Transcript
Child Rights Launchpad Games Instructions for Adults
Traditional Games for All Time and again, children around the world have the remarkable ability to overcome cultural and language barriers by playing games together. Every child has the right to play and we believe this is something to celebrate. The Child Rights Launchpad was born from Unicef UK’s partnership with the 2014 Commonwealth Games in Glasgow, and so we are proud to present this collection of traditional games from around the world, to help the children you work with to get active! From Cambodia to Canada, these games have been played by children for decades - and in some cases, for centuries - and are still being played today. This pack contains all of the game instructions for adults, including information on rules and scoring, equipment, safety advice, and tips on how to adapt the games for children of varying abilities. Whether you are a young leader, teacher, sports coach, parent or community leader, we are sure that you and the children you work with will find an activity to enjoy together! The games are listed here in alphabetical order, by country. May the games begin!
TRADITIONAL GAMES
Elastic
A jumping game played in Brazil.
Age: 6+
- both feet on or outside the elastic
Safety
Players: Groups of two or three.
- one foot out and one foot in the elastic, jumping from one foot to the other.
•
Extreme care when jumping in and out of the elastic.
•
A flat playing area free of debris.
Pitch: A flat open playing space. Time: Unlimited. Rules: Two players stand opposite each other inside the elastic and hold it taut at ankle height with legs apart. One player stands inside the elastic three steps from the other players. If there are only two players then one end of the elastic should be secured round a fixed object.
The two players holding the elastic gradually raise its height. The ‘jumping’ player continues until he or she is unable to complete their planned phase. The game continues until every player has had a turn. Scoring •
The rules vary according to the age of the players. The players create their own jumping phase (pattern) using a combination of any jumps, for example:
The player who completed their phase at the highest level will be the winner.
Equipment •
Elastic a minimum of 4m in length and with a width of 0.5cm.
TRADITIONAL GAMES: BRAZIL
Adaptations and variations
Skills developed
Easier
• Coordination
• Space: NA
• Balance
• Task: Restrict the height the elastic can go to.
• Jumping
• Equipment: NA
• A game
• People: NA
This activity can be used as Who could use this card?
Harder
• Teachers
• Space: Increase the distance between the two players holding the elastic.
• Young leaders
• Task: Work with a parallel partner.
• Community leaders
• Equipment: NA
• Parents
• Sports coaches
• People: NA
BRAZIL
Elastic
Chab kon kleng A traditional game played by children and adults in Cambodia.
Age: 6 - 13 years. Players: Any number of players. Pitch: A large playing area, suitable for running. Rules: Adults often play this game on New Year’s Day in Cambodia. The game is played by imitating a hen as she protects her chicks from a crow. One player is the ‘hen’ and one is the ‘crow’. The rest of the players are ‘chicks’.
The crow captures chicks by tagging them. Once a chick has been captured, that player is ‘out’ and sits on the side. The game ends when the crow has captured all of the chicks. Safety • A flat, non-slippery playing area free of debris. • The crow tags between shoulder and waist.
When the game starts, the hen protects her chicks from the crow, and the chicks hide behind the hen. The players call out to each other and chant playfully.
TRADITIONAL GAMES: CAMBODIA
Adaptations and variations
Skills developed
Easier
• Running
• Space: NA
• Stopping
• Task: The crow could be blindfolded.
• Changing direction
• Equipment: NA
This activity can be used as
• People: Fewer ‘chicks’ involved in the game.
• A warm up
Harder
Who could use this card?
• Space: A larger playing area.
• Teachers
• Task: NA
• Young leaders
• Equipment: NA
• Community leaders
• People: More ‘chicks’ involved in the game.
• Parents
CAMBODIA
• Cooperation
• A game
Chab kon kleng
Dox-en-eye A tagging game played by children in Canada.
Age: 6 - 9 years. Players: Two equal-sized team of any number of players. Pitch: A playing area at least 10m x 10m. Rules: The two teams sit and face each other about 10m apart. The dox-en-eye is a straight stick one metre long. One member from team A comes forward with the dox-en-eye. They pound the ground with the stick, shouting “dox-en-eye, dox-eneye, send us Jasmine” - calling out the name of someone on team B.
Players from team A then try to do anything they can to make Jasmine laugh, without touching her. They can make funny faces and sounds and tell jokes. If Jasmine doesn’t smile by the time she reaches her team, she can stay with her team. If she laughs, she must walk across the area and join team B. The game ends when all players end up on the same team. Safety • A flat playing area free of debris.
The named person from team B, in this case Jasmine, must come forward, without smiling, take the stick then walk backwards to her own team, still without smiling.
TRADITIONAL GAMES: CANADA
Adaptations and variations
Skills developed
Easier • Space: Use a 5m space.
• Controlling your emotions and behaviour
• Task: NA
• Listening skills
• Equipment: NA
• Interpersonal skills
• People: Have fewer players on each team.
This activity can be used as
Harder
• A cool down
• Space: Use a 15m space.
Who could use this card?
• Task: The player being challenged can’t smile or make eye contact.
• Teachers
• Equipment: NA
• Community leaders
• A warm up
• Young leaders
• People: Have more players on each team. Inclusion Instead of smiling, players could talk or laugh.
CANADA
Dox-en-eye
Handkerchief Game
A traditional Egyptian game played widely across the country.
Age: 5 to 16 years.
Pitch: The playing space is two parallel lines 20m apart.
Scoring • The player wins a point for the team if this task is completed successfully. • If the player is tagged then the point goes to the opposite team.
Rules: The leader stands holding up a handkerchief in a circle drawn in the centre of the playing area.
Equipment • A handkerchief
Players: Two equal-sized teams of five or more players and one leader.
Players in each team are numbered one to five (above if there are more than five players).
Safety • A flat playing area free of debris.
The game begins by the leader holding up the handkerchief with arm extended calling a number from one to five (above if there are more than five players). The two players from each team with this number quickly run into the circle to try to grab the handkerchief from the leader. The player who succeeds in grabbing the handkerchief tries to run back to his or her line without being tagged by their opposite number.
TRADITIONAL GAMES: EGYPT
Adaptations and variations
Skills developed
Easier • Task: Players race to be back first to their line with the handkerchief.
• Running • Stopping • Change of direction This activity can be used as
• Equipment: Two handkerchiefs – one for each player.
• A warm-up Who could use this card?
• People: NA
• Teachers • Young leaders • Sports coaches • Community leaders • Parents
• Space: NA
Harder • Space: NA • Task: NA • Equipment: As well as grabbing the handkerchief, players may attempt to block the space of their opponents. • People: NA
EGYPT
Handkerchief Game
Korbo
An aiming game played since 1900 in many regions of Ethiopia.
Age: All ages.
Scoring
Players: Unlimited numbers but played in pairs made up of one sender and one thrower at a time.
• Two points if the throw stops the hoop.
Pitch: A 15m x 10m playing space. Time: Unlimited. Rules: The sender rolls the hoop in a straight line across the space and remains at the side until the throw is complete. When ready the thrower throws a spear-like stick at the rolling hoop from a distance of 10m. After three attempts the sender and the thrower change places and the activity is repeated.
• One point if the throw touches the hoop but does not stop it rolling. Equipment • A hoop. • A spear-like stick with blunt ends. Safety • Senders must remain at the side. • Throwers must remain at the throwing line.
The winner is the player who has scored the most points.
TRADITIONAL GAMES: ETHIOPIA
Adaptations and variations
Skills developed
Easier
• Throwing
• Space: Shorten the throwing distance and widen the rolling distance.
• Aiming
• Task: Roll instead of throw.
• A skill-development activity
• Equipment: Use a ball instead of a stick and a larger hoop.
Who could use this card?
• People: Use more than one sender.
• Young leaders
Harder
• Community leaders
• Space: Extending the throwing distance and reduce the rolling distance.
• Students
• Rolling This activity can be used as
• Teachers • Sports coaches
• Task: The stick must go through the hoop to score. • Equipment: A smaller hoop. • People: NA. Inclusion Roll a ball at the target instead of throwing.
ETHIOPIA
Korbo
Ampe A simple jumping game played in Ghana.
Age: 8 to 18 years.
circle or in a straight line.
Players: 2 to 10 players.
If the players are in a circle/semi circle, the leader or ‘it’ moves round the inside of the circle, playing against others in turn, swapping over if the players have different feet forward at the end of the jump.
Pitch: A flat playing space. Time: Unlimited. Rules: A leader or ‘it’ controls the game. If there are two players they play against each other to score points. The leader and the other player jump up at the same time, clap, and thrust one foot forward. If the leader and the other player have the same foot forward, the leader wins a point and keeps playing. If the leader and the other player have different feet forward then the other player becomes ‘it’ and continues the game. If there are a number of players the game can be played in a circle, semi
If the players are in a line, the leader moves down the line playing against others in turn, swapping over if players have different feet forward at the end of the jump. Scoring • Points can only be scored when the player is the leader or ‘it’. • If there are two players, they agree a target score and the winner is the player who reaches the target first. • In a group game everyone has a turn at being the leader or
TRADITIONAL GAMES: GHANA
‘it’ keeping their own score – the winner is the player who has scored most points. Safety • A flat playing area free of debris.
Adaptations and variations
Skills developed
Easier
• Coordination
• Space: NA
• Agility
• Task: Stepping instead of jumping.
This activity can be used as
• Equipment: NA • People: NA
• A game Who could use this card? • Teachers
Harder
• Young leaders
• Space: NA
• Sports coaches
• Task: Introduce a double clap during the jump.
• Community leaders
• Equipment: NA
• Parents
• People: NA Inclusion Use hands instead of jumping and thrust one hand forward instead of a foot.
GHANA
Ampe
Kho kho
A chasing game - one of the most popular traditional sports in India.
Age: 10 to 14 years.
in their place).
Players: Two teams of nine.
The new chaser must run in only one direction – the direction in which they started moving. Runners can move in any direction.
Pitch: A flat playing space measuring 27m x 15m. Time: Up to 20 minutes per match. Rules: A match consists of two ‘innings’. An ‘innings’ lasts for seven to nine minutes. The chasing (attacking) team sits in a line between two poles down the centre of the playing area, with team members alternately facing in opposite directions. One chaser remains standing. The runners (defenders) are positioned, in groups of three, outside the playing area (see illustration).
When all three runners are tagged three new runners enter the playing area. The innings ends when all the runners have been tagged or the playing time has elapsed. The teams then change roles. Scoring • The chasing team scores a point for each runner tagged. • The team that scores the most points within the time period wins...
When the first three runners enter the playing area, the standing chaser runs, in one direction only, around the poles to tag a runner.
• ...or the team that tags all the opponents in the shortest time possible wins.
In order to catch a runner out, the chaser can touch one of their seated team-mates who takes up the chase (the previous runner sits
• Fix poles in the ground (outside) or marker discs or cones.
Equipment
TRADITIONAL GAMES: INDIA
• Marker discs, cones, tape, powder or chalk to mark out the space. Safety • A flat, non-slippery indoor or outdoor playing space free of debris. • Chasers tag runners with flat palm without force.
Adaptations and variations
Skills developed
Easier
• Running
• Space: The dimensions of the playing space can be reduced for example, distance between the poles (markers); reduce the size of the playing area and the distance between the poles.
• Stopping
• Task: The chasers can stand instead of sitting and/or chase in any direction; – the time can be decreased from seven to five minutes.
• A game
• Equipment: Use tags or ribbons in players waistbands instead of touching.
• Sports coaches
• People: Increase the number of runners and decrease the number of chasers; match abilities of chasers and runners.
• Dodging • Teamwork This activity can be used as • A skill-development activity
Who could use this card? • Teachers • Young leaders • Community leaders • Students
Harder • Space: NA • Task: Increase time from seven to nine minutes. • Equipment: NA • People: Decrease the number of runners.
INDIA
Kho kho
Galah Asin
A traditional tagging game played across the Indonesian archipelago.
Age: 7+ Players: Two teams of five, with one team attacking and one defending. Pitch: A 15m x 9m playing area, divided into six equal spaces. Time: Each team has 15 minutes to score as many points as possible. Rules: Attackers start at one end of the playing area and on a signal try to cross all the lines in front of them to reach the other end.
Defenders may not move off their line to tag the attackers. Scoring • Attackers who manage to get all the way to the other end without being tagged get one point. Safety • A flat playing area free of debris. • Defenders tag between shoulder and waist.
Attackers may pause between any two lines in a space but may not step back over any line previously crossed. Defenders must stand on the lines and attempt to tag the attackers as they try to pass.
TRADITIONAL GAMES: INDONESIA
Adaptations and variations
Skills developed
Easier
• Running
• Space: One point scored for each line crossed successfully without being tagged.
• Stopping
• Task: Attackers may move sideways as well as forwards to avoid the defenders. • Equipment: NA • People: Decrease the number of defenders.
• Changing direction • Teamwork • Planning and strategies This activity can be used as • A skill-development activity • A game Who could use this card?
Harder
• Teachers
• Space: NA • Task: Attackers must cross the space, there and back to score one point. • Equipment: NA
• Young leaders • Sports coaches • Community leaders • Students
• People: Increase the number of defenders.
INDONESIA
Galah Asin
Circle sepak takraw A kicking game from the 15th century played throughout South East Asia.
Scoring
Players: Teams of six.
Each team has three tosses to keep the ball in play.
Pitch: A 1m radius circle on any flat playing space bounded by a 4m radius circle.
After the three tosses are completed, change the playing team.
• Shoulder, knee, toe or other body pass = two points.
Time: Unlimited.
The ball may not be passed to a team member immediately on the left or right.
Age: 5+
Rules: The playing team stands anywhere in the 4m circle but not in the 1m circle. A player starts in the centre of the 1m circle and tosses the ball to any one of their team members and then rejoins their team.
• Kick-volley, head pass = one point.
• Team total is the number of points gained from the three tosses. Equipment
A player may only touch the ball a maximum of three times before passing.
• A rattan ball or a ball of similar size, with a circumference of around 40/45cm.
A player may not step outside the 4m circle or into the 1m circle.
Safety
The first touch by this player must be a kick-volley. All kicks or passes between players should cross the 1m circle and aim to be above head height. Players should use a variety of skills such as kicking, heading, shouldering, kneeing and tipping with a toe. All parts of the body can be used except the hands and arms.
T R A D I T I O N A L G A M E S : M A L AYS I A
• Ankles protected by socks or stockings and sports shoes.
Adaptations and variations
Skills developed
Easier
• Kick-volley
• Space: Use the whole playing area (both circles).
• Heading • Coordination
• Task: No limit to the number of touches before passing.
This activity can be used as
• Equipment: Use a softer ball.
• A skill-development activity
• People: NA.
• A game
Harder
Who could use this card?
• Space: Make the playing space larger.
• Teachers
• Task: Each player can touch the ball a maximum of two times before passing.
• Sports coaches
• Equipment: Use a smaller ball.
• Young leaders • Community leaders • Students
• People: Reduce the number of players in a team. Inclusion An adaptation for this game could be to use hands and arms.
M A L AYS I A
Circle sepak takraw
Mundo
A hopping game traditionally played in Central Mozambique.
Age: 6 to 14 years. Players: Teams of two to four. Pitch: A 2m spiral playing space divided into 20 sections. Rules: The first player from team A selects a starting space on the outer edge of the spiral. The player hops on the same leg through each section to the middle and back again after reaching all 20 sections. If the player completes the task (i.e. the round of 20 sections) he or she randomly marks one of the sections with a cross. The first player from team B may not hop into the crossed section. He or she repeats the task (ie the round of the sections remaining) and marks another free section with a cross. The next player from team A starts again by hopping from the outer edge of the spiral in to the next available free section, and
completes the task as above followed by the next player from team B and so on.
Scoring
They continue to play until one of the players from either team A or team B fails to complete the task.
Safety
The more sections they mark with a cross, the more difficult is to hop to another available free section. For example, if sections one, two, three, four, five and six are already marked, then the player has to hop from section zero to section seven without touching or landing in any of the sections from one to six. If a player fails to hop into a free section, then he or she loses the opportunity to mark another section. A player also loses if he or she changes the hopping leg during the game. The game ends when the players are no longer able to hop to free sections.
TRADITIONAL GAMES: MOZAMBIQUE
• The team which marks the most sections wins the game. • A flat playing area free of debris.
Adaptations and variations
Skills developed
Easier
• Coordination
• Space: NA
• Hopping
• Task: Change hopping foot.
• Balance
• Equipment: NA
This activity can be used as
• People: Play as individuals.
• A warm up
Harder
• A skill-development activity
• Space: Increase the size of the spiral and the number of sections.
Who could use this card?
• Task: Hopping on one foot to the middle and on the other foot back again.
• Young leaders
• Equipment: NA • People: NA
• Teachers • Sports coaches • Community leaders • Students
MOZAMBIQUE
Mundo
Ki-o-Rahi
This Maori game is also called ‘The Game of Stars’ or ‘The Games of Peace’. It evolved out of multiple archaic games based on the story of legendary figure Rahi.
Age: 5+ Players: Two teams of seven players, though this can be adjusted depending on the size of the playing area. One team is the Kioma and the other team is the Taniwha – this switches every quarter. Pitch: The playing field consists of 3 concentric circles – the playing zones – intersected by a pathway, the Te Ara. At the end of the Te Ara, on the outside of the largest circle, is a small circle with a radius of 1m, called the Te Marama. The inner circle, or Pawero, has a radius of 4m – with a target, the tupu, placed at the exact centre. The middle circle, or Te Roto, has a radius of 11m, and the outer circle, or Te Ao, has a radius of 21m. These distances can be modified to fit smaller spaces. Seven posts, or pou, are evenly spaced around the Te Ao area. The pitch can be marked on a playing field or gymnasium. Small cones can be used to mark the boundaries.
Rules: The Kioma team play in the Pawero and Te Ao. Three Kioma guard the tupu in the Pawero, and the other four players are in the Te Ao. Kiomo can swap between the Pawero and Te Ao by running through the Te Ara.
If they are tagged or tackled, they have three seconds to pass the ball to a teammate or it goes to the Taniwha.
The Kioma have to stop the Taniwha team from hitting the tupu with the ball, or ki. The players in the Pawero can use any part of their bodies to block the ball from hitting the target. They can also catch or intercept the ki and throw it out to their own players in the Te Ao. They must pass the ball out of the Pawero within five seconds.
A Kioma in the Te Marama kicks off to the Kioma in the Pawero; they then try to pass it out to their teammates in the Te Ao.
The Kioma are also trying to tag the pou in the Te Ao with the ki. Once they have tagged one or more pou, they must run with the ki through the Te Roto to the Pawero and touch the ki down, without a Taniwha tagging them with both hands on the hips or tackling them.
Time: Four ten minute quarters.
TRADITIONAL GAMES: NEW ZEALAND
Kioma without the ball cannot stop or interfere with a Taniwha player who is tagging the Kioma with the ki.
(continued on page 2)
Rules ctd.
Safety
Inclusion
The Taniwha score points by throwing the ki at the tupu from the Te Roto: if they enter the Pawero, the hit does not count. They can only have the ki in the Te Roto for ten seconds before trying to hit the tupu or passing it out.
• Make sure the ball is not too hard, a tennis ball or a softballsized soft rubber ball is suitable. The game could also be played with a volleyball.
Try:
If the ki goes loose, any team can pick it up and play with it. Teams can mutually decide to vary the rules before playing the game – a traditional process called Tatu. Scoring • The Taniwha team scores one point for hitting the tupu. • The Kioma team scores one point for each pou tagged in the Te Ao, but only if the move is finished by touching the ki down in the Pawero. So, tag one post and touchdown equals one point, tag two posts and touchdown equals two points. There are seven posts, so it is possible to score seven points. Touching the ball down is known as a try, or Tupu Manawa. Equipment
• Replace all tackling with a twohanded tag touch to the hips, or use ripper rugby tags if available. Adaptations and variations Easier • Space: Make the pitch smaller. • Task: Remove the touchdown component so the Kioma only have tag the pou the target. • Equipment: A larger ball. A larger target. • People: Fewer Kioma allowed in the Pawero to guard the tupu. Harder • Space: A larger pitch. • Task: Allow full contact tackling (be mindful of the playing surface.) • Equipment: Use a smaller ball. Reduce the size of the target.
• Using a large, soft ball that can be thrown with two hands. • Increasing the size of the pitch to facilitate wheelchairs. Skills developed • Quick hand passing • Team strategies • Ball handling • Throwing • Running • Tackling This activity can be used as • A skill-development activity • A game Who could use this card? • Teachers • Young leaders • Sports coaches • Community leaders • Parents
• People: Allow more Kioma in the Pawero to guard the tupu.
• A tupu – usually a large drum. • Small cones for boundary markers. • Seven large cones or poles for pou. • A ball.
NEW ZEALAND
Ki-o-Rahi
Three tins
An aiming game that forms part of South Africa’s heritage.
Age: 6+
Equipment
Players: Two equal teams with a minimum of five people.
• Three tins, plastic blocks or other stacking objects.
Pitch: 8m x 4m.
• A small ball.
Time: Unlimited.
Safety
Rules: Three tins are placed on top of each other.
• A flat playing area free of debris.
The first player has three attempts to knock the tins down. The player throws the ball from outside the marked playing area. If successful the player runs out, re-builds the tins, draws a square around the tins and hops over the tins three times. If the ball misses or is thrown too far the players shout ‘Thayma’ until the ball is returned. If after three throws the player has been unsuccessful, the first player from the opposing team becomes the thrower.
TRADITIONAL GAMES: SOUTH AFRICA
Adaptations and variations
Skills developed
Easier
• Balance
• Space: Decrease the space.
• Hand-eye coordination
• Task: NA
This activity can be used as
• Equipment: A larger ball.
• A skill-development activity
• People: NA
• A game
Harder
Who could use this card?
• Space: Increase space.
• Teachers
• Task: NA
• Young leaders
• Equipment: Four stacking objects.
• Sports coaches
• People: NA
• Community leaders • Students
SOUTH AFRICA
Three tins
Under hokens vida vingar A tagging game played by children in Sweden.
Age: 5 - 13 years. Players: 10 - 50 - for larger groups, you can have two hawks. Pitch: A large playing area. Rules: One player is the hawk and stands in the middle of the playing area. The other players gather at one side. The hawk begins the game by saying “Under hokens vida vingar” or “Under the wide wings of the hawk” while holding out their arms like a bird. The other players ask “What colour?” The hawk chooses a colour and answers, e.g. “Red”.
Players who are not wearing red try to run past the hawk to the other side of the playing area without being tagged. Players who are tagged become hawks and the game continues until there is only one player left who has not become a hawk. That person is the winner and will become the hawk in the next round. Safety • A flat playing area free of debris. • A large playing area will help to avoid collisions.
All players who are wearing red clothes should point to their red clothing and walk freely to the other side of the playing area, without being tagged by the hawk.
TRADITIONAL GAMES: SWEDEN
Adaptations and variations
Skills developed
Easier
• Running
• Space: Walking instead of running.
• Quick reactions
• Task: Assign more hawks to make the game easier.
This activity can be used as
• Equipment: NA • People: NA
• Collaboration • A warm up • A skill-development activity • A game
Inclusion Players could walk instead of run.
Who could use this card? • Teachers • Young leaders • Sports coaches • Community leaders • Parents
SWEDEN
Under hokens vida vingar
Shake
A tagging game played by children in Tanzania.
Age: 5+
Scoring
Equipment
Players: Two teams of six.
• Each member of the attacking team who reaches the opposite end of the grid without being tagged scores one point.
• A playing area the size of a volleyball court marked with grids and corridors.
• The attacking team repeats the activity back to the starting line scoring in the same way.
• A flat playing area free of debris.
Pitch: A grid (i.e. boxes with corridors) drawn on the ground the approximate size of a volleyball court. Time: Unlimited. Rules: The defending team’s players position themselves along any corridors within the grid. The attacking players position themselves outside the grid at one end. On a signal, the attacking team moves from box to box in an attempt to get to the opposite end of the grid.
• When an attacker is tagged in a corridor he or she becomes a member of the defending team. • When the attacking team has had two attempts to score points the teams change over.
The defending team aims to tag the attackers whenever they pass through a corridor space.
T R A D I T I O N A L G A M E S : TA N Z A N I A
Safety • Defenders tag between shoulder and waist.
Adaptations and variations
Skills developed
Easier
• Running
• Space: Decrease the size of the corridor areas.
• Stopping
• Task: Attackers score one point for every box reached successfully.
• Teamwork
• Equipment: NA
This activity can be used as
• People: Increase the number of attackers.
• A warm up
Harder
• A game
• Space: Increase the size of the corridor space.
Who could use this card?
• Task: Attackers must cross the grid there and back to score one point.
• Young leaders
• Changing direction • Planning and strategies
• A skill-development activity
• Teachers • Sports coaches
• Equipment: NA
• Community leaders
• People: Decrease the number of attackers.
• Students
Inclusion An attacker could score one point for each box reached successfully.
TA N Z A N I A
Shake
Owel
A rhythmic movement activity - the Owel (crested crane) is Uganda’s national symbol Age: 6 to 9 years. Players: A large group activity. Rules: Children hold hands in a circle. Select someone to lead the following chant with the rest of the group chanting the chorus.
Children hop on one foot or the other keeping the rhythm within the circle. Variation: children sway their body side to side.
The song with translation:
At the last chorus, children express the pride of the bird in their own way (but gracefully, for example nodding the head).
Leader: Owel! (Oh crested crane!) Chorus: Owel ! (Oh crested crane!)
Once complete, change the leader until everyone has had a turn.
Leader: Oh Owel! Chorus: Owel!
Safety
Leader: Owel bende furo? (Does the crested crane dig?) Chorus: Owel!
• Break into smaller circle groups if there are more than 30 children.
Leader: Owel bende rego? (Does the crested crane grind flour?) Chorus: Owel! Leader: Owel bende jweto? (Does the crested crane pick vegetables?) Chorus: Owel! Leader: Chandi Omako owel. (When poverty strikes it) Chorus: Owel, owel goyagoya, owel goyagoya asaya. (Yet it takes pride in its crown)
TRADITIONAL GAMES: UGANDA
Adaptations and variations
Skills developed
Easier
• Coordination
• Space: NA
• Flexibility
• Task: Vary initial movement, for example hopping to jumping
• Strength
• Equipment: NA • People: A smaller number of children in a circle
• Cooperation This activity can be used as • A warm-up Who could use this card?
Harder
• Teachers
• Space: NA
• Young leaders
• Task: Increase the number of hops or jumps per chant
• Sports coaches
• Equipment: NA • People: NA in a circle
• Community leaders • Parents
Inclusion • Instead of hopping, children can sway their bodies right and left • Work in pairs to support those who may need some help
UGANDA
Owel
Meo duoi chuot A traditional cat and mouse game from Viet Nam.
Age: 5 - 12 years. Players: 10 to 15 players. Pitch: A large playing area. Rules: The players stand in a circle, hold hands and raise their hands about their heads. One player is the cat and another is the mouse. The cat and the mouse stand in the middle of the circle and lean against each other, back to back. The group chants: “Please come here
When the rest of the group finish the chant, the mouse starts to run and the cat chases after them. The cat must run the same route and in the same manner as the mouse. The mouse can run in a funny way to slow down the cat. If the cat catches the mouse, they win the game. Then two players then exchanges roles. Safety • A flat playing area free of debris. • A large playing area will help to avoid collisions.
Hand in hand Stand in a large circle The mouse runs through the hole The cat will run after it The mouse tries to run But it can’t escape!”
TRADITIONAL GAMES: VIETNAM
Adaptations and variations
Skills developed
Easier
• Running
• Space: NA
• Quick reactions
• Task: NA
This activity can be used as
• Equipment: NA
• A warm up
• People: More than one cat and mouse pair.
• A game Who could use this card? • Teachers • Young leaders • Parents
VIETNAM
Meo duoi chuot
Shomba
A dodging and tagging game played widely throughout Zambia.
Age: 5+
Equipment
Players: Two teams, with a minimum of three players per team up to as many as you like.
• An ichimpombwa (traditional Zambia ball), soft ball or similar.
Pitch: An open flat playing space with no specific boundaries.
• A bucket or similar vessel.
Time: Unlimited.
• Sand.
Rules: One player from team A – the dodgers – begins by filling a bucket with sand from a pile, and transferring the sand to a sand pit.
• A sand pit.
Safety • Players can only be tagged below shoulder height.
Team B – the taggers – take it in turns to throw a soft ball at the dodger from an agreed distance. When tagged (hit with the ball) this player goes to the back of team A and the next dodger steps forward to continue filling the sand pit. The game continues until either the dodgers fill the sand pit and count to 10 or the taggers eliminate the dodgers before they complete the task.
TRADITIONAL GAMES: ZAMBIA
Adaptations and variations
Skills developed
Easier
• Aiming
• Space: Taggers move further away.
• Throwing
• Task: NA
• Coordination
• Equipment: A larger bucket or vessel to fill.
This activity can be used as
• Changing direction
• People: Decrease the number of taggers.
• A warm-up
Harder
Who could use this card?
• Space: Taggers move closer.
• Teachers
• Task: NA
• Young leaders
• Equipment: NA
• Sports coaches
• People: Increase the number of taggers.
• Community leaders
ZAMBIA
• A skill-development activity
• Parents
Shomba