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DERECHOS DE AUTOR Arliculo 11.+ El derecho de autor es el reconocimiento que hace el estado en favor de todo cteador de obras literatias y attisticas previstas en el articulo 13 de esta Ley, en virlud del cual otorga su proteccién para que el autor goce de prerrogatlivas y privilegios exclusives de cardc- ter personal y patimonial. Los primeros integran el llamado derecho moral y los segundos, el pa- ‘rimonial Arliculo 147.- Se considera de utilidad pUblica la publicacién o tracuccién de obras literarias o artisticas necesarias para el adelanto de la ciencia, la cultura y la educacién nacionales. Cuan- do no sea posible obtener el consentimiento del titular de los derechos patrimoniales correspon- dientes, y mediante el pago de una remuneracién compensatoria, el Ejecutivo Federal, por conducto de la Secretaria de Cultura, de oficio o a peticién de parte, podrd autorizar la publi- cacién 0 traduecién mencionada. Lo antetior sera sin petiuicio de los tratados inteinacionales sobre derechos de autor y derechos conexos susctitos y aprobados por México. La utilizacién de Ia siguiente “obra literaria y arlistica" con fines diddcticos y para la ensefianza como ilustracién y referencia en la planeacién de clase en la ensefianza del idioma ingles y conforme a los usos honrados nunca de lucro; (solo medio de consulta, bloqueando la_impré sidn, la edicién asf como bloquear copy & paste) Interaction: A Student-Centered Language Arts and 1-41116-5 ames to Play G James Moffett, Senior Editor Bobby Seifert and Michael Seifert EST UEC The Aim of the Game: To find as many small words as possible in a larger word Any number of people can play. Each person should have paper and a pencil. You will also need a dictionary. 1. Choose a long word from the dictionary. Set a time limit for the game. 2. Make other words out of the letters of the long word. “W/Ofe > S&S EXAMPLE: The word chosen from the dictionary is Using the letters in players can get sob soul tab sat sob yell and many others. Letters can be juggled around in any order, but can be used in each shorter word only as many times as they appear in the longer word. 2 3. When time’s up, exchange lists and check the words. Misspelled words and proper nouns don’t count. UINNER! % 2% 4 The player with the most words wins. Another way to score is to give players one point for every word and two points for words that no one else has. Some newspapers have a word to stretch in every issue. If you can find this word in your newspaper, bring it in. 3 The Aim of the Game: To fill ina table of people, places, and things fastest Any number of people can play. Each person should have paper and a pencil. 1. Agree on a first name. Every player writes that name across the top of his paper. 2. Now pick five categories, choosing from people, places, and things. (Each player chooses his own categories.) Write the categories down the left-hand side of the paper. Categories can be t.v. shows, singers, countries, movies, actors, foods, plants, cities, books, cars—anything! 5 EXAMPLE: The first name chosen is RICHARD. The categories are foods, cars, books, cities, and countries. R I C H A R D foods cars books cities countries 3. Set a time limit. Everyone begins together. 4. Under each letter of the first name write a word that begins with that letter. But the word must be some- thing that belongs in the category to the left. EXAMPLE: R I Cc H A R D foods rice apples donuts cars Rambler Dodge books Island of | Henry the Blue Huggins Dolphins cities Rochester Atlanta countries Chile Denmark The first player to fill in all the categories wins. If no one finishes before time is up, the player with the most blocks filled wins. The Aim of the Game: To guess what “it” is thinking in less than twenty questions Get a partner or a group of people. 1. Choose one player to be “it.” “It” thinks of something and decides for himself if the thing he’s thinking of is “animal, vegetable, or mineral.” An animal can be a real, live animal or something that’s made from an animal, such as a belt — which is made from the hide of a cow. Vegetable can be a plant or something that’s 9 made from a plant, such as a newspaper (which is made from a tree). Mineral is something which is not and has not been alive — such as a car, because it’s made from metal, or a building, because it’s made of bricks or stones. 2. Next, “it” tells the other players if his choice is animal, vegetable, or mineral. 3. The other players take turns asking “it” questions to try and find out what he is thinking of. They only can ask twenty questions in all — and they must ask only questions which can be answered by yes or no. 10 A SAMPLE GAME: (The object is mineral.) Questions Answers Player #1 Is it dug out of the ground? No Player #2 Is it in this country? Yes Player #3 Is it in the West? No Player #4 Is it in the East? Yes Player #5 Was it made by people? Yes Player #6 Is it on land? No Player #7 Is it a bridge? No Player #8 Is it a statue? Yes Player #9 Is it the Statue of Liberty? Yes The other players guessed what “it” was thinking in only nine questions. Player #9 gets to be “it” next, because he guessed the answer. If the other players can’t guess in twenty questions, “it” can think of another “animal, vegetable, or mineral,” or he can choose someone else to be “it.” BUZZ BUZZ Bue BUZZ BUZZ BUZZ BUZZ BUZZ The Aim of the Game: To say BUZZ at the right time Get a partner or a group of people. 1. Pick a set of numbers. EXAMPLE: The set of even numbers 2, 4, 6, 8, 10, 12, 14... 2. Start to count out loud in the order in which you are sitting. BUT when a player comes to a number which is in the set that has been chosen, he must say BUZZ instead. EXAMPLE: ONE BUZZ THREE BUZZ FIVE’ BUZZ If the set of numbers chosen is “all numbers that have a 7,” the count goes like this: 123456 BUZZ89 1011 1213141516 BUZZ18 19... 12 BUZZ BUZZ BUZZ BUZZ - BUZZ BUZZ 3. If a player says a number when he should have said BUZZ, or if he says BUZZ when he should have said a number, or if he says the wrong number, he’s out! 4. The count should be fast. Set a time limit, say three seconds, to say the number or BUZZ The game goes on until only one player is left. Don’t forget — there are plenty of different number sets to use. EXAMPLES: a. Numbers that are multiples of 5 (say BUZZ for 5, 10, 15, 20...) b. Numbers that are multiples of 4 or have 4 in them (say BUZZ for 4, 8, 12, 14, 16, 20, 24...) c. Numbers that go into 1,573 evenly (for when you’re very good!) 13 1. Both players set up two grids each on their paper. (Use carbon paper to make several copies at once.) Number the grids from 1 to 10 across and from A to J down. This way each square has its own name: The Aim of the Game: To vaporize your EXAMPLE: partner’s spaceships Lag eh Orn CaO no AO) Get a partner. Get pencils and lined paper (graph paper if you can). YHOO MMIVO WD X is called D5 2. On your paper one grid is your galaxy, the other is 4 your partner’s. 15 14 3. Each player has five spaceships: satellite 1 square module 2 squares space craft 3 squares starship 4 squares space station 5 squares 4, Draw your spaceships on your galaxy grid. Space- ships can go up and down, across, diagonally, or around corners. EXAMPLE: 12345678940 SYSHTIOaAMVO wD 5. Your partner calls out a square, such as D5. If a part of one of your spaceships lies in that square, you must call out “Hit.” Your partner puts an ® (® stands for hit) on that square on the empty grid on his paper. If you call out “Miss,” your partner puts an X on that square in the empty grid on his paper. An X with- out a ©) around it stands for a miss. On your spaceship grid, you color in your squares that have been hit. (If you like, you may also put an X in the squares marking your partner’s misses on your spaceship grid.) 6. Players take one shot with each turn. 7. When all the squares of one of your spaceships have been hit, you must tell your partner which spaceship he has vaporized. TO 2 6 GENS ow The game ends when one player’s group of space- ships has been entirely vaporized. Hint: Go for squares around your hits to find the rest of the spaceship you have started to vaporize. 7 ‘iO You can also play STINK PINK with rhyming words of one syllable. y/ EXAMPLE: made-up definition: a light-red place to 4 wash The Aim of the Game: To guess someone’s answer: two rhyming words . es oN Or you may play STINKETY PINKETY with rhyming words of three or more syllables. EXAMPLE: made-up definition: a super rubber band Get two or more other players. 1, Think of two rhyming words of two syllables each. Don’t tell anyone what they are. EXAMPLE: LAZY DAISY 2. Make up a definition for the words and tell this to the other players. EXAMPLE: a flower that doesn’t like to work 3. The other players take turns trying to guess the two rhyming words from the made-up definition. The Aim of the Game: To avoid ending a word Get a group of up to five people. Sit in a circle. 1. Players build a word by going around the circle, adding letters one at a time. EXAMPLE: Player #1 gives the letter “B” Player #2 adds the letter “A” to get “B-A” 24 2. Players keep adding letters until someone ends a word. The player who adds the last letter of a word loses the round. (If a player can’t think of a letter to add, he loses the round.) 3. The first time a player loses a round he gets a “G.” The next time he loses, he gets an “H,” so he has a “GH.” Then, as he loses, he gets an “O,” then an “S,” then a “T.” Then, he is a “GHOST.” GHOST means yov’re out! ey 4. The next round begins with the player after the one who lost the last round. Continue the game until yet hia one player is left — the one who has not spelled out “GHOST.” 5. One- or two-letter words don’t count. If someone starts a round with “A” ‘you can say “AT” or “AN”, even though that ends a word. (You can make a rule that three-letter words don’t count, if you like.) 23 Jint: Try not to get stuck. If the word comes to you as B-A-L,” don’t say “D.” That would spell “BALD,” nding a word. You might also think of “BALLOON.” 3ut if you said “B-A-L-L” you would have completed the vord “BALL” in trying to spell “BALLOON.” BAL” is also the beginning of “BALING” (as in saling hay). So if you say “BALI” you won’t end a word and someone else will have to finish it. If you think no word can be made from the letters you get, you can challenge the player before you by saying “I challenge.” Then the player before you has thirty seconds to tell you the word he was thinking of. In other words, you should always have a word in mind (unless you think you can bluff the next player). If you challenge another player and he does have a real word, then you lose the round. If he does not have a word in mind, he loses the round. SUPER GHOST Once you can play GHOST well, try SUPER GHOST. Letters can be added to the back or front: D D-E J-D-E_ R-I-D-E 25 A GRAB BAG [BRAZIL] The Aim of the Game: To act out a stunt Get together five to ten people. Get some paper and a paper bag. 1. Each player writes a stunt on a slip of paper, signs his name to the paper, and puts it in the bag. 2. When all the slips are in a bag, the players sit in a circle. 27 3. One player picks a slip from the bag and acts out the stunt. (The person whose name is on the bottom of the slip is not to guess for this turn.) If a player picks his own slip from the bag, he puts it back and takes another slip. 4. The other players try to guess what the player is acting out. EXAMPLES: 1. Act like a hungry dog finding an unexpected bone. 2. Act like a fat man trying to squeeze onto a crowded bus. 3. Act like a fussy old lady trying to pick out a new hat. After someone has guessed the stunt, the next person in the circle picks a slip to act out, and so on, until all the players have performed. Here is another way to play. A player picks a stunt and then reads it to the other players. Then he acts it out. The other players decide if he did a good job in acting out the stunt. If they think he did a good job, he sits down and the next player takes a turn. If they do not think he did a good job, he has to pick another stunt and try again. CO0VSOG«" [AMERICAN INDIAN, SOUTHWEST] The Aim of the Game: To fool the guesser about the number of knots tied Get a group of people and some string or thin rope. 1. Divide into Team A and Team B. Pick one player from each team to begin. 2. The player from Team A takes a piece of string about 18 inches long and hides it behind his back. The player from Team B stands in front of him, facing him. 30 3. The Team A player ties from one to six knots in the string behind his back. The Team B player guesses how many knots he has tied. 4. Team A gets as many points as the guess is off. EXAMPLE: If Team player A tied five knots and Team B player guessed three, Team A would get two points. 5-3=2 If Team A player tied five knots and Team B player guessed five, no points would go to Team A. ITS After everyone on Team A has had one turn, add up the points. Then Team B players tie the knots and Team A players guess. The team with the highest score wins. Hint: Fool your opponent. Take a long time to tie one knot or a short time to tie six. Move your arms as though you're tying knots, even when you aren't. 31 [AFRICA] The Aim of the Game: To get three-in-a-row first EXAMPLE: Get a partner. This game may be played outside or inside. To play outside, use three light-colored stones and three dark- colored stones. Draw the square in the ground with a stick. To play inside, use paper clips or buttons as markers instead of stones. Draw the square on a piece of paper. The square should look like this: 33 32 1. Player #1 takes the light-colored stones and Player #2 takes the dark-colored stones. Draw the square. 2. Player #1 puts one of his stones (or whatever he is using as a marker) on one of the nine points of the square. Then Player #2 puts one of his markers on another of the points of the square. The players take turns until all the markers are put down. 3. Player #1 now moves one of his markers along a straight line — horizontally vertically or diagonally trying to get three-in-a-row. 34 He can move his marker only one point at a time, cannot jump over any of Player #2’s markers, and cannot move onto a point already taken. 4, Player #2 now moves a marker, following the same rules, trying to get three-in-a-row (and at the same time trying to keep Player #1 from getting three-in-a-row). The first player to get three-in-a-row wins. 36 [JAPAN] The Aim of the Game: To paint a face on paper as the leader describes it Get together a group of people — no more than ten. Stiff white paper, string, paint and brushes (or magic markers or crayons) are needed. 1. Pick one person to be the leader. The rest of the players tie the stiff white paper over their faces. They each have some materials to paint with. 2. The leader gives orders. “Draw the left eyebrow.” “Draw the nose.” “Draw on eyeglasses.” And so on, until all the features of a face are drawn. Each player paints his own face on himself, according to the direc- tions of the leader. The artists parade around with their new faces before they can see what they have painted. (Other class- mates may lead them.) After parading, they take off their masks and look at the faces they have painted. 37 Tip O 38 rc 1p) L j The Aim of the Game: To guess a famous name from the initial Get a group of up to five people. 1. Player #1 thinks of the name of a famous person, but doesn’t say it aloud. He tells the others the first letter of the last name. EXAMPLE: The letter is M. (Player #1 is thinking of Mr. Magoo.) 2. Players try to ask a question about the famous person that can be answered by “yes” or “no.” But they have to stump Player #1 before they can ask a ques- tion. 3. The players take turns trying to stump Player #1. They ask him to name someone whose last name begins with “M.” 39 EXAMPLE: Player #2 thinks of Micky Mantle. He asks Player #1, “Is it a baseball player?” Player #1 might answer, “No, it is not Roger Maris.” or “No, it is not Willie Mays.” 4, When Player #1 can think of an answer to Player #2’s question — if he can name any baseball player whose name begins with “M,” Player #2 does not get to ask a “yes” or “no” question about the famous person Player #1 is thinking of. 5. If Player #1 cannot think of any famous baseball player whose last name begins with “M,” he gives up. Then Player #2 has to name the baseball player he was thinking of — the player whose last name begins with Me" 6. Then Player #2 asks Player #1 a question that can be answered by “yes” or “no” about the famous person Player #1 is thinking of. 40 a1 EXAMPLES: Is the person living? Is he a famous singer? Is it a woman? Does he live in the United States? 7. Player #1 answers “yes” or “no.” Player #2 may try to stump player #1 again to get more information about the famous person. When he thinks he knows who the person is, he may ask “Is it Mr. Magoo?” If Player #2 guesses correctly, he wins and gets the next turn. If his guess is wrong, he is out of the game. Then the other players take a turn. ( Ya Lene wv= @ x5 8. If all the other players give up, Player #1 tells the name of the famous person (Mr. Magoo) and gets another turn. 42 For Further Reading Back-Yard Games and Activities by Sylvia Cassell Children’s Games in Street and Playground by Iona Opie and Peter Opie The Game Book by Margaret E. Mulac Games by Jessie H. Bancroft Games for Boys and Girls by E. O. Harbin Games of Many Nations by E. O. Harbin Indoor Games and Activities by Sylvia Cassell New Games to Play by Juel Krisvoy Outdoor Games by David Buskin Next, see “Invent a Board Game” and “Teach a Game” in MAKING THINGS, "People Are Pawns” and "Send Secret Messages” in poInG, “Game of Charades” and “Mirror” in acTING our, and the board game Talk and Take. 43

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