Great Games
Great Games
Since time immemorial, man has played. He plays to face his destiny, he plays
to entertain himself, to communicate, to reproduce small slices of life seasoned
with fiction and fantasy.
The game exerts an extraordinary power in the formation of the personality and
is usually the key that opens the doors of certain ideas and emotions, which the
person could hardly penetrate if they did not play.
Playing makes us similar to those who share the game with us, it places us on
the plane of fraternity and encounter. But for positive elements to occur in
playing, there must be a style that deeply marks the activity; there must be a
manifest intention that is reproduced in the chosen game.
In the game you can search for the most diverse objectives:
Sharpen observation
Facilitate maneuverability in certain situations
Raise awareness about a certain situation
The game itself.
If the fruits and results of the game reach further, the better. But if there are any
left in the game, the main task has already been fulfilled, which is to play.
The game is an activity in which the subject acts from his most intimate and
particular need, emotionally experiencing what happens at every moment. It has
the power of fascination and that is why it is necessary to mess with one's own
body. It generates tensions that surround every participant in a particular
climate. It is an area in which we can display all our desires and fears. In the
game, the participants discuss arbitrary agreements that are manifested when
everyone believes it is necessary, where they learn spontaneously from the
emergence of problems that respond to that situation, where they integrate new
data that is verified in the light of experience, where They deploy and put into
play all the energetic potential of those who participate so that it remains
intimately involved.
The game has meaning in itself, it has a certain time and space. To enter into
play is to become part of a mystical space, whose meaning is exhausted in
itself.
GAME
BIOLOGY:
PSYCHOLOGY:
ANTHROPOLOGY:
SOCIOLOGY:
The game is a rest and recreation for the body and the spirit, tired of the daily
routine.
GAME FEATURES:
Clarify the objectives: the choice of the game will depend on the
objective or objectives that we want to achieve and the moment in which
we find ourselves.
Have a wide range and variety of games: to vary the stimuli with respect
to the objectives.
Know the structures of the different games: know that there is an order
and complexity in the games. It is not advisable to give games with high
complexity if the previous difficulties were not resolved.
Differentiate levels of complexity: 3 basic differences. 1- motor skill, 2-
complexity of rules and slogans and 3- contact with others.
Conduct games with the appropriate dynamics: motor games have their
own dynamics.
Have adequate facilities and materials: take all precautions.
Evaluation of game development: reflect on our task at the end of each
game and ask ourselves if we met our objectives.
The game is a fertile field to create and recreate personal experiences. The
energy deployment that this commitment implies, highlighted in a specific time
and space, gives the player the possibility of dimensioning his possibilities
differently.
The game offers the possibility for the participant to get involved with their
whole being in the activity. This is how it turns out to be a bit suitable for
expression, search, and construction. And at the same time for learning, you
learn from yourself and from others while you play.
For these reasons we learn, or rather, we could learn by playing also within the
framework of systematic education. Whether this happens is the responsibility
of the teacher, who takes up or not the child's natural way of appropriating
knowledge.
The game must be one of the resources and instruments that the education
professional has, perhaps the most important.
TEACHER'S ATTITUDE:
The teacher is an agent of social change and a social worker of free time.
He must be authentically human, with himself, with others and with the social,
he must be supportive and know how to discipline. Be permanently updated
because you are subject and times change, you must be committed to your task
and have a normative, reflective, creative and competent attitude.
GAME CLASSIFICATION:
MIXER GAME:
Mass participation
Joy content
Preparation of groups for other activities
They mix members of a group
SETTING SET:
Allows you to complete a mission with the group
It is attached to the mixer game
COMMUNICATION GAME :
SENSORY GAMES:
- Objects: (sign with name, numbers, colors, clothes pin, ribbon, balloon,
headband, map, stamp, part of a message, etc.)
- Tasks: to define the loss of “life”: Actions (touch, three slaps, lower the
stocking, take off the shoe, kiss, rock-paper or scissors, remove or touch
the object, even or odd. Questions: (pre-established, keys, riddles,
tongue twisters, etc.)
Secret keys and clues: many of these games require solving during
development.
“Total” game: each of them aims to achieve socio/affective,
psychophysical and cognitive objectives. They generally require physical
deployment, inter- and intra-group agreements, and problem solving.
Tour with stations: the objective is to comply with the instructions that will
be received at the different positions.
Accumulation: whoever adds the most points, objects, players, etc. wins.
Pursuit: the objective is to harass the opponent, searching for him and
then eliminating him from the game.
Combined: these are generally the longest and are carried out by station,
successive tasks or rotations.
In the table on the next page, a series of variations possibilities for the
Great Games in Nature are detailed. Reading and observing it allows you to
invent games based on multiple combinations.
Night
GAME BATTERY:
No. 1
THE MESSENGER
DAY AND NIGHT CHASE GAME
CLASSIFICATION: GOALS:
o big place
o Energy expenditure: active o Develop a game strategy.
o Duration: long o Exercise your speed
o Environment: outdoor
o Amount of juice : more than
15
o Age: more than 10 years
Each team places its shelter within the limits of the playing field, taking the
message with it. Everyone puts on their badges and takes their clothes pin.
They choose the messenger and develop their game tactics. The following
system of “lives” is used: when two opponents meet, they try to hook the
other's clothes with a brooch (to hang the clothes), the one who succeeds
takes the loser's brooch (the one who lost it must go to the coordinator, pass
a test and then receive your other life.)
ASSESSMENT:
o The team that delivers its message first wins.
o The team that delivers its message and renewed the fewest lives
wins.
VARIANTS:
o More than one messenger per team, with the message divided into
several parts.
RECOMMENDATIONS: the plot has to be according to your interests, it can
be about “pirates who sail conquering islands and must deliver the treasure
map”, “aliens who take the message to the mother ship”, “Inca mail”, etc. .
Once the plot is told, the objective of the game is clarified, in this case to
reach the coordinator with the message, and then explain the development
of the game.
If life counting is done, the pins need to match your team color.
Indicate the beginning of the game with a specific signal, as well as the end
and interruption.
The coordinator chooses some tests for life recovery. You can grade it
depending on how many times you have lost it. The tests can be singing,
dancing, telling a joke, skill, observation, individually and together, (if several
are grouped at the same time), solving a problem, enigma, tongue twisters,
etc.
The completion signal in variant 1 is given when a team sends its message.
In variant 2 when everyone handed it in.
If the message is encrypted, the resolution code is given when the message
is delivered. The text of the game must be in accordance with the plot and it
is interesting to opt for one that involves a task between all the participants
in the game. Beyond the final result, the closure is as a whole.
ORGANIZATION: tell the plot chosen for the game. The group is divided into
two or more teams identified with colored ribbons attached like pigtails to the
waist of their pants. Each team has a shelter surrounded by a thread in
some secret place on the playing field.
The driver must hide different objects on the playing field, without being
seen by the participants.
DEVELOPMENT: given the start signal, the members of each team must try
to find as many objects as possible and take them to their own shelter,
where they become their heritage and no one can take them away from
them. But if on the way they confront an opposing player, and he takes away
the tape, he also receives the object that he was moving to his shelter. The
one who lost his life must recover it by addressing the driver and passing a
selected test.
ASSESSMENT:
o The team that collects the most objects in its shelter wins.
VARIANTS:
Check that the lives hang from the clothing by at least 10 centimeters and
that they are not covered or knotted.
Explain to everyone the type of objects that are hidden (relate them to the
plot)
ORGANIZATION: the group divided into 2, the Spiders and the Flies.
DEVELOPMENT: the group of spiders goes out to hide within the field
determined for the game. After 15 minutes, the flies do it, who have a
headband with numbers or letters (forming different codes) and move
around doing different tasks or movements around the playing field. The
spiders must write down the name of the fly seen, its code, its movements
and its location within the playing field. Then the roles are reversed.
ASSESSMENT:
o The team that makes the most complete observation of the opposing
group wins.
VARIANTS:
o Include a detective in the fly team to eliminate the spiders they find
from the game.
o Put together a group tactic, make a more effective observation.
Flies should not look for spiders, but if they see them, it means they have
hidden badly. Therefore they can make observation difficult by going to
another place.
DEVELOPMENT : When the driver of the game gives the signal to start,
each tribe must transport its chief to the convention, transferring him in a
chair held by four members of his tribe (the Patanguis), preventing those of
the other tribes from arriving.
The shelters are neutral zones, no one can take “lives” there.
RATING :
o The team that takes its Boss to the convention first wins.
o The team that gets closest to its boss within the stipulated time wins.
o The team that lost the fewest lives wins.
VARIANTS:
Divide the teams with a Mixer game by cards with the name of the three
tribes, and once formed they have to create a characteristic cry of their
tribe.
Walk the playing field beforehand, to observe its safety and limits.
ORGANIZATION CHART:
CONVENTION
TRIBE 2
TRIBE 1
TRIBE 3
THE SAVIOR FIRE N
o.
5
GREAT DAY COURSE AND SETUP GAME
CLASSIFICATION: GOALS:
1
2
4
3
Station 1: Cross the field with obstacles. The terrain will present several
difficulties: crossing logs, walking over stones, crawling, etc.
Station 2 : wild boar hunt. On a hanging rope, a drawing of a wild boar will
be suspended by means of rings (in some resistant material such as:
burlap, plastic, leatherette, which will be transferred by two people to either
end of the rope or support wire. Each member of the team in turn will have
to throw a tennis ball to catch the wild boar while two assistants move it to
either side of the rope.
Station 3 : River crossing: a strong rope is hung from a tree branch. Each
member of the team must swing over the area determined as a river with
crocodiles and piranhas.
TEAM A: 1,2,3,4.
TEAM B: 2,3,4,1.
TEAM C: 3,4,1,2.
TEAM D: 4,1,2,3.
ASSESSMENT:
o The team that, after putting together its map, then finds the fire first
wins.
VARIANTS:
o Give each team a list of tasks and each time they complete one, they
are given the piece of the map.
o Organize it as a cooperative game, without dividing groups, but with
objectives to be achieved by everyone.
Vary the tasks according to the possibilities and knowledge of the group.
Add all the tasks that are necessary according to the time allocated to the
game.
Each team will be hand-delivered an envelope in which they will have the 1st
clue to start the search for the treasure.
Each of the routes is identified with a color, so that all the envelopes and
clues are easily identifiable at a glance.
DEVELOPMENT: the initial clue of each route is written and placed inside a
closed envelope. These envelopes, with the initial clue, will be raffled among
the participating teams.
Once a team has received the clue, it will be faithful to the color it was given
and will agree not to destroy or move clues of other colors.
The 1st clue through a riddle or riddle sends you to the place where the 2nd
is.
The 2nd clue contains another indication of the place that sends towards the
3rd.
Once the 3rd clue is found, it will not send to the next one, but will instead
propose the completion of a group skill or skill assignment. For example:
singing a song in choir, making a construction with natural elements.
When the group has satisfactorily completed the test, clue No. 4 receives a
sealed envelope which, through a riddle or riddle, sends the team to clue
No. 5.
The 6th track proposes another test or activity to do together. Once this test
is carried out, clue No. 7 is hand-delivered, which, through a riddle, is sent to
No. 8.
No. 8 sends No. 9 and this contains the necessary data for the team to
locate the area where the treasure is hidden.
ASSESSMENT:
VARIANTS:
PABLO, D´ORAZIO
MARIA LAURA, DURI
PABLO, FERNANDEZ