Jump the Stick Relay (Number 60 to 80. Area 30 mts. Equipment 5 wands) Teams are arranged in files behind the starting fine and a turning point is marked in front of each team at a distance of 5 feet from the starting line. The first player runs with the wand, and after rounding the turning point gives the wand to the second player. Both the players bend and keep the wand parallel at a height of 6 inches from the ground, and run to the end of the line one on each side of the file, when the players jump over the wand. At the end, number ONE stays back and number TWO continues. Ali must have a chance to ruń. Lead up Games 1. Circle kho Divide the players into two teams. Draw two concentric circles 15 and 5 metres in diameters. The members of one team are the CHASERS who sit round the inner circle ( 15 metres diameter ) facing N and OUT alternately about 5to 6 feet apart from one another. The other team the RUNNERS place themselves anywhere but not outside the outer circle. On signal the active chases runs round in between the circles and gives KHO to one who is facing inside. The new chaser can touch only those of the runners inside the inner circle and gives KHO to one facing outside. The new chaser can touch only those runners in between the circles. The time taken for each team to touch off the other is taken in to consideration to decide the Winner.
பக்கம்:Physical and Health Education-6 to 10.pdf/308
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