2. LOS JUEGOS Y LOS JUGUETES PARA EL PATIO DE RECREO
3.
4. Formando parte de los programas educativos del
CEIP “Gloria Fuertes”, se encuentra el Proyecto
COMENIUS que en su última edición abarca los
cursos escolares de los años 2012 a 2015.
En el actual, el tema escogido es
“LOS JUEGOS Y LOS JUGUETES EN EL PATIO”
As part of our Educational Programs in our school “Gloria Fuertes”, we
can find a new COMENIUS Project untitled “PLAYGROUND GAMES”.
The lenght of time of this project is two school years.
In this project we are working with following countries:
England (Manchester); Poland (Tukow); Turkie (Nevshir)
and Greece (Xanthi-Filia).
We are working at full capacity and with all our enthusiasm.
5. El juego infantil es una actividad motivadora que facilita
la práctica del ejercicio físico debiéndose ajustar a los
intereses de los alumnos así como al desarrollo motriz,
afectivo, social e intelectual.
Children's game is a motivating activity that
facilitates the practice of physical exercises,
this activity must to be focused in the
student's interests as well as motor skill
development, cognitive, socio-emotional and
socio-affective development.
6. Asturias
Galicia
Ca
r ia
ntab
FRANCIA
País
Vasco
La
Rioja
ar r
Nav
Castilla y León
Cataluña
Aragón
tr
Ex
e
ura
ad
m
encian
a
Madrid
Cdad.
V al
P
O
R
T
U
G
A
L
a
Castilla la Mancha
Islas Baleares
Región
de
Murcia
Andalucía
Islas Canarias
Ceuta
Melilla
ÁFRICA
Este es el
mapa de
España donde,
con distinto
color, se
sitúan las 17
Comunidades
Autónomas.
Las Ciudades
Autónomas de
Ceuta y Melilla
se sitúan en la
costa norte de
África.
10. LA COMBA:
“Al pasar la barca”
Dos alumnos/as dan con la cuerda balanceándola suavemente, mientras un
tercero salta al ritmo de la canción.
“El cochecito Leré”
Igual que el anterior, pero cuando dicen “Leré” los que tienen la cuerda dan un
giro completo con ella.
“La cadena de tres”
Dos alumnos/as con la cuerda balanceándola suavemente cantan la canción;
los demás en fila van entrando o saliendo según le indique la canción.
SKIPPING ROPE:
It's a game where one or more participants jump over a rope swung so that it
passes under their feet and over their heads. This may consist of one
participant turning and jumping the rope, or a minimum of three participants
taking turns, two of whom turn the rope while one or more jumps. This is called
long rope.
Jump-rope rhymes are often chanted beginning when the skipper jumps in and
ending when the skipper messes up.
11. "Passing the boat"
Two pupils swing softly the rope, while another one jumps to the rhythm of the
song.
"The buggy Lere”
It´s the same as above, but when the children say the word “Lere” the rope
gives a full turn.
"The chain of three"
Two students swing softly the rope and sing the song, the others pupils are in a
row and they have to go into or go out as directed by the song.
12.
13.
14. EL PIQUE, TEJE O RAYUELA:
El primer alumno/a que comienza a jugar lanzará su piedra al cuadrado número 1
y se desplazará sobre el teje, saltando a pie cojo. Al llegar al cuadrado donde está
la piedra, la recogerá y los saltará sin pisarlo.
Luego hará lo mismo lanzando al cuadrado número 2, y así sucesivamente hasta
que falle pisando una de las líneas o lanzando la piedra fuera del cuadrado que le
corresponde. Tras el fallo le tocará al siguiente alumno/a.
Cuando han lanzado todos por primera vez, cada alumno/a seguirá por el número
que iba. Cuando un jugador haya recorrido todo el teje o pique, podrá elegir una
casilla, a la cual no volverá a tirar y la que los demás jugadores no podrán pisar.
Gana quien tiene más casillas elegidas.
15. HOPSCOTCH:
It is a children's game that can be played with several players or alone.
Hopscotch is a popular playground game in which players toss a small object
into numbered spaces of a pattern of rectangles outlined on the ground and
then hop or jump through the spaces to retrieve the object.
How to play:
The first player toss the marker (typically a stone, coin or bean bag) into the first
square. The marker must land completely within the designated square and
without touching a line or bouncing out. The player then hops through the
course, skipping the square with the marker in it. Single squares must be
hopped on one foot. For the first single square, either foot may be used. Side by
side squares are straddled, with the left foot landing in the left square, and the
right foot landing in the right square. Optional squares marked "Safe", "Home",
or "Rest" are neutral squares, and may be hopped through in any manner
without penalty. After hopping into the "Safe", "Home", or "Rest" the player must
then turn around and return through the course (square 9, then squares 8 and
7, next square 6 and so forth) on one or two legs depending on the square until
he or she reaches the square with their marker. They then must retrieve their
marker and continue the course as stated without touching a line or stepping
into a square with another player's marker.
16. Upon successfully completing the sequence, the player continues the turn by
tossing the marker into square number two, and repeating the pattern.
If, while hopping through the court in either direction, the player steps on a line,
misses a square, or loses balance, the turn ends.
Players begin their turns where they last left off. The first player to complete one
course for every numbered square on the court wins the game.
19. CARRERAS DE CHAPAS:
En un circuito pintado en el suelo con tiza, los jugadores, por turnos, irán
golpeando su chapa con los dedos intentando llegar el primero a la meta.
Si la chapa se sale del circuito, deberá comenzar de nuevo desde la salida.
RACING PLUGS:
You have to draw a very difficult racetrack on the floor with a chalk. Players
take turns and hit the plugs with their fingers trying to get the first goal. If
the plug goes out of the racetrack, the player must begin again from the
start.
20.
21.
22. LA CONDENA:
Cada alumno/a con una bola (también llamada canica).
En un círculo marcado en el suelo se introducen un número indeterminado de
bolas. Los jugadores salen por orden desde una raya marcada a unos cinco
metros del círculo (condena), intentando sacar el mayor número de bolas
posibles, sin quedarse dentro del círculo. Si su bola queda dentro del círculo,
se ha “condenado” y queda eliminado. Gana el jugador que mayor número
de bolas consigue sacar.
PRISON SENTENCE:
Each student has got a marble then we make a big circle on the floor where
we will put a lot of marbles inside it. We make a line or a stripe about five
meters from the circle on the floor and the players go in order from the line
and trying to get as many balls as possible, without getting into the circle. If
your marble is in the circle, you have "condemned" and you are eliminated.
The winner will be the player who gets more marbles.
23.
24.
25. SOGA-TIRA:
Consiste en una competición entre dos equipos que cogidos a una parte y
a otra de la cuerda, intentan arrastrarse mutuamente hacia el terreno o
espacio del otro
SOGA-TIRA:
It consists of a competition between two teams. One team hold a rope of a
string and the other one do the same trying to drag off or carry each other
away to the ground or play area.
26.
27.
28. SIETE Y MEDIA:
Se dibuja en el suelo un gran cuadrado y dentro de él se establecen siete casillas,
numeradas del 1 al 7.
Las rayas de separación entre las casillas valen medio punto. Gana quien consiga
7 y media, lo cual puede hacerse en una sola tirada o bien en varias, siempre que
se haya corrido el turno.
SEVEN AND A HALF:
You have to draw a large square with seven boxes on the ground and these boxes
will be numbered from 1 to 7.
Separation lines between boxes are worth half a point. Wins who gets 7 and a half
which can be done in one shot or in multiple whirls.
29.
30. DIABOLO:
Para bailar el diabolo hay que intentar ponerlo correctamente en la cuerda y
mantenerlo sin que se caiga. Para ello, se pone el diabolo en la cuerda manteniendo el equilibrio. Si se cae se vuelve a poner. Hay que intentar hacer
diferentes malabares con él, sin que caiga al suelo.
DIABOLO:
Place the diabolo down on the ground directly in front of you. Put the string
under the axle (the metal bit).
Roll the diabolo over to your right foot, and let it stop. Then roll it over to the
left or just back and forth, and lift the sticks into the air when it reaches the
foot. This gives the diabolo initial rotational momentum that stabilizes it when
you lift it into the air.
Before it stops spinning, move the right stick up and down in a "hitting"
motion. Try to imagine cutting a carrot with a kitchen knife. Try to keep this up
as long as possible without the diabolo falling off.
31. The diabolo will naturally tilt away from or toward you. Do not fret; this is
easily controlled. If the diabolo is tilting towards you, move your right hand
forward. If it is tilting away from you, move your right hand back. Do this
while continuing to move the right stick up and down. This works by
pushing against the top of the diabolo with the string.
The diabolo naturally tends to unbalance until you learn to keep it at
consistent high speeds. Until then, you can rectify the balance of the
diabolo by moving the right stick it the opposite direction diabolo is leaning,
like if it's leaning forward, bring the stick backwards.
When you can keep the diabolo level and with reasonable speed, try
learning to throw and catch it. This is done by simply pulling the two hand
sticks apart rapidly, causing the diabolo to fly up. To catch, simply position
the string underneath the axle of the diabolo.
32.
33.
34. CARRERAS CON ZANCOS:
Se necesitan unos zancos cuya altura y
sistema de acoplamiento guardarán
relación con el niño/niña que les use.
El objetivo del juego es mantener el
equilibrio para no caerse y después
dependerá del juego que se practique:
carreras de distancia, velocidad o
relevos.
STILTS:
Stilts are widely used in kindergartens
and primary schools. The stilts are
always a valuable tool to promote and
develop the coordination of upper and
lower limbs.
35.
36. PLATOS CHINOS:
El plato chino consiste en mantener el plato de plástico en el aire sin que se caiga
al suelo, apoyado sobre una fina vara y girando al mismo tiempo sobre ésta.
HOW TO SPIN A CHINESE PLATE:
Ensure you have a proper plastic spinning plate and a wand. Hold the wand up at
an angle of 70 degrees and rest the underside of the plate on the wand at a
similar angle facing the wand, with the point of the wand on the inside of the
plate's underside rim. Gently rotate the plate using the wand in a kind of slow
upside-down whisking motion - all the movement should be coming from your
wrist. The key thing is to practice this and get the brain used to the feel of the
plate on the wand. The brain will learn if you keep practicing it.
Speed up the whipping motion until the plate is spinning with the wand inside the
rim, and then stop moving the wand, holding it firm and upright. The plate will
continue spinning and immediately centre itself on the wand.
37.
38.
39. PETANCA:
Intentar acercar una o varias bolas tirando desde una línea colocada a unos 5
metros, a otra más pequeña que se habrá lanzado primero. Habrá tres tiros,
tirando consecutivamente una vez cada jugador y ganará aquel alumno/a que
consiga situar la bola más cerca de la pequeña (boliche).
BOULES:
Playing Area: Petanque is played on a large dirt or gravel/dirt. If you wish, the
playing area (terrain) can be marked off in a rectangular area with string.
Teams: Players are divided into 2 teams. Depending on the number of available
players, each team is made up as follows:
Goal: The first team to score 13 points wins. It will take a series of rounds (ends) to
get to 13.
Start of Play: The starting team is selected at random by flipping a coin. Any player
in the starting team selects a place on the playing field and draws a circle in the soil
35-50 cm. in diameter. When throwing the boules, each player must stand within
the circle and not raise their feet completely off the ground until their boule is
thrown.
40. The cochon, which serves as the aim-ball, is thrown from the circle to a distance
of 6 to 10 meters. The cochon, after it lands, must also be at least 1 meter from
the boundaries of the playing area (if there are boundaries). If the cochon is
thrown invalidly, then it must be rethrown.
Any member of the starting team that tossed out the cochon throws their first
boule as close as possible to the cochon. Being closest to the cochon is called
“having the point.”
A member of the opposing team then stands in the circle and attempts to throw
their boule closer to the cochon than the other team’s boule. That team must
keep trying until it “has the point” or runs out of boules to throw.
41.
42.
43. LA BOMBILLA:
Se dibuja una bombilla en el suelo. En el casquillo de la bombilla se coloca un
alumno/a en posición de pídola, e indica el nombre de cosas “clave” que deben
decir los demás (equipos de fútbol, marcas de coches, colores, etc.). Éste que
la queda pensará el nombre de un objeto “palabra secreta”.
Los demás deben ir saltando a la vez que dicen el nombre de un objeto relacionado con la “clave”, quedándose en estático en el lugar donde caen dentro de
la bombilla. El alumno/a que al caer pierde el equilibrio, toca a otro que está en
estático, cae fuera de la bombilla, repite la palabra o nombra la palabra secreta,
la queda.
Si no ocurre nada de lo anterior, se saldrán de la bombilla y deberán meterse
dentro de ella cuando el que la queda dice la “palabra secreta”.
El último en entrar en la bombilla la queda.
44. THE BULB. IT´S A VARIATION OF LEAPFROG:
We draw a light bulb on the ground on the base bulb is placed a student in a
leapfrog position (Leapfrog is a children's game in which players vault over
each other's stooped backs.
The first participant rests hands on knees and bends over, which is
called giving a back. The next player places hands on the first's back and leaps
over by straddling legs wide apart on each side. On landing he stoops down
and a third leaps over the first and second, and the fourth over all others
successively. When all the players are stooping, the last in the line begins
leaping over all the others in turn. The number of participants is not fixed.
The pupil in a leapfrog position indicates the name of things that the rest of
pupils should tell (football team, car brands, etc) this pupil who is located or
situated in the base thinks the name of a “secret word”.
The rest of the pupils jump over the leapfrog pupil at the same time they say
the name of an object which it is associated with the key or word secret and
they must remain standing inside the bulb.
The student who loses his/her balance, touches another student who is static,
jump outside the bulb, repeat the word secret or says the key word is the loser
player.
45.
46. EL MATAR:
El campo de juego es rectangular y se divide por la mitad con una raya trazada
en el suelo muy visible que sirve para separar los dos campos. También hay
una zona de los muertos. Esta zona es un pequeño rectángulo detrás del campo de los jugadores de su equipo contrario.
- El objetivo es lanzar la pelota a los adversarios para eliminarlos del juego.
- Para eliminar a un integrante del equipo contrario, la pelota debe golpearle y
caer al suelo dentro del campo del eliminado.
- Cuando se elimina a uno, este se sitúa en la parte de los muertos que está
situado detrás del campo de los jugadores del equipo contrario.
- El perdedor debe tratar de lanzar la pelota a los sobrevivientes.
- Cuando uno de los muertos elimina a un sobreviviente, recupera su vida.
47. TRADITIONAL DODGEBALL (VARIATION). PRISON BALL:
In Traditional Dodgeball, if you catch a dodgeball, the person who threw
the dodgeball is out. In a modification of the Traditional version, the team
that caught the ball not only puts the thrower out, but also gets to return a
player that was previously called out back in the game. Dodgeball the
Movie called this tactic a “two player swing.”
The National Dodgeball League states that same rule as “If a defender
catches a ‘live’ thrown ball the thrower is out and one player then returns
to the defenders side in order of first out, first in.” This means, not just any
random player returns, but the first player who was out gets to return first,
and so on.
48.
49.
50. EL PAÑUELITO:
Se colocan dos grupos en hileras enfrentadas, de unos 12 alumnos/as
aproximadamente. Los miembros de cada grupo estarán numerados y detrás
de una línea, frente al otro grupo, separados por una distancia de unos 15 ó
20 metros. El maestro o maestra, se sitúa en medio de los dos grupos con un
pañuelo en la mano y dice un número en voz alta. Los miembros de cada
grupo que se correspondan a dicho número correrán a coger el pañuelo y
llevarlo tras su línea sin ser tocado por el otro jugador. Para poder traspasar
la línea media hay que haber cogido el pañuelo.
Un punto lo consigue el que logra llevar el pañuelo a su zona o el que logra
tocar al jugador que corre con el pañuelo. Gana el equipo que más puntos
consiga.
51. THE LITTLE HANDKERCHIEF:
Divide the group in two teams. They stand some in front of the others, to
a distance around twenty meters. The referee is in the middle of them,
and is holding the handkerchief with his/her arm outstretched, so both
teams are able to see it. Each player has a different number. The referee
says aloud a random number. At this moment, two children run to the
handkerchief. S/he must catch the hanky and arrive to his/her team
before the another catches him/her.
It could happen some of these possibilities:
- One of them, beside the referee, through a trick, can tread on the line.
If none has caught the hanky , that player is eliminated (or can lose a
point)
- If one player, who has caught the hanky is reached by the other one,
that is eliminated (or can lose a point).
It wins the team which achieves more points, or if the other team
doesn’t have more players.
52.
53.
54.
55. EL JUEGO DE LAS SILLAS:
Para realizar este juego se necesitan sillas resistentes, al menos tantas como
alumnos/as haya menos una, y música que se pueda iniciar y parar a voluntad:
- Se colocan todas las sillas formando un círculo con los respaldos hacia
dentro. Los jugadores están de pie delante de ellas, excepto un adulto que
controlará la música. Se colocará siempre una silla menos que alumnos/as
estén jugando o dando vueltas.
- Cuando empiece a sonar la música, los jugadores deben girar alrededor de
las sillas siguiendo el ritmo. En el momento que para la música, cada jugador
intentará sentarse en una de las sillas. Quien se queda sin sentarse quedará
eliminado.
- Entonces se retira una silla, se recompone el círculo y vuelve a sonar la
música. Se repite el juego hasta que la última ronda se hace con una sola
silla y dos jugadores. Gana el que queda sentado en la última silla.
Existe una variante no competitiva de este juego, en la cual nadie se elimina:
las sillas también se van retirando en cada turno y todos deben ayudarse
mutuamente a conseguir quedar sentados o subidos a alguna silla cuando la
música pare.
56. MUSICAL CHAIRS:
It is a game invented by Chris Jericho. In this game a group of children. The
game starts with any number of players and a number of chairs one fewer
than the number of players; the chairs are arranged in a circle (or other
closed figure if space is constrained; a double line is sometimes used)
facing outward, with the people standing in a circle just outside of that. A
non-playing individual plays recorded music or a musical instrument. While
the music is playing, the players in the circle walk in unison around the
chairs.
When the music player suddenly stops the music, everyone must
race to sit down in one of the chairs. The player who is left without a chair is
eliminated from the game, and one chair is also removed to ensure that
there will always be one fewer chair than there are players. The music
resumes and the cycle repeats until there is only one player left in the
game, who is the winner. When down to the last two players the chair may
be moved as long as the music has stopped before the chair has been
touched
57.
58.
59. EL BOTE BOTERO:
Es un juego de escondite. Se juega con un bote de latón o una botella
parcialmente llena de arena o cualquier otro elemento. Uno le da una fuerte
patada al bote y el que se la queda tiene que ir a por él y volver de espaldas a
colocarlo en su sitio, para salir a continuación en busca de los demás. Cuando
vea a alguien, regresa al bote y cogiéndolo con la mano dirá: “¡bote botero
por… (el nombre de la persona que ha visto)”!
Si alguien consigue llegar al bote sin ser visto por el que se la queda, podrá
darlo una patada y decir: “¡bote botero por mí y por todos mis
compañeros!” y los que estaban pillados quedarán en libertad, debiendo el
que se la queda ir a por el bote y colocarlo de nuevo en el sitio de partida para
seguir el juego.
60. KICK THE CAN:
One person or a team of people is designated as "it" and a can or similar
object -paint can or metal pail or bucket- is placed in an open space: the
middle of a backyard, a green, a cove or cul de sac, parking lot or street.
The other players run off and hide while "it" covers his or her eyes and
counts to a previously decided number. "It" then tries to find and tag each of
the players. Any player who is tagged (caught and touched) is sent to the
holding pen (jail) which is simply a designated area for all the captured
players to congregate, generally in plain sight of the can. Any player who
has not been caught can "kick the can" or "tip the can". If they can do this
without being caught, then all of the captured players are set
free.
Alternatively, one of the captured players is set free each time the
can is Tipped -the first person caught is the first to be set free, the second
caught the second to be set free, etc. until the person Tipping the can is
tagged or all the captured players are freed. If "it" catches all of the players
he or she wins that round and generally a new "it" is designated for the next
round. The new "it" is usually the person that has been held the longest by
the time round ends.
61.
62. LAS CUATRO ESQUINAS:
Se juega con cinco jugadores. Se pone un alumno/a en cada esquina y otro
en el centro. Los de las esquinas deben ir moviéndose, de un lado a otro o
ir cambiando de esquina y el jugador que está en el centro, ha de intentar
colocarse en una de las esquinas que quede libre, y así el que se quede sin
esquina será el que se coloque en el centro.
63. FOUR CORNERS:
The object of the game is for players to choose corners of the room and not
get caught by the designated "It" player until they are the last remaining
participant. To begin, four corners (or general areas) of the room are marked
from the numbers one to four. One player is designated to be "It," or the
"counter." This player sits in the middle of the room and closes his or her
eyes, or exits the room, and counts to ten. The remaining players choose
any one of the corners and quietly go and stand in that area. When the "It“
player has finished counting, she calls out one of the numbers. All players
who had chosen that corner or area are out of the game, and they sit down.
Then, "It" counts again and the remaining players move to a different corner.
Unless the corner is out .
The last person to still be in the game wins, and usually becomes the new "It”.
"If "It" calls out a corner containing no players, she either calls out another
number right away or the players rotate to a new corner, according to different
versions of game play.
64.
65.
66.
67. AGRADECIMIENTOS:
A la comunidad educativa
del Colegio “Gloria Fuertes” encargado de llevar a cabo el
Proyecto Comenius.
A Internet por las imágenes y textos del desarrollo de los
juegos.
GRATITUDE:
Thanks everyone to put into practice this amazing
project.
The different images has been downloaded via
Internet.