| GAMES FOR CHILDREN - Mrs. Margaret Mascarenhas |
|
Twister Wisters
Age : 5 to 8 years
No. of players : Atleast Four
Rules :
| 1. |
Assign each
participant with a tongue twister. |
| 2. |
It should be the same
phrase. |
| 3. |
The winner of the game
is the one who repeats his tongue twister as fast as he can without making mistakes. |
| 4. |
Some of the most
famous tongue twisters are : |
| a. |
She sells sea shells on the sea
shore |
| b. |
Peter piper picked a peck of
pickled peppers. How many pickled peppers did peter piper pick |
| c. |
Betty Botter bought a bit of
butter to make her batter, but the bit of butter Betty Botter bought was bitter. So Betty
Botter bought a bit of better butter to make her bitter butter better |
I went to the market
Ages : 6 to 8 years
No. of players : Atleast Three
Rules :
| 1. |
This is a memory game. It enhances
children capacity to recollect and recall the objects as said in a particular order. |
| 2. |
The first player says " I
went to the market to buy apples". The next player would say "I went to the
market to buy apples and banana" and the last player would say "I went to the
market to buy apples, bananas and orange" and again its the first players turn. |
| 3. |
The player who misses on a object
is out. |
| 4. |
The person left in the end is the
winner. |
Animal Game
Ages : 3 to 8 years
No. of players : Two
Rules :
| 1. |
Player one thinks of an animal and
Player two then tries to guess which animal it is by asking questions. The maximum
questions he can ask is 10. |
| 2. |
The first player answers only in
Yes or No. |
| 3. |
The faster the second player
answers, he gets to think of the next animal. |
Bowl them over
Ages : 3 to 8 years
No. of players : Atleast Two
Rules :
1. Line up a few empty bottles or stuffed animals.
2. Roll a large rubber ball to knock them over
3. The winner is the one who knocks the maximum bottles.
Follow the leader
Ages : 5 to 8 years
No. of players : Atleast 6 to 8
Rules :
| 1. |
Make two teams of atleast 3
persons |
| 2. |
Take turns being the leader, when
to clap, hop, jump |
| 3. |
The other team has to identify who
is the leader |
| 4. |
If identified, the next team gets
a chance or else the same team keeps playing |