Lesson 5

Lesson aim:

To learn and enjoy traditional Scottish games.

Contents:Traditional games:

Chasing and catching games,

Ball games

Skipping games,

Hopscotch games.

Duration :

60 minutes.

Material:

Soft ball, skipping rope, aeroplane bed, peever.

Warm up

Bar the door

This is another fast moving game in which the skills of jinkin' together with a little bit of pace combine to help you succeed. Someone is chosen as the catcher to stand in the middle between two lines such as opposite sides of a pitch. (If there are no lines, you can run between two dens instead). The catcher calls out a player's name and that person has to try and jink past the catcher to reach to the other side. The players at the line or den will chant: “ Get caught, get caught, GET CAUGHT ”. If he/she reaches the other line without being tagged he/she shouts, “ Bar the door ” which is the cue for all the others to rush to the same side, being careful not to be tagged by the catcher of course. Those caught also become catchers so that the number of catchers increases and it becomes more and more difficult to cross over safely, especially as the catchers close in on their target with very loud chants or, “ 10,9,8,7,6,5,4,3,2,1, ZERO !” in the hope that this will panic them into being caught. Very often everyone joins in this chant. The person who was last caught claims the right to call out someone's name, and in the versions called “Barley” the person who is caught must say “Barley, one, two, three” before he is allowed to choose someone to run at him. It would not be the same at all without all these little rituals which have to be performed!

The whole process is repeated time and time again until the last person to remain free is the winner and becomes IT for the next game.

Main Part

The main part of this lesson can be divided in 3 different activities (if we have a class of lots of children). And then, they can spend 15 minutes in each activity. If we have few pupils, they can do all together one activity after the other or they also can do the first activity all together and then be divided into two groups of 4 of 5 people and spend 15 minutes in each activity (2 and 3).

 

ACTIVITY 1: Mixed Relay

Mixed relay is a creative sort of race. Each runner on a team must traverse the course moving in a different way, and there is no end to the variety of methods to choose from: skipping, cart wheeling, moon-walking, marching, or just about anything else. Balls add even more novelty to the race –older players can add rolling, bouncing, dribbling, and catching to their repertories.

First, two lines are marked on the ground 9 to 15 m apart; these are the starting and turning lines. Next, the players divide into two or more equal teams of three to five players, and each team lines up single file behind the starting line. All the players together then decide how each player in line will run the race. The first players on each team might, for example, be required to hop; the second players might be required to run backward; the third players to walk toe to heel; and the fourth players to race pigeon-toed.

Once these decisions have been made and everyone's in position, the adult or teacher who's supervising yells, “Ready, set, go!” and the first runner from each team sets off as quickly as possible – in the prescribed manner- to the turning line and back again. As soon as the first player has crossed back over the starting line, the next runner journeys in the predetermined style to the turning line and back. This continues until each team member has a chance to race.

The first team to have all its runners complete the course is the winner.

For a longer race, each player is required to run the course with every motion, so the players must run as many time as there are members of the team (four turns each for four players, for example). In this version, all the players, in turn, does the second; and so on, until the last player finishes with the last motion.

ACTIVITY 2: Pickie

For this game you will need to draw the Aeroplane bed (see flashcard 9). Boxes such as 2 and 3 that are side by side are called “rest boxes” because the player is allowed to put both feet down and so “rest” one foot in each box. Boxes such as box 1 and box 4 are called “hoppy boxes” and these single boxes must always be hopped through and out.

Decide on who will start. The first player throws the peever onto box 1 . It must land inside the square and not touch the lines; otherwise the “shot” passes to the next player. Having landed the peever successfully into box 1, the player jumps over this box into boxes 2 and 3 (feet astride), hops onto box 4, then, feet astride, into boxes 5 and 6 and so on going all the way up the bed. The player then turns at the top and heads for “home”. On the way back the player steps onto 1, picks up the peever and hops into “home”. Having successfully completed the bed this player is allowed the next shot throwing the peever into box 2 , and so on until they are out, after which they will have to wait until their next turn. In this version of the game if you feet touch a line you are out. The players go up and down the bed from 1 to 10, then 10 to 1, and the first player to complete the sequence is the winner.

ACTIVITY 3: Four Squares

To make a four square court, a 5m to 6m square is drawn and divided into four boxes of equal size. The boxes are labelled A, B, C, and D clockwise from the upper left, and a diagonal serving line is drawn in square A (server's square) from upper right to lower left.

Four players play Four Square at a time – with one standing in each square. Throughout the game, players try to spend as much time in square A as possible. The best square to start in, then, is square A. The worst is square D. One way to determine the starting order is for kids to do Eeny, meeny, Miney, Mo or One Potato, Two Potato to decide who gets to stat the game in square A.

The game begins when the player in square A serves the ball from behind the service line. He/she bounces the ball once on the ground and then bats it underhand with one or both open palms into any other player's square. The ball must bounce once in the square before the second player hits it. The second player, in turn, tries to hit the ball into another player's square, also underhand with one or both open palms. Again, it must bounce once in the new square, then that square's inhabitant tries to hit it into another. The ball keeps moving in this way until a player makes an “out”. There are quite a few ways to do this: hitting the ball onto a line between squares or on the edge of the court; hitting the ball out of the court altogether; hitting the ball with a fist or an overhand motion; hitting the ball with any part of the body other than the hands; failing to return a ball after it has bounced once; or stepping over the serving line while serving.

An out changes the players' square assignments, but just how it changes them depends on who makes the out. If there are players waiting to join in the game, the player who makes the out must leave the court and go to the end of the waiting line. In any case, the player who makes the out or his/her replacement always gets sent to square D – the end of the line, so to speak. If the server makes the out, he/she moves into square D, D moves into D, C moves into B, and B moves into A- and becomes the server. If the player in square B makes the out, he/she moves to square D, D moves into C, and C moves into B; but the server stays put. If C makes the out, he/she and D switch places. If D makes the out, everyone remains in place.

There is no scoring system or distinct winner in Four Square . Players simply try to spend the most time serving (and if there are more than four players, the most time in the game). Players may also take pride in making the fewest mistakes.

Calm Down

Stretching.