UPSIDE-DOWN CHILDREN'S GAMES - AN INTRODUCTION
Much of what children enjoy to eat
and drink may be bad for their long term health. And many of the games which children play may have equally
damaging long term effects.
Almost all children's games -
the games we teach children and the games children invent -
have a common factor. They are
preparations for an adult world. More
often than not this adult world is based on competition.
Children certainly enjoy acquiring
and practising the skills involved in competitive games. Children learn as they play these games that
there are winners and losers ; that two
players become two opponents ; that
players divide into two opposing teams and put all their energies into
competing with one another ; that
winning such competitions generally depends upon the abilities of opponents to
practice their skills so as to mislead, to conceal, and often to intimidate
; and that winning in this way brings
prizes as well as status.
Such games are undoubtedly a
preparation for a certain sort of adult world.
But an unrestricted diet of such games may also be a seriously
unbalanced diet so far as children's overall development is concerned.
The games described in this chapter
are all based on familiar children's games, and draw upon the skills associated
with these games. But the structures of
these traditional games - each holding a mirror up to the norms of an
adult world - have been turned upside down.
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THE DIY OF UPSIDE-DOWN CHILDREN'S GAMES
The four games described in this
chapter are upside-down versions of the party games musical chairs and
pic-a-stick, the playground game tig (or tag), and 'blind man's buff'.
Turning a familiar children's game or
competition upside-down, however, is not easy.
It only seems easy and natural after it has been done.
There is no formula which can be
followed. Inverting skipping games or
ball games - inverting blind man's buff, or pass the parcel, or hide and seek -
may all require different approaches.
But there are guidelines. First of all, the game which is being
inverted needs to be well known and thoroughly understood. It may help to play, observe, and reflect
upon this game on a number of occasions.
Secondly, the skills involved in the original game should be retained,
and enjoyed, and perhaps added to in the upside-down game. It often helps to start by practising these
skills.
When an upside-down version is being
tried out, then answers to the following questions will provide a measure of
success :-
are
the players communicating with one another ?
or
are players still hiding or concealing information and intentions from each
other ?
are
the players coming together to tackle a common problem or challenge ?
or
are the players still challenging each other and intentionally causing problems
for each other ?
If the answers to the
above questions are Yes, No, Yes, No, then the original game has almost
certainly been turned upside down.
But there remains one
final question.
Is the upside-down
version as absorbing and challenging as the original game ? If the answer is not Yes, then game has not
yet been successfully turned upside-down.
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THE UPSIDE-DOWN CHILDREN'S
GAME IN WHICH PLAYERS CREATE AS LITTLE DISTURBANCE AS POSSIBLE
Some two dozen slim
wooden sticks or rods, each one metre long, have been dropped into an
interlocking heap on the ground.
A dozen players are seated
in a circle around the rods, clapping in rhythm. Each time the singing and clapping stops, one of the players
moves forward to extract a rod from the pile.
If the rod is extracted from the pile without any of the other rods
being disturbed, then the player stands the rod in a box of sand to one side of
the circle of players. If the
extraction of the rod causes any disturbance in the pile of rods then the
player stands the rod in an identical box of sand to the other side of the
circle of players.
The game continues
until all the rods have been extracted, and stood in one of the two boxes. The players may then regard the two
'gardens' of dowelling rods and reflect on the number of rods in each box.
Notes :
- no words (or BSL)
are used during this game
- the group activity around the pile of rods
and the actions of individual players following the removal of a rod may be
changed to suit the circumstances in which the game is being played and the
abilities of the players : variations
may include singing for the group activity, and contributing to the creation of
a shape, word, or pattern with the rods for the individual activity.
- the choice of the player moving forward to
the pile of rods may be left to chance and self selection, or may be
pre-determined ; generally, no player
may move forward for a second time until all players have had a first turn
; sometimes the players may take turns
to invent and lead a clapping rhythm, with the player taking the lead being the
player moving forward to the pile of rods.
- in one variation of this game each player
moving forward to the rods may remove as many dowelling rods as possible until
there is movement within the pile : the
removal of these rods is then celebrated in some way, say with a circular
dance, and the rods are put on display :
this variation generally requires many more than two dozen dowelling
rods
- players using wheel-chairs may direct
another player as to which rod/s is/are to be removed on their behalf.
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THE UPSIDE-DOWN
CHILDREN'S GAME IN WHICH CHANGE IS BROUGHT ABOUT BY TOUCH
A group of players
are dancing with hoola-hoops. Some
players are keeping the hoola-hoops in motion around their waists, some around
their hips, and some around their necks, arms, or legs. Whenever a hoola-hoop falls to the floor the
player simply picks up the hoop and starts again.
Meanwhile, one other
player - in an area with flowers and vases - is practising flower
arrangement.
From time to time one
of the players with a hoola-hoop chooses to lay their hoola-hoop on the floor
and moves over to touch the flower arranger on the shoulder. The two players then change places and each
takes up the activity of the other player.
A little while later another player may choose to lay their hoola-hoop
on the floor and tig (tag) the flower arranger to change places.
The game continues so
long as the players enjoy dancing with their hoola-hoops and there are flowers
left to arrange.
Notes :
- no words (or BSL) are
used during this game
- an alternative is for the tigging (or
tagging) to be done by the flower arranger choosing to touch one of the players
in the group
- the group activity and the solo activity may
be changed to suit the circumstances in which the game is being played and the
abilities of the players : variations
may include skipping, or playing with tennis balls for the group ; and creating a structure with building
bricks, or telling a story, or singing (if the group activity is quiet) for the
individual player.
- the group activity and the solo activity may
be adapted for disabled players ; for
example, players in wheelchairs may make journeys around a network of paths
drawn on the floor, pausing at every intersection to perform an exercise ; while the solo player makes rhythms with
maracas : alternatively, this
arrangement may be reversed, with the solo player making the journey, and the group of players playing
maracas.
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THE UPSIDE-DOWN CHILDREN'S
GAME IN WHICH THE PLAYERS' FEET LEAVE THE GROUND WHEN THE MUSIC STOPS
Twenty four colourful
carpet tiles have been placed randomly on the floor. A group of twenty four players are stood quietly alongside the
carpet tiles. Music begins and the
players start to dance - being careful not to touch any of the carpet
tiles as they dance. The music stops
and each player steps to stand motionless on a carpet tile.
The music begins
again and the players leave their tiles and dance. While they are dancing a carpet tile is removed. When the music stops one player is now
without a carpet tile to stand on. Two
players come together to share a tile.
The music and the dancing begin again and another carpet tile is
removed. When the music stops this time
twenty four arrange themselves to stand motionless on twenty two carpet tiles.
The game continues as
the number of carpet tiles diminishes.
Small groups of players begin to balance together on two or three carpet
tiles when the music stops. The game
continues until the whole group - balancing, lifting, and supporting one
another - are stood remarkably as a human sculpture on just five carpet
tiles.
Notes :
- the stillness of the players on the carpet
tiles makes a contrast with the animation of the dancing ; the music should not begin again until all
the players are motionless and on carpet tiles.
- players may not touch the carpet tiles while
dancing, but as the tiles become scarce they may move the tiles closer together
during the periods of silence
- the players may not talk (or use BSL) during
the game
- players who do not wish to dance may walk,
or simply listen to the music
- the music chosen determines both the nature
and the development of the dancing
- an attendant umpire may assist in safety as
it becomes increasingly a challenge to accommodate all the players on the tiles
- when played by groups of disabled and
non-disabled players, the carpet tiles should be arranged to facilitate
participation by wheel-chair users.
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THE UPSIDE-DOWN
CHILDREN'S GAME IN WHICH ONE VOICE MAY SPEAK FOR ALL
All of the players
are wearing blindfolds, except one.
The players wearing blindfolds are led
individually into the space for the game and turned around. They don't know where they are.
The sighted player begins to speak. One by one the blindfolded players are told
how and where to move. Gradually the
speaker brings the blindfolded players together into the centre of the
space. Some of the players are talked
into taking low positions, and others into positions reaching up towards the
sky.
The blindfolded
players are being talked into the shape of a flower. When the flower is completed the sighted speaker talks the flower
into opening and closing.
The blindfolded
players then take off their blindfolds and repeat the opening and closing
movements with their eyes open.
Notes :
- the game may repeat with each player in turn
becoming the speaker, and with each flower being different (very different or
subtly different) from the flowers which have gone before.
- the image of a flower may be changed to that
of a tree (which may move in the wind) ;
or an aeroplane (which appears to fly) ; or a ship (which sets sail) ;
or a wheel (which turns) ; etc.
- the speaker may move each player a little at
a time ; may concentrate on moving one
player for a period of time ; may move
players in groups, or collectively ;
etc.
- the speaker may sing or chant their
instructions, or improvise their instructions in rhyme, to the blindfold
players.
- the speaker may move the blindfold players
in any (appropriate and safe) way, including rhythmic movements, hops, turns,
glides, etc.
- the blindfolded players may be allowed to
determine elements of their own journey ;
for instance the direction and distance may be determined by the
speaker, but the mode of motion determined by the blindfold player.
- the care and imagination of the speaker
often determines the sense of involvement which the blindfold players have in
the game
-
visually impaired and blind players may also play this game provided
there is a sighted speaker ; visually
impaired and blind players should also wear blindfolds ; the game can be concluded with the players
listening to a recorded audio description of the moving image which they
created.
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