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Project financed and supported by the European Commision


through Longlife Learning Programme

. School t'Mihai ViteazlrL" Constanta, *


Romania

,,H€althy body, healthy


mihd, healthy friendship"
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Farmer's in his den

Rules

One person is lT and stands in the middle


of a circle of children who hold hands.
Everyone sings:

The Farmer's in his den'


The Farmer's in his den,
E I de addy oh,
The Farmer's in his den.

The Farmer wants a wife,


The Farmer wants a wife,
E I de addy oh,
The Farmer wants a wife.

The Farmer chooses a wife to join him in


the centre of the circle. They hold hands
and circle round while the others sing:

The wife wants a child,


The wife wants a child,
E I de addy oh, What you need
The wife wants a child. Space for a circle of
people to stand.
The Farmer's wife chooses someone to
stand in the centre. The farmer, wife and
child hold hands and circle round while
the others sing:

The child wants a nurse,


The child wants a nurse,
E I de addy oh,
The child wants a nurse.

The child chooses a nurse who joins the


inside circle. As before, everyone sings:

The nurse wants a dog,


The nurse wants a dog,
E I de addy oh,
The nurse wants a dog.
A dog is chosen by the nurse and joins
the others in the centre of the circle.
Everyone sings and pats the dog on the
head: I

Everyone pat the dog,


Everyone pats the dog,
E I de addy oh,
Everyone pats the dog.

When the dog has been chosen and the


final part of the song sung, the dog then
becomes the farmer and the game starts
again.
Marbles

Rules

Marbles involves rolling or throwing your


marble to either try and hit a target marble or
to hit the other plaYers' marbles'

Decide if you are playing for "keepsies"


(players keep the marbles they win in the
game) or "playing fair" (everyone gets their
own marbles back at the end of the game).

Draw a circle on the ground. Each player


should put an agreed number of marbles in it
and stand behind a line drawn some distance
away. The aim is to hit the marbles out of the
What you need
circle"
A hard, flat ground
Take turns to roll, throw or flick a marble sudace
(called a shooter) into the circle, trying to hit
the marbles out of it. Marbles!
lf you knock a marble out of the taw you get to
keep it. lf the shooter stays in the circle, it
stays there and it is the next players turn. lf it
comes out you can fetch it and have another
go.

Carry on having turns until all the marbles in


the circle have been won. The person with the
most marbles wins.
Dodge ball Picture of game

Rules

This game is also known as Kingy, Ball tig or


Dead ball.

First, divide into two teams. .What


you need
Agree on and mark out the edges of the area
An open area with
in which you are going to play and mark a line agreed boundaries
down the middle. one team stands on one
side of the line, the other
r re rJr'r rcr team onr the
rEar r r ur other
r'r rs ur'r rEr A ball (bouncy,
side. lightweight and fairly
soft)
one person on one team starts with the ball
and must try and throw the ball to hit a player
in the other team.

After the ball is thrown, the person who gets it


carries on the game by throwing and trying to
hit another player.

r lf a player is hit by the ball they are out.


. lf a player catches the ball the thrower is
out.
o lf a player steps over the middle line into the
other teams half or over the boundaries they
are out.
. lf the ball bounces before hitting someone
or being caught no one is out.
. You mustn't throw the ball at a player's
head or throw it too hard.
Hide and seek

Rules

This game is also known as


Hide and tig, Hidy and Hide
and go seek.

One person is lT and they are


the seeker, or person who will
look for the other players.

The person who is lT stands


?1
at the base (hon,'ot -t
cover rneir eyes or turn
around.
What you need
They count to an agreed
An open space with
number, or recite a tune or
places to hide or
particular words, while the rest
players to be unseen
of the players hide.
An agreed spot for the
When the counting or rhyme is
base or ho
finished, lT says "Ready or
not, here I come" or o'Coming,
ready or not" and runs to find
everyone.

The people who are hidden


remain hiding until they are
found and the last one to be
found is the winner.
Wall to wall

Rules

This game is also known as Den to


den, Top and bottom or Running
across.

The aim of this game is to cross from


one place to another without being
caught. One person is lT and stands
in the middle of the space between
two walls or bases. Everyone else
lines up along one base or wall.

When lT gives the signal, the other


players have to try and run across the
space to the other base. lf they are
touched by lT then they must go into
the middle and try to touch or tig the
other players. lf they reach the other
base or wall, they can wait while they
What you need
count to 10 and then have to run back
to the first base or wall and so on until
An open space to cross from
everyone has been caught.
one place to another (such as
across a playground from
wall to wall)
. Once you have started
running from one side to
another you rnust keep going,
you can not turn back.
o You must not wait at any
base for longer than it takes
you to count to 10.
. lf you turn back or wait too
long then you must join lT in
the middle.
o The last one to be caught is
the winner.
Leap Frog

Rules

This game is also known as Frog


jump.

The simplest way for two people to


play Leapfrog is for one person to
turn sideways to the other person,
bend over'; put their hands on their
knees or legs and tuck their head in
towards their chest. They are then
a frog.

The other person then has to run


and leap over the frog, placing their
hands on the frog's back to help
them over. This game can also be
played in a larger group with a line
of frogs to keep it going for longer:
see Other ways to play.

The game ends when you get tired,


run out of space or time or fall over!

What you need

An open space (a soft surface like


grass might be better if you fall)
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STENE 3

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CATCH THE BALL


This game is more easiiy played out of
doors. Each player has the name of a country.
The teacher or the leader of the game throws a
h.rll ,l,.r.rinof rt -tr^11 .tt r{ vorrJ a -I-Lo
wotr rrr
r,ry sS4rrrDL a w4rr orr{J ^.tll.' ^ v\rLurLrJ.
^zrrrrafr-tr rrl\,
player whose country is called tries to catch the
ball as quickly as possible. If he catches it before
bouncing he scores fwo points; after the bounce
he earns one point.
CATCH THE BALL
rFl^:-
tnls game rs more easii-y:
^-:l--- ptayeo
--1^---l
oul
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or
doors. Each player has the name of a country.
The teacher or the leader of the game throws a
ball up against a wall and calls a country. The
player whose country is called tries to catch the
ball as quickly as possible. If he catches it before
bouncing he scores two points; after the bounce
he earns one point.
-

IIILI A rntQ rT'I-f[r rnfnrfft nfiT] IIIfff


YY-fI-faI J I fI-D I llVI-E.te MI\. VY\rIJ-Fr]t{Di

A chalk circle is drawn on the sround. lv{r. Wolf stands in


the middle of the circle. The other players stand against the
wall cf the classrcom or behind a certain chalk line if the
game is played outside. They approached Mr. Wolf one by
one and ask him the time : "Wat's tlre time, Mr. Wolf ?" }l4;r.
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or "HaU past two" or anything like that, which are not


dangerous for the children. They return to their places.
In case Mr. Wolf shouts: "It's twelve o'clock and my
dinnerlime !"the players are in mortal danger and must run to
the wall or behind the chalk line as fast as they can. Anyone
who is touched by Mr. Wolf before getting there has to take
his place and beeome Mr. Wolf .
t

SHSEP AND WOLF

All the players but fwo are at one end of the


classroom. They are the "sheep". The" Shepherd" is
at the other end ,and in befween is the "wolf'. The
Shepherd calls out ;"S/teep, sheep, come home". The
sheep answer desperately: "l{o, fro, we con't". W
,
can't you?" asks the Shepherd ." We're afiraid " .
"Who are you afraid ofl" "The great big wolf."
"There isn't Gfty wolf', says the shepherd. "Slteep,
sheep ocame home." While the sheep try to reach
home, out jurnps the w'olf. The sheep who is eaught
becomes the "wolf'. Then the shepherd goes to the
other end of the classroom and the dialogue is
repeated.
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w
IWENTTOTHE MARKET
pupil has a card witir the picturc of sorrre
Eachr
common fruit, vegetable or other item of food that can
be bought at the market.
Before the game begins , the oupils look at one
another's cards so as to know what kind of
fi*itlfoodivegetables can be bought at the rnarket. The
teacher starts the game by saying "I went to the
rnarket an,i i bought soirie apples. " The pupil whose
card shows apples must continue the game; " I went to
the market and I bought some tomatoes" ,etc. The
pupils who are not attentive when their cards are
caiied, or buy things that are not on the cards ,are out
of game. ji; ::

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