3. QUEST MARKER
IDENTIFY THE DIFFERENT KINDS OF GROUP
GAMES
AT THE END OF THE LESSON THE STUDENTS WILL BE ABLE TO:
APPRECIATE GROUP GAMES
DESCRIBED EACH KIND OF GROUP
GAMES
5. CAMPAIGN MODE
TUG OF WAR
Mechanics
1. The class will mark a center point on the ground.
Then they will lay the rope in a straight line with its
center on the center point. They will also mark the
opposite sides of the rope about 1 meter each
from the rope's center to indicate where the
players must start holding the rope.
2. The class will be divided into teams two teams per
rope. Each team will line up along one side of the
rope.
3. After all is set and the players are aware of the rules of the game, each team must go to
their proper places. The teacher will signal the start of the game through a whistle, a flag, or a
hand gesture.
4. Each team must pull the rope to their side. A team wins when the marker on their side of
the rope crosses the center point.
6. VARIATIONS OF TUG-OF-WAR
UP-TO-CREEK
The game may be done across sandy creek beds
or in muddy fields. A team starts to lose when the
players in front are already in the creek or mud.
7. VARIATIONS OF TUG-OF-WAR
BEAN BAG PICK UP
A beanbag will be placed two meters behind the last
player on each end of the rope. The teams must pull
their opponents far enough to their side to pick up the
beanbag.
TIMED TUG-OF-WAR
The players must pick up the rope and gently pull it to get
it to their side. Then, at the signal to start, both teams
must try to pull their opponents toward their own side.
After 3O seconds the team with the longer part of the
rope wins.
8. SAMSON, DELILAH, AND THE LION
Mechanics
1. The class will be divided into two teams
with equal number of members. Each
team must have a leader. Then they will
line up, facing opposite directions.
2. The members of the team will choose
which character to play when they face
their opponents. They Can pick from the
following:
a. Samson
b. Delilah
c. Lion
9. SAMSON, DELILAH, AND THE LION
3. When the teacher gives the go signal, the
teams must jump and turn around to face
each other and act out the character they
chose. Samson beats Lion, Lion beats Delilah,
and Delilah beats Samson.
4. A team will be awarded one point if
a. their character beats the other team's or
b. one or more members of the other team
fail to mimic what the rest of their team
acted out.
5. The team who first achieves the
predetermined ceiling score wins.
10. Mechanics
1. The same rules apply, but these are the
characters that the players must portray.
a. Rabbit
b. Wall
c. Soldier
2. When the teacher gives the go signal, the
teams must jump and turn around to face each
other and act out the character they chose.
Rabbit beats Wall, Wall beats Soldier, and Soldier
beats Rabbit.
3. The team who first achieves the
predetermined ceiling score wins.
RABBIT, WALL AND SOLDIER
11. Touch ball
Mechanics
1.The class will be divided into two teams with equal
number of players per team. There must be a captain for
each team. The team captains choose sides. and then
toss coin to see which team will be throwers and which
will be dodgers. The throwers are divided into two
groups who will position themselves on both ends of the
court. The dodgers will stand in the middle of the court.
2.The teacher will give the signal to start the game.
3. After five minutes of play, the remaining players will be
counted, which will determine their score. If all the players
were touched or hit by the ball, the scoring will be based
on the time. The team to hit all their opponents within the
shortest time wins.
12. SIDE BY SIDE TOUCH BALL
The players stand in pairs, with their elbows locked
together. During the game, the pair that happens to split up will
be automatically eliminated.
Variations of touch ball
FRONT AND BACK TOUCH BALL
This is also played in pairs. The first player is in front,
while the other holds the shoulder of the partner staying at the
back. If a pair split up during the game, they will be eliminated.
13. Kick ball
Mechanics
1.The diamond field is divided into foul
territory (settles on foul ground or
outside the fair territory) and fair
territory (settles on fair ground between
home and first base, or between home
and third base. )
2. The class will be divided into two
teams with nine players each.
14. Kick ball
Mechanics
3. The game starts with the pitcher rolling
the ball to a one-meter strike zone. The
offensive player will try to kick the ball going
to the fair territory, so that he/she can run
to the bases in a counterclockwise manner. lf
the kicked ball bounces in the foul territory,
it will be counted as a strike.
15. Kick ball
4.The kicker is out when
a. three strikes are called (foul ball is counted)
b. the ball reaches the first base before the kicker (force out)
c. the kicked ball is caught by any of the defensive players (fly out) or
d. the kicker is tagged or hit by a defensive player (tag out)
5. On the other hand, the base runner is out when
a. he/she loses the right to the base because the ball reaches it first,
b. he/she cannot go back to his/her base because it is already occupied by
his/her teammate, or
c. he/she is tagged or hit by a defensive player
16. SCORE SCORE SCORE
SCORE SCORE SCORE
1 3
2
TEAM A
TEAM B
INNINGS
HALF INNING
HALF INNING
2 TURNS
6. Just like in baseball, teams alternate half-innings. The
team with the most runs after a predefined number of
innings wins.
17. Players that learn the value of hard
work, commitment, teamwork and
sacrifice are the ones that make
their teams great.”
By; Tom Crean