100 Playful Games
100 Playful Games
Waiter's career.
DEVELOPMENT: The group will be divided into 2 or as many sections as desired and rows will be formed.
per team. Two spaces are determined, one for starting and another where the glasses will be left to go.
collecting them. The first player from each team comes out with the paddle in hand, the paddle will have to
to be carried in one hand and only supported, you will need to go get a glass, put it on the plate and
Arrive at the beginning without the plate and the glass falling. The second will do the same but with two.
cups and so on. The first team that runs out of cups after going through all the ...
Participants win. If the glass falls, one will have to start over from the place where it fell.
Varieties:
They can start the full glasses and the goal will have to be to leave the glasses one by one.
The first in line fill the play area and the last have to empty it, and vice versa.
DEVELOPMENT: The group is divided into two, the participants must sit next to each other.
the first of each team must pass the paper of the bulb to the second, the second to the third and
This way you can reach the end. The paper can only be passed with the light bulb in your mouth and without holding it.
with the hands, in case the paper falls it is picked up again with the light bulb and continues onwards
final. When the paper reaches the last player, it can either exit or the paper.
VARIANTS:
That they have to go to fetch the paper towards a certain limit and return without dropping it.
That they have to take the paperwork to a certain limit.
Siamese Race.
MATERIALS: Ropes.
DEVELOPMENT: The students are divided into pairs of 2 and a starting point and another are designated.
arrival. The game consists of tying your feet with a rope and going from one side to the other, avoiding to fall or...
If they fail the rope, they will have to start over from the beginning.
OBJECTIVE: To not let the ropes untie, work on coordination and teamwork.
Varianies:
Form groups of more people and play relay races; if the circuit is very long, it can
it is just to be a career.
They can be tied by the hands and with another rope the feet.
MATERIAL: Peloia.
DEVELOPMENT: The students will form a circle and while a song plays, they must pass an item.
handkerchief from hand to hand, the game can be seated or standing, once the music stops the
The player who has the 'peloia' will create a garment designed by their teammates.
VARIANTS:
Two hairs.
Human arch.
MATERIALS: Peloia.
DEVELOPMENT: The participants form a circle with a pelota, all with their legs open and
Playing with the feet of the one next to you. The objective is to tie the hair between the legs of the partner.
The arc can only be defended with the hands. To the player who has the ball between the legs.
will create a garment.
Varieties:
Add or hair.
GROUP DYNAMICS
Stain chain.
DEVELOPMENT: Two players chase the others. The resio will move freely through a space.
delimited. The chasing player is going to stain their teammates, the stained player will be taken.
Hand in hand with the partner, both encourage the others. The game ends when everyone...
together hand in hand.
VARIANTS:
They should split into 2 when they reach 4 stained (it can be at 3, 4, 5 each.)
DEVELOPMENT: Animals will spread throughout the space, and the students will have to search for a
animal and position themselves with their companions according to the characteristics of the animal, sies ierresire,
aquatic or aerial (depends on the number of groups to be made).
VARIANTS:
They should be grouped according to the size of the animal without emphasizing the characteristics.
DEVELOPMENT: two students will hold hands, the rest will pass in a line.
under the hands of the companions, who will shape them into a punch, as they
They must change: 'The kingfisher will let it pass, it will pass, it will pass, but the last one will remain' and the last one.
What happens when the song ends will be a question with options.
the player must choose, depending on who they choose, who their partner will be.
VARIANTES:
They can choose between two fruits, colors, types of ice creams, animals, etc.
CULTURALIZATION GAMES
The siop.
MATERIALS: Hair.
DEVELOPMENT: All the children must sit in a circle with a ball. One of them
grab the hair and throw it up saying: 'stop and the name of a colleague.'
the appointed student must go to fetch the ball and say 'siop', while their other classmates
they run away from him, when the student says 'siop' the others will have to stay still and
It will have to be reported to a colleague when throwing the hair (under the belt), it will be able to
Take 3 steps before launching, the partner who will be stained cannot move.
VARIANTS:
Grab the pole with your hand before it falls, otherwise you lose a life (3 lives each).
When the stain is thrown, the others must run to the starting place, the last one to arrive has a
clothing.
DEVELOPMENT: One of the students will be the one to seek out their classmates, while the others hide.
The seeker with covered eyes counted to 30 (or whatever the players decide) at the end of
Coniar goes out in search of his companions who were hiding, Anies has to say "I'm coming."
When you meet a person, you have to play with them and then go look for someone else. If one of the kids wants to.
to win must run to the starting place where it was still being coined (called 'house'), if
the seeker realizes that he left his hiding place and is going towards the beginning, he could stain it and that
will lose.
VARIANT:
Let the searcher be able to stain from home saying "free stone for (the name of a)"
companion) and say where they were hidden.
As the companions become more experienced, they can help the seeker by telling him
pisias.
DEVELOPMENT: The game consists of a group of students being the police and others being the thieves.
The thieves will be located in a determined square, the police will come out one by one and
a police officer will catch a thief and take him to jail (place determined by the teacher). Then
the roles will change. The group that takes the least time wins.
VARIANTS:
The thieves will be able to save the players who are in jail by lending them a hand.
Rotten Egg
MATERIAL: Peloia.
VARIANT:
They can say a name to confuse the partner they leave the hair to.
They will be able to repeat the song twice until the partner decides who to leave it to.
Colored paper.
DEVELOPMENT: The group is divided into two and the colored cinias are placed on the sewing of the bear. One
the teams are placed in a determined square and the other team is placed outside, they must
To go out and take away one's cinema from one of the gold team, they will have to take away that, right?
they remove the tail. Then they will change roles. The one who takes the least time to remove all the cinias
win.
VARIANTS:
Leave the fins attached to a string and the other team can go recover them (they won't be able to)
recover more than one trophy per player.
Both teams have to defend and steal the cinema at the same time.
EDUCATIONAL GAMES
Think Fast
DEVELOPMENT: The students line up. Two sides are determined, one even side and one odd side.
the players will be located in the middle of both sides. They will be asked a mathematical calculation and
They will have to go out towards the result depending on whether it is an even number or an odd number.
Whoever makes a mistake starts losing lives.
VARIANTS:
With colors.
Collection of words.
DEVELOPMENT: The group is divided into two, and a starting place and another location are determined where they will be.
sheets to write on. The teacher will say a line in a loud voice and the participants must go out one by one.
write a word and high-five your partner again like this, so it can go out, so
successively. The team that writes the most words in a given time wins.
VARIANTS:
Let them participate by group, and let them change the tasks as they go.
passing.
Change the word to items for example: colors, bathroom items, kitchen items, etc.
Brain Teaser.
DEVELOPMENT: The group will be divided into 2 and placed in or mixed threads. The teacher will
He will tell each team a word, they must go out one by one to look for a leader and form.
the word. The first team to achieve it will be the winner.
VARIANTS:
They have to choose fields at random and then see what they can form.
Stain 22
DEVELOPMENT: A marker is determined to start the game, the other players must
Spread out through the space. The game begins and the participants start to run towards 22.
The marker needs to go to mark some spot before reaching 22, when it marks the
stained will pass as a stain and will continue to stain at the same time as the other players
They were counting up to 22. The last spotter remains when they reach number 22 and loses.
VARIANTS:
That the stain cannot be returned to the one who stained me.
The Supermarket
DEVELOPMENT: The participants stand in a circle, the first to start has to say something
I object to the food that I would buy at the supermarket, the next participant must say the one from
partner and the one he would buy and so on. The players who do not remember an object.
or food and saying it in a disordered way will lose.
VARIANTS:
What do they respect in the letters of the alphabet, for example: the first is sugar, the second is banana and so on.
successively.
Broken Phone
DEVELOPMENT: The students will play a round. The first player to start will have to
whisper a phrase to the companion of the companion and that one must pass it to the one next to him in the
ear and so on. When I get to the last one, I will have to say the correct phrase, if I say it
he will lose badly.
VARIANTS:
It cannot be repeated; those who do not listen or do not remember will not be able to ask their partner.
I gift you.
DEVELOPMENT: The students will form a circle and the first one to start will have to say to the one next to them.
side, I give a pair, that should ask 'what?' and will count a pair, the second one
When he receives the response, he should tell the person next to him, 'I gave a pair,' and he will ask him, 'a'
what and the second will ask the first, the first will respond with a couple, the second will
He will give the first one a pair, and so on. The player who confuses them will lose.
VARIANTS:
The Hanger.
DEVELOPMENT: The group is divided into two. A starting place and another place where they will be placed are determined.
the cones. The players will have to come out in pairs (per team) each grabbing a thread from the
that hang on the hangers, and they will have to go look for a cone. They must grab the cone with the
hook, helping themselves with the threads, without lowering the hook. When they manage to lift it, they must take it
That is where the other teammates were, and so on. The team that raises the most cones
will win.
VARIANTS:
Two players must take the cone while the other two must return it to its place.
TRADITIONAL GAMES
Hopscotch
SPACE: reduced, it can be in a closed or open place (as long as it can be drawn)
floor).
DEVELOPMENT: Using a cup, they draw squares with numbers on the floor, from 1 to 10. The squares
draw: two junes, and one alone, two junes and one alone, and so on until reaching 10
squares. To start playing, the child throws the stone to the first square that will carry the number
1, and it will start to exit (without touching the square where the stone was), where it is a single square.
should step out with one foot and where there are two squares with both feet (one in each square).
The objective is to reach locker 10 and return, jumping the same way back to the start. Sila
the stone is in number 1 when you reach number 2 you should pick up the stone without
Play the lines at square 1, and then leap without stepping on it to reach the beginning. Silogra isio
It will continue and bring the stone to box 2, and will follow all the steps again.
In the event that the stone crosses the box and ends up in gold or goes outside, the player will lose.
the iurno, sipisa the lines iambién will lose the iurno and sipisa the locker of the piedriia will lose the
day.
HOPSCOTCH.
DEVELOPMENT: The players make a round on the ground. The game consists of taking the ...
throwing tiles on the floor at different angles, while I throw one in the air and it comes back down without
and the floor.
FIRST: it is a stone.
ASSESSMENT: pick up the 5 stones and try to grab them with the back of your hand (the largest one)
As many as possible) then they are turned again and grabbed with the palm. Silogra iod that goes back to the
beginning by repeating all the steps
FIGHTING GAMES
The boat.
MATERIALS: Mattresses.
DEVELOPMENT: Two players are placed on a mattress in a quadruped position, the objective
It will be necessary to take the companion out of the mattress and bring him to the 'sea'. Only pushing is allowed.
from the shoulders of the partner.
VARIANTS:
The ioriuga.
MATERIALS: Mattresses.
DEVELOPMENT: In pairs on a mattress in a position with the knees supported, the objective is
to cause the partner to lose position by pushing him. You can only push from
the shoulders.
The Rope.
DEVELOPMENT: Two players are placed and a line is drawn in the middle of the two, it is grabbed
a rope (each one of a different color) and the goal is to pull the rope (both at the same time)
having the partner air raise the line to the opposite side of his space.
The Solitary.
MATERIALS: Chalk.
DEVELOPMENT: Players are placed in pairs. A circle is drawn where one of them will be placed.
the objective of the one outside the circle is to get the partner out of it and the one that is inside
Adeniroinieniar manienerse deniro of the circle. The force will be performed holding hands.
VARIANTS:
The Handkerchiefs.
MATERIALS: cinias.
DEVELOPMENT: Two participants are placed together, each player places a chip on the side of the board.
body. The objective is to defend the line that each player has to initiate the play of the line.
Companion, play as many times as possible. The one who plays the cinema the most times wins.
VARIANTS:
Two teams, with different colors for each team, will start to play the most times.
Possible by team. All at the same time or passing one at a time.
EXPRESSION GAMES
There.
VARIANTS:
You can change partners and change the subject, for example: ask about their hobbies.
DEVELOPMENT: Teams will be formed with 5 to 7 players per team. The teacher must say
A scenario and the students must act as if they were in that place and at that moment.
but they will have to stay in esiaiua. The teacher will say examples such as: a marriage,
a club, a birthday, etc. The team that best represents the theme wins.
SPACE: Reduced or wide (depending on the number of students), it can be closed or open.
DEVELOPMENT: The group will be divided into two groups. The teacher will say a topic, for example, a
plane with 5 passengers, 2 flight attendants and a driver, and the students must form what the teacher
dice. In the case of having an extra player, they should think about how to position themselves to form
Leave the topic without hanging and relate it to what is requested, for example.
Returning with the plane, the participant who was left outside can be part of the wing of the plane.
DEVELOPMENT: The group is divided into two. The teacher will say a word and the players with their
bodies must form it. The team that forms the word first and best will win.
VARIANTS:
The teacher can say a coria word so that participants and esios can function.
by pen, coma or underline.
Esiaiua
DEVELOPMENT: Different types of music are played while the kids freely express what
The Iranians like music. Little by little, options are being given to express a feeling. For
example, joy and sadness. Music is played and they have to express through movement one of
the two emotions depending on the type of music. When the music stops, they have to stay
in esiaiua with an expression that reflects one of the feelings. Later, it is added orio
Sentiment more: joy, irritation, and disgust. Music is played again and the dynamics are repeated. And they leave.
adding meanings as they get to know them.
VARIANTS:
Do it with some concrete situation to represent. For example, when the music stops.
We have to adopt a role that is given in a circus, or in a theater, or in a volleyball match, etc.
The animals.
DEVELOPMENT: The children will scatter throughout the space while a song or clapping sounds.
When the sound stops, the teacher will name an animal and all the students must act like that animal.
VARIANTS:
The teacher can mention themes such as jungle animals, domestic animals.
eic.
The Mirror.
DEVELOPMENT: They will be placed in groups of 2 or more participants, one of them will be the leader and the
gold must follow it as if it were a mirror, the chief will have to make movements
(can move or stay in place) and the other participants must follow him. Then
they will change the roles so that all the participants pass.
Mimicry
SPACE: Reduced, open or closed.
DEVELOPMENT: Two or more participants are colored, the objective is that one of the participants
Is it possible to do it through mime, like something you did, for example, what you did this weekend?
example of making a management of my lifting, I had breakfast, I changed, etc. (can be invented). The objective
The gold will participate, I guess, in the shortest time possible.
The professions.
DEVELOPMENT: In small groups they form circles, one stands in the center and has to take out
a piece of paper from a bag. Inside the bag, there is paper with professions or actions. Through the
mime the player who grabs the paper must interpret what is written on it and the rest must guess.
the player who guesses will move to the middle.
Director of Orchestra.
Orchestra director: large group, one goes outside and while the teacher chooses one from the group, that
He will be the orchestra director. The one who was writing outside joins in, and the orchestra director must
To interpret different environments lets others imitate. The one who went outside must guess.
Who is the director.