, a character, what matters is making others guess it! https://youtu.be/eiDMA2lt_rc

QR Code of Game:

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Guignol est une marionnette à gaine française créée à Lyon vers 1808 par Laurent Mourguet. Emblème de la ville de Lyon, Guignol est à la fois l'héritier des traditions du XIXe siècle, le chantre du parler lyonnais et support vivant des traditions théâtrales du spectacle français de la marionnette. A présent, les marionnettes guignol sont utilisées par des marionnettistes professionnels, mais elles sont aussi adaptées pour des jeux d‘enfants. Le terme « Guignol » désigne également le théâtre de marionnettes comique dont Guignol est le personnage principal, formant avec Gnafron et Madelon le trio récurrent des pièces du répertoire classique. Le spectacle se pratique dans un castelet, en utilisant la marionnette à gaine. Chaque marionnette guignol a des traits et une gestuelle spécifique à elle et des accessoires disproportionnés donnant lieu à un comique de situation caractéristique de la commedia dell'arte. Laurent Mourguet est né en 1769 à Lyon dans une famille de canuts et il a appris le métier de ses parents : le tissage de la soie. Au cours de sa vie pour des raisons 89


économiques il sera amené à se convertir – en marchand ambulant de bricoles, de remèdes et d‘aiguilles. Ensuite, il devient arracheur de dents sur les places publiques de Lyon. Afin d'attirer sa clientèle, il monte un spectacle de marionnettes. Sur une base textuelle improvisée, selon l'humeur du marionnettiste et l'actualité du jour, le spectacle remplit une fonction de gazette et se dresse avec humour contre les injustices que subissent les petites gens. Le premier théâtre rudimentaire de Mourguet date de 1804 et aujourd‘hui le théâtre Guignol compte déjà cinq générations des Mourguet. La première marionnette Guignol est une marionnette à gaine. Sa tête est en bois. Elle mesure 15 - 18 cm. Les yeux et les cheveux sont sculptés dans le bois. Les bras sont généralement The bust of Laurent Mourguet, the inventor of the Guignol puppets

disproportionnés et rigides. Les mains sont en bois

afin de permettre à la marionnette de porter des accessoires lourds. Le bâton de Guignol ressemble à un tronc d'arbre et la bouteille de Gnafron a des allures de jéroboam. Le marionnettiste joue debout, les bras levés. La gaine mesure une cinquantaine de centimètres au total. La tête est manipulée par l'index tandis que chaque bras l'est par le pouce pour l'un, et par les autres doigts pour l'autre, le coude figure les pieds. La marionnette à gaine n‘a pas de jambes. Les mouvements de la tête permettent de rythmer la phrase, les glissements de la marionnette peuvent traduire des émotions, vers l'arrière la peur et l'étonnement, vers l'avant l'avidité ou la cupidité. La tradition veut que Guignol joue à droite du public et soit tenu par la main gauche du marionnettiste et inversement pour Gnafron. sont réalisés à la manière du théâtre italien : le fond étant peint sur une toile et les coulisses sur des panneaux de contreplaqué. On place 90


généralement deux, parfois trois panneaux l'un devant l'autre afin de créer plus de profondeur à la scène. du théâtre de Guignol sont le canut Guignol, son compagnon Gnafron et Madelon, l'épouse de Guignol, parfois la fille de Gnafron. On trouve également Toinon, l'épouse de Gnafron et le gendarme. Traditionnellement, Guignol porte le costume du Père Coquard : une jaquette marron, un haut collet, des boutons jaunes, un nœud papillon rouge et un bicorne de cuir noir aux bords rabattus qui laisse dépasser une couettenote. Ce personnage incarne un homme du peuple. Guignol apparaît comme le porteparole des petites gens. La tête ressemble à celle de Mourguet, son créateur : des yeux noirs, un visage rond et des fossettes qui encadrent un large sourire. Guignol est un personnage très humain. Il représente les vertus et les défauts des petits gens. Il est à la fois naïf et malin, honnête et sans scrupules. Tantôt courageux, tantôt poltron, farceur, il est capable d'apporter son aide en cas de besoin, parfois agile et rusé, d'autres fois balourd et franchement bête. Les traits dominants de Guignol sont l'attrait pour la bonne chère et le bon vin. Il est un ami fidèle de Gnafron. Quand l'ironie ou l'astuce lui ne suffisent plus, Guignol a recours aux fameux coups de bâton. La tavelle de Guignol, sorte de bâton de bois, sert à rosser les vilains. Elle est très souvent fendue en deux voir en quatre afin de faire le plus de bruit sans avoir à trop taper et à abîmer les marionnettes ou les décors.

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jouet - marionnette Guignol


Madelon est la femme de Guignol : elle est souvent surnommée "Mère la Grogne", du fait de son caractère souvent acariâtre. C‘est une femme de caractère, bavarde, souvent battue, attentive aux rentrées d'argent et surtout aux dépenses. Blanchisseuse, elle ne craint pas un coup de bâton pour se réchauffer. Elle est le type même de la forte femme, tranchant nettement avec les caractères de Guignol et de Gnafron qui sont plus insouciants. Le Gendarme est le faire-valoir de deux personnages principaux. Il incarne les autorités. Il est trop borne, il respect la loi à la lettre dans toutes les circonstances, mais Guignol et Gnafron trouvent toujours un moyen de se montrer plus malins. Gnafron. Son nom a pour origine le terme gnafre, « savetier, cordonnier » Ceci explique pourquoi il est habillé d‘un tablier de cuir. L. Mourget aurait créé la marionnette de Gnafron en mémoire de son premier acolyte, le père Thomas, après la séparation des chemins de ces deux compères. Gnafron est un bon vivant aussi. Il apprécie particulièrement le bon vin, cela se voit à son visage, rougi par le beaujolais. C'est un personnage drôle, mais aussi généreux et profond, fidèle et serviable. Gnafron, comme Guignol, est issu du petit peuple et doit faire face à l‘adversité d‘une vie qu‘il prend comme elle vient. Sans calculs, il préfère « boire » ses sous quand il en a plutôt que de les garder de côté pour les moments durs. Ces personnages sont bien connus de la plupart des enfants en France. Lorsqu‘ils jouent aux marionnettes guignols, ils donnent libre cours à leur imagination. Ils créent leurs propres histoires qu‘ils jouent devant la famille ou devant les amis. 92


Guignol is a French hand-puppet created by Laurent Mourguet in the city of Lyon in 1808. Guignol is a symbol of Lyon and a guardian of XIX century French theater traditions. Nowadays guignol puppets are used by professional and amateur puppeteers for puppet theatre performances as well as by children for simple child play. The term Guignol in a broad sense also refers to the comic puppet theatre whose main character is Guignol, his recurrent fellow characters in the classic repertoire are Gnafron and Madelon. The play is played with hand puppets in a sort of booth with a curtained opening. Each guignol puppet has got its special features and characteristic gestures, disproportionate accessories, which are a source of comic effects. Laurent Mourguet was born in 1769, Lyon, in a family of silk weavers so he learned his parents‘ trade. Throughout his life, for money reasons, he had to try out different trades: a peddler of trifle stuff, needles and remedies. Later on he became a 93


tooth puller who practiced in Lyon city squares. To attract more clients, he put up a puppet play. Mourget‘s rudimentary theater dates to 1804. Based on an improvised text, on the puppeteer‘s mood and the current events, the puppet play fulfills the role of a periodical, and stands against the injustice afflicting the little people. Today the Guignol

theater

counts

five

Mourguet

generations. The bust of Laurent Mourguet, the inventor of the Guignol puppets

The first Guignol puppet is a hand puppet. Its head is wooden, 15-18 cm large, the eyes and the

hair are carved in the wood. Its members are usually outsized. The arms are rigid, the hands are made of wood and sometimes carry heavy oversized props. Guignol‘s staff looks like a tree-trunk and Gnafron‘s bottle looks like a jeroboam. The hand puppet plays in a standing position with its hands raised. The body is usually about 50 cm. long. The head is manipulated by the index, its hands – by the thumb and other fingers, the elbow moves the feet. The hand puppet has got no legs. The head movements can emphasize the cadence of the utterance, sliding movements can render certain emotions, sliding backwards may express fear or astonishment, forwards – greed or avarice. Traditionally the character of Guignol plays on the audience‘s right and is held by the puppeteer‘s left hand, inversely, for the character of Gnafron. In the manner of Italian theater, the backdrop of the stage is painted on canvas, the backstage area – on plywood boards. Generally, two or three boards are mounted one before another to give the stage more depth.

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The main characters of the Guignol theater are the silk weaver Guignol, his wife Madelon and his acolyte Gnafron. Sometimes there is Toinon, Ganfron‘s wife with their daughter and there is the gendarme. Guignol traditionally wears a long brown highcollared jacket with yellow buttons, a red bowtie and a black leather bicorn hat with a pigtail showing. The character embodies a simple, good-natured commoner who‘s a speaker of the little people. His head resembles that of his creator – it has got black eyes, a full round face with dimples and a mischievous smile. In a playful manner Guignol represents the little people, their virtues as well as their faults. He is a very human character because he can be both: naive and smart, honest and without scruples. At times he is brave, at times frightful, he may be a joker, readily giving a helping hand, seeking justice and cunning, at times boarish or outright stupid or even a hypocrite. Guignol‘s dominant traits are a penchant for simple joys of life, such as good food and good wine. Guignol is a loyal friend to Gnafron and when his irony or smartness can‘t help him out, his last argument becomes his staff. His wooden staff is mostly used against villains, its end is split into two or four in to make more noise and less damage.

toy puppet Guignol

Madelon is Guignol‘s wife, often nicknamed ―Mother Grumble‖ because of her sour temper. She is a sturdy and talkative launderer. Because of her overbearing temper, she often gets into rows with her husband and often gets a 95


thrashing – this is how their quarrels get resolved. Her constant worry is family‘s income and especially expenditures. Madelon is much more down to earth than the careless mates Guignol and Gnafron. The Gendarme, a foil of the two main characters, embodies the authorities, he‘s too narrow-minded and follows the law by the book no matter what, but Guignol and Gnafron always find a way to outwit him. Gnafron. His name comes from the word ―gnafre‖, ―a cobbler‖, that is why he often wears a leather apron. L. Mourget created this puppet in memory of his dear friend, father Thomas, once their paths had parted. Gnafron enjoys simple joys of life as well, his reddish face betrays his penchant for the red Beaujolais wine. It‘s a funny character, generous, loyal and obliging. Gnafron represents the little people, who take life as it comes, devoid of self-interest, who prefers to ―drink‖ his money when he‘s got enough rather than save it for hard times. These characters are familiar to most children in France. As they play with the guignol puppets they give vent to their imagination creating their own stories and playing them out to their family or friends.

https://youtu.be/0YcML097QYo QR Code of Game:

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St.Colman‟s PS and All Saints‟ Nursery Unit, Annaclone, Northern Ireland, UK

Teacher Kevin O „Neill Teacher Claire Burns Teacher Elaine McCann Teacher Kevin Donaghy Teacher Elizabeth Quinn

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St. Colmanâ€&#x;s Primary School DATE: Class: P5 (9years old) 05.04.17 Curriculum Curricular Topic: Times Area: Tables Activity Based HOPSCOTCH Learning Expected Learning Outcomes

Lesson: Numeracy Duration: 40 mins

Children will: Use and apply mental maths learning across the curriculum by involving PE in our learning.

Assessment: (WALT/WILF) Children will apply prior learning of x7 tables to the game of hopscotch. Children need to shout either the sum or alternatively the multiples as they hop, leap and jump. Children will: Peer and Self-Assess their knowledge of x7 tables

Involvement of Grandparents: Yes – grandparents rhymes to accompany their mastery of multiples. Time Activity Throughout Prior Learning (contextualised): T1 in Children have been working on their Primary 5. mental maths skills throughout P5.

taught the children various Resources Weekly tests IXL.Com

The target has been to master the tables through a range of strategies and approaches. Children are given regular opportunities to assess their own performance and to demonstrate their own learning. The focus of this game is their x7 tables and how they can use traditional games to master this essential skill. 10 mins

Introduction:

Teacher uses familiar mental maths 98

*Interactive Whiteboard *Ipad


games in class such as: Shoot Out! Follow Me or Bingo! This is a high energy start to the lesson and should be differentiated by the class teacher to ensure that all learners are included and can maximise their full potential.

*Follow Me Resource Cards

The Higher Ability Group – use iPads to test themselves on the 0.7 x tables as well as x70 The Middle Ability Group – work with the teacher on their x7 tables The Lower Ability Group work with the classroom assistant on their x2 and x3 tables. 20 mins

Development: (•For each game start with easy questions so that each child gets a chance to enjoy the hopping and get some oxygen to their brain before tackling the harder questions!) Children work in groups of 4. Draw chalk grids on the playground (if wet weather use indoor practice cards see image below) Children include multiples of 7 in the grid or write out 7x2; 7x3 etc. Child A throws the beanbag – He or she must hop, skip and jump to retrieve the beanbag. Recalling the times tables or multiples from the beanbag square. Children have also researched hopscotch rhymes from interviewing grandparents in February 2017 (see attached). 99

*Practice Cards * Chalk *Beanbag *Workbooks *iPad for photos and video evidence.


Children ABC – use the opportunity to keep score and to further challenge Child A on their knowledge by asking probing questions. The positions should be rotational. 10/15mins

Plenary: (Questions) Records of the game – neatly and methodically written into the book. Photographs of the activity and peer/self assessment recorded in books. Thinking Skills: How can we improve the lesson? What other curriculum areas will be better served by using this method of learning and mental maths consolidation? Additional Learning Try the following hopping games to reinforce and practise arithmetic skills: •Number Sequencing – Hop on each number in order from 1 through to 5, then 1 through to 10 then 1 through to 15, then 20 and then 25. •Odd/Even Numbers – Hop on the odd or even numbers in order. •Pre-subtraction – Hop on each number from 5 through to 1, then 10 through to 1, then 15, 20 and 25 through to 1. •Addition – Start at 1 then add 2 each time, then 3, 4 etc. Repeat starting at 2, then 3 etc. •Subtraction – Start at 10 then subtract 2 each time, then 3, then 100


4. Repeat starting at 15, 20 and 25.

Teacher Evaluation:

Teacher is assessing pupil knowledge which will be evident through full participation in the games. Teacher will reflect upon levels of differentiation and future challenge for her students. Verbal praise and feedback essential during this fun lesson.

Hopscotch Rhymes – (source grandparents interviews) Miss Mary Mack, Mack, Mack All dressed in black, black, black With silver buttons, buttons, buttons All down her back, back, back. She asked her mother, mother, mother, For fifteen cents, cents, cents, To see the elephant, elephant, elephant, Jump the fence, fence, 101


fence. He jumped so high, high, high. He reached the sky, sky, sky, And he never came back, back, back Till the Fourth of July, lie, lie.

_______ ( a girl‟s name) and ______ (a boy‟s name) sitting in a tree K-I-S-S-I-N-G First comes love Then comes marriage Then comes ________ (girl‟s name) with a baby carriage

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St. Colman‟s Primary School DATE: 01.10.16 Curriculum Area: Shape and Space

Class: Primary 7 (11 year olds) Curricular Topic: Numeracy BATTLESHIPS

Lesson: Coordinates Duration: One Hour Teacher: K O‟Neill

Expected Learning Outcomes Children will: Be able to use positive and negative co-ordinates across four quadrants Formulate strategies based on probability, logic and reasoning Read and plot co-ordinates in four quadrants. Discuss learning and opportunities for further learning with their peers.

Assessment: (WALT/WILF) Children will apply prior knowledge of co-ordinates (“the cat runs across the hall and up the stairs”) to locate their opponents ships. All game play will be accurately plotted and recorded in books and used as evidence of learning. Children will: Peer and Self-Assess their knowledge of co-ordinates

Involvement of Grandparents: Yes – as „practice‟ for the event children played with grandparents at home and involved them in their learning by teaching them battleships online using https://www.mathsisfun.com/games/advanced-battleship-

game.html Time

Activity Prior Learning (contextualised):

Resources

Introduction:

*Interactiv e Whiteboard *Ipad

Children have been developing their co-ordinate skills through tessellations and plotting graphs. The children have looked at negative numbers enabling the Higher Ability children to plot across four quadrants. 20 mins

Teacher uses Interactive Whiteboard to familiarise children with the game of battleships. Teacher emphasises the need to use logic in their thinking. 103

Graph paper


https://www.youtube.com/watch?v=-6U7XKG1Dps Before working in groups of 2 – children break off into groups of 4 to Plan how they will work together and to formulate strategies. The Higher Ability Group – use x4 quadrants and negative integers The Middle Ability Group – work with the teacher on two quadrants The Lower Ability Group work with the classroom assistant on one positive integer quadrant 30 mins

Development: Children use 12x12 grids and plot their respective and agreed coordinates. Each child needs to have x2 working sheets (offensive and defensive). Children need to „hide‟ their fleet in their own water. Fleet & Rules: See appendix

10/15mins

Children engage in battle but will realise that only those that develop a strategy and the ability to „counter‟ will excel. Teacher breaks for feedback on pupil progress and gives opportunities for peer and pupil assessment. Plenary: (Questions) Records of the game – neatly and methodically written into the book. Photographs of the activity and peer/self assessment recorded in books. Thinking Skills: How can we improve the lesson? What other curriculum areas will be better served by using this method of learning and mental maths consolidation? 104

*Practice Cards *Workbook s *iPad for photos and video evidence. *Manufactu red peg version as an alternative game


Additional Learning Connect 4 and Chess also will improve strategic thinking in our children.

Teacher Evaluation:

Teacher is assessing pupil knowledge which will be evident through full participation in the games. Teacher will reflect upon levels of differentiation and future challenge for his students. Verbal praise and feedback essential during this fun lesson.

Battleships Players: Two - Also known as: Broadsides Players take turns in trying to guess the locations of the other player's ships on a grid. Description Each player draws two 10 x 10 grids, labelled along the sides with letters and numbers. On the left-hand grid the player secretly draws rectangles representing their fleet of ships:

The fleet Each player's fleet consists of the following ships: 

1 x Aircraft carrier - 5 squares 105


1 x Battleship - 4 squares  1 x Cruiser - 3 squares  2 x Destroyers - 2 squares each  2 x Submarines - 1 square each Each ship occupies a number of adjacent squares on the grid, horizontally or vertically. 

Play During play the players take turns is making a shot at the opponent, by calling out the coordinates of a square (eg D5). The opponent responds with "hit" if it hits a ship or "miss" if it misses. If the player has hit the last remaining square of a ship the opponent must announce the name of the ship; eg "You sank my battleship". During play each player should record their opponent's shots on the left-hand grid, and their shots on the right-hand grid as "X" for a hit and "O" for a miss:

The first player to lose all their ships loses the game. Variations The game can be played on any size of grid, and with various configurations of ships. Another popular configuration of ships is: 1 x Aircraft carrier - 5 squares  1 x Battleship - 4 squares  1 x Cruiser - 3 squares  1 x Submarine - 3 squares  1 x Destroyer - 2 squares For an easier version of the game the opponent should announce the type of ship hit with each hit. The player should record hits with the first letter of the ship; eg "B" for a battleship. 

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Salvo In the more advanced Salvo version of the game the players fire several shots per turn, one for each of their surviving ships. The opponent then reports the number of hits on each type of ship, but without revealing the effect of each individual shot.

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St. Colman‟s Primary School DATE: 15.01.17 Curriculum Area: Procedural Writing (P.E. & English)

Class: Primary 6 (10 year olds) Curricular Topic: Communication across the curriculum – INSTRUCTIONAL TEXTS Expected Learning Outcomes

Lesson: English Duration: One Hour

Teacher: K Donaghy

Children will: Be able to use bossy verbs, time connectives and sub-headings in order to write procedurally. Re-play their grandparents favourite games of – „Heads Down, Thumbs Up!‟

Assessment: (WALT/WILF) Children will produce a piece of procedural writing using the rules of procedural writing as agreed in shared session. Children will: Peer and Self-Assess their knowledge of bossy verbs and time connectives.

Involvement of Grandparents: Yes – grandparents identified this as their favourite „in-classroom‟ game of the 1950s.

Time

Activity Prior Learning (contextualised): Children have been developing writing skills. Previously teacher has workshopped, guided, modelled and shared writing. This is an independent activity.

20 mins

Introduction:

Literacy workbooks

Teacher and children play „Heads Down. Thumbs Up!‟ – using all the variations. Since children are looking for „time connectives‟ and „bossy verbs‟ – we appoint children to be The Boss and Old Father Time. They float around the games – scribing and sharing their learning and language gathered on large A1 sized sheets.

*Interactive Whiteboard *Ipad *Children video their learning – the instant playback method will help weaker writers with „writer block‟.

Development:

*Previous work

108

30 mins

Resources


10/15mins

Children have access to iPad recordings of the game Heads Down, Thumbs Up. Weaker children follow the proforma to scaffold their writing. Middle ability – use word mats but discuss best format and layout together before beginning. Higher ability – totally independent task. Create independent piece of work and refer to Bossy Verbs and Old Father Time characters. Plenary: (Questions) Records of the game – neatly and methodically written into the book. Photographs of the activity and peer/self assessment recorded in books. Thinking Skills: How can we improve the lesson? What other curriculum areas will be better served by using this method of learning and mental maths consolidation? Teacher Evaluation: Teacher is assessing pupil knowledge which will be evident through full participation in the games. Teacher will reflect upon levels of differentiation and future challenge for his students. Verbal praise and feedback essential during this fun lesson.

109

*A1 sheets & markers *Workbooks *iPad for photos and video evidence. *Word mats

Children can practice word processing skills and use Word to produce final piece.


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Three children are chosen to stand up and all the others put their heads down on their desks with their eyes closed and thumbs sticking up.

The three left standing must then creep around the desks and gently touch one person each on the thumb.

Everyone is then told to open their eyes and the children who were touched sstand up and try to guess which child touched them.

If they get it right the children swap places if not the children have another go.

QR Code

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St. Colman‟s Primary School DATE: 15.09.16 Curriculum Area: Music/Science (WAU)

Class: Primary 2 (6 year olds) Curricular Topic: Our Body (Irish & Ulster Scots Language)

Lesson: Shared Education Duration: 30 mins Teacher: E McCann

Expected Learning Outcomes Children will: Be able to identify areas of the body and recite the previously known English song in both Gaelige and Ulster Scots

Assessment: (WALT/WILF) Children will sing aloud the song in a language unfamiliar to them and identify body parts on a worksheet Children will: Peer and Self-Assess their knowledge of body parts and quiz each other on the new language skills learned. Involvement of Grandparents: Yes – Ulster Scots is a language rich in oral traditions and is rarely written down. Grandparents from Fair Hill Primary School helped teach our children the song – one they were taught as children.

Time

Activity Prior Learning (contextualised): Children have been looking at themselves and their identity. Class teacher has been working with the children on using the correct anatomical names.

Resources World Around Us workbooks

Children from St. Colman‟s Primary School are native English speakers with limited amounts of Irish language as their second language. Children from Fairhill Primary School are native English speakers with basic Ulster Scots as their second language. 20 mins

Introduction:

Teacher and children from both schools sing Head, Shoulders, Knees and Toes. – Differentiation involves using organ names and lesser known body parts. 112

*Interactive Whiteboard *Ipad *Children


video their learning – the instant playback method means learning and recital is both easy and fun. Children, teaching children.

(English only)

Development:

Children will learn Ulster Scots and Irish Languge versions of the song. Using the above guide in both languages – adults to support with actions, pronounciation and performance.

Plenary:

Children from both schools perform the versions of 113


the song in the language most unfamiliar language.

http://www.bbc.co.uk/learning/schoolradio/subjects/earlylearning/nurserysongs/FJ/heads_shoulders_knees_toes Gaelige Lámh, lámh eile, a haon, a dó, Cos, cos eile, a haon, a dó. Ceann, srón, béil, smig, Agus fiacla bána i mo bhéal istigh. Súil, súil eile, a haon, a dó, Cluas, cluas eile, a haon, a dó, Ceann, srón, béil, smig, Agus fiacla bána i mo bhéal istigh.

English Head, shoulders, knees and toes, Knees and toes.

Ulster Scots Heid, shooders, knaps and taes

Head, shoulders, knees and toes, Knees and toes.

Heid, shooders, knaps and taes Knaps and taes Heid, shooders, knaps and taes Knaps and taes And een and lugs and mooth and claes Heid, shooders, knaps and taes Knaps and taes

And eyes, and ears, and mouth, And nose. Head, shoulders, knees and toes, Knees and toes.

QR Code:

114


St. Colman‟s Primary School DATE: 25.02.17 Curriculum Area: ICT/Literacy

Class: Primary 3 (7 year olds) Curricular Topic: Explorers & App Design

Lesson: Duration: 90 mins Teacher: C Burns

Expected Learning Outcomes Children will: Be able to create an app for iPad based around a traditional tale or an explorer

Assessment: (WALT/WILF) Children will play and demonstrate their game for their peers Children will: Peer and Self-Assess their knowledge of app design using www.sketchnation.com Involvement of Grandparents: Yes – Grandparents helped children learn the traditional tales and also where involved in the gaming day.

Time

Activity Prior Learning (contextualised): Children have been looking at traditional Irish tales and the exploits of Irish explorers around the world. They had the option of writing about a traditional mythical story or a factual Irish explorer. Children interviewed grandparents for information and then showcased their learning to their grandparents in a special open school lesson.

20 mins

Introduction:

45 mins

Development:

Teachers run through www.sketchnation.com and how the children will work in pairs to produce games. Children will work together to create the apps. Storytelling through Game Creation Sketch Nation is a great way for students to tell a story. Storytelling with Sketch Nation let‟s students show off what they learned or how well they understood the subject matter from a class or project. Students can tell a story using the 115

Resources World Around Us workbooks Literacy books

IWB iPads


game‟s description, by adding introductions to each level, and even by adding storytelling elements inside Platformer Expert games. Storytelling Using the Game Description Every genre in Sketch Nation, whether in Simple, Advanced or Expert mode, has the option for students to add a description for the game. To add a description, all the creator has to do is scroll down to the bottom of their game creation screen to the “Edit name” button.

In the “Set game name”, you can add a description of your game. Here is a link to the game our children made using Egyptian explorers. This can easily be adapted to suit your national heroes. https://sketchnationapp.com/game/58718/EgyptianAfterlife-6 You can also add hashtags to your description and users can later search for your game using those hashtags. You can even 116


have your entire class use a unique hashtag so they can easily find one anotherâ€&#x;s published games.

30mins

See QR Codes. Plenary: Grandparents and children play and discuss the game together.

QR Codes:

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State School Instituto Comprensivo Via Santi Savarino, Roma, Italy

Teacher Emilia Capobianco Teacher Bruno Modaffari Teacher Michele Lanote Teacher Patrizia Rossi Teacher Angela di Benedetto

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Palla a muro Tipo di gioco: gioco all‘aperto. Materiale: palla di gomma; un muro libero, uno spazio limitato, tracciare una riga parallela al muro alla distanza di 5/6 m. Età dei partecipanti: dai 7 anni in su. Numero dei giocatori: 1 e più. Preparativi: pochi minuti. Durata: almeno 15 minuti. Scopo: eseguire tutti i movimenti recitati nella filastrocca senza far cadere la palla. Gioco basato sull‘abilità e coordinazione motoria, prontezza di riflessi.

Regole Il gioco è molto semplice e consiste nel tirare una palla contro un muro per poi riprenderla senza farla cadere. Le regole che governano il gioco sono dettate dalle stesse filastrocche che vengono recitate dai bambini mentre eseguono i palleggi prescritti. E' un gioco di abilità individuale che diverte tutti. Mediante la conta si stabilisce l'ordine in cui i bambini dovranno iniziare la gara dei palleggi. L'unico errore che si può commettere è 119


quello di far cadere la palla. In questo caso la penalizzazione consiste nel perdere il possesso della palla che viene passata al bambino che segue nell'ordine della conta.

Il bambino recita: Muovendomi (bisogna muoversi lanciando la palla contro il muro e poi si riprende) stando ferma (si lancia la palla contro il muro e si riprende stando immobili) con un piè (riprendere la palla stando su un piede) con una mano (riprendere la palla con una mano) battimano (si lancia la palla ma prima di riprenderla bisogna battere le mani ) zigolo zagolo (fare uno zig zag) un violino (mimare il violino) un bacino (mimare un bacio) tocco terra (toccare terra) la ritocco (tocca terra con l‘altra mano) girotondo (esegue un giro completo su se stessa); angioletto (braccia incrociate con le palme sulle spalle); diavoletto (dita sulla fronte a imitazione delle corna) tocco cuore (toccare il cuore) abbraccio d’amore (abbraccio d‘amore) Durante la filastrocca, se si sbaglia, la palla passa ad un altro giocatore. Se si finisce la filastrocca senza sbagliare, si vince. Chi fa più errori perde e paga pegno.

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Wall-bouncing ball Type of game: outdoor. Material: a rubber ball, a wall, a delimited space. Age of participants: 7 years and up. Number of participants :1 and more. Preparation: few minutes.Trace a parallel line to the wall, 5/6 metres distant by the wall. Lasting : at least 15 minutes. Purpose: performing all movements played in the rhyme without dropping the ball.

Skill game based on motor coordination, quick reflexes.

Rules: The game is very easy and consists to throw a ball against a wall and then grab it without dropping . The rules that govern the game are dictated by the same nursery rhyme that is recited by children while performing the actions prescribed by the rhymes. It is an individual skill game that entertains everyone. By counting you can figure out who goes first with the rallies. The only mistake you can 121


make is to drop the ball. In this case the penalty is to lose possession of the ball that is passed to the child in order of the head count.

The child says: Moving shaking your body Standing still being still On a foot standing on one foot By one hand using just one hand Clap clap your hands Zigolo zagolo rolling the hands A violin miming the violin A little kiss miming a kiss Touch the ground touching the ground using the other hand Touching the ground again touch the ground using the other hand Around the ogre ring around the rosey performing a complete turn on herself/himself Little angel crossing arms putting hand‘s palms on the shoulders Little devil putting your finger on the forehead miming a pair of horns Touch my heart touching heart side You are my sweet heart jumping with a hug During the nursery rhyme if you fail you have to pass the ball to another player. If you end the nursery rhyme performing the action prescribed without failings, you win. The losers are the ones who make mistakes. They have to face a penalty. QR code of game:

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Regina Reginella Tipo di gioco: all‘aperto. Materiale: non occorre nessun tipo di materiale. Età dei partecipanti: dai 4 anni in su. Numero dei giocatori: il numero di giocatori non deve essere inferiore ai quattro bambini. Preparativi: pochi minuti. Durata: almeno mezz‘ora. Scopo del gioco è raggiungere la regina per primi senza sbagliare mai numero di passi eseguiti o perdendo l'equilibrio. Gioco basato sulla forza elastica e la coordinazione. Regina Reginella è un tipico gioco dell'infanzia che si pratica in gruppo. Esso è caratterizzato dalla presenza di una filastrocca che i bambini devono ripetere durante il gioco da cui deriva il nome dello stesso.

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All'inizio del gioco tra i bambini viene scelta una regina che avrà il ruolo importante di condurre il gioco mentre il resto dei partecipanti avranno il compito di ambasciatori. Sul terreno verrà tracciata una linea a 20-40 metri dal punto in cui la regina verrà fatta sedere su una sedia. Tutti gli ambasciatori dovranno collocarsi dietro questa linea e, a turno, recitare la filastrocca di rito che cita così: “Regina reginella, quanti passi devo fare per arrivare al tuo castello con la fede e con l‟anello, con la punta del coltello?“ oppure se sul trono c‘è il re: “Re sire mio quanti passi devo fare per arrivare al tuo castello con la fede e con l‟anello, con la punta del coltello”. Il re o la regina stabiliscono a loro piacere il modo con cui i compagni si potranno avvicinare al trono, modo determinato dal numero di passi di un animale da imitare. Il sovrano potrà decidere infatti che l'ambasciatore avanzi con: il leone, avanza grazie a passi molto lunghi; la gru, avanza saltando su un piede solo; il canguro, avanza con saltelli a piedi pari; la formica, avanza a piccoli passi con un piede davanti all‘altro ; il gatto, avanza a gattoni; il gambero, avanza all‘indietro con passi molto lunghi; il cavallo, avanza simulando il galoppo; il serpente, avanza strisciando a terra. Il bambino che, nell‘eseguire il comando ricevuto, sbaglia il numero dei passi o perda l‘equilibrio, retrocederà sulla linea di partenza. Vince chi raggiunge per primo il trono e tocca il re o la regina: ne prenderà immediatamente il posto ed il gioco ricomincerà dal principio.

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Queen Little queen Type of game: outdoors. Material: you don‘t need any kind of materials. Age of participants: 4 years and up. Number of players : The number of players must be not less than four children. The right number would be eight to twelve children. Preparation: few minutes. Lasting at least: half an hour. Purpose: Reach the queen for first without failing the kind of steps requested or loosing balance. The game is based on coordination and strenght. Queen, little queen is a typical children game that is performed in group outdoor. It is characterised by a rhyme that children have to repeat during the game.

Rules: At the beginning of the game the queeking is chosen among children, and she/he will have the role of conducting the game while the rest of the participants will act as ambassadors. A line, 20-40 meters from where the queen/king will be standing against a 125


wall with her eyes closed, will be drawn on the ground. All the ambassadors will be placed behind this line and take turn reciting the usual rhyme that quotes like this: "Queen little queen, how many steps should I take to get to your castle with faith and with the ring, with the tip of the sword?� or if is the king who is ruling: "My lord king, how many steps I have to take to get to your castle with faith and with the ring, with the tip of the sword?" The king/queen will establish, as he/she wants, the way the players can approach the throne in order to become the next king/queen, by saying the the number of steps of an animal to be imitated. Lion, advancing through steps very long; crane, moving by jumping on one foot; kangaroo, advancing with hops on foot pair; ant, advancing in small steps with one foot before the other; cat, advancing on all fours (with legs and hands on the ground); shrimp, moving backwards; horse, moving forward simulating the gallop; elephant, moving with big steps; bird, leaping upward; And so on‌ The child who, in executing the command received, misses the number of steps or lose the balance, will be back on the starting line. The player who first reaches the throne and touches the king or queen shall immediately take over and the game will start again from the beginning with another King or Queen. 126


Of course the Queen/King could help her/his friends and disadvantage the others, which could complaint because, at the end, who will win the race, will be the first to reach the King/Queen; to make matters worse, whenever the sovereign wants, she/he may decide assign steps of the shrimp to get back to departure the unlucky player, nullifying the efforts made so far. In order to avoid unfair ―nepotism‖, if the sovereign decides to use this penalty, she/he has to apply it to all the player at least once each.

QR code of game:

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Gioca Pinocchio Tipo di gioco: gioco di percorso da tavola. Materiale: carta/cartoncino. Percorso: tabellone con 44 caselle numerate. Età dei partecipanti dai 6 anni in su. Numero dei giocatori: da 2 a 6 giocatori consigliati, ogni giocatore è contraddistinto da una differente pedina e sono compresi due dadi. Preparativi 5 minuti. Durata: da 20 a 50 minuti. Scopo: di questo semplice gioco è di giungere alla casella finale prima degli altri giocatori. Gioco determinato esclusivamente dalla sorte.

Regole Si gioca su un tabellone sul quale è disegnato un percorso a spirale, composto da 44 caselle, contrassegnate con numeri e simboli. I giocatori iniziano con un segnalino nella casella di partenza, solitamente inizia il gioco il giocatore più giovane e, a turno, 128


procedono lungo il percorso di un numero di caselle ottenuto attraverso il lancio di una coppia di dadi e muovendo la propria pedina di un numero di caselle pari alla somma uscita dai dadi. Il percorso può essere più o meno difficile a seconda della casella in cui si capita. Alcune caselle di arrivo hanno un effetto speciale. Le caselle che rappresentano Pinocchio consentono di spostarsi subito in avanti di un numero di caselle pari a quelle coperte dal movimento appena effettuato. Le altre caselle del gioca Pinocchio sono: 17 La fatina fa una magia avanti tre caselle 3 Il buon Geppetto avanza tre 5 Il grillo …. Si perde un giro 9 Il Sillabario fa tirare ancora un dado 11 Mangiafuoco fa tornare indietro di due caselle 15 Gli Assassini fanno perdere due giri 22 Per il dispiacere della perdita della fatina si torna al 17 24Aandando a scuola si tirano ancora i dadi 28 Per la lentezza della chiocciolina… si perde un giro 30 Lucignolo è furbo avanti due caselle, ma aspetta … 32 Vergogna per le orecchie d‘asino fermo un giro 38 Il lavoro da buoni frutti avanti 3 caselle. Storia Il ―Gioca Pinocchio‖ è un gioco che si rifà al più conosciuto Gioco dell‘Oca che nasce a Firenze nel 1580 quando Ferdinando I De‘ Medici fece dono ―del nuovo e molto dilettevole giuoco dell’oca‖ a Filippo II Re di Spagna. All‘inizio del XVII secolo apparvero in Inghilterra i primi tabelloni stampati, e rapidamente il gioco dell‘oca si diffuse in tutta Europa. La decorazione tradizionale fu spesso rielaborata con soggetti diversi. Nel caso del ―Gioca Pinocchio‖ che ripercorre la storia del burattino e si presta a una lettura simbolica, con i pericoli che rappresentano le difficoltà (fisiche e morali) della vita. Di conseguenza viene talvolta citato con intento allegorico nella cultura e nelle arti. ―Le avventure di Pinocchio. Storia di un burattino‖ è un romanzo scritto da Carlo Collodi a Firenze nel 1881 e pubblicato nel 1883. Si tratta di un classico della letteratura per ragazzi. Il romanzo ha come protagonista un notissimo personaggio della finzione, appunto Pinocchio, che l‘autore chiama impropriamente burattino, pur essendo morfologicamente più simile ad una marionetta (corpo di legno, presenza di articolazioni) al centro di celeberrime avventure.

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Pinocchio game board Type of game: route game board. Material: paper / cardboard/pawns/two dice. Route: billboard with 44 boxes numbered. Age of participant : 6 years and up. Number of players: 2 to 6 players recommended. Every player is marked by a different piece. Preparation 5 minutes. Lasting: from 20 to 50 minutes. Purpose: Reach the last box before the other players. Game based only on luck. Rules and conduct of the Game: Play it on a board on which it is designed a spiral path, with 44 boxes, marked by numbers and symbols. Players start with a marker in the departure box. Usually the youngest player begins the game and, in turn everybody, proceeds along the path of a number of squares obtained by throwing a pair of dice and moving their marker in a number of steps equal to the sum output by dice. The route can be more or less difficult depending on the box in which you land. Some of check boxes have a special effect. Boxes representing Pinocchio allow you to move quickly forward a number of spaces equal those trodden by the movement soon made. The other boxes of Pinocchio game are: 17 The Turquoise Fairy casts a spell, forward three boxes. 3 The good Geppetto, forward three. 5 The tolking cricket.... you lose a round. 9 The Sillabario throw again a die. 11The ogre Fire-Eater move backward two steps. 15 Assassins you lose two rounds. 22 Sorrow for the loss of fairy, returns to 17. 130


24 Going to school roll the dice again. 28 Because of the slow steps of the little snail... you lose a round. 30 Lucignolo is crafty forward two steps but wait a turn... 32 Shame for the donkey ears stop a ride. 38 The work gives good fruit forward three box. History The game ―Play Pinocchio" is a game that goes back to the best known Game of the Goose that was born in Florence in 1580 when Ferdinando I de 'Medici gave it as a gift "New and Very enjoyable goose game" to King Philip II of Spain. At the beginning of the XVII century it appeared in England with the first printed boards, and quickly goose game spreaded to whole Europe. The traditional decoration was often reworked with subjects diversification and in "Play Pinocchio" it traces the popular story of the puppet and gives a symbolic reading, with hazards that are the physical and moral difficulties of life. "The Adventures of Pinocchio - the Story of a Puppet― is a novel written by Carlo Collodi in Florence in 1881 and in 1883. This is a best seller of children's literature. The novel has become particularly well known for starring a character of fiction, Pinocchio. Collodi calls him inappropriately puppeT, despite being morphologically more similar to a marionette (wooden body and joints).

QR code of game;

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Guardie e Ladri Tipo di gioco: gioco di ruolo. Materiale : si gioca su un terreno senza ostacoli, delimitato sui quattro lati, largo a seconda del numero di giocatori coinvolti, e lungo una decina di metri circa. Si usa poi una refurtiva che può essere un qualsiasi oggetto o straccio di tela scelto prima del gioco. Età dei partecipanti: 8 anni in su. Dove si gioca: all‘aperto o in un ambiente molto grande. Numero di giocatori : possono prendere parte un numero illimitato di partecipanti divisi per squadre. Durata: il gioco ha una durata minima di mezz'ora. Scopo: sta sia nella sorpresa di scoprirsi guardia o ladro, sia nel rincorrersi all'aria aperta. Gioco basato sull‘agilità, riflessi, scatto e voglia di correre.

Regole All'inizio si sceglie una refurtiva che dovrà essere nascosta nella tasca di uno dei ladri. Essa può essere un qualsiasi oggetto. I giocatori si dividono poi in due squadre (ad esempio 6 contro 6 ) se il numero di giocatori è dispari i ladri dovranno essere di un'unità in più delle guardie ( 6 guardie contro 7 ladri). Di nascosto dalle guardie i ladri scelgono uno di loro a cui affidare la refurtiva. Poi si dispongono su un lato del campo da gioco mentre le guardie si posizionano al centro. Al via i ladri scapperanno verso il 132


lato opposto del campo, correndo, zigzagando, arretrando per cercare di non farsi prendere dalle guardie. Ognuno è libero di muoversi a suo piacimento senza limiti: le guardie possono venire incontro ai ladri e posso inseguirli fino alla riga opposta di arrivo. Per catturare il ladro basta sfiorarlo con la mano in qualsiasi parte del corpo. Qualche ladro riuscirà a raggiungere la linea di arrivo mettendosi in salvo, altri invece saranno catturati. Se fra i ladri presi figurerà colui che possiede la refurtiva dovrà mostrarla ed il gioco finirà con la vittoria delle guardie, se al contrario non ci sarà il ladro con il bottino i ladri faranno un'altra fuga in senso contrario alla prima e le guardie tenteranno una nuova retata. Il gioco prosegue in questo modo fino a che non si cattura il ladro con la refurtiva. Al termine della partita se ne inizierà una nuova a ruoli invertiti con le stesse regole. Vince la squadra che ha recuperato la refurtiva con il minor numero di tentativi (esempio squadra A 3 tentativi, squadra B due tentativi, vince la squadra B). Punteggio Si calcola il numero dei tentativi impiegati da ogni squadra per trovare il ladro con la refurtiva. Scopo Lo scopo del gioco è, per il ladri, cercare di non farsi catturare dalle guardie; per le guardie catturare il numero maggiore di ladri individuando quello con la refurtiva. Storia Guardie e ladri viene definito non solo come un gioco ad inseguimento, ma anche un gioco da strada o gioco di ruolo. Le sue origini sono antichissime, ma si individuano solamente nel Seicento in Francia, quando, alla corte del Re, i nobili si dilettavano ad inseguirsi l‘un l‘altro nei giardini dell‘epoca. Non giocavano solo i bambini, ma anche gli adulti. Caratteristiche Guardia e ladri oltre a stimolare la cooperazione tra i bambini e a migliorarne la comunicazione e la interrelazione, consente loro di sperimentare ogni volta il ruolo del ―cattivo‖, il ladro, e del ―buono‖ il poliziotto, così che giocando possa già farsi un‘idea della differenza tra il bene e il male e a ―punire‖ i rappresentanti di una scorretta condotta.

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Guards and thieves Type of game : role game. Place: outdoors or in a very large room, on ground without obstacles, bordered on all four sides. The width dependes on the number of players involved, and length about ten meters. Players: can participate an unlimited number of players divided into teams. Age of participants: 8 years and up. Preparation: draw a line at the end of the playing field and choose any king of object as swag. Duration: the game lasts at least half an hour. Tools: it needs a swag that can be any object or piece of cloth. Purpose: chasing each other in the open air and being guard or thief. The goal: for the thieves trying not to get caught by the guards; for the guards to capturing the largest number of thieves identifying the one with the stolen goods. Game based on agility, reflexes, shooting, wish to run.

Rules: At the beginning you choose a swag that will be hidden in the pocket of one of the thieves. It can be any object. The players then divide in two teams (eg 6 vs. 6). If the number of players is odd thieves will be one more unit of the guards (6 guards against 134


thieves 7). Hidden fro the guards, thieves choose one of them to take the stolen goods. Then they are arranged on the other side of the playing field and the guards are positioned at the center. At the start the thieves flee to the opposite side of the field, running, zigzagging, pulling back in order to try not to get caught by the guards. Everyone is free to move as he/she wishes without limits: the guards can meet the robbers and they can chase them until the arrival of the opposite row. To catch the thief, it‘s enough just to touch him/her, with the hand in any part of the body. Some of the thieves will reach the finish line side and they will be safe, while others will be caught. If among captured thieves will be who owns the stolen goods he/she will have to show it and the game will end with the victory of the guards, if on the contrary there won‘t be the thief with the loot, the thieves will make another escape and the guards will attempt a new raid. The game continues in this way until you catch the thief with stolen goods. After the game the participants will start a new one with same rules and roles reversed with. The team that has gotback the stolen goods with the lowest number of attempts will win.(eg Team A 3 attempts, Team B two tries, wins the B team). Score It is based on the number of attempts by each team used to find out the thief with stolen goods. History Guards and thieves is defined not only as a tracking game, but also a road game or RPG. Its origins are ancient, but are identified only in the seventeenth century in France when, at the court of the King, the nobles were delighted to chase one another in the gardens. Not only the children were playing, but also adults. Features Guards and thieves beyond encouraging cooperation among children and improving their communication and relation, allows them to experience each time the role of the "bad", the thief, and the "good" cop, so that playing can already make and 'ideaÂť of the difference between good and evil and to "punish" the representatives of a misconduct.

QR code of game:

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Nomi, cose,città..... Tipo di gioco: gioco al chiuso. Materiale: carta, penna. Età dei partecipanti dai 7 anni in su. Dove si gioca: in una stanza su di un tavolo. Numero dei giocatori: 2 o più. Preparativi: pochi minuti. Durata: da stabilire. Scopo: completare per primo la griglia delle categorie. Il gioco consiste nell‘estrarre una lettera a caso, e nello scrivere le parole che iniziano con quella lettera nelle categorie scelte. Tra le categorie più utilizzate troviamo: Nomi di persona, Cose, Città, Animali, Frutta, Fiori e Piante, Cantanti, Nazioni, Mestieri, ecc. Gioco basato sulla memoria e sulla velocità nel ricordare parole rare, che iniziano per una data lettera. Preparazione del materiale di gioco: Per ogni giocatore serve un foglio di carta sul quale verrà disegnata una griglia: • la griglia avrà tante colonne quante sono le categorie scelte per giocare più una colonna finale per calcolare il totale • il numero di righe della griglia non è definito a priori e dipende semplicemente dal numero di partite che verranno giocate

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Infine serve preparare un ulteriore foglio dove verranno scritte in posizione casuale tutte le lettere dell‘alfabeto. Di solito si escludono le lettere più difficili come H, J, Q, X, Y, ecc.

Svolgimento del gioco: Un giocatore a caso, prende in mano il foglio con le lettere e senza guardare fa un segno con la penna. La lettera più vicina al segno viene scelta come lettera della partita corrente e viene sbarrata. Una volta scelta la lettera, inizia subito la partita: tutti i giocatori devo completare l‘intera riga della loro griglia trovando una parola per ogni categoria. Esempio con la Lettera M Nome: Marco Cosa: maglietta Città: Milano Mestiere: muratore Frutta: mango Il primo giocatore che finisce, copre la propria griglia e inizia a contare per 20-30 secondi. Al termine del conto alla rovescia, tutti gli altri giocatori si bloccano e può iniziare la fase del calcolo dei punti. Calcolo dei punti: 137


Per calcolare i punti, tutti i giocatori confrontano in sequenza le parole che hanno inserito. Ogni parola realizza un punteggio che può essere: 20 punti, se la parola è corretta e tutti gli altri giocatori non hanno trovato una parola per quella categoria 10 punti, se la parola è corretta e nessun altro giocatore ha usato la stessa parola 5 punti, se la parola è corretta ma è stata usata da un altro giocatore 0 punti, se la parola non è corretta o non si è riusciti a trovare una parola per quella categoria Dopo aver calcolato il punteggio di ogni parola, si sommano tutti i punteggi della riga corrente e si scrive la somma nella colonna del totale.

Flusso e termine del gioco: Dopo aver calcolato i punteggi, si sceglie a caso una nuova lettera e si ricomincia a giocare. Il gioco termina quando vengono estratte tutte le lettere e quando sono stati effettuati un certo numero di partite. Alla fine, si sommano i punteggi di tutte le righe e il giocatore con il punteggio più alto vince! La strategia principale è quella di ricordare parole rare, che iniziano per una data lettera, nel minor tempo possibile e completare la griglia per intero. STORIA Non si conosce esattamente quando il gioco sia stato inventato, in che epoca o in che luogo in particolare, ma sicuramente nasce tra i banchi di scuola. È in quell'ambito che riscuote maggiore successo e in poco tempo diventa popolare anche in varie parti del mondo perché risulta essere semplice, divertente e necessita di poco materiale da utilizzare (facilmente reperibile in una classe).

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Name, things, cities ..... Type of game:indoor pencil game. Place: on the table. Material: paper, pen. Age of participants: 7 and up. Number of Players: 2 or more. Preparations: a few minutes. Duration: to be determined. Purpose: ending first the grid of topics. The game is about to select a random letter and writing the words that begin with that letter in the selected categories. Among the most used categories there are: Personal Names, Places, Cities, Countries, Animals, Fruit, Flowers and Plants, Singers, Nations, crafts, tools.. Game based on memory and laguage knowledge, quickness in remembering rare words, starting with a selected letter Preparation of the game material: For every player you need a piece of paper on which is drawn a grid: • the grid will have as many columns as the categories chosen to play and a final column to calculate the total • the number of grid lines is not defined in advance and simply depends on the number of topics that will be played

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Finally it needs to prepare a further paper on which are written not in alphabetic order all the letters. Usually will be excluded the most difficult letters such as H, J, Q, X, Y, but it depends on the language spoken by the participans.

Playing the game: A random player, without looking at the sheet will make a sign with a pen on the list. The closer letter to the sign will be choosen. Alternatively it is possible to make a count and mark the letter corresponding to the number obtained. Once you choose a letter, immediately begins: all players must complete the entire row of the grid by finding a word for each category. Example with the Letter M Name: Marco What: mouse City: Milan Object:mug Fruits: mango etc The first player who finishes, covers its grid and starts counting for 20-30 seconds. At the end of the countdown, all other players have to stop and can begin the phase of points calculation. Calculation of points: To calculate the points, all players compare in sequence the words they have written . Each word carries a score that can be: • 20 points if the word is correct and all the other players have not found a word for that category • 10 points if the word is correct and no other player has used the same word 140


• 5 points, if the word is correct but has been used by another player • 0 points if the word is not correct or was not able to find a word for that category After calculating the score of each word, they add up all the scores of the current line and write the sum in the total column.

Flow and the end of the game: After calculating the scores, it is randomly choosen a new letter and participants start to play another turn. The game ends when all the letters are extracted or when a certain number of games has been done. At the end, everyone adds up the scores of all the lines and the player with the highest score wins! The main strategy is to remember rare words, starting with a given letter, in the shortest time possible and complete fully the grid HISTORY We do not know exactly when the game was invented, in which moment or in which particular place, but it certainly comes from the school life.. It is in the school that receives the most successful and soon became popular in various parts of the world because it is very simple, fun and requires little material to be used easily found in a classroom. QR code of game:

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TEACHER DACE KALNINA TEACHER BAIBA KOVALA TEACHER JANA MELBARDE TEACHER GUNDEGA VERINA TEACHER SKAIDRITE VIKSNINA TEACHER ILVA HARKINA TEACHER MARIS STABINS TEACHER IRITA EIMANE

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Spēle iekštelpās “Silts un auksts” Spēlētāju vecums: >7 gadi Spēlētāju skaits: 4-9 Vieta: jebkur iekšā Kā spēlēt? Spēlētāji izvēlas vienu lietu, ko slēpt un vienojas, kurš vadīs spēli. Spēlētāji, kuri meklēs noslēpto lietu, iziet ārā no telpas, kurā tiks meklēta noslēptā lieta. Spēles vadītājs izvēlas vietu, kur noslēpt izvēlēto lietu. Kad viņš ir noslēpis, tad viņš sauc atpakaļ meklētājus un ar vārdiem 'silts vai siltāk' un 'auksts vai aukstāk' dod spēlētājiem mājienus, kurā vietā varētu būt apslēpta lieta. Auksts-nepareizā vieta, siltspareizā vieta.Kurš pirmais atrod noslēpto lietu, tas ir uzvarējis. Uzvarētājs slēpj izvēlēto lietu.

Indoor game “Warm and Cold”. Age of players:>7 years old. Number of players: 4-9 people Place: room. How to play? Players choose one thing to hide.Players choose who will be the leader of the game. Players, who will find the hidden thing go out of the room. Leader hides the chosen thing. And then he calls players to come back and using the words ―Warm and Cold‖ gives the hints to other players where the hidden thing is.Cold-wrong place, Hot-right place.First player who finds the hidden thing is the winner. Winner hides the chosen thing. QR code of game:

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Galda spēle “Kartupelis” - kuģu šaušana Vecums: >7 gadi Skaits: 2 spēlētāji Materiāli: 2 rūtiņu lapas un rakstāmrīks

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1 Katram uz rūtiņu lapas ir jāuzzīmē 2 spēles laukumi: viens – savs, otrs – pretinieka, un savā jāiezīmē 15kuģi: 5 vienas rūtiņas lielumā; 4 – 2 rūtiņu, 3 – 3 rūtiņu, 2 – 4 rūtiņu un 1 – 5 rūtiņu lielumā. Kuģu forma var būt dažāda, svarīgs ir rūtiņu skaits, kā arī kuģi nedrīkst saskarties.Tad var sākties kauja. Pirmais dalībnieks sāk šaut: piem., saka K2. Ja pretiniekam tajā rūtiņā ir iezīmēts kuģis un ja ir tā ir tikai daļa no kuģa, tad pretinieks saka: ―Trāpīts!‖. Un pirmajam spēlētājam ir iespēja šaut vēlreiz. Ja nosaucot rūtiņu, tur kuģa nav, viņš saka: ―Garām!‖ un gājiens pāriet otrajam dalībniekam. Ja tiek sašauts viss kuģis, tad tas saka: ―Grimst!‖ un pretinieks savā lapiņā apvelk kuģa kontūras.Uzvar tas, kurš pirmais ir sašāvis visus pretinieka kuģus. 144


Board game “Potatoe ” - ship fireing (to fire at ships) Age of players:>7 years old. Number of players: 2 people Materials: pen and 2 sheats of squared paper Place: room. K

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1 2 3 4 5 6 7 9 10 Both players draw on a squared paper 2 squares of game: one is his, another – enemy's. Each player draws 15 ships on his square: 5 ships in size of 1 square; 4 – in size of 2, 3 – in size of 3, 2 – in size of 4 and 1 – in size of 5 squares. The shape of ships could be different, the number of squares is important. The ships could not be in touch with each other.The battle begins. First player starts to shoot saying, for example, K2. If there is a ship or a part of it, player says: ―Hit!‖ And he has another chance to shoot. If there is not a ship, he say: ―Pass!‖ And second player starts a battle. If the ship is not there, you say: ―Pass!‖ and the other player gets his chance. If the whole ship is shoot, player says: ―It sinks!‖ and the enemy draw a circle around it. The winner is the first who shoots all the ships.

QR code of game:

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Āra spēle – Pēdējais pāris šķiras Spēlētāju vecums: >7 gadi Spēlētāju skaits: vismaz 9 spēlētāji (nepāra skaitlis) Vieta: jebkur ārā Jo vairāk bērnu, jo jautrāka spēlēšana. Visi stāv pa pāriem cits aiz cita. Bez pāra ir spēles vadītājs, kurš stāv visiem priekšā un saka "Pēdējais pāris šķīras". Pēdējais pāris skrien ap rindu katrs pa savu pusi un rindas priekšgalā satiekas, saķeroties rokās. Ja skriešanas laikā vienu no pāra vadītājs noķer, tad tas, kurš nav noķerts un paliek bez pāra, ir vadītājs. Bet jaunais pāris stājas rindas priekšgalā. Spēle turpinās, kamēr visi pāri pa vienai reizei šķīrušies.

Outdoor game Last couple parts Age of players:>7 years old. Number of players: at least 9 players (odd number) Place: wherever outside. More children more fun. Everybody stands in pairs in column. The game leader who stands alone in front of all pairs says: ―The last pair parts away!‖. The children from the last couple run each to his side and try to meet each other in front of the column. The leader tries to catch one of them. If he does it he and the catched person stand in front of column. The uncathed person becomes a leader and the game goes on until all pairs have parted t least one time.

QR code of game:

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Lomu spēles – Veikali, ārsti, skaistuma salons, skola, mājas Spēlētāju skaits: >3. Vieta: telpa vai ārā. Vecums>7 gadi. Materiāli: Veikals- telpa (istaba, klase) pirkumi, iedomu nauda, galds, iedomu kase. Skola- telpa (istaba, labāk klase) galdi, grāmatas, skolas piederumi. Māja – telpa (istaba – labāk visa māja, klase) citas ikdienas lietas. Ārsti – dakterim nepieciešamas lietas. Kā spēlēt? Veikals – spēlētāji izvēlas lomas – pārdevējs, pircējs. Pircējs izvēlas rotaļlietas un citas lietas ko viņš vēlās pirkt un tās iegādājas. Pārdevēja pasaka cenu un pircējs tās nopērk par iedomāto naudu. Skola – spēlētāji izvēlās lomas – skolēni, skolotāja. Skan kāds zvans un tas parāda ka stunda ir sākusies. Skolēni ieņem vietas un stunda sākas. Skolotāja māca viņiem lietas, ja iespējams, raksta lietas uz tāfeles. Šis turpinās līdz iedomu skola beidzas.

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Role play games – schools, beauty salon, doctors, shops or home

Number of players>3. Playground: room (classroom, bedroom), outside. Age of players>7. Materials: Shop: - room (bedroom, classroom) purchases (toys, books), imaginary money, table, purchase till. School – room (bedroom, better a classroom) tables, chairs, books, school essentials. Home – room (bedroom – better the whole house, classroom) other everyday essentials. How to play? Shop - Players choose roles – cashier, customer/s. Customer chooses toys and other thing to buy then goes to the cashier and purchases them. Cashier says how much it will cost and the customer purchases them with the imaginary money. School – Players choose roles – pupils, teacher. There is a ringing noise that indicates that the bell has rang. Pupils take seats and the lesson starts. The teacher teaches them things, if possible writes things on the blackboard. Home – Players choose roles – mum, dad, children (if more players then possibly grandparents). Everything happens exactly like in real life. Parents go to work (out of the room), children go to school or stay at home with their grandparents. QR code of game:

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Roku leļļu izrāde “Sprīdītis” Latviešiem nav tipisku roku leļļu un ar tām saistītu spēļu, tāpēc parasti tiek dramatizētas kādas populāras pasakas, kam bērni vai vecāki zina tekstu vai galvenos notikumus un pašiem tikai jāizdomā runātais teksts. Mēs par piemēru izvēlējāmies pasaku ―Sprīdītis‖, kuru zina visi latvieši, un tajā darbojas Sprīdītis, pamāte, vecāmāte, princese, ķēniņš, velns u.c.. Lomas var būt vairāk vai mazāk atkarībā no cilvēku skaita.

Puppet game “Sprīdītis” Latvians don‘t have typical puppets and games played with them, therefore children use popular fairy tales and pretend to be heroes from that fairy tale. We have chosen the fairy tale ―Sprīdītis‖ because every Latvian knows the story of it and the main characters are Spriditis (the small, but brave boy who wanted to find happiness in the world, but found it at home), his step-mother (evil lady), loving grandmother, moody princess, king, devils. The story is about adventures of Spriditis while he seeks for happiness in the world.

QR code of game:

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More information about our project:

1.Site (www.bridging3generations.com). 2.Facebook pages: https://www.facebook.com/groups/1655930394661071/ https://www.facebook.com/groups/713238598806560/ https://www.facebook.com/groups/424818621052415/ https://www.facebook.com/groups/1709628389250699/ 3. Twitter: https://twitter.com/bridge_ERASMUS

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PROJECT ERASMUS +KA2 “BRIDGING THREE GENERATION. TIMELESS GAMES AND TOYS” Project No: 2015-1-TR01-KA219-021800_6

EDITURA GRINTA ISBN 978-973-126-841-5

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