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17TWISTER

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27TIC TAC TOE


https://www.youtube.com/watch?v=IRDp5HcZyVA
STATION 1
Helang Tangkap Ayam
1. Kumpulan A&B akan bertanding.
2. Setiap kumpulan menghantar satu wakil untuk menjadi helang.
3. Helang kumpulan A akan menangkap anak ayam kumpulan B manakala helang kumpulan B
pula menangkap anak ayam kumpulan A.
4. Setiap anak ayam yang berjaya ditangkapkan memberi markah sebanyak 5 markah.
5. Selapas 3 minit maka setiap kumpulan akan menghantar wakil baru untuk menjadi helang.

STATION 2
Rebut Kerusi
1. Guru akan meletakkan 14 buah kerusi di tengah dan memainkan lagu.
2. Murid akan berjalan berkeliling kerusi.
3. Apabila lagu dihentikan, murid akan merebut kerusi. Sesiapa yang tidak dapat duduk akan
disingkirkan dari permainan tersebut.
4. Jumlah kerusi akan berkurangan sebanyak dua buah setiap satu pusingan.
5. Kumpulan yang berjaya hidup sehingga akhir permainan akan diberi 10 markah, manakala
kumpulan yang kalah akan mendapat 5 markah.

STATION 3
Pass gelung getah
1. Dua kumpulan berjalan serentak
2. Setiap ahli kumpulan akan mendapat satu strow.
3. Ahli kumpulan perlu menggunakan strow tersebut untuk menghantar gelung getah.
4. Gelung getah akan diletakan di dalam baldi yang ada air, baldi tersebut akan letak di
antara dua kumpulan.
5. Kedua-dua kumpulan perlu beratur dalam satu barisan.
6. Ahli kumpulan pertama akan mengambil gelung getah daripada baldi dan pass kepada
ahli kumpulan lain sehingga gelung getah tersebut pass ke ahli yang terakhir. Ahli yang
terakhir akan meletakkan gelung getah tersebut di atas kerusi.
7. Setiap kumpulan hanya boleh menghantar satu gelung getah sahaja dalam satu pusingan.
8. Sekiranya gelung getah terjatuh, kumpulan tersebut perlu bermula sekali lagi.
9. Pertandingan ini akan dijalankan selama 10 minit, selepas masa sudah tamat, ketua
station perlu berhenti pertandingan dan mengira gelung getah yang didapati oleh kedua-
dua kumpulan.
10. Setiap gelung getah dikira 2 markah.

STATION 4
tingting
1. dua kumpulan berjalan serentak.
2. Setiap ahlikumpulan bermain secara bergilir-gilir
3. kumpulan yang berjaya menghabiskan permainan akan mendapat 10 markah, manakala
kumpulan yang kalah akan mendapat 5 markah.

STATION 5
sepak kasut
1.kumpulan perlu menghantar satu wakil untuk menyambut kasut.
2. ahli kumpulan lain perlu menyepak kasut ke dalambaldi.
3. setiap kasut yang dapat disambut akan mendapat 5 markah.

STATION 6
mambo
1. dua kumpulan menjalankan aktiviti secara serentak.
2. Setiap ahli kumpulan diberi dua peluang untuk menjalankan aktiviti ini.
3. markah akan diberi berdasarkan ketinggian:
- 150cm 1 markah
- 140cm 2 markah
-130cm 3markah
-120cm 5markah
Picture Pieces Game
Time Required: 30 minutes

This problem solving activity requires that the leader choose a well known
picture or cartoon that is full of detail. The picture needs to be cut into as
many equal squares as there are participants in the activity. Each participant
should be given a piece of the puzzle and instructed to create an exact
copy of their piece of the puzzle five times bigger than its original size. They
are posed with the problem of not knowing why or how their own work affects
the larger picture. The leader can pass out pencils, markers, paper, and rulers
in order to make the process simpler and run more smoothly. When all the
participants have completed their enlargements, ask them to assemble their
pieces into a giant copy of the original picture on a table. This problem
solving activity will teach participants how to work in a team and it
demonstrates divisionalized departmental working, which is the
understanding that each person working on their own part contributes to an
overall group result.

Zoom
Time Required: 30 minutes

This problem solving activity requires the wordless, picture book entitled,
Zoom by Istvan Banyai. This book features 30 sequential pictures that work
together to form a narrative. The book should be fairly easy to find, as its
been published in over 18 countries. The pictures can even be laminated to
prolong their usage. Hand out one picture to each participant, making sure a
continuous sequence is being used. Explain to the participants that they can
only look at their own pictures and must keep their picture hidden from other
participants. Time should be given for the participants to study their pictures
because each picture will contain important information that will help the
participants solve the problem of putting them into order. The ultimate goal is
for the group to place the pictures in sequential order without looking at one
anothers pictures. The participants can talk to each other and discuss what is
featured in their picture. This activity brings coworkers together and gets
them communicating with the common goal of solving a problem, but it also
allows for leaders to emerge and take control of the task.

http://www.slideshare.net/Pumamaqui/istvan-banyai
The Great Egg Drop
Time Required: 2 hours

This messy, yet classic and engaging problem solving activity requires
splitting the room into two large groups with the task of building an egg
package that can sustain an eight foot drop. A variety of tools and other
materials should be provided to the teams. After the packages have been
built, each team must also present a 30-second advert for their package,
highlighting why its unique and how it works. At the conclusion of the
presentations, each group will have to drop their egg using their package to
see if it really works. Aside from teaching the groups to work together and
communicate, it also brings them together with the common goal of both
winning the egg drop and successfully creating an egg package.

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