Lesson 2

Lesson aim:

To learn and enjoy traditional Scottish games.

Contents:Traditional games:

Chasing and catching games,

Hiding, seeking and hunting games ,

Skipping games,

Ball games,

Duration :

60 minutes.

Material:

Soft ball, skipping rope.

Warm up

Hospital Tig

(See flashcard 2: Parts of the body)

Choose someone to be a catcher; the rest then run away. When someone gets caught he/she has to hold on to the part of the body on which he was tagged when he/she becomes the chaser. This can be on the head, leg, foot or any other part of the body, and needles to say, it can be absolutely hilarious for those watching a chaser struggling with such an impediment. For example, if you have been touched on the foot you have to hop after the others while holding on to that foot.

This game is better played in a reasonable confined space such as a very large room, or in an alcove in the playground. This will give the chaser a better chance of catching someone or otherwise he/she is likely to become fair scunnered. This game is that wee bit more interesting as the chaser is not just trying to catch someone by tagging them anywhere, but is also trying to touch them in a particular spot that will be amusing to his friends.

Main Part

Man Hunt- All seek, one hide

Someone is chosen as IT and becomes the only one to go off and hide and, after the count, the rest of the children go off to search for the hidden one. First person to find him and call out his name becomes IT for the next game.

Variation:

The hider can try to sneak back to the den without being captured, and if seen he/she races the others back to the den. If he/she succeeds in getting there first, he/she is allowed to go off and hide again.

Christopher Columbus

(see flashcard 18)

Christopher Columbus was a very brave man,

He sailed the seven seas in an old tin can,

The waves got higher… HIGHER… and OVER,

5, 10, 15, 20, 25, 30, 35,40.

At the first word “higher” the rope is swung half way in one direction and at the next word “HIGHER” it is both raised up a bit and swung half way in the other direction, and on the word “OVER”, the rope goes fully round again.

Call Ball

(See flashcard 3: Vocabulary)

Before the game starts, each player is given a nickname for the purpose of the game. The names may be days of the week, months of the year, and names of animals or flowers, and so on. For very large groups, the players may be assigned numbers.

To begin, one player bounces the ball as high into the air as possible and calls out the nickname of another player. As soon as the ball leaves the bouncher's hand, the other players run away- all except the player who has been called, who must try to catch the ball before it hits the ground again. If successful in catching the ball, that player then bounces the ball and calls out the name of another player, who must rush back to try to catch the ball before it hits the ground again. This goes on until someone fails to catch the ball.

If a called player does not catch the ball, he/she loses 1 point and calls out, “ Stop !” as soon as he/she has retrieved the ball. At that point, the other players must freeze wherever they are. The player who missed then throws the ball at any other player –below the neck only, except the one who called his/her nickname. If a player is hit, he/she loses a point and gains possession of the ball. If the thrower misses, however, he loses another point and the player who originally called him gets the ball again. The game continues in this manner, with each player who takes possession of the ball bouncing it as high as possible and calling out the nickname of another player.

Any player who loses 3 points is eliminated from the games. The last player remaining in the game is the winner.

 

Calm Down

Mother, May I?

See flashcard 4: “May I take...?”

First, starting and finish lines are marked about 7.5m apart, and one player - a girl or a boy- is chosen to be Mother. Mother stands at the finish line facing the other players, who line up in a row on the starting line.

Each player in turn must ask Mother for permission to move ahead. The first might ask “ Mother, may I take three giant steps?” Mother responds in any way he/she sees fit. He/she may, for example, answer, “ No, but you may take ten baby steps ”, or “ No, but you may take three hops ”. This instruction is not enough, however, to allow the player to move. The player must again beg permission by asking, “ Mother, may I? ” If Mother says, “ Yes, you may ”, the player moves forward as directed. But Mother may reconsider: if Mother says, “ No, you may not”, the player is not allowed to move.

If the player forgets to ask permission to move ahead or move in the wrong way, he/she must go back to the starting line. Each player in turn makes his/her request of Mother, and Mother continues to lay down the law. The game continues in this manner until one player –of Mother's choosing – crosses the finish line and is declared the winner.