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LESSON 2

INDIVIDUAL/DUAL GAMES

By the end of this lesson, the students will be able to:


a. Perform and execute different Philippine Games
b. Facilitate different traditional Philippine Games
c. Display respect for others’ diversity and abilities
d. Apply knowledge and understanding on how games are significant in maintaining
health and wellness

The selection is based on the premise that these games share commonality around the
country. Majority of these are common or ordinary games utilizing physical strength, racing
games, most making use of dexterity and skill.

PIKO (Hopscotch)

Piko is a game that joins all children of the world together wherever they live, whenever they
lived. Piko is unbelievably old. When ancient Roman cities were dug up, drawings of
hopscotch lines were found on the stone floors. The rules and mechanics vary on locations.
In India it is called “Stapu” or “Kith-kith”, “Rayuela” in Spain, “Golosa” in Latin America,
“Knaccuku” in Russia, “Klasy” in Poland, “Camapana” or “Mondo” in Italy, “Hinkelen” in
Netherlands and Flanders, “Skolica” in Bosnia, Croatia and Serbia. “Tengteng” in Malaysia,
“Bebeleche” in Mexico, “Peregrina” in Puerto Rico. “Soton” in romaia, “Amarelinha” in Brazil,
“Escargot” or “La Marelle Ronde” in France. “Rrasavi” in Albania, “Potsy” in New York, “Laylay”
in Iran, and “Himmel and Holle” in Germay, Austria and Switzerland. In the Philippines, the
game is also known as kipkip, pikuba, laban and segking.

Objective:
Everywhere it is played for one aim: to win a place to call one's own (bahay).

Materials/Equipment:
Chalk or charcoal, pamato (maybe a flat stone, a brick chip, the bottom piece of a clay pot or
a smooth chunk of window glass)

Playing Area:
Flat ground or cement where one of the diagrams below is drawn
Mechanics:
1. Do “manuha” on who plays first
2. Only hops and skips are allowed using either the left or the right foot. Landing on both
feet is only allowed in the area or areas considered as home or "bahay"
3. The 1st player tosses his pamato to rectangle no.1. Neither the
player nor the pamato must touch the line otherwise the player losses his turn.
4. Start hopping or skipping with on leg for th 2nd and 3rd box, then jump with left leg
landing on the 4th box and right leg on the 5th box, then hop on the 6th box, jump left
leg landing on box 8th and right on 9th, and jump again with both legs landing on 10 th
box. In the 10th box you need to pivot and repeat the process going back, making a
pause in the 2nd box whole getting your pamato in the 1 st box by bending your body
down with a single leg then jumping out of the box.
5. The next step is throwing your pamato on the 2nd box up to the 10th box and follow the
same procedure in the first step.
6. If the pamato touches the line, it will be the turn of the other player.
7. After completing boxes 1 to 10, with your back turned against the rectangular play
area, toss your pamato towards the direction of the play area. The compartment where
the pamato lands becomes your home or “bahay”
8. Play the game all over again until all compartments have been won as homes. The
player with the greatest number of homes, wins.

Other diagrams for PIKO


ASSESSMENT:
1. Make a short video clip of you playing piko using any of the above listed diagrams.
2. Watch https://www.youtube.com/watch?v=9cv36Tb7KvE Make a similar version of the
game, innovate and introduce variations. Explain your objectives and the mechanics
of the game.

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