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NORTH LUZON PHILIPPINES STATE COLLEGE

Adal a dekalidad, dur-as ti panagbiag.

LEARNING MATERIALS IN PHYSICAL


EDUCATION 3

https://www.uihere.com/free-cliparts/collection-of-sports-figures-5190033

COMPILED BY:

JOSELITA P. ESCALONA-VIADO, MAEd.


Faculty
COLLEGE OF TEACHER EDUCATION

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LESSON 3: Bowling
2.1 History
2.2 Facilities and equipment
2.3 Other forms of Bowling
2.4 Rules of the game
2.5 scoring
2.6 Playing the Game

Objectives

At the end of the lesson, the students should be able to

 trace the historical background


 internalized the value of Bowling
 identify the materials and facilities and forms
 Rules and regulation
 Scoring

Basic Orientation

What is bowling?

The earliest form of bowling known to exist has been traced back to ancient Egyptian time,
around 5,000 BC. The ancient Egyptians rolled stones at various objects with the goal of
knocking them over. Over time, various varieties of bowling emerged from the Ancient Egyptian
game. Variations of the sport range from traditional ten-pin bowling to nine-pin bowling, candle
pin bowling, duck pin bowling, and

Most people think of bowling as a fun indoor game that can be played with family or friends.
When most individuals think of bowling they think of going to a bowling establishment, renting a
pair of shoes, picking up a ball and trying to knock down all ten-pins in either one or two tries.
This is done ten times in a full bowling game. There are however many different types of
bowling, other than the traditional ten-pin bowling, that have been played for centuries around
the world.

The earliest form of bowling known to exist has been traced back to ancient Egyptian time,
around 5,000 BC. The ancient Egyptians rolled stones at various objects with the goal of
knocking them over. Over time, various varieties of bowling emerged from the Ancient Egyptian
game. Variations of the sport range from traditional ten-pin bowling to nine-pin bowling, candle
pin bowling, duck pin bowling, and five-pin bowling. Additionally, two other forms of the game
are also extremely popular to this day; these are lawn bowling and bocce, both of which are still
played today.

As with most popular sports, bowling has terminology of its own which individuals in the sport
are expected to know and understand. For example, knocking down all the pins with one bowled
ball is known as a strike, if you know all the pins down with two balls it is called a spare, and if

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you leave a gap between the pins, it is called a split. These are just a couple of the common
terms heard regularly during bowling games.

While bowling is a fun and relaxing sport, there are a few minor risks involved. Bowling ball
weights vary, with the maximum weight being 16 pounds. The motion of bowling along with the
weight of the ball can put a strain on your hand, wrist, arm and shoulder. In addition, the motion
of the delivery can also cause strain on the bowler's back and legs. Preventative measures such
as properly stretching prior to exercise can reduce stress and strain.

Value of Bowling - Life Lessons

Patience
It takes time to build up a skill. No person has ever bowled a perfect game on his or her first try
at the sport. Besides being patient with himself, a bowler also needs to be patient with others.
Bowling is a team sport, so there’s patience involved in waiting for the next bowler to take her
turn. It takes patience, too, to be a good sport when another bowler on your team isn’t having a
great game. This is a huge life lesson to learn for adults and kids alike. Speaking of good
sportsmanship.
Good Sportsmanship
Bowling life lessons go beyond the sport of bowling. Bowling teaches bowlers to be better team
players. The camaraderie of the team truly builds up or tears down, and kids are quick to learn
that it is better to build up than to tear down. Bowling seems like an individual effort, but it is
really the sum of every player’s effort. When each bowler respects the other team members, the
team performs better as a whole.
Exercise Is Fun
Bowling is a physical sport. It takes a certain finesse – one that can only be practiced until
learned – to send the bowling ball down the lane. Kids, as well as bowlers of any age, have to
remember to keep their bodies straight, their balance intact, and to follow through on the ball.
Plus, there’s physical effort involved in lifting an 8 to 10-pound ball, the usual weight for children.
They learn that exercise can be fun, as well as good for you. By learning this at a young age,
exercise then begins part of a lifelong sport. It’s true what they say: bowling is a lifelong sport,
and it should be enjoyed!
Coordination
Hand-eye coordination is a major part of bowling and a major part of life, too. When a child
establishes hand-eye coordination early on, she is able to use that skill throughout her life and
in many different vocations. Kids will also notice improvement in coordination while playing other
sports, such as basketball, baseball, and soccer.

Confidence
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As kids improve at bowling, their confidence grows. This is one of the most important bowling
life lessons because developing skills in a sport can increase self-esteem. Kids can then begin
to trust themselves and their abilities. They also gain confidence in meeting and socializing with
other kids. Being able to network is a skill many adults struggle with, so the earlier a child can
learn how to interact with new people, the more prepared he’ll be for interactions later in his life.
Learning how to interact socially person-to-person is especially important in today’s age of
social media and online-only relationships. When kids meet new people and make new, in-
person friends, they learn that there’s value in the old-fashioned way of communicating.

What are needed in Bowling as a game?

FACILITIES

Lane Dimensions

Lane Length
The overall length of a regulation lane is 62 feet 10 3/16ths inches measuring from the foul
line to the pit (Not including the tail plank). It must be 60 feet from the foul line to the center of
the No. 1 pin spot with a tolerance of 1/2 inch permitted. It must be 2 feet 10 3/16ths inches
from the center of the No. 1 pin spot to the pit (Not including the tail plank).

Lane Width
The lane shall be between 41 and 42 inches in width. The lane plus the gutters shall not be
less than 60 inches nor more than 60 1/4 inches wide.

Lane Surface
The surface must be free of all continuous grooves. A maximum 40/1000th inch will
be permitted in levelness and depth depression.

Lane Approach
Extending back from and exclusive of the foul line there shall be a clear level approach of not less
than 15 feet in length. A tolerance of 1/4 inch is permitted on depth depression of grooves.

The Pin Deck


The tail plank must be a Maximum of 2 inches in width and the back line of pins are 3 inches
further on. Each pin is 12 inches from its neighbor in any direction (as measured from the center
of each pin) so the pins are in an equilateral triangle with the head pin 34 and 3/16ths inches
from the tail board.

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Bowling Pins

Pin Composition: Pins are shaped from Maple wood, which is then coated with a 3/32-inch-
thick layer of plastic.

Pin Weight: The pins weigh between 3 lb 6 oz and 3 lb 10 oz.

Pin Positions: The diagram to the right indicates the pin numbering system that is
commonly used.

Bowling alleys are where the sport of bowling is played, regardless if a player is involved in any
level or professional league. They consist of lanes, which are long, narrow strips of wood where
gameplay occurs. The objective is to roll the bowling ball down these lanes to knock over as
many pins are possible.

The main difference between men’s and women’s and children’s games is that children are able
to use a bowling assistance ramp to roll the ball down the lane. This makes it easier for children
to bowl; they only have to push the ball down this ramp rther than use their strength to roll the
ball down this ramp rather than use their strength to roll the ball down the lane. Oftentimes, you
can rise a lane’s bumpers so childrean can bowl with ease and refrain from getting gutter balls

Bowling alley

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There are lot of pieces that go into the preparation for a game of bowling, and knowing the
basics like the reason for wearing bowling shoes and which size bowling ball you should choose
is very important.

What are the Bowling rules?

• The goal is to knock down all ten pins


• Each frame consists of throwing the ball twice to knock down all the pins
• If you knock down all the pins with the first ball, it is called a "strike"
• If you knock down all the pins with the second ball, it is called a "spare"
• Each games consists of ten frames. If you bowl a strike in the tenth frame, you get two more
balls. If you throw a spare, you get one more ball.
• Open frames are frames without a strike or spare
• Scoring is based on the number of pins you knock down. However, if you bowl a spare, you
get to add the pins in your next ball to that frame. For strikes, you get the next two balls.
• An average of three games is played. You determine a 3 game average by adding all 3 scores
and then dividing that number by 3.
• Accurate preliminary scores are essential for fair divisioning.
• Foul line is in effect. If you step over the foul line, any pins knocked down will not count
towards your score.
• Ramp Bowling is allowed for those athletes that are not physically capable of rolling a bowling
ball. The ramp is for physical disabilities and not to be used to just increase a score.
• Bumpers are not allowed. LANE ETIQUETTE
• Every bowler must wear bowling shoes, with the exception of Athletes utilizing a wheel chair.
Bowling shoes should not be worn outside or into restrooms.
• Bowl on your own lane
• Don't bowl at the same time as someone else on any lane next to you UNIFORM
• Athletes must be appropriately dressed. One of the most important things a coach can do is
have their team in Uniform. Athletes should be dressed in a team shirt, walking shorts or pants.
(Jeans are acceptable in bowling). SOOK offers 3 different Bowling events:
• Traditional Singles Bowling – This is Singles bowling. The Athlete’s score is based on a three
game average. Add the total of all 3 games together and then divide by three for the three game
average. The maximum score is 300.

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• Unified Doubles Bowling – The Athlete and Unified Partner bowl as a team. Score is
determined by a three game average of both their scores added together. The maximum score
is 600.
• Unified Team Bowling – Two Athletes and two partners team together in a four person team,
where all 4 scores are added together and a 3 game average is taken. The maximum score is
1200.

How are points determined in bowling?

The goal of bowling is simple – to knock down as many pins as possible. The more pins you
knock down, the more points you score.

A single game consists of 10 “frames”, with each frame consisting of two chances to knock
down ten pins (with the exception of the last frame).

Each pin you knock down earns you a point, while you can also score extra points by
hitting “strikes” or “spares”.

Most bowling alleys today come with a computerized system that automatically calculates
your score for you. However, in the past, bowlers had to record their score on a piece of paper
and calculate it on their own. Today, some bowlers still prefer to write their score on paper, be
it to keep track of their progress or in the event that the computer system breaks down.

Strikes & Spares

A strike is when you knock down all ten pins at your first attempt in a single frame. Two
strikes in a row are called a double, three strikes in a row are called a Turkey, while four and
five strikes in a row are called four/five-bagger(s) and so on and so forth. A strike is commonly
indicated with an “X”.

A spare is when you fail to knock down all ten pins at your first attempt in a single frame, but
manage to clear the remaining pins at your second attempt. A spare is commonly indicated
with a “/”.

Strikes and Spares are scored slightly different from regular frames –

Spare: ( / ) 10 points + the number of pins you knock down for your first attempt at the
next frame.

Strike: ( X ) score 10 points + the number of pins you knock down for the entire next frame.
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Double:
1st frame – 20 points + the number of pins you knock down in 3rd
frame 2nd frame – same as scoring for strike

Turkey:
1st frame - 30 points
2nd frame – same as scoring for double
3rd frame – same as scoring for strike

Four-Bagger:
1st frame - 30 points
2nd frame - 30 points

3rd frame – same as scoring for double


4th frame – same as scoring for strike

Scoring Your Game

Let’s illustrate this with an example, using the score sheet of “John.”

Frame 1:
John scores 20 points for his 1st frame, as he had a strike followed by knocking down 10 pins in
the next frame.

Frame 2:
John only scores 15 points for his 2nd frame, as he had a spare and then knocked down 5
pins for his first attempt at the third frame.

Frame 3:
John scores 17 points, as he threw a spare followed by knocking down 7 pins for his first
attempt at the fourth frame.

Frame 4:
John scores 9 points, as he fails to get extra points from getting a spare or strike.

Frame 5:
John scores 30 points for scoring a subsequent turkey.

Frame 6:
John scores 29 points for scoring a subsequent double (20 points + pins knocked down
two frames later)

Frame 7:
John scores 19 points, as he had a strike followed by knocking down 9 pins in the next frame.

Frame 8:
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John scores 9 points, as he fails to get extra points from getting a spare or strike.

Frame 9:
John scores 10 points, as he threw a spare followed by knocking down 9 pins for his first
attempt at the next frame.

Frame 10:
The final frame is a special frame. Strikes and spares in this frame scores no bonus points, but
do allow you to have an additional shot.

In this scenario, John knocks down 9 pins at his first attempt and subsequently makes the
spare. He is then allowed to take another shot, which he gains a strike, giving you 20 points
(for knocking down 20 pins during the entire frame).

However, if John had failed to make the spare, he would not have been allowed to take
another shot, giving him only 9 points for the entire frame.

And if John had made a strike in his first attempt, he would have been given two more shots.
Anything less than another strike would give him the chance to score a spare and earn up to 20
points; while another strike could see him score up to 30 points by having a third and final shot.

Evaluation Activity

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MODULE 3: Dual Sports

Lesson 1: Badminton
1.1 History
1.2 Facilities and equipment
1.3 Four common strokes in badminton
1.4 Basic rules and regulations
1.5 How to set the score
1.6 Footwork

Lesson 2: Table Tennis


2.1 History
2.2 facilities and equipment
2.3 Service
2.4 Styles of Play
2.5 Types of Shots
2.6 Defensive strokes

Basic Orientation

LESSON 1 : Badminton
1.1 History
1.7 Facilities and equipment
1.8 Four common strokes in badminton
1.9 Basic rules and regulations
1.10 How to set the score
1.11 Footwork

Objectives

At the end of the lesson, the students should be able to:

 Trace the history of Badminton


 Identify the facilities and equipment in Badminton
 Play the game, following the rules

Discussion
You need to know

A Brief History of Badminton

The game was known in ancient Greece and Egypt - a game called battledore
and shuttlecock - in which two players hit a feathered shuttlecock back and forth with

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tiny rackets. The game was played in India during the 18th Century, at which time it
was called "Poona".

The origins of badminton probably lie in shuttlecock games played more than 2,000
years ago in Greece, China and India, but the British game was born in Gloucestershire in 1873,
at Badminton, the country estate of the Duke of Beaufort. The first official badminton club was
established in 1877 in Bath. The US Badminton association was formed in 1936.

The International Badminton Federation, the world governing body for the sport was
founded in 1934. The premier international men’s team is the “Thomas Cup”, which was
established in 1948 and its counterpart in the women’s competition is he “uber Cup”, which
was founded in 1956. Both competitions are held biennially and the Chinese dominated ever
since they began in 1981. In the mid 90’s , Indonesian and some Europeans stole the
supremacy from the Chinese.

In 1977, the World Badminton Federation (WBF) was founded. It sponsored the first
World Championship in the same year in Malmo Sweden. This was the start of several
international all over the world. The “Suderman Cup” in 1989 was established in memory of
the former IBF Vice President Dick Suderman. He was also considered the “Father of
Indonesian Badminton.”

FACILITIES AND EQUIPMENT

Court
For singles --- 44 feet long and 17 feet wide
For doubles -- 44 feet long and 20 feet wide

The official court measures 44 ft. long by 22 ft. wide for doubles game and 44 ft. long by
17 ft. wide for single game. A 1 ½ feet alley on each side is commonly referred to as double
alleys. There is also a space 2 ½ feet wide at both ends of the court, which are the back alleys.
There are two service areas on each side of the net, the right and left service court bounded by
a line running parallel to the net, called the short-service line.

The ceiling height should be 30 feet for official game, and 24 feet for instructional game.
Floor surface is traditionally wood, but many synthetic and plastic courts have been developed.

Net
The net should be made of a dark-colored mosh, 2 ½ feet deep, with a 1 ½ inch white
tape extending across the top. The top of the net should be 5 feet above the floor at a point
equidistant from the sidelines; and 5 feet and 1 inch in height at point above the doubles side
lines.

Posts
5 feet and 1 inch in height from the floor

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Racket

It is light and can be made of wood, aluminium metal or synthetic material such as
graphic or carbon. It can be up to 68 cm. long and it is usually weighs about 100 grams. Most
strings are made of synthetic such as nylon but world-class players use lamb. Gut is more
expensive than synthetic and has advantages of a short lifespan when strung tightly or not
Protected from moisture. String diameter ranges from 19-22 gauge. Most competitive players
prefer 21 to 22 gauge strung string at 14 to 15 pounds of tension, that provides power and
control. For school and recreational use, with 20-gauge string at a tension of 12 to 13 lbs. is
adequate.

Shuttlecocks

It is made from 14-16 goose feathers that are placed in a leather-covered cork
head, made of either plastic or nylon. Synthetic shuttles are suitable for recreational games
but feathered or official shuttlecock weighs from 4.74 to 5.50 grams.

PLAYING

Playing consist of volleying (hitting)the shuttle back and forth over the net without
allowing it to hit the ground. The shuttle is made of feathers or nylon in a cork base. It flies
slowly when hit gently. But when hit hard and timed perfectly it may travel at more than 300 km.
per hour. However, the shuttle decelerates quickly after a short distance.

The shuttle is served with an underhand motion into the opponent’s service court,
diagonally opposite. The server must hit the shuttle while it is below his waist. The racket
head must also be below the serving hand. Only one attempt on the serve is allowed. If the
server fails, then the opponent serves.

Four common Strokes in Badminton

Clear – also called lob. The shuttle soars in a high arc and falls into the court behind the
opponent.

Use the forehand overhand position. Bring the racket from behind the body with the
head up. Strike the shuttle at highest point of reach when your arm is fully extended. Just before

the moment of impact, use a forceful wrist snap so that the shuttle is hit up and toward the
baseline in the opponent’s court. In this stroke, the racket follows the same path as it does in the
long service except that left side is toward the direction of the bird flight.

Drop

The shuttle falls gently and just clears the net.

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The flight of the bird is relatively slow and is hit using the forehand or backhand side with
accuracy. Bring your arm from behind the body and extend completely at the impact of the
shuttle. Follow with a wrist snap and let the bird follow straight line and drop just over the net.
The follow through is minimum.

Drive

It is a hard stroke hit on a straight line.


This is a fast moving shuttle that follows a horizontal path from one court to the other.
Bring the racket back at shoulder level followed by a swing in which the racket head remains
parallel to the floor. The shuttle is struck in front of the body and the wrist snaps at the moment
of impact. The right arm follows through across the body to shoulder level on the left side. See
to it that the shuttle flies low or else, it is easy to return.

Smash

It is a hard stroke hit sharply downward

Bring the arm from behind the body with the elbow bent. Then forcefully extend your arm
overhead to contact the shuttle. The shuttle must hit with a strong straight downward position
and tremendous wrist snap. The shuttle must be hit at the highest possible point and in front of
the body. Be sure that you are able to make the shuttle travel downward with great speed.

All strokes can be forehand or backhand strokes. Much deception is possible in placing
shots and in controlling the shuttle, which often will stop short in its flight and plunge down to the
court.

The term stroke and shot are sometimes used interchangeably, but authority in the
games uses the word stroke to refer to striking patterns.

Shot – is used to differentiate flight pattern according to trajectory or elevation


and depth. A forehand underhand stroke may be used to hit a variety of shots served.

Forehand Stroke – refers to any shot struck on the racket side of the body

Backhand stroke – these are shots struck on the side away from the racket/left side of
right-handed, right side for left handed.

Three Parts of backhand of Forehand Stroke

 Backswing – involves all movements of the racket away from the target.
 Hitting action – includes all forward motions until the racket contacts
until the shuttle
 Follow-through – involves all movements from control contacts until
the player is back in a position to await the opponents’s next shot.

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Lesson 2: Table Tennis


2.1 History
2.2 facilities and equipment
2.3 Service
2.4 Styles
2.5 Types of Shots
2.6 Defensive strokes

Basic Orientation

Table tennis is a sport in which two or four players hit a lightweight ball back and
forth to each other with rackets (also sometimes spelled as racquets and sometimes
called of Playbats or paddles) The game takes place on a table divided by a net. Players
must allow a ball played towards them only one bounce on their side of the table and
must return it so that it bounces on the opponent’s side. If the ball doesn’t land of the
opponent side then it’s a dead ball unless the other opponent hits the ball with their bat.
Play is fast and demands quick reactions. A skilled player can impart spin to the ball,
which makes it bounce and its reaction on the opponent’s bat is difficult to predict or
return with confidence.

Objectives

At the end of the lesson, the students should be able to:

 Trace the history of Table Tennis;


 Identify the facilities and equipment in Table tennis;
 Read and understand the rules of the game;
 Watch the video presentation and make a reflection.

Discussion
You need to know

A Brief History of Table Tennis

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Table tennis is very popular, especially in East Asia and is among the most
popular sports in the world in terms of player numbers, as well as one of the newest of
the major sports.

 Ping Pang Qui – the official name of the sport in mainland China, Hong
Kong, Taiwan and Macau
 Takkyu – the official name of the sport in Japan
 Tak-gu – the name of sport in korea

The game is controlled by the International Table Federation (ITTF), founded in 1926.

HISTORY

th
12 Century AD – Table tennis descended from the game of “Royal Tennis” (also known
as Real Tennis or Court Tennis), which was played in the medieval era.

The exact origin of table tennis is not known, but the game became popular in England
th
and the United States in the late 19 century. Commercial interest in England and United States
popularized it under the rade name “Pingpong,” and in the early 2oth century the game became
sensationally popular.

1880’s – Some sources claim hat the sport was once known as indoor tennis, and was
played in the early 1880’s by British army officers stationed in India and South Africa. These
officers are supposed to have used cigar box lids as paddles, rounded wine bottle corks as
balls, and books for an improvised net.

The game has its origins in England as an after-dinner amusement for upper class
Victorians in the 1880’s. Mimicking the game of tennis in an indoor environment, everyday
objects were originally enlisted to act as the equipment. A line of books would be the net, a
rounded top of a champagne cork or knot of string as the ball, and a cigar box lid as the bat.

The popularity of the game led game manufacturers to sell the equipment commercially.
Early bats were often pieces of parchment stretched upon a frame, and the sound generated in
play gave the game its first nicknames of “whiff-whaff” and “Ping-pong”. A number of sources
indicate that the game was first brought to the attention of Hamley’s of Regent Street under the
name “Gossima.” The name “ping-pong” was in wide use before English manufacturer of J.
Jaques & Son Ltd trademarked it in 1901.

The name “Ping-pong” then came to be used for the game played by the rather
expensive Jaques equipment, with other manufacturers calling theirs table tennis. A similar
situation came to exist in the United states where Jaques sold the rights to the “Ping-pong”
name to Parker Brothers.

 1880’s the game had become fashionable among the upper classes in England.
 1887 – According to the ITTF website the first

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MODULE 4 : Philippine Traditional Games

Lesson 1: Laro ng Lahi


1.1 The concept of the game
1.2 Types of the game
1.3 Things to consider in conducting the game
1.4 Ways in choosing it
1.5 Various kinds of the Laro ng Lahi
1.6 Procedure of the games
1.7 sample games

Basic Orientation

Philippine Traditional games are included in the school curriculum as part of the general
education inclusive of the Physical Educationsubjects. The Filipinos, even before the Spaniards
cme to the Philippines, were very active in sports and games.

At the end of the lesson, the students should be able to:

 understand the concept and objective of the game


 identify the various types and kinds of Laro ng Lahi
 make video recordings playing the games (at least two games), following the
procedures

Discussion

What is “Laro ng Lahi “? When was the Philippine Traditional games started?

You need to know

“Laro ng lahi” refers to the traditional or native sports of the Filipinos. They are part
of heritage.

The first “Palaro ng Lahi” was held in Laoag, Ilocos Norte on February 10, 1984,
sponsored by the provincial government in cooperation with the DECS. The inclusion of some of

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our native games in the Physical Education curriculum had been approved particularly in
the secondary schools.

Todays, “Laro ng Lahi” is recommended as one of the best lead-up games and activities
for students from graders to college level. It is also a way of teaching our students to patronize
indigenous games that were popularized by our natives. It also promotes fitness and
competition. Playing the games in “Laro ng Lahi” helps students develop health and fitness
programs like vigor, flexibility, agility, and endurance. It also enhances students’ social
relationship with others. It develops group qualities like cooperation, team work, and
coordination.

Three Types of “Laro ng Lahi”

Single/ individual Games


- Played by single participants or relay teams to inject and add competition in the class

Dual Games
- Sets of activities done by two more than two players

Group Games
- Sets of activities which require more than four (4) members of the team. They
are usually practiced in class as their supplemental activities or lead-up games.

Things to consider in Conducting the Game

Warm-up – be sure to have the warm up activities before doing the game in order to stretch
and win-up.

Facilities and equipment – check the facilities and equipment if they are in good
condition for safety purposes.

The rules –set guidelines and rules for each game. If there are modifications make sure
to inform the participants prior to the game.

Occasional games – for group or occasional games, gather your members and brief them
and give them pointers to remember.

In Playing the game, there is what we called the “IT” or the defensive in order to start the game

Things to consider in Choosing the “ IT”

Bunutan or Lottery – the common type of choosing the “ IT” is lottery or “bunutan”.
Players can choose number, straw, paper or other material in guessing who is the “it”

“Tihaya” o “Taob” or Toss Coin – toss coin can determine the “it”
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Jack and Poy or “Bato-Bato Pick”


This is a finger-flashing method of selecting “IT” using the hand in signaling; the fingers,
closed fist stone (Bato), open palm as paper, and clenched fist with two fingers as scissors.

KADANG-KADANG
(Bamboo Stilt Race)

This is a recreational game known throughout the islands of the Philippines. In some
places.coconut shells with a rope tied through the center are used; others use cans with a
hole in the center and a rope tied through the hole.

As a challenge, bamboo poles are made substitutes for this game. The object of
the game is to reach the finish line at the shortest possible time.

Leg power, balance, and coordination are the skills that will be developed in this game.

The playing area must be open and free from obstruction. The starting line is about
100 meters away from the finish line.

Materials
Two bamboo poles about 5 to 6 ft. long or about one foot longer than the height of the
height of the player. A platform of about 6 to 8 inches long is attached about one and a half feet
the lower end of the pole.

Procedure
Two to four teams may compete in this game. Each team is composed of four players.
Players stand behind the starting line. At the sound of the whistle, the front players step up on
the stilts and walk up as fast as possible to the finish line. The player who finishes the race
without falling is declared the winner. The player who falls once or twice is the loser.

Teamwork, cooperation, patience, and self-discipline are the values that can be
enhanced in this game. It will develop skills like arm strength, balance, and coordination. The
fitness components that can be developed are muscular strength and endurance, flexibility and
balance.

The object of the game is to pull the bamboo. The team that first crosses the center
mark loses the game. This should be played outdoors or in gymnasium.

Materials
A bamboo (kawayan) piece, 15 feet in length and 3 and 4 inches in diameter, a marker
(stone, leaf, or plastic cord)

Players
Eight or more players as long as participants can hold the bamboo.

Movements
Players in single line formation will grasp the bamboo pool on the signal “Go”

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Players wil try to pull or push the other teams with the bamboo.Players must hold on to
the bamboo, feet should be kept in balance and firm on the ground.

Rules
Players will start to hold the bamboo at the command of the umpire. Bamboo must be
measured; at the start the bamboo must be in neutral corner before the start of the signal.
Players can shout or do other rituals before pulling the bamboo to intensify force of the team.

PATINTERO

A very popular game throughout the Philippines. Each regions has established its own
rules of the game for competition there is a need to have fixed rules to follow. In some rural
places, they use water as line in creating the playing area. It can be played in an open court.

The object of the game is to successfully cross the lines from the first square to the
fourth square and back to the first square without being tapped or touched by the opponent.

Speed, agility and balance are the skills developed in this game. The fitness component
that can be developed are muscular strength, endurance, balance and power.

It can enhance values like teamwork, cooperation, coordination, patience and self-
discipline.

Equipment
Timer, court, scoreboard

Group Formation

Players will be grouped into female and male. Each team will play as offensive and
defensive. The offensive team shall be the one coming in and out of the court, and the
defensive team will be guard.

Rules to Follow

A team shall be composed of 10 or more players but only five will only play as offensive.
Substitution is allowed in the game.
The team shall be given three minutes to pass through the lines and boxes of the court.

Defensive team will prevent the offensive players to go through the court
Legal tag is when both feet of a defensive player contact the ground
Tag is null when the offensive player has already passed a preceding box
Only the center guard or “patotot” is allowed to tag any player in any box.
The game will be played in five innings. The team, that gets the highest points wins the
game.

Playing Area

A rectangular area of about 7 m by 13.5 m. divided equally into sub-areas.

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Scoring System

Offensive players gain points depending on how long theyreach the box. Corresponding
points shall be gained each time a player advances to the boxes
Scoring will be based on the farthest run a member of the team travels. Each box that he
passes will be added to the total points of the team.
Offensive player or team that reaches home without being tagged scores a grand slam
of 20 points
For every successful crossing of the line, a definite score is assigned.

Points Earned by Passers

Entrance to the Play area Exit from the Play Area


st th
1 line (house) 1 point 4 line 2 points
nd rd
2 line 2 points 3 line 3 points
rd nd
3 line 3 points 2 line 3 points
th st
4 line 4 points 1 line 5 points

PALO SEBO

The game was originated in Central Luzon. Tuba gathering is one of the common
activities of the folks in places where there are many coconut trees. Tuba gatherers are expert
climbers. Palo sebo is a game derived from this activity.

The object of the game is to climb to the top of the bamboo pole.

The skills to be developed are leg power, arm strength, coordination and strength of the
back muscles.

The playing area should be a wide open space where poles made of bamboo about 10
meters long can be put securely.

Materials

Bamboo poles of 10 meters long erected with a small bag of money or prize at the top of
each one. The pole is greased from top to bottom

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Procedure

PITYAW

A Visayan term given to this game that uses a small bamboo stick being hit by a another
longebamboo stick so that it flies up in the air. Among the Tgalog, It is known as Bati-cobra.

Materials
One bamboo stick 60.95 cm. long and another bamboostick 15.24 cm. long

Pocedure

Pityaw is played by two or more participants. The game starts as the player tries to
hit the small bamboo placed in the base(hole) on the ground. The player who hits the
fartherst is the first player of the game.

The first player stands on the base as he hits the small bamboo out of the base. The
rest of the group stands away opposite the hitter, ready to catch the small bamboo being hit.
Whoever catches the flying stick becomes the hitter. If no one catches the stick, the hitter hit the
stick again.

If the smaller stick drops to the ground, any player can pick it up and the hitter places
the longer stick. If he hits it, then he becomes the hitter. If not, the first player continues to be
the hitter. He makes points by measuring the distance between the point where the smaller
stick fell and the base. The game ends when one player earns 100 points or more. He then is
declared the winner.

DOUBLE SIPA
( Kiicking the Lead with Partner)

This game requires the players to have powerful leg and muscular endurance. It also
requires proper coordination of the legs and body, balance and flexibility. It defines the prowess of
Filipino tradition in sipa, which is considered as one of the rational games of Filipinos.

The skills to be developed are leg power, eye contact, and body coordination.
The fitness components to be developed are muscular strength, balance and
agility,honesty, hardwork and patience are the valued to be enhanced.

The object of the game is to kick the lead washer continuously without dropping it on the
ground.

Players
Two or three players for each team

Place
Open court or ground

Material
Kicking lead washer (pitsa or Picha)

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Group Formation

Players face each other. One will throw the other will catch it using the feet (sipa)

Mechanics

o At the sound of wistle, players start the game. One throws and the other catches.
o Players can be numbered as 1, the first thrower, and 2 is first to kick
o The number of kicks can be set into 5 before returning the lead to its partner in
two minutes or may depend on the number and level of participants.
o The lead or the sipa can be kicked by the front and back sole of the foot.
o When the set time of 2 minutes lapses, the number of legal kicks will be counted
o The individual or group with the highest number of kicks wins the game.

LUKSONG LUBID
( Jumping Rope)

Timing, body coordination and rhythm are the skill to be developed in jumping rope.
The fitness components, are muscular strength and endurance, flexibility and balance.
Teamwork, cooperation and patience are the values that may be enhanced. The object of the
game is to jump over the rope without touching or stepping on it.

Players

5 to 10 players

Place

Outdoors or gymnasium

Equipment

Jumping rope which measures 6 to 8 meters long

Movements

The “IT stands on one place as she turns the rope and jumps on two feet or skips
alternately with right and left feet

The other players jumps inside the rope facing the “IT” The rope should be above the head
of the “IT” when the other player jumps in.

The other player turns around to face the other direction and moves forward and backward
with the “IT”

When the other player fails to coordinate his movements with the “IT” be automatically steps on
the rope. The two players exchange roles.

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Rules

No one should touch or be touched by the touching rope


No one should step on the rope
Two “Its” hold the two ends of the rope and turn the rope clockwise or counterclockwise.
Players will go one jumping until the whole team is completely on inside the running
rope, jumping together.

The skills to be developed are muscular strength, balance and agility. Honesty,
hardwork and patience are the values to be enhanced.

SIPA RELAY
(Kicking the Lead Relay)

Rules

 Boys shall kick the lead using their feet while girls use their elbows.
 The team shall be composed of three boys and two girls
 The team shall be arranged in line in an alternate position, boys first, followed by girls
 The game shall start with a whistle or the signal “GO” from the teacher or the umpire.
 A boy will control or kick the lead with his “foot” (left or right) in five counts.He will
then pass the lead to the girl and will control it with her elbow in 5 counts also.
 She will then pass the lead to the next member in line until it reaches the last member
 The last member should catch the lead on the last count of his kick to consider it as
legal hit
 If the lead falls on the ground, players shall start the counting from zero
 The first team to finish will be declared winner.

LUKSONG TINIK
(Hurdling Thorns)

Hurdling thorns basically means of surpassing an obstacle, which is the thorn (tinik) to
continue to the next stage until the players reach the peak or the most difficult stage. The game
is commonly played outside or on playground.

The skills to be developed are leg power, flexibility, body coordination and balance.
Teamwork, camaraderie, patience and self-discipline are the values of this game. The object of
the game is to jump over the obstacle or hurdle.

Players

6 or more players

Place

Outdoors or gymnasium
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Assignments Roles

Players are divided into 2 equal groups. They will choose a leader whom they will call
“Nanay” (Mother). The rest of the players are the “anak” (children). The “Nanay” is supposed
to the best jumper in the group.

Deciding Turn

The two leaders step aside and toss a slipper or wooden shoes

Formation

The members of the team who lose sit on the ground, facing each other, Around 6-10
meters away from them, a line is drawn. The team to jump first falls in line.

Movements

 The two players on the base extend their feet forward and press their sole against
each other.
 Opposing team will start to jump over the hurdle, then go back to the starting line.
 The hurdles continue to become higher as long as the team succeeds in overcoming
them.
 If a player or “anak” touches any part of the hands while jumping, the seated player will
shout “nasaling” “touch” and the other jumps over in behalf of the anak.
 Should the mother fail the teams exchange places and the game starts all over again.

CULLIOT
( Rope Pulling)

One of the famous games played in barrios and provinces is the “culliot”or the rope
pulling. Lders in the provinces consider the game as their favourite activity and pastime after
taking a time-out from their work. Others play the game during “fiesta”. It is one of the
favourite dual competitions of men to test their physical atrenght, teamwork, strategies and
patience in the game.

Culliot is played for dual as well as team competition. It is similar to the ever popular “tug
of war”. The difference is thet the rope is tied aournd the waist of the players.

The object of the game is to pull the rope that is wrapped around the waist of the
player to get him off the circle.

Players

2 boys

Movements

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At signal or whistle from the reference of official, each player will pull the rope that
is wrapped around their waist.

Player must grasp the rope and maintain a balance stance to pull the rope and get
a much needed force.

Ground Preparation

Two circles, each three feet in diameter or more depending on the number of
participants, are drawn around 6 feet apart.

Formation

Each player stands in the middle of the circle facing each other. The two ends pf
the rope are tied separately around the waist of the players.

TATSING

The word Tatsing is derivedfrom the English word “touching”. This is the favourite of
youngsters, especially the boys. The object of the game is to hit the several pieces of bottle
caps by the pamato so that they get out of the square. It develops accuracy and coordination.

The playing area may be a plain, level ground where the square of about 2 feet by 2
feet is drawn.

Materials

Several bottle caps and a bigger flat object called “pamato”

Procedure

 Several bottle caps are place inside the square which is about 6 to 8 away from
the starting line.
 The first player steps on the starting line and hits the bottle caps out of the square
by throwing the pamato
 Every cap that gets out of the square becomes the property of the thrower.
 He continues to throw as long as there are caps going out of the square.
 If he misses and no bottle caps get out of the square, he then gives in the next player.

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MODULE 5 : Board Games and other Recreational Games

Lesson 1: Chess
1.1 History
1.2 The board and the pieces
1.3 Movement
1.4 Rules of the game
1.5 Playing the game

Lesson 2: Game of the Generals


2.1 History
2.2 The board and the pieces
2.3 Rules of the game
2.3 Playing the game

Lesson 3: Scrabble
3.1 History
3.2 The board and the tiles
3.3 Rules of the game
3.4 Playing the game

At the end of the lesson, the students should be able to:

 understand the concept and objective of the games


 identify the various types and kinds of Board games
 make video recordings playing the games (at least two games), following the
procedures

Basic Orientation

What are Board games?

How do board games bring us together?

The interactivity of board games can be a powerful force in social bonding and
development of social skills. Cooperation, cooperative gameplay encourages players to
work together and build trust and camaraderie. These traits increase the enjoyment of
the social interaction that comes with gaming.

What are the benefits of playing board games?

Playing board games brings people closer, strengthens relationships, and can help
you meet new people.
Playing board games increases brain function.
Playing board games teaches you how to set goals and be patient.
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Playing board games is great for reducing stress and makes for laughter.
What is the use of playing games?

Playing games can improve your coordination.

In a 2010 study, researchers from the Centre for Vision Research at York University
in Canada determined that, in addition to games helping hand-eye coordination, they
could also help your brain tackle more complex tasks.

Discussion

You need to know

What is chess as a game?

Chess is a board game of strategic skill for two players alternating light and dark squares.
checkered board with 64 squares arranged in an 8×8 square grid. Each player begins the game
with six
teen pieces that are moved and used to capture opposing pieces according to precise rules.
The object is to put the opponent's king under a direct attack from which escape is impossible (
checkmate ).

What is the main purpose/objective of chess?

The primary objective in chess is to checkmate your opponent's King. When a King cannot
avoid capture then it is checkmated and the game is immediately over. The game is drawn
when the player to move has no legal move and his king is not in check.

How chess started as a game?

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THE HISTORY OF CHESS


The history of chess goes back almost 1500 years. The game originated in northern India in
the 6th century AD and spread to Persia. When the Arabs conquered Persia, chess was taken
up by the Muslim world and subsequently, through the Moorish conquest of Spain, spread to
Southern Europe. But in early Russia, the game came directly from the Khanates (muslim
territories) to the south.
In Europe, the moves of the pieces changed in the 15th century. The modern game starts with
these changes. In the second half of the 19th century, modern tournament play began. Chess
clocks were first used in 1883, and the first world chess championship was held in 1886. The
20th century saw advances in chess theory, and the establishment of the World Chess
Federation (FIDE). Chess engines (programs that play chess), and chess data bases became
important.
The precursors of chess originated in northern India during the Gupta empire ]where its early form in
the 6th century was known as Chaturanga. This translates as 'the four divisions', meaning infantry,
cavalry, elephantry, and chariotry, represented by the pieces that would evolve into the modern
pawn, knight, bishop, and rook, respectively.

Chaturanga set

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Chaturanga was played on an 8×8 uncheckered board, called Ashtāpada.

Around 1200, the rules of Shatranj (the Persian form of Chess)


started to be modified in southern Europe, and around 1475, several major changes made
the game essentially as it is known today.

Persian and Arabic chess


In Sassanid Persia around 600 the name became Chatrang and the rules were developed
further, and players started calling Shāh! (Persian for 'King') when threatening the opponent's
king, and Shāh māt! (Persian for 'the king is finished') when the king could not escape from
attack. These exclamations persisted in chess as it traveled to other lands.
The game was taken up by the Muslim world after the Islamic conquest of Persia, with the
pieces largely retaining their Persian names; in Arabic "māt" or "māta" means "died", "is dead".
In Arabic, the game became Shatranj. In all other languages, the name of the game is derived
either from shatranj or from shah.
Changes in names of pieces
The following table provides a glimpse of the changes in the names and character of chess
pieces, as they passed from one culture to another, from India through Persia to Europe
Changes in the Arabic names of pieces happened over several centuries after the game arrived
in Europe. Most changed were the pieces which had no equivalent in Europe, such as the
elephant (eh-l-fh-ant), the visier (an advisor: the firzan or wazir), and the chariot (rukhkh). The
greatest variety of names was for the elephant which was not seen in Europe, and so not used
in war. In Spain names derived from Arabic lasted for centuries (alfil, aufin, orfil...). Eventually,
all but France used a word for "bishop". In a similar manner, vizir eventually became "queen",
and the chariot became a word for "castle". Except, that is, in English, where "rook" is obviously
a version of "rukh".

Basic chess rules are essential if you want to learn chess. That’s why we are explaining these
chess rules in an easy to understand way. From initial board set up to movement of every piece,
we will explain everything in this chess rules section.

Chess game goal


The ultimate aim in the chess game is delivering a checkmate – trapping your opponent´s king.
The term checkmate is an alteration of the Persian phrase “Shah Mat”, meaning literally, “the
King is ambushed”, and not “the King is dead”, that is a common misconception.

GENERAL CHESS RULES

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White is always first to move and players take turns alternately moving one piece at a time.
Movement is required. If a player´s turn is to move, he is not in check but has no legal moves,
this situation is called “Stalemate” and it ends the game in a draw. Each type of piece has its
own method of movement. A piece may be moved to another position or may capture an
opponent´s piece, replacing on its square (en passant being the only exception). With the
exception of the knight, a piece may not move over or through any of the other pieces. When a
king is threatened with capture (but can protect himself or escape), it´s called check. If a king is
in check, then the player must make a move that eliminates the threat of capture and cannot
leave the king in check. Checkmate happens when a king is placed in check and there is no
legal move to escape. Checkmate ends the game and the side whose king was checkmated
loses.

The initial position setup


The chessboard is made up of eight rows and eight columns for a total of 64 squares of
alternating colors. Each square of the chessboard is identified with a unique pair of a letter and
a number. The vertical files are labeled a through h, from White´s left (i.e. the queenside) to
White´s right. Similarly, the horizontal ranks are numbered from 1 to 8, starting from the one
nearest White´s side of the board. Each square of the board, then, is uniquely identified by its
file letter and rank number. In the initial position setup, the light queen is positioned on a light
square and the dark queen is situated on a dark square. The diagram below shows how the
pieces should be initially situated.

Chess moves

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 King can move exactly one square horizontally, vertically, or diagonally. At most once in
every game, each king is allowed to make a special move, known as castling.

 Queen can move any number of vacant squares diagonally, horizontally, or vertically.

 Rook can move any number of vacant squares vertically or horizontally. It also is moved
while castling.

 Bishop can move any number of vacant squares in any diagonal direction.

 Knight can move one square along any rank or file and then at an angle. The knight´s
movement can also be viewed as an “L” or “7″ laid out at any horizontal or vertical angle.

 Pawns can move forward one square, if that square is unoccupied. If it has not yet
moved, the pawn has the option of moving two squares forward provided both squares
in front of the pawn are unoccupied. A pawn cannot move backward. Pawns are the only
pieces that capture differently from how they move. They can capture an enemy piece
on either of the two spaces adjacent to the space in front of them (i.e., the two squares
diagonally in front of them) but cannot move to these spaces if they are vacant. The
pawn is also involved in the two special moves en passant and promotion.

Castling
Castling is the only time in the chess game when more than one piece moves during a turn. This
chess move has been invented in the 1500´s to help speeding up the game and improving balance
of the offense and defense. During the castling, the king moves two squares towards the rook he
intends to castle with, and the rook moves to the square through which the king passed. Castling is
only permissible if all of the following conditions hold:
 Neither king nor rook involved in castling may have moved from the original position;
 There must be no pieces between the king and the rook;

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The king may not currently be in check, nor may the king pass through or end up in a square that is
under attack by an enemy piece (though the rook is permitted to be under attack and to pass over an
attacked square)

En Passant
En Passant may only occur when a pawn is moved two squares on its initial movement. When this
happens, the opposing player has the option to take the moved pawn “en passant” as if it had only
moved one square. This option, though, only stays open for one move. The En Passant move was
developed after pawns were allowed to move more than one square on their initial move. The idea
behind this rule was to retain restrictions imposed by slow movement, while at the same time
speeding up the game.

Pawn promotion
If a pawn reaches the opponent´s edge of the table, it will be promoted – the pawn may be
converted to a queen, rook, bishop or knight, as the player desires. The choice is not limited to
previously captured pieces. Thus its´ theoretically possible having up to nine queens or up to ten
rooks, bishops, or knights if all pawns are promoted.

got it!
Evaluation Activities

Activity 1. Answer the following items by checking the box of the correct choice that best
fits to the question.

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Your next Task…


Take a sample in setting up the pieces of chess on the board and practice the movement of
chess.

Make a video recording on how to set up the pieces on the board. Play the game with a
family member of a relative.( for a duration of 1mins and 30 seconds.

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NORTH LUZON PHILIPPINES STATE COLLEGE
Adal a dekalidad, dur-as ti panagbiag.

Lesson 2: Game of the Generals


2.1 History
2.2 The board and the pieces
2.3 Rules of the game
2.3 Playing the game

Discussion

You need to know

The Game of the Generals, also called GG or GOG as it is most fondly called, or simply The
Generals, is an educational war game invented in the Philippines by Sofronio “Ronnie”H. Pasola
Jr. in 1970. Its Filipino name is "Salpakan." It can be played within twenty to thirty minutes. It is
designed for two players, each controlling an army, and a neutral arbiter (sometimes called a
referee or an adjutant) to decide the results of "challenges" between opposing playing pieces,
that like playing cards, have their identities hidden from the opponent.
The game simulates armies at war trying to overpower, misinform, outflank, outmaneuver, and
destroy each other. It optimizes the use of logic, memory, and spatial skills. It simulates the "fog
of war" because the identities of the opposing pieces are hidden from each player and can only
be guessed at by their location, movements, or from the results of challenges. The game allows
only one side's plan to succeed, although a player may change plans during the course of the
game. In addition, there are two different ways of winning the game (see below). Certain
strategies and tactics, however, allow both sides the chance of securing a better idea of the
other's plan as the game progresses. Players can also speak or gesture to their opponents
during matches, hoping to create a false impression about the identity of their pieces or their
overall strategy.

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How do you play the game of the general?


A player can win Game of the Generals in a couple different ways.
1. One player captures the other player's flag. The white player has captured the black
player's flag and has won the game.
2. A player moves their flag to the other player's side of the board. ...
3. One of the players forfeit.
4. Both players agree to a draw.

Challenges and arbitration


Each piece can challenge an opposing piece that is directly adjacent in front, behind, or to either
side of it (identical in effect to the way it moves). Thus, a piece does not directly threaten an
opposing piece that is situated diagonally to it. However, a piece that is known or thought to be
stronger can restrict the movement of a weaker opposing piece that is situated diagonally to it
by threatening elimination.
A player initiates a challenge by placing his/her piece on the adjacent square where an opposing
piece is located.
The arbiter then examines the ranks of the opposing pieces, removes the lower-ranked piece off the
board, and returns it to the owner regardless of who initiated the challenge. The eliminated pieces
are not revealed to the opposing player until the game ends. The arbiter must take care not to reveal
the ranks of the pieces to the opposition; nor can he give any verbal or non-verbal clues about the
rest of the board layout.
The game can also be played without an arbiter. In this case, when a challenge is made, both players
must state the rank of their piece after which the lower-ranked piece is eliminated. Therefore,

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the presence of the arbiter, though not compulsory, is especially important to ensure secrecy
until the game is over. Official games are conducted with an arbiter.
Determining the results of a challenge
Regardless of which piece initiated the challenge, their ranks determine which piece is to
be removed from the board.

 Any one of the player's pieces can capture the opposing Flag. This includes the player's own
Flag.
 Any piece eliminates the Private except the Spy.
a Four-Star General eliminates a Lieutenant Colonel).

 A Spy eliminates all officers (including the Five-Star General). Only the Private can eliminate
the Spy.
 If both pieces are of the same rank, both are removed from the board (often called a "split"
by most players and arbiters).
 If a Flag challenges the opponent's Flag, the challenging Flag prevails and wins the game.
If a Flag reaches the opposite end or farthest rank of the board, the opponent has one turn left
although it is not announced. After the turn, the player reveals the Flag. If the Flag was not
challenged, the player wins the game. If it was challenged, the player loses.
ACTIVITY 1.

TRUE or FALSE. Write TRUE if the statement is correct and FALSE if it is incorrect.

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Lesson 3: Scrabble
3.1 History
3.2 The board and the tiles
3.3 Rules of the game
3.4 Playing the game

Discussion
You need to know

The game is played by two to four players on a square game board imprinted with a 15×15 grid
of cells (individually known as "squares"), each of which accommodates a single letter tile. In
official club and tournament games, play is between two players or, occasionally, between two
teams, each of which collaborates on a single rack.
The board is marked with "premium" squares, which multiply the number of points awarded:
eight dark red "triple-word" squares, 17 pale red "double-word" squares, of which one, the
center square (H8), is marked with a star or other symbol, 12 dark blue "triple-letter" squares,
and 24 pale blue "double-letter" squares. In 2008, Hasbro changed the colors of the premium
squares to orange for TW, red for DW, blue for DL, and green for TL, but the original premium
square color scheme is still preferred for Scrabble boards used in tournaments.
In an English-language set, the game contains 100 tiles, 98 of which are marked with a letter
and a point value ranging from 1 to 10. The number of points for each lettered tile is based on
the letter's frequency in standard English. Commonly used letters such as vowels are worth one
point, while less common letters score higher, with Q and Z each worth 10 points. The game
also has two blank tiles that are unmarked and carry no point value. The blank tiles can be used
as substitutes for any letter; once laid on the board, however, the choice is fixed. Other
language sets use different letter set distributions with different point values.
Tiles are usually made of wood or plastic and are 19 by 19 millimetres (0.75 in × 0.75 in) square
and 4 mm (0.16 in) thick, making them slightly smaller than the squares on the board. Only the
rosewood tiles of the deluxe edition vary in width up to 2 mm (0.08 in) for different letters.
Travelling versions of the game often have smaller tiles (e.g. 13 mm × 13 mm (0.51 in
× 0.51 in)); sometimes they are magnetic to keep them in place. The capital letter is printed in
black at the centre of the tile face and the letter's point value is printed in a smaller font at the
bottom right corner. Most modern replacement tile sets come at 18 mm × 20 mm (0.7 in × 0.8
in).

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Adal a dekalidad, dur-as ti panagbiag.

The official Scrabble board design. Key:


2×LS – Double letter score
3×LS – Triple letter score
2×WS / ★ – Double word score
3×WS – Triple word score

S is one of the most versatile tiles in English-language Scrabble because it can be appended to
many words to pluralize them (or in the case of most verbs, convert them to the third person
singular present tense, as in the word PLUMMETS), Alfred Butts included only four S tiles to
avoid making the game "too easy". Q is considered the most troublesome letter, as almost all
words with it also contain U; a similar problem occurs in other languages like French, Dutch,
Italian, and German. J is also difficult to play due to its low frequency and a scarcity of words
having it at the end. C and V may be troublesome in the endgame, since no two-letter words
with them exist, except for CH in the Collins Scrabble Words lexicon.
ACTIVITY 1.Identify what is asked. Write the correct answer on the blank provided

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