பக்கம்:Physical and Health Education-6 to 10.pdf/145

விக்கிமூலம் இல் இருந்து
Jump to navigation Jump to search
இந்த பக்கம் மெய்ப்பு பார்க்கப்படவில்லை


Example 1: Run and touch the mango tree on the east. 2: Don't allow any one to touch the mango tree on the east. One team is asked to do something and the other team is to do contrary action. Thus the game continues. 1. Three Deep Players are paired and the pairs stand around the circle with their partner behind, all facing the centre. Each pair is behind, all facing the centre. Each pair is about 6 feet from each other. One is selected as 'chaser' and the other as a 'runner' The Chaser tries to touch the Runner who runs round the circle and suddenly jumps in front of a pair when the outer man of that pair becomes the Runner and he is chased by the Chaser. The Runners thus change constantly but the Chaser is the same. If the Chaser manages to touch the runner, they change their duties. 5. Flying dutchmen All the players join hands and form a circle except two. These tow are the 'flying Dutchmen who join their hands and run round the circle outside, and One of them strikes the joined hands of two players on the circle. The two who are struck, at once break away from the circle and run on opposite direction and thus complete with Flying Dutchmen for the gap in the circle. The pair that could not occupy the gap, continues the game, as the next Flying Dutchmen. 6. Good Morning Form a circle, leaving 'it' out who runs outside the circle tapping at the back of someone and continues the run. One who is tapped leaves the circle and runs in the opposite direction. They meet on the other side of the circle, stop, shake hands, saying 'good Morning' 59