Lesson 9

Lesson aim:

To learn and enjoy traditional Scottish games.

Contents:Traditional games:

Chasing and catching games,

Hiding, seeking and hunting games,

Skipping games,

Racing and guessing games.

Duration :

60 minutes.

Material:

Long rope.

Warm up

Chain Tig

A chaser is chosen and once someone has been caught they hold hands. The chase begins again, and continues until a long chain of children is formed. Only those at each end of the chain are allowed to tag and so catch those being chased. No-one can be caught when there is a break in the chain. It can be great fun indeed with many children in the chain chasing only the few that remain free and because the middle parts of the chain are not allowed to catch them, they can escape under the arms of those in the middle; remember it is only those at the ends of the chain that are allowed to tag someone. Last caught is the winner and sometimes, to celebrate, the chain forms a “V” shape and winner runs into the narrow part to end the game. The winner becomes IT for the next game.

Main Part

Teddy bear

(See flashcard 23)

Rhyme

Teddy bear, teddy bear, touch the ground,

Teddy bear, teddy bear, turn around,

Teddy bear, teddy bear, show your shoe,

Teddy bear, teddy bear, that will do,

Teddy bear, teddy bear, run upstairs,

Teddy bear, teddy bear, say your prayers,

Teddy bear, teddy bear, blow out the light,

Teddy bear, teddy bear, say goodnight.

The game uses the long rope and allows you to skip for the duration of the rhyme, acting out the parts mentioned. If you are cawed out you do not take over as a turner, but instead wait until the end of the game. If all of the players successfully get through the rhyme then the rope speed is increased so that everyone is eventually out.

Multiplication Touch

This game starts off with one seeker and as the hiders become found they join him as seekers, spreading out in search of the rest until they are all found. There is nothing more boring than being out of a game and waiting for it to end, so when the hiders become seekers it keeps their interest in the game. In some areas, just being seen by a seeker is not enough, and local variations exist where, for example, the outie must be caught and held for a count of ten. This is an example of a seeking game that has no den or block.

Oliver Twist

(see flashcard 24)

Rhyme

Oliver Twist, can you do this?

If so, do so.

Number one, touch your tongue,

Number two, touch your shoe,

Number three, touch your knee,

Number four, touch the floor,

Number five, take a dive,

Number six, pick up sticks,

Number seven, fly to heaven.

Number eight, shut the gate,

Number nine, drink some wine,

Number ten, begin again.

The ball is thrown against a wall and the various actions are done in between catches while the ball is still in the air.

The actions really are self explanatory, so it is left up to the individual as to how elaborate they wish to make them.

Variation: perhaps before trying the full version of Oliver Twist you might like to try the shorter version which is common in central Scotland :

Oliver Twist you can't do this,

So what's the use in trying,

If so touch your toe,

Clap you hands,

And through below (between legs).

Calm Down

Gossip Relay

Gossip Relay is like the popular game Telephone, but it has an added element of speed that makes it even more challenging. Kids delight in the way the words and messages get garbled as they make their way down the line.

Before beginning, two lines are marked off on the ground 9 to 15 m apart; these are the starting and turning lines. Players divide into two or more equal teams of at least four players. The teams line up single file at the starting line. Next, the adult/teacher who's supervising the contest whispers the same message to the firs person in each line. The message can be anything from a three-word tongue-twister like “Silly Sammy Slick” to a complete sentence such as “Susie rode her bike to the store to buy a head of cabbage”.

When each of the front runners has been given the message and everyone's in position, the teacher shouts, “Ready, set, go!” and the first players in each line race to the turning line and back. When the panting runner returns to the starting line, he/she whispers the phrase to the next player in line. That player in turn runs the course and then whispers the phrase to the next team member.

This goes on until the last player on one of the teams crosses the finish line and yells out the message. If the message is perfectly correct –if it's exactly the same message that the starter gave out before the race began- that team is named the winner. If the message is repeated incorrectly, the next runner to cross the finish line calls out his/her versions of the message.

The first team whose runner crosses the finish line and says the message correctly is the winner. If no one gets it right, no team wins, and the race is run again, with a different message to remember correctly.