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					Shishukunj
Games Handling Resource
                                                                                                                  Games Handling Resource
Contents

1. SAMUH RAMAT............................................................................................................................................... 3

2. GOOCH PRAVUTI ........................................................................................................................................... 4

3. GAMES LIST ..................................................................................................................................................... 5

4. WHAT'S THE TIME MR WOLF .................................................................................................................... 9

5. SAT-TARI......................................................................................................................................................... 10

6. CHOR SIPAI .................................................................................................................................................... 11

7. BULLDOG........................................................................................................................................................ 12

8. BLIND MANS BUFF ....................................................................................................................................... 13

9. CHINESE ROUNDERS .................................................................................................................................. 14




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1. Samuh Ramat

The table below gives an idea of what to consider for Samuh Ramat sessions:

        Control                   Instruction                        Involvement
Whistle                   Loud voice                    Enthusiastic
Play area                 Demo                          Cheering
Boundary                  Boundary                      Encourage
Rules                     Rules                         Participation
Hukomo                    1.1.1.1 Hukomo                Problem groups (split them up)
Other Karyakars           Understanding                 Give enthusiastically
Time                      Togetherness (middle)         Atmosphere
Conditions (weather)      Slowly and clearly spoken     Younger members (always left out)
Eye contact               Eye contact                   Take part

                       Figure 1: Extract from Talim Programme 1994

Warm-up sessions and light exercises/stretches prior to playing games is vital in order to
loosen joints and avoid any strenuous injuries.

Use the Games List (Section 3) as a guidance of games for this activity.




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2. Gooch Pravuti

This activity is undertaken to provide the following:

   Physical Development
   Mental Development
   Teamwork
   Leadership
   Enjoyment
   Enthusiasm
   Effort
   Involvement
   Sportsmanship

Game session vary week on week, therefore its vital to adapt to the changes that you may face
e.g. weather, size of group, duration, etc. For a typical Games session, be aware of what
games are to be played, ensure that rules and regulations are readily available if unsure or ask
for assistance where necessary. Clearly relay the instructions to the group and ensure all
aspects of the game is covered (boundary, whistle commands, how fouls are committed, etc).

Problems are likely to occur despite the level of preparation undertaken (Murphy’s Law).
Ensure that you have backup plans and that are helpers are available and able to adapt quickly
to any decision made. This can not be taught, learn from experiences. An ongoing problem
faced by all is the changeover of games in a fluent manner. This can be achieved by the
Handing team fully aware of each others responsibilities and the use of Hukomos where
necessary. Below is a guidance of three Gooches, Shishu, Devchand and Vallabh

         Shishu Gooch                       Devchand Gooch                       Vallabh Gooch
Activity Venue                      Activity Venue                      Activity Venue
Warm-up                             Warm-up                             Warm-up
First Aiders on-site                First Aiders on-site                First Aiders on-site
Group Size                          Group Size                          Group Size
Game Duration                       Game Duration                       Game Duration
Number of Games (Min. 5)            Number of Games                     Number of Games
Order of Games                      Order of Games                      Order of Games
Helpers                             Helpers                             Helpers
Explanation                         Explanation                         Explanation
Demo                                Demo                                Demo
Encouragement
Team Names
Boundary                            Boundary                            Boundary
Equipment                           Equipment                           Equipment
                                    Tactics                             Tactics
                                    Whistle commands                    Whistle commands
                                    C.A.R.                              C.A.R.
                                    Hukomo                              Hukomo
                                    Control                             Control




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3. Games List

 No      SAMUH RAMAT           SHISHU GOOCH                DEVCHAND GOOCH           VALLABH GOOCH
 1.   HATHI NI SUNDH
 2.   JAPANESE KHO
 3.   CHUT KHO CUTKHO
 4.   MURTI                                          MURTI                  MURTI
 5.   SIMON SAYS        SIMON SAYS
 6.   MARDADI                                        MARDADI                MARDADI
 7.   KING                                           KING                   KING
 8.   KET-LOVE-KETLA    KET-LOVE-KETLA
 9.   FULWADI           FULWADI
10.   SAT-TARI
11.   L-O-N-D-O-N       L-O-N-D-O-N
12.   ROCK IN THE SEA
13.   RAM-RAJA          RAM-RAJA                     RAM-RAJA               RAM-RAJA
14.   PASS THE PARCEL   PASS THE PARCEL
15.                     LANGADI                      LANGADI                LANGADI
16.                     FINDING THE CAPTAIN          FINDING THE CAPTAIN
17.                     DHAMAL DHOKO                 DHAMAL DHOKO
18.                     ANDHRO PATO                  ANDHRO PATO
19.                     DOG AND THE BONE             DOG AND THE BONE       DOG AND THE BONE
20.                     THREE STICKS                 THREE STICKS           THREE STICKS
21.                     TUG OF WAR                   TUG OF WAR             TUG OF WAR
22.                     MUSICAL CHAIRS               MUSICAL CHAIRS
23.                     BLIND FOLD                   BLIND FOLD
24.                     RACING                       RACING                 RACING
25.                     CHOR SIPAI                   CHOR SIPAI
26.                     WHAT’S THE TIME MR WOLF


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27.                CHAL ANDHA CHAL
28.                RUMAL-SANTRI                  RUMAL-SANTRI           RUMAL SANTRI
29.                RAJA RAJA AMBAR RAJA          RAJA RAJA AMBAR RAJA
30.                POLO-POLO
31.                FISHERMAN                     FISHERMAN              FISHERMAN
32.                AAK BAKARI KHAYEGA            AAK BAKARI KHAYEGA     AAK BAKARI KHAYEGA
33.   WISH AMRIT                                                        WISH AMRIT
34.                                              CHAKBILLU              CHAKBILLU
35.                                              ROUND CHAKBILLU        ROUND CHAKBILLU
36.                                              CHOKI DI KHO           CHOKI DI KHO
37.                                              HUTUTU                 HUTUTU
38.                                              GHODO                  GHODO
39.                DODGEBALL                     DODGEBALL              DODGEBALL
40.                GULAM CHOR                    GULAM CHOR             GULAM CHOR
41.                                              KOONA BAPNI AAKAL      KOONA BAPNI AAKAL
42.                                              ROUNDERS               ROUNDERS
43.                SHER BAKRI                    SHER BAKRI             SHER BAKRI
44.                                              BHAI-BEN               BHAI-BEN
45.                                              RING                   RING
46.                                              INDIAN DODGEBALL       INDIAN DODGEBALL
47.                                              HINDU OKA HINDUSTAN    HINDU OKA HINDUSTAN
48.                                              CHAL BHAI SUBA-CHAL    CHAL BHAI SUBA-CHAL
49.                                              SHAKE                  SHAKE
50.                                              NAGEL                  NAGEL
51.                                              COCK FIGHTING          COCK FIGHTING
52.                                              HOUSE FIGHTING         HOUSE FIGHTING
53.                                              CHINESE LADDERS        CHINESE LADDERS
54.                                              BASKETBALL             BASKETBALL
55.                                              RUGBY                  RUGBY
56.                                              LAMBI KABADI           LAMBI KABADI


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57.                                                GELE-DANDA              GELE-DANDA
58.                                                GURU CHELO              GURU CHELO
59.                                                MOTNO KUWO              MOTNO KUWO
60.                                                                        NETBALL
61.                                                                        E-TI-KITI
62.                                                ASHOK RAJA              ASHOK RAJA
63.                    STATUE                      STATUE                  STATUE
64.   BULL DOG         BULL DOG                    BULL DOG                BULL DOG
65.                                                CROSS CHAKBILLU         CROSS CHAKBILLU
66.                    MARKET DAY                  MARKET DAY              MARKET DAY
67.   SHIPS            SHIPS
68.   TRAFFIC LIGHTS   TRAFFIC LIGHTS
69.                                                CAT & DOG               CAT & DOG
70.                                                DOUBLE-LINE CHAKBILLU   DOUBLE-LINE CHAKBILLU
71.                                                CHINESE ROUNDERS        CHINESE ROUNDERS
72.                                                KABADI                  KABADI
73.                                                                        CROSS RING
74.                                                CHUPI LANGADI           CHUPI LANGADI
75.   CHAIN-HEE
76.   GANDHI KE AISA   GANDHI KE AISA
77.                                                                        I DECLARE WAR
78.                                                DOUBLE GHODO            DOUBLE GHODO




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4. What's the Time Mr Wolf

Boundary: Varies according to the group size.

Explanation:

1. A person is appointed Mr. Wolf. That person goes to the other side of the area.
2. The game begins by the group asking "What is the time Mr. Wolf ?".
3. Mr. Wolf replies, for example 6 o'clock and then all the participants take 6 steps nearer to
    Mr. Wolf. Whatever time is given will result in that many steps taken. Only hours can be
    given.
4. Steps 1 and 2 are repeated until Mr. Wolf replies "it's dinner time". At this stage all
   participants run back to their original positions without getting caught by the wolf who is
   chasing them. If caught before reaching back to their original position, that person then
   becomes the wolf.




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                                                                Games Handling Resource

5. Sat-Tari
Boundary - Varies according to group size.

Aim: To have one person remaining who is therefore declared the winner.

Explanation:

1. A person is appointed to begin the game.
2. The bhai/ben appointed claps seven times with their hands above their head.
3. Once clapping is completed, the person catches as many people as possible in the group
   within a limit of 10 seconds.
4. After this period, those who are caught stand together as a group while the group spread
   out.
5. Steps 2-4 are repeated with the group caught.
6. This process is continued until one person is left.




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6. Chor Sipai

Equipment:

6 pairs of dumbells.
4 pairs of mugdar.
4 lathis.
6 rings.
10 tennis balls.
4 footballs.
+ any other equipment available.

Equipment varies according to the group size. above is a rough guide for a group of 40 or
more participants.

Boundary: Football pitch or marked area. This game should be played on grass to limit the
seriousness of injury.
Aim: To have all the equipment and the Guru.

Explanation:

1. Form two teams. Each team elects a Guru who will sit at their respective positions.
2. Person handling Gooch distributes the equipment equally into areas A and B.
3. Once the Guru and equipment are in the appropriate places, both teams start where the
   Guru is situated.
4. Team 1 has to get team 2 out by whatever means possible. For example, a member from
   team 2 has to be taken to team 1's Guru who will touch that person on the head for that
   member to be out. At the same time, team 1 has to fill area A with team 2 equipment from
   area B. and vice-versa.
5. If participants are touched on the head of the oppositions Guru, they can not rejoin the
   game and have to be seated behind the oppositions Guru's position.
6. Once the whole team is out and all equipment in one area for example area A. Then the
   Guru from team 2 can be taken to the Guru in team 1. Once the Guru from team 1 has
   touched the guru from team 2 on the head, then team 1 has won and the game ends.




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7. Bulldog
Boundary: Football/tennis court with 50 or more participants
Time: 10 minutes maximum.
Aim: To be the last person left who is therefore named the "BULLDOG"

Explanation:

Version 1

1. Person is appointed to start the game.
2. Participants go behind line (denoted as 'A').
3. Person in the centre shouts out a bhai/ben's name.
4. The bhai/ben chosen can either choose to try to get to the other side successfully (without
    getting caught is the appointed person). If successful then the remaining participants run to
    the other side (denoted as 'B') or shout 'Bulldog' so everyone runs at the same time. If the
    individual is caught then he/she joins the inside team.
5. Those who are caught by the inside team join the inside team to get the remaining
    participants out.
6. Once the inside team has been established (those who are caught are actually in the inside
    team), steps 3-5 are repeated.
7. If anyone goes outside the boundary, they join the inside team.
8. Last person remaining is the 'BULLDOG'.

Version 2

Same as above except steps 3 and 4, instead a general 'Bulldog' is shouted, thereafter all
participants running.




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8. Blind Mans Buff
Boundary: Varies according to the group size. The group should have limited space to move
around in.
Aim: To get everyone out.

Explanation:

1. One or more persons are blindfolded.
2. Everyone else spreads out in the specified area.
3. Blind folded people have to get everyone out.
4. Everyone has three steps to move in to avoid being touched once the game has begun.
5. Game ends when know one is lift to be caught.




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                                                                   Games Handling Resource

9. Chinese Rounders

Equipment:
1 Football
Cones to create circle

Boundary: no fixed area except an inner circle for Player 1.
Aim: To make as many rounds as possible.

Explanation:

1. Form two teams, players and fielders.
2. The fielding team must have a maximum of five people within the circle including the
    bowler.
3. The fielding team must allocate a wicket keeper.
4. The bowler changes after every sixth bowl.
5. The ball has to be bowled between the next and waistline. If bowled outside this region, it
    qualifies as a no ball, regardless of the fact that the player as hit the ball.
6. Three no balls to the same pair constitute to one run.
7. If the player hits the ball in the air and the fielding team catches it, the pair is out.
8. If the player hits the ball in the air and one member of the fielding team headers it, the pair
    is out.
9. If the player hits the ball in the air and three different members of the fielding team header
    it, the whole team is out.
10. When player 1 hits the ball, player 2 runs round the circle and player 1 comes into the
    circle to play Dodgeball. The fielding team must pass the ball to the fielding team inside
    the circle in order to get player 1 out. Normal Dodgeball rules apply. Fielders inside the
    circle may not run with the ball. A round is completed successfully when player 2 has
    completed a round without player 1 getting out inside the circle.
11. No other members from the fielding team except the five already present may enter the
    circle and vice-versa.
12. Player 1 has three chances to hit the ball before being declared automatically out.
13. The ball cannot be hit behind the batting crease, however, if done so and caught, the
    pair/team are out.
14. Player 2 is able to run round the circle, as many times as they see fit but must complete
    full rounds.
15. Pairs continue to play until the whole team is out.




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