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T-GAMES
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Escaped fish................................... 5
Stealing Eggs................................. 7
Mr. Microbe................................... 9
Mancala.........................................12
Corner Puss.................................. 16
3 Stones........................................ 18
Violet............................................. 20
I Sell Oil, I Sell Honey.................. 22
Tail Catchings............................... 24
Tipcat Game................................. 26
Ring-Cup Game............................ 32
Tangle Game................................ 35
Elbow............................................. 37
What is the time Mr./Ms. Wolf... 39
Pase Misi......................................... 41
Duck And Hunters......................... 43
Country, Country .......................... 46
Countries........................................ 49
Small Pots....................................... 52
The Mill........................................... 54
Throwing On The Line.................. 58
Hankerchief................................... 60
Goalkeeper.................................... 63
Tangram........................................ 66
The Relay ...................................... 68
Enlighted Emperor ...................... 71
The River With Crocodiles .......... 74
Hopscotch .................................... 77
T-GAMES
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AUTHORS
1. ÇAĞRI DERE (Milas Kazikli Primary School, Turkey)
2. Raúl Cañamero (CEIP LA GAVIOTA, Spain)
3. Sevtap Kartal (Milas Şehit Murat Inci AIHL Kindergarten, Turkey)
4. Zerrin BARUTÇU (Vakfikebir Kemaliye Adnan Demirtürk Primary School, Turkey)
5. Nazlı Çetin (Erenköy Primary School, Turkey)
6. Iulia Samson (Şcoala Gimnazială Oniceni)
7. CRISTINA-ELENA CARACONCEA (Scoala Gimnaziala Mircea cel Batran, Romania)
8. Mustafa KAPLAN (Mehmet Hasan Sert Primary School, Turkey)
9. Bserka Knez (Primary School "Đuro Ester" Koprivnic, Croatia)
10. Bilal SAY (Gazi Mustafa Kemal Primary School, Turkey)
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ESCAPED FISH
NUMBER OF THE PLAYERS : 8-16
GAME DESCRIPTION : This game is an outdoor game. It is commonly played in our village. This game needs a fishing net and a song. The players are really active while playing that game. They learn to obey the directions and to behave fairly in a game. This game supports students to move according to the music.
HOW TO PLAY : Fishing net is laid on the ground. Counting is done. Here we say that “Ot, mot, bizim köyde motorsiklet yok” and we select “the fisherman”. He becomes a fisherman. He stays in the middle of the fishing net. Other students become fish. They wander around the fishing net. They go in and out of the fishing net whenever they want. The fisherman tries to catch the fish entering the net.
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STEALING EGGS
NUMBER OF THE PLAYERS : 7
GAME DESCRIPTION : This game is an outdoor game. It is commonly played in our village. This game needs 6 eggs. It improves students’ kinaesthetic skills. Students are very active while playing this game.
HOW TO PLAY : One of the students becomes "The Chicken" and other siz players are "The Thieves". We put six eggs in an egg-pocket. Six players make a circle around the "it". The "it" stands in front of the egg-pocket. The "it" never turns back. The thieves steal the eggs in the pocket and run away. The "it" tries to catch the thieves. If the "it" catches all the thieves, the last thief becomes "The Chicken".
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He seeks a moment in which as many fish as possible enter the network. He shouts whenever he wants “Got it, stop”. When the fisherman shouts, all the fish remain in their place. Fish remaining in the net are considered caught fish. The fisherman counts the caught fish, tells the number of them to the players and get away from the fisherman. The caught fish is counted and the new fisherman is chosen. The game lasts that way. At the end of the game, the fisherman who catches the most fish is called the “reis”.
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MR. MICROBE
NUMBER OF THE PLAYERS : 8-16
GAME DESCRIPTION : This game is an outdoor game. It is commonly played in our village. This game needs no materials. It improves students’ kinesthetic skills. Students are very active while they are playing this game.
HOW TO PLAY : One of the students becomes a germ. He chases his friends and tries to infect them. The students he touches become ill and sits down. The game continues until all students are captured. The last student caught is “Mr. Microbe”. During the game, the germ song is sung or opened by the player.
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MANCALA
NUMBER OF THE PLAYERS : 2
GAME DESCRIPTION : Mancala is a Turkish intelligence and strategy game. There are 12 small wells on the game board, 6 wells for each player and a big treasure where each player will collect the stones. Mancala game is played with 48 stones.
HOW TO PLAY : It is played in 5 sets. There are 4 important rules in that game.
STEP 1: Before the game begins, place the board between you and your opponent, long side facing you. You will see two rows of six "holes", with a long "mancala" on each end. The board is divided into two parts: Your side and mancala,
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and your opponent's side and mancala. Your side is the six holes closest to you, and your mancala is to your right. The same is for your opponent; their side is the six holes closest to them and their mancala is to their right. To set up, place four "stones" in each hole, excluding the mancalas. This should total 48 stones. (A stone can be anything small; pennies, marbles, in my case some glass counters that came with the set).
STEP 2: Players decide who goes first using whatever method they want; Rock-Paper-Scissors, coin flip, loser-of-last-game-goes-first, whatever. During a turn, a player grabs all of the stones in a hole on their side and drops them, one by one, in succeeding holes in a counter-clockwise direction. Players MAY place stones in their own mancala (it counts as a hole), but they MUST skip over their opponent's mancala. Players MAY place stones in holes on their opponent's side. This continues until the player has no more stones in his hand. It is then their opponents turn.
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STEP 3: The game is over when a player (not both) has no more stones on his side. His opponent then takes all of the stones on his side and places them in his mancala. The winner is the person with the most stones in his mancala after counting. In this sample game, Player 2 is the first to empty his side, so his opponent puts all the remaining stones on his side in his mancala. After counting, we find out that player 2 wins because he has 27 stones in his mancala, and player 2 has 21.
STEP 4: If, when dropping stones in holes, you drop a stone into your own mancala, and that is the last stone in your hand, then you get to go again. If, when dropping stones into holes, you drop a stone into a hole that was previously empty, AND the hole is on your side, AND that was the last stone in your hand, you take all of the stones in the hole directly above, and place them into your mancala. Good strategy is to, on your first turn (and if you're going first), play the hole that is five holes away
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from your mancala. That way, the last stone you place will land in your mancala, and you get a free turn. After using your second turn, if your opponent plays a hole that is two or one hole(s) away from their mancala, play the hole that is six holes away from your mancala. You get another free turn!
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CORNER PUSS
NUMBER OF THE PLAYERS : 5
GAME DESCRIPTION : It is both an indoor and an outdoor game. It aims to moving fast and being in a cooperation with other players.
HOW TO PLAY : Corner Grabber is played with a small number of people. The midwife stands somewhere in the middle compared to other players. Players try to change corners with each other without being caught by the midwife. During this substitution the midwifery player loses his corner and becomes a midwife. Players can act as if they were supposedly moving and mislead the midwife. This game is very enjoyable.
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3 STONES
NUMBER OF THE PLAYERS : 5
GAME DESCRIPTION : Three stones is one of the oldest and easiest intelligence games known. It can be drawn on a piece of paper or drawn on the ground and played. The object of the game is to rank the player stones one after another, side by side or diagonally. The one who ranks first wins the game.
HOW TO PLAY : According to the result of the draw, the player who started the game first places a piece at any place he wants. Then the other player places a stone. Players place their stones respectively. No moves are made until the stones in the hand are gone. When all players place their pieces, the move is made. The player in turn moves a piece over the line to the nearest first empty section. The first player to cross the pieces wins the game.
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VIOLET
NUMBER OF PLAYERS : 10-20
GAME DESCRIPTION : This game is an outdoor game and great fun. This game teaches you to move together.It also supports muscle development.
HOW TO PLAY :In this game, children are divided into two groups of equal number. They stand side by side and holding hands on the playing field. Starting the game, the first group says “Oy menekşe menekşe, bizden size kim düşe?”The other group comes together and talks to determine the weakest. When the weakest is determined, her/his name is called. All of the group says “Mendilin yere düşe, sizden bize (name) düşe.”The person whose name is said quickly runs to the opposite team and tries to pass through two person. One of two people gets his own team if he/she can go through. If he/she doesn’t,he/she is on the other side.
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I SELL OIL, I SELL HONEY
NUMBER OF PLAYERS : unlimited
HOW TO PLAY : A player is chosen to be “it”and given a handkerchief. Other players sir in a circle, facing inward. The “it” starts walking clockwise around the circle singing nursery rhyme. At someone point the “it” slyly drops the handkerchief behind one of the sitting players. Players sitting in the circle are not allowed to look behind but can only check the ground with their hands. As soon as a player finds the handkerchief behind, he/she takes it and starts running around the circle in the same direction to tag “it”, while “it” aims to return to and sit in the spot left by the other player. If “it” succeeds to sit in the spot without being tagged, the player with the handkerchief becomes “it”and the game continues in the same manner.
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TAIL CATCHINGS
NUMBER OF THE PLAYERS : Unlimited
GAME DESCRIPTION : This game aims at focusing on the target, being agile and having great fun.
HOW TO PLAY :The number of people in this game is not important. Children turn their backs. Old newspaper pieces are torn behind the children. This is their tail. All players are scattered on the playing field. The game starts with the command “1,2,3”. Everyone tries to take each other’s tail. Exit the game whose queue is taken. The last tailed student wins the game.
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TIPCAT GAME
NUMBER OF PLAYERS : AT LEAST 5 OR MORE THAN 5
GAME DESCRIPTION : This game is an outdoor game. It is so traditional old game. People played it in the village in old times. Tip-cat was one of many games humans have invented that involve hitting a small object with a stick and then running around while other players try to catch the object and/or you. Nowadays we play baseball and softball and Wiffleball and cricket and onia. In centuries past people played stoolball and rounders and one-ol’-cat and tip-cat. It is still exciting and enjoyable game.
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HOW TO PLAY :
To define which team starts first, two players (one per team) stack their hands up one after another, bottom-up on a vertically positioned stick. The team whose player’s hand covers top of the stick begins the game. The game starts by attacker tipping a tip-cat up into the air with a stick, while the others try to catch it before it hits the ground. If the other player successes, the roles are changed. If the other player hits the target, the attacker who tipped the tip-cat is out and his team mates have the right to throw the tip-cat.
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If the tip-cat falls close to the trunk (up to the length of the stick), the game continues and the player who was throwing the tip-cat, throws again.
If the tip-cat falls on the ground farther than the length of the stick, then the player who was defending the trunk measures the distance from the trunk to the tip-cat in stick lengths.
The number of stick lengths represents the awarded score.
The team whose player manages to defend the trunk and hit the tip-cat gets points and the right to throw the tip-cat again.
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NUMBERS OF THE GAME : 2 teams with 2-4 players
GAME DESCRIPTION : This game aims at predicting the next step, follow the orders. It also encourages the motivation among players.
HOW TO PLAY : Choose 2 teams. There should be 10 coffee cups. Put the cups on a tray. Put a ring under a cup. It isn't important which one you put it. Choose one of them. The team (which one is going to choose the cup) should find the ring under the first cup that they choose. If the team can't find the ring under the first cup, they should find it before the tenth cup. (Find under 9th cup) So you get the point. If you find the ring under the other cups (2nd or 4th) you lose the round and get the punishment. You should find funny punishment (for example; meow like a cat, jump 10 times or sing a song, etc.)
RING-CUP GAME
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TANGLE GAME
NUMBERS OF PLAYERS : 3-10 players
GAME DESCRIPTION : This game goals to develop the concentration of the students and to follow the order.
HOW TO PLAY : Tangle game is a crowded game played with three or more people. In the game used wool ball or rope. The people who will play the game form a circle by sitting on the floor. Any player throws the rope or ball of wool in his hand to another player without releasing the end of the rope. The person who holds the ball or rope likewise throws the rope to another. A growing network is finally formed. The second part of the game is started, and this time the network is started to unravel.
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ELBOW
NUMBERS OF PLAYERS : 10-24 players
GAME DESCRIPTION : This game is aimed at improving the physical mobility of players.
HOW TO PLAY : Divide the group into pairs. Distribute all partners, link elbows and stand in a very large space, leaving at least 3-4 meters between each pair. Now designate one player as "It" and choose another player as the one being pursued. If “It” can tag “The pursued”, this player becomes "It." However, if “The pursued” wants to escape, the player simply runs toward one of the standing couples and links elbows with one of the pair to make a threesome. When “The pursued” joint with the couple, the one member of the pair whose arm she did not take must separate at top speed. This player instantly becomes new prey for "It".
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NUMBERS OF PLAYERS : 10-24 players
GAME DESCRIPTION : This game is aimed at improving the physical mobility of players and focusing on a target.
HOW TO PLAY : One student is selected to be “Mr Wolf”. He must stand at the opposite end of the activity area near a wall and turn round himself. The rest of the children must ask: “What´s the time, Mr wolf?”. Then, Mr wolf says aloud one hour (for example, five o’clock). In this moment the children must give the number of steps that Mr Wolf has said. In this case, five. So, The children continue asking Mr Wolf.When Mr Wolf wants, he may shout “Dinner time!” and he turns around and run to catch somebody. If he tags somebody, This player instantly becomes the new Mr Wolf for the next round.
WHAT'S THE TIME MR/MS WOLF?
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PASE MISI
NUMBERS OF PLAYERS : 10-24 players
GAME DESCRIPTION : This game is aimed at improving the physical mobility of players.
HOW TO PLAY : There are two people giving hands. They agree to be one fruit, for example Banana and Apple. Start singing: "Pase Misi, pase misá por la puerta de Alcalá, los de alante corren mucho, los de atrás se quedarán". The rest of students go pasins across the hands. When the sing is finished, the boy/girl who is under the hands is trapped. Then he has to choose between Banana or Apple. And go behind. The sing start again...until there are no students. At the end, they pull and win the ones who resists!!
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Ducks and hunters
NUMBERS OF PLAYERS : 4 players ( the more the better)
GAME DESCRIPTION : You can play anywhere there are no objects that can be broken. The most suitable is outside, in parks, in front of the block, in parking lots, in the school yard, etc.
HOW TO PLAY :
1 . Players are divided into ducks and hunters. It takes 2 players to play the role of hunters, and the rest are ducks.
2. The playground is delimited. Usually, the space is rectangular in shape. At each end of the playground there is a hunter, who is not allowed to enter in the game space. Between the hunters are the rates.
3. The hunters have the role to hunt the ducks with a ball. When a duck is reached
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by the ball, it is out of the game.
4. The ducks must be safe from the ball, without leaving the playing area.
5. The last remaining duck must be reached with the ball of the hunters from the maximum number of attempts as many as it has (eg: if the rate is 9 years old, the hunters must remove it from the game from a maxim um of 9 shots). If they fail, the game resumes with the same hunters.
6. The game ends when all the ducks have been reached with the ball. The following hunters are the first 2 installments that were taken out of the game.
7. There is an option in which ducks can earn extra lives if they manage to catch the ball before it touches the ground.
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NUMBERS OF PLAYERS : 6 players (the more, the better)
GAME DESCRIPTION : Outside, in parks, in front of the block, in parking lots, in the school yard, etc
HOW TO PLAY :
1. The players are divided into 2 teams.
2. The teams sit face to face, in line, at a distance of several meters from each other. All players in a team will hold hands, forming a "fence".
3. The team that starts the game screams: "Country , country we want soldiers!". The other team answers : "Who?" The first team picks an opponent player and says his name: "On ......!"
Country, country, we want soldier!
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4. The chosen player must run to the team that called him, and break the "fence" formed by them. If he succeeds, he will return to the team with one more person. If he fails, he will remain part of the team that called him. In order to break the "fence", the player must flee through the place where two opponents are holding hands. The opponents' role is to stop him without letting go of there hands.
5. Win the team game that captures all players.
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Countries
NUMBERS OF PLAYERS : 3 players (the more, the better)
GAME DESCRIPTION : Outside, in parks, in front of the block, in parking lots, in the school yard, etc
HOW TO PLAY :
1. Each player chooses a country, to play for it.
2. A large circle is drawn on the floor, in which all the players can fit in. Each player receives a piece of the circle in which he writes the name of his country.
3. Each player is positioned in ”his” country and one of the players starts the game.
4. The player takes the ball and shouts: "Pull the cats tail and the mouses ears, the name of the country" and he will tell a name of one country, from those participating in the game, and will throw the ball in the air.
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5. The player who hears his country name must catch the ball as soon as possible, bring it in a circle and shout "STOP". During this time, the rest of the players run away from him.
6. At "STOP" no one can move. The player with the ball chooses the nearest player whom he is trying to hit him with the ball. He can take only 3 steps in his direction.
7. If he manages to touch him with the ball, he has the right to take a piece of his country (as much as he wants - at least as big as a slipper sole). If he fails, the one who was not hit with the ball will take a piece of the country of the one who threw after him ((as much as he wants - at least as big as a slipper sole).
8. The game resumes, and the one who throws the ball in the air is the player whose country was last called. If he is no longer in play (his entire country has been conquered), the ball will be thrown by the last player to throw the ball and is still in play.
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9. A player leaves the game when his entire home country has been conquered.
10. The last player left in the game wins the game.
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Small pots
NUMBERS OF PLAYERS : 6 players (the more, the better)
GAME DESCRIPTION : Outside, in parks, in front of the block, in parking lots, in the school yard, etc
HOW TO PLAY :
1. The players are divided into 2 teams.
2. The teams sit face to face, in line, at a distance of several meters from each other. All players in a team will hold hands, forming a "fence".
3. The team that starts the game screams: "Country , country we want soldiers!". The other team answers : "Who?" The first team picks an opponent player and says his name: "On ......!"
NUMBERS OF PLAYERS : 8-24 players
GAME DESCRIPTION : This game supports student's kinesthetic skills.T
HOW TO PLAY : The game is played by an odd number of players. One player is the buyer, the others are in pairs. The couple makes a pot and a keeper. Couples form a circle. The keepers stand and the pots squat down in front of them. The buyer goes around the circle, stands in front of one keeper and takes his arm with his palm facing up. With the other hand, he gently slams the keeper's palm and asks: "How much costs a pot?". The keeper catches the customer the same way, hits the palm of his hand and replies: "Not five, not six, not seven, you will get it never!"
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Then they each run around the circle to the opposite sides. Whoever reaches the pot first becomes its keeper, the second becomes the buyer.
A pot and a keeper can swap places.
The goal of the keeper is not to lose his pot but buyer's goal is to become a keeper.
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The Mill
NUMBERS OF PLAYERS : 2 players
GAME DESCRIPTION : The goal of each player is to place and drag their figurines across the board to make a combination of three figurines in a row called the Mill. The player then picks one opponent's figurine off the board and throws it out of the game.
The figures move along the lines only from one point to another.
The points are at the line junctions.
The winner is the player who takes the opponent's seven figures or prevents them from moving across the board.
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The game requires a board with drawn lines for the mill and nine black and nine white figurines for both players (or bean and corn grains).
The Mill board looks like this:
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HOW TO PLAY :
1. The board is blank at the beginning. Players alternately place one figure at a time on a free spot and must not move them. If a player forms a mill, he or she is immediately entitled to remove one opponent's figurine from the board. The rule is that this should not be one that is part of a previously formed opponent's mill. If all the opposing figures are in the mill, any of them is taken. After nine moves, all figures were brought into play.
2. Players alternately move their figure one by one. They move along the lines to the adjacent point. At this stage one figure can be moved from the formed mill (opening), and in the next move the mill may be re-formed (closing), thus removing the opposing figures again. A player left with three figures has the right to transfer any of them to any field that is free on the board. If in the third stage one of the players had nothing to play, he lost the game and the game was over.
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Throwing on the line
NUMBERS OF PLAYERS : 2 or more
GAME DESCRIPTION : Toss the button to the line.
HOW TO PLAY : Players stand behind the throw line and compete for who will toss their button or coin as close as possible to the line about 2.5 meters away. The closest button wins and the owner of this button takes all the buttons or coins on the ground.
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Handkerchief
NUMBERS OF PLAYERS : 20-26
GAME DESCRIPTION : Our game is one of our traditional children's games. Is a game played outdoors. It's history dates back to many previous years. Improves practicality, promptness and sense of competition in children. Children play this game with joy.
HOW TO PLAY : Students are divided into two groups of 10 people. They are ordered to the field as shown in the figure. The person there holds a handkerchief and is the referee. The game starts with the referee's foot signal. It starts counting back from 20 and back from 10. The player comes running. One of the players takes the handkerchief and runs away.
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He/she tries to get out of his own line without being tagged.If he can succeed within 30 seconds without being tagged, he/she wins. The opponent player is out of the game. The winner goes back to his/her team. While the pupil with the handkerchief is in the middle circle he/she can not be tagged. She/he has 20 seconds to get out of this circle. The team who sends all the opponents out of the game becomes the winner.
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Goalkeeper
NUMBERS OF PLAYERS : 16-20
GAME DESCRIPTION : Our game is one of our traditional children's games. Is a game played outdoors. It's history dates back to many previous years. Improves practicality, promptness and sense of competition in children. Children play this game with joy.
HOW TO PLAY : It is played between two equal teams of 8 people each. A 9 m x 18 m sized volleyball court. It is the game.
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After the counting, field selection is made. While 7 teams of each team settled in the playing fields, goalkeepers behind each of the bottom lines settles as an actor. There are no passive players in the game. All players are active during the competition. Game If the player in the field is hit by the shot of the opponent, he will not be out of the game, his own goalkeeper will he goes on and continues the game as a shooter. If the team is able to collect all the opponent players on the field, that team will win the set. The game is played over three sets. The winner of the two sets wins the competition.
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Tangram
NUMBERS OF PLAYERS : 16-20 players
GAME DESCRIPTION : Our game is one of our traditional children's games. Is a game played outdoors. It's history dates back to many previous years. Improves practicality, promptness and sense of competition in children. Children play this game with joy.
HOW TO PLAY : The purpose of the tangram is to create the shapes in the puzzle with tangram pieces. While creating the figures, all the parts should be used and the parts should not overlap.
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THE RELAY
NUMBER OF PLAYERS : at least 3 players for one team (at least 2 teams)
GAME DESCRIPTION : Outside is better, but we can play the game even inside (school’s gym)
HOW TO PLAY: As many children as possible can participate in this game, divided into two teams. Once the teams have been established, the players sit in two rows. At a distance of ten meters a return point is established for each row. When the start is given, the first child in each team runs to the return point, surrounds him, comes back, touches the next child, then passes to the tail of the line. The game continues until all the children follow the route, and the winning team is the first to finish this route. Win the team whose members finished first in the relay.
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2. Once the teams have been established, the players sit in two rows. At a distance of ten meters a return point is established for each row.
3. When the start is given, the first child in each team runs to the return point, surrounds him, comes back, touches the next child, then passes to the tail of the line. The game continues until all the children follow the route, and the winning team is the first to finish this route.
4. Win the team whose members finished first in the relay.
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ENLIGHTENED EMPEROR, WHAT TIME IS IT IN THE CITADEL?
NUMBER OF PLAYER : At least 3 players (more players, more fun).
GAME DESCRIPTION : Outside is better, but we can play the game even inside (school’s gym, classroom).
You need: good mood and the desire to jump.
HOW TO PLAY :
1. From the players, it is chosen who will be the emperor. The choice remains at the discretion of the game leader (teacher).
2. The other players go farther from the emperor, a few meters away, and stand at the same distance. Determine together where the players' starting line will be and where the emperor's line will be waiting for them.
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3. One by one, each child asks, "Emperor, enlightened, what time is it in the citadel?" The emperor will answer each player individually, giving him an order.
Orders can be:
ant steps - put one foot in front of the other;
giant steps - take steps as big as possible;
polenta - a spinning jump (you can try to spin as much as possible and advance a little);
dwarf steps - advance standing on the vine;
fish steps - a leap forward;
crab steps - step in the back.
4. The emperor says what kind of steps a player should take and how many.
5. Who's winning? You don't necessarily win this game. The first to reach the emperor takes his place. Careful! It is very possible that the emperor has favorites in the game, so there will be a chaos of all beauty.
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THE RIVER WITH CROCODILES
NUMBER OF PLAYER : At least 6 players for each team, but more players there are, more funny the game becomes.
GAME DESCRIPTION : Outside is better, but we can play the game even inside (school’s gym, classroom) You need: good mood, patience and good skills.
HOW TO PLAY : The game leader will chalk 2 parallel lines, at a distance of 1 meter between them. Once the teams are divided, the players will be placed on 2 rows face to face, exactly on the lines drawn with chalk, which mark the 2 banks of the river. The first player in each team will try to reach the opposite end of the row, passing from one teammate to another, so that the foot remains on the marked line. Players on the same team are allowed to support each other. If the player who started the race puts his foot in the "water", he will be "eaten" by the crocodiles.
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Optional: 1-2 students can play the role of crocodiles. They are allowed to move left-right through the river, but they are not allowed to pull the players, to unbalance them. When they notice that a player has put his foot in the "water" they are allowed to "grab" it. Wins the team with the most players on the “shore”.
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hopscotch
NUMBER OF PLAYER : 2-4 players
GAME DESCRIPTION : Outside is better, but we can play the game even inside (school’s gym, classroom).
You need: good mood and the desire to jump.
HOW TO PLAY : To begin, the first player tosses their marker onto square one. They must hop over that square and land on squares two and three with one foot in each. Next, they hop on one foot and land on square four, then jump and land on two feet in squares five and six and so on until they reach the end, square ten. There they must turn around by hopping on one foot and come back the same way they went up, stopping on squares two and three to pick up their marker from square one. Next, they hop to square one and out of the grid. If no mistakes are made, the
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same player continues by tossing their marker to square two and repeats the process, always avoiding contact with the square that contains the marker.
You’re Out!
A player’s turn ends when one of the following happens:
– Marker does not land on the intended or correct square
– Player loses balance and places hand or second foot down
– Player steps on a line
– Player hops on wrong square or square containing a marker
– Player puts both feet down in a single box
When a turn ends, the player places their marker in the last completed square and goes to the back of the line. It’s now the next player’s turn, but they must avoid their own marker as well as the first player’s marker by hopping over the occupied square.
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T-GAMES
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Escaped fish................................... 5
Stealing Eggs................................. 7
Mr. Microbe................................... 9
Mancala.........................................12
Corner Puss.................................. 16
3 Stones........................................ 18
Violet............................................. 20
I Sell Oil, I Sell Honey.................. 22
Tail Catchings............................... 24
Tipcat Game................................. 26
Ring-Cup Game............................ 32
Tangle Game................................ 35
Elbow............................................. 37
What is the time Mr./Ms. Wolf... 39
Pase Misi......................................... 41
Duck And Hunters......................... 43
Country, Country .......................... 46
Countries........................................ 49
Small Pots....................................... 52
The Mill........................................... 54
Throwing On The Line.................. 58
Hankerchief................................... 60
Goalkeeper.................................... 63
Tangram........................................ 66
The Relay ...................................... 68
Enlighted Emperor ...................... 71
The River With Crocodiles .......... 74
Hopscotch .................................... 77
T-GAMES
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AUTHORS
1. ÇAĞRI DERE (Milas Kazikli Primary School, Turkey)
2. Raúl Cañamero (CEIP LA GAVIOTA, Spain)
3. Sevtap Kartal (Milas Şehit Murat Inci AIHL Kindergarten, Turkey)
4. Zerrin BARUTÇU (Vakfikebir Kemaliye Adnan Demirtürk Primary School, Turkey)
5. Nazlı Çetin (Erenköy Primary School, Turkey)
6. Iulia Samson (Şcoala Gimnazială Oniceni)
7. CRISTINA-ELENA CARACONCEA (Scoala Gimnaziala Mircea cel Batran, Romania)
8. Mustafa KAPLAN (Mehmet Hasan Sert Primary School, Turkey)
9. Bserka Knez (Primary School "Đuro Ester" Koprivnic, Croatia)
10. Bilal SAY (Gazi Mustafa Kemal Primary School, Turkey)
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