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Great Games

The document describes play as a fundamental human activity that enables learning, communication and entertainment. He explains that play helps in the development of personality and social skills. It also classifies different types of games and discusses the role of play in education.
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0% found this document useful (0 votes)
43 views20 pages

Great Games

The document describes play as a fundamental human activity that enables learning, communication and entertainment. He explains that play helps in the development of personality and social skills. It also classifies different types of games and discusses the role of play in education.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Great Games

WHAT IS THE GAME?

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 is a school of life, a laboratory of experiences, plants of new thoughts


and thought stimuli.

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.

What is proposed in the creative game is:

 Promote communication, enhance camaraderie and camaraderie.


 Create new spaces for interpersonal knowledge.
 Have a good time of distraction and fun, clear your mind for a healthy
balance.

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:

It is considered as a as an expression of impressions

implementation of functions and sexual experiences

important for life, such as elaborated and repressed, as

growth stimulant. of instincts that can be

harmful to the individual himself

ANTHROPOLOGY:

It tells us about a peculiar way of existence


human, homo ludens, who appears as

homo faber and with the same category as him.

That is to say, the man plays just as he loves or

works as part of their nest.


PHYSICAL EDUCATION:

Play is of fundamental importance, because through it we can develop the


psychological, physical and social aspects of the child, in a fun way that is close
to their reality.

and for the society in which he lives.

SOCIOLOGY:

The game is a rest and recreation for the body and the spirit, tired of the daily
routine.

GAME FEATURES:

 Allows you to represent a fight or a conflict

 Provides a space for creation, exploration and discovery.


 Promotes and facilitates human ties.

 Promotes the regulation of tensions and relaxations.

 It is an excellent link for the exercise of structure with language and


thought.

 It favors the connection of the individual with other situations already


experienced.

 It gives free rein to the construction of an intermediate space between


reality and pleasure.

 Enables different types of learning.

 Allows you to reduce the impact of failures and errors.

SPECIFIC DIDACTIC ASPECTS THAT SHOULD BE TAKEN INTO


ACCOUNT TO ORGANIZE AND GUIDE A GAME:

 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 AS A MEANS OF EDUCATION:

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 must encourage, awaken motivation. It is operational because it


does an activity accurately, with precision and can do something again in a
different and active way.

The teacher is an agent of social change and a social worker of free time.

It gives a range of possibilities so that the person understands the importance of


free time and uses it profitably so that they reach satisfaction.

It must have the capacity to generate the development of significant behavior in


the area of free time, as it does by creating the recreational situation, in order to
produce the recreational event. This ability of the teacher depends on his
technical knowledge and self-confidence.

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 :

 Disinhibits the group

 verbal, written or physical expression is used


 closer proximity between people

 We work on the ability to move as quickly as possible in the face of any


stimulus.
 They are those games in which an order or action must be carried out as
quickly as possible.

SENSORY GAMES:

 Stimulate the use of the different senses

GREAT GAMES IN NATURE:

The great games in Nature present enormous richness in terms of group


interaction, fun, and learning. The participant feels like they are part of an
adventure, which is worth giving themselves over to. In general, they are always
welcomed and eagerly awaited, whether they are daytime or nighttime. They
are an invitation to creativity, to search for solutions to a problem, to make
decisions. Therefore, it must be carefully prepared, attending to each of the
multiple constituent aspects before, during and after the game.

Great games in nature are those games that involve:

 Large Land: that allows you to take advantage of natural resources, a


space free of dangers, it can be forested. (depending on the type of
game)
 Plot: arises from a story, history, folklore, legend, character, current
events, fiction, etc. , from which the game is built.
 Duration: depending on their duration, they are generally long games,
lasting at least an hour, and can extend to full days. The explanation
takes a long time and it is essential to ensure that everyone fully
understands all the rules.
 Rules: They are almost always quite complex, so it is necessary to start
with the simplest Grand Games with those groups that have little
experience.
 Motivation: it arises from various sources and is essential for the
experience of adventure that these games awaken. On the one hand we
have the plot, which will be adapted to the reality and interests of the
participants. The driver of the game can be characterized with a costume
as one of the characters in the story, or someone who wants to share it,
or who needs help. On the other hand, for the game materials: shelters,
posters, costumes, lives, etc. And finally, due to the development of the
game itself and the search for its final objective.
 Group Tactics: they involve the development of an organization system
and distribution of roles by the players, especially if they are in groups,
although individual ones also require decision-making to face the
difficulties that the game offers. These organizational systems will
become increasingly complex as groups become more experienced.
 Dam or life system: they will determine the participation of each player
during the game and which side they belong to and are pinned to the
clothing and/or body, or painted on the face. When it is taken away, he
has to wait to receive another one, or perform a special task to get it
back, or he changes roles. The definitive elimination of the player who
loses his “life” is not advisable, since he is generally the one who needs
to participate the most, and also so that they can enjoy the total time of
the game.

The lives or prey can be:

- 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.

ACCORDING TO YOUR OBJECTIVES WE CAN DIVIDE THEM INTO


GAMES OF:

 Observation: it is about carefully looking at a series of events, keeping a


record of them.
 Search: whoever finds certain objects, people or places wins, whether or
not following a certain order.

 Approach and stalking: you have to approach an object without being


seen, or observe it, staying hidden.

 Race or transfer: whoever is the fastest in traveling a route, performing


different tasks or overcoming obstacles, wins.

 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.

 Conquest: whoever gains control of a territory, object or person wins.

 Elimination: whoever manages to eliminate all or most of the opponents


wins.

 Pursuit: the objective is to harass the opponent, searching for him and
then eliminating him from the game.

 Configuration: aims to complete a figure, puzzle, sheet, construction from


the parts, which the members of each team possess, find or win.

 Deduction: the objective is to decipher hidden information.

 Cooperation: it is about solving a problem situation together.

 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.

PLOT AIM ORGANIZATION DEVELOPMENT


 History  Observation  All against all.  With shelters:
each team has
 Fiction  Stalking  1 against all. a secret place
or not, which
 Character  Search  2 groups with the represents a
same roles neutral field.
 Legend  Career
 2 groups with  No shelters
 Reality  Route different roles
 By seasons
 Past  Accumulation  more than 2
groups  Rotating
 Present  Conquest  1 group

 Future  Annihilation  etc.

 Regional  Pursuit  With key

 Exotic  Configuration  With clues

 Humor  Deduction  With


hieroglyphics
 Cooperation
 With lives
 Combined: Lives
/ tracks,  Without lives
objects /
actions.  Daytime

 Night

 THERE ARE MANY GREAT GAMES, HOWEVER IT IS ESSENTIAL TO


ADAPT THEM TO THE SPECIFIC NEEDS OF EACH GROUP.
THEREFORE WE CONSIDER THAT BEFORE DEFINING IT WE HAVE TO
ASK OURSELVES:

 WHY DO I WANT TO ORGANIZE A BIG GAME?

 WHO DO I HAVE TO ORGANIZE IT AND TO PLAY?

 WHAT EXPERIENCE DO THE FILMMAKERS AND PARTICIPANTS


HAVE?

 WHERE CAN WE PLAY, IN WHAT SPACE, WITH WHAT LIMITS?

 WHEN, AT WHAT TIME OF THE DAY, AT WHAT TIME OF THE


PLANNING?

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

o Materials: thread, papers


with secret message,
whistle.
ORGANIZATION: tell the story chosen for the game. The group is divided
into two or more teams. Each team is located in its secret shelter delimited
by a thread. A coordinator is located in the center of the playing field. Each
player must have a badge (mark on the face, armband, headband, etc.) of
his team's color.
DEVELOPMENT: the messenger of each team must deliver their secret
message before their opponent does.

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 Know who the messengers are.


o Not knowing the messengers.

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.

FRENTIC SEARCH No.


2
SEARCH AND ANNIHILATION GAME, DAY AND NIGHT
CLASSIFICATION: GOALS:
o big place
o Energy expenditure: active o Exercise your visual perception
o Duration: long o Develop a game strategy.
o Environment: exterior
o Amount of juice : more than
15
o Age: more than 10 years
o Materials: Objects to look
for: envelopes, numbers,
threads, marked stones,
surprise plastic eggs, etc.

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:

o Objects from other people's shelter can be removed.


o Some objects have more points.

o Some items grant special prizes.


RECOMMENDATIONS: type of plot: an assault was carried out on a train
and the loot fell from it (hiding photocopies of tickets), two gangs of
smugglers confront each other, a tornado devastated the area, etc.

Assign a caretaker to each shelter to avoid being looted.

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)

Depending on the age of the participants, place objects of different sizes.


The more experienced you are, use smaller or environmentally camouflaged
objects.

SPIDERS AND FLIES No.


3
GREAT DAYTIME STALKING GAME
CLASSIFICATION: GOALS:
o big place
o Energy expenditure: passive o Hide without being seen by
o Duration: long others.
o Environment: outdoor o Make a plan.
o Amount of juice : more than o Observe carefully.
20 o Organize as a group.
o Age: more than 9 years
o Materials: headbands with
codes, paper and pencil for
all participants, objects.

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.

RECOMMENDATIONS: type of plots: a group of aliens observe the


characteristics of humans, a group of expeditionaries arrives at an island
occupied by a very particular tribe, spiders wait for flies in their webs to
catch them.

Write down the codes of each participant, to control them.

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.

THE CONVENTION OF THE N


GREAT BOSSES o.
4
GREAT DAY OR NIGHT RACE OR TRANSFER GAME
CLASSIFICATION: GOALS:

o Large place, preferably o Create a game strategy.


wooded o Cooperate with your team
o Energy expenditure: active members.
o Duration: long o Move safely around the playing
o Environment: exterior field.
o Amount of juice : more than
15 per team.
o Age: more than 10 years.
o Materials: one chair per
team, “lives” of different
colors for the members of
each team, thread.

ORGANIZATION: the group is divided into 3 tribes: The Inguis (red),


Onguis (blue), and the Unguis (green). Each team chooses a great Boss
and sets up its shelter, marked by a thread.

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.

Each member carries a “life”, which will be represented by a ribbon of fabric,


plastic or resistant paper (the color corresponding to their tribe) hooked to
their pants, but not tied.
The reds have to take the lives from the blues, the blues from the greens
and the greens from the reds. When an opponent manages to take the
ribbon from another player, he loses his life and has to go to the group's
driver to replace it.

If an opponent kills a patanguis (boss transport), the remaining three must


place the chair on the ground waiting for a teammate to arrive, completing
the quartet of patanguis essential for transporting the boss.

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:

o Play all against all.


o Play without messes. Each boss moves, hiding you from enemies.

RECOMMENDATIONS: prepare costumes for those who fulfill the different


roles: Bosses and Patanguis.

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.

Play several times so that the tribes improve their tactics.

ORGANIZATION CHART:

CONVENTION
TRIBE 2

TRIBE 1
TRIBE 3
THE SAVIOR FIRE N
o.
5
GREAT DAY COURSE AND SETUP GAME
CLASSIFICATION: GOALS:

o big place o Apply camp techniques


o Energy expenditure: active learned.
o Duration: long o Collaborate with your team.
o Environment: outdoor o Resolve problem situations.
o Amount of juice : more than
25
o Age: more than 9 years.

Materials: 4 maps divided


o
into four pieces, wild boar
sign, wire and rope, long and
resistant rope.
ORGANIZATION: the group is divided into 4 teams and four are assembled

stations in a game route.

1
2
4
3

DEVELOPMENT: in prehistoric times only some tribes knew how to light a


fire. The others had to wait for lightning to light a branch, or they would steal
it from another tribe. In this game, each team must complete four tasks to
access four pieces of map, which will lead them to find the fire.
They will do the route on a rotating basis, each one starting from another
station. It is essential that each task be carried out by all the members of
each team.

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.

Station 4 : healing, immobilization and transportation of the injured. It is


determined that one player from each team suffers a fictitious accident and
the others must decide how to cure them and move them through a specific
field.

The order of each team's route is as follows:

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.

RECOMMENDATIONS: build the fire without lighting it (a pyramid or a


small pagoda.)

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.

THE TREASURE HUNT No.


6
GREAT SEARCH AND RUN GAME
CLASSIFICATION: GOALS:

o big place o Collaborate with your team.


o Energy expenditure: active o Resolve problem situations.
o Duration: long o Move safely around the playing
o Environment: exterior and field.
interior o Develop game tactics.
o Amount of juice : more than
15
o Age: more than 9 years.

o Materials: written clues


placed in strategic hiding
places on the ground.
Written clues put in an
envelope to be delivered by
hand. Treasure.
ORGANIZATION: the group is divided into 2, 3 or more teams of equal
number of members.

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.

This contains another indication that it sends to number 6.

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:

o The team that finds the treasure first wins.

VARIANTS:

o The clues can be accompanied by quizzes on general topics to solve


before taking the next step.
o Organize it as a cooperative game, without dividing groups, but with
objectives to be achieved by everyone.

RECOMMENDATIONS: it is very difficult, impossible, to give instructions for


carrying out a treasure hunt, not knowing the place and terrain in which it will
be done. Both for the teachers when they organize the game by putting
together the clues, and for the students when they develop it.

PABLO, D´ORAZIO
MARIA LAURA, DURI

MARIA LAURA, FUNES

PABLO, FERNANDEZ

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