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Instructional Manual For Games and Sports

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Instructional

Manual for
Games and
Sports

Submitted by:
Mayugba, April Joy G.
BSBA Financial Management – II
Submitted to:
Ms. Cristine Mabido

PREFACE
The main goal of this manual is to know the difference between Games and
Sports. Aside from that is to give knowledge to individual on how to learn the
basic skills of a specific Games or Sports in able for them to develop their
capabilities and their skills when it comes to this activities which give benefits to
your mental state and physical appearance. This Instructional Manual focuses on
how to do/play a certain Games or Sports and also to give historical background
of a specific Games also in Sports.

This will help you to heighten your knowledge about Games; a Games that you
usually play when you we’re a child which gives you the best and happy memories
of your childhood specifically Luksong tinik, Patintero, Sarangola, Tiyakad, Sungka,
Piko, Luksong Lubid, Holen and other Games that you loved to play when you
we’re a child up to now. However, aside from that when you grow up
(Adolescence stage) you would also love to play Sports; Sports is more difficult to
play than Games such as Basketball, Volleyball, soccer and other Sports.
Nevertheless, both Sports and Games are physical activities which improve your
skills and develop your physical health.
INTRODUCTION

GAMES

A physical or mental competition conducted according to rules with the participants in


direct opposition to each other.

In Philippines, Games are well known as Larong Lahi or Traditional Filipino Games or
Indigenous games in the Philippines (Tagalog: Laro ng Lahi)[1][2][3] are games commonly
played by children, usually using native materials or instruments. In the Philippines, due to
limited resources of toys for Filipino children, they usually invent games without the need of
anything but the players themselves. Their games' complexity arises from their flexibility to
think and act.

Laro ng Lahi was coined and popularized by the Samahang Makasining (Artist Club), Inc.
(commonly known "Makasining")[4] with the help of National Commission for Culture and the
Arts[5][6] and being used by the other Philippine Local Government Unit, other organizations
and other institution. Imparting of these Filipino games to the youth is one of the main
objectives of the organization.[7][8] The Makasining also created time based scoring for five
selected games (Patintero, Syatong, Dama, Lusalos and Holen).

Traditional Philippine games such as luksung baka, patintero,[9] piko, and tumbang preso are
played primarily as children's games.[10][11][3] The yo-yo, a popular toy in the Philippines, was
introduced in its modern form by Pedro Flores[12] with its name coming from the Ilocano
language.
SPORTS

According to Thompson, W., (2020). Sports is a physical contests pursued for the goals
and challenges they entail. Sports are part of every culture past and present, but each culture
has its own definition of sports. The most useful definitions are those that clarify the
relationship of sports to play, games, and contests. “Play,” wrote the German theorist Carl
Diem, “is purposeless activity, for its own sake, the opposite of work.” Humans work because
they have to; they play because they want to. Play is autotelic—that is, it has its own goals. It is
voluntary and uncoerced. Recalcitrant children compelled by their parents or teachers to
compete in a game of football (soccer) are not really engaged in a sport. Neither are
professional athletes if their only motivation is their paycheck. In the real world, as a practical
matter, motives are frequently mixed and often quite impossible to determine. Unambiguous
definition is nonetheless a prerequisite to practical determinations about what is and is not an
example of play.

There are at least two types of play. The first is spontaneous and unconstrained.
Examples abound. A child sees a flat stone, picks it up, and sends it skipping across the waters
of a pond. An adult realizes with a laugh that he has uttered an unintended pun. Neither action
is premeditated nor are both at least relatively free of constraint. The second type of play is
regulated. There are rules to determine which actions are legitimate and which are not. These
rules transform spontaneous play into games, which can thus be defined as rule-bound or
regulated play. Leapfrog, chess, “playing house,” and basketball are all games, some with rather
simple rules, others governed by a somewhat more complex set of regulations. In fact, the rule
books for games such as basketball are hundreds of pages long.

As games, chess and basketball are obviously different from leapfrog and playing house. The
first two games are competitive, the second two are not. One can win a game of basketball, but
it makes no sense to ask who has won a game of leapfrog. In other words, chess and basketball
are contests.
GAMES

(Larong Lahi/Traditional Filipino Games)

PALOSEBO

Greased bamboo pole climbing - This game involves a greased bamboo pole that
players attempt to climb. This games is usually played during town fiestas,
particularly in the provinces. The objective of the participants is to be the first
person to reach the prize—a small bag—located at the top of the bamboo pole.
The small bag usually contains money or toys.

1. Court:

A surprise rule will be announced on the competition day.


< the error tolerance of court: ± 50mm>

2. Rules:

The game area dimension is 1150mm x 2370mm. The pingpong ball on top of the
pole is held by a Lego bricks. The poles are made out of wood with painted APPLE,
GREEN, BLUE and RED covering the surface.

1. The robot may start at the bottom of the pole. Thirty (30) seconds will be
given to each team to set up their robot before the start of the run. The
team may choose which pole their robot would climb first.
2. The robot must climb pole A (or pole B) up to the top, and then get the ball.
(The robot’s body must leave the floor when climbing)
3. The ball must be carried down to the starting area of pole A (or pole B).
4. After climbing the first pole, the robot must move from the first pole (Pole
A) to the next pole (pole B) autonomously (without player's intervention).
5. The robot must climb pole B (or pole A) up to the top, and then get the ball.
6. The ball must be carried down to the starting area of pole B (or pole A).
7. The time for robot's mission performance is 2 minutes. Time is measured at
the point that robot starts and judge blows a whistle for signal of starting.

Note : The robot's starting dimension should be within the 25 cm x 25cm x 25cm.
3. Scoring:

1) Mission Points

 Robot in Area 2 = 25 points


 Robot in Area 3 = 40 points
 Robot Gets ball from taller pole (pole A) = 40 points
 Robot Brings/Carries the ball down from pole A = 50 points
 Robot in Area 5 = 25 points
 Robot in Area 6 = 30 points
 Robot Gets ball from taller pole = 30 points
 Robot Brings/Carries the ball down form Pole B = 40 points

Definitions:

Robot in Area X – the bottom of the robot's main body (where the RCX/NXT is
located) should be inside Area X

Robot Gets ball – the ball must not fall down the floor to get the point

The goal is just to make the robot carry the ball until the base of the robot
touches the ground/floor to get the point. The robot may or may not carry the
first ball to the next pole to get the second ball.

2) Total score

40 points (Touching Area 3) + 25 points (Touching Area 2) + 40 points (Robot Gets


Ball from taller pole A) + 50 points (Robot brings the ball down from pole A) + 25
points (Touching Area 5) + 30 points (Touching Area 5) + 30 points (Robot Gets
ball from taller pole) + 40 points (Robot Brings the ball down form ) = 280 points

If the competing teams acquire the same points, the ranking is decided by the
record of time.

TUMBANG PRESO

Tumbang Preso is a unique traditional game in the Philippines that is favorite


among Filipino children. The name of this sport is derived from the Filipino words
Tumba, which means 'to fall' and preso, which means 'prisoner', translating to
'fallen prisoner'. The game is played on backyards, streets, and open areas. It
borrows elements from Tag and Dodge-ball to inculcate in those who play it
strategic thinking and agility.

Mechanics

1. The one to guard the tin can (preso) is called It, and he/she is chosen by all
the players throwing the pamato to the toe-line.
2. The one who throws the farthest from the toe-line becomes the It.
3. The other players will then get at the back of the toe-line, and the game
starts at a signal from the It.
4. Immediately the milk can is knocked down, and the pamato is retrieved.
The It then starts putting it up inside the circle, and the tagged player
becomes the new it.
5. In any case, the can is hit and fall outside the drawn circle but remains to
stand, then the It has all the rights to tag the hitter once he/she leaves the
toe-line.
6. The can may be kicked or knocked down under when it is outside the circle.
7. Supposing a hitter is unable to retrieve his/her pamato, the other hitters
can save him/her by hitting the can.

2. Rules

1. Players must have slippers. The slippers serve as the throwing objects that
will be used to precisely hit the can.
2. The It and the hitter must never cross over to each other's zones unless
under the following conditions. If the It will tag a player without slipper and
the player throws the slipper.
3. Every hitter must throw the slippers. If not, he or she will be the IT in the
next round.
4. In case all the players miss the presso, and none of them is in the
player zone with his or her slippers, the It will tick the presso three
times.
5. The It will never tag a player if the can is knocked out.

PATINTERO

Pantintero is a native game in the Philippines that requires two teams with at
least five players on each side. The object of the game is to block (harang) the
players from the opposing team from passing. It is the best practice for hand-eye
coordination and strategic thinking. Find out everything that makes this game
worth the while.
1. Mechanics

1. Draw a massive rectangle on the ground using chalk for clarity and
divide it into smaller rectangles depending on the number of players.
The patintero drawing involves 6-8 smaller rectangles.
2. The players should form two teams with an equal number of players,
where one team plays defensive and guards the other team against
passing the lines.
3. The two teams make up the guards and the runners (passers).
4. The guards assign a player to the lateral line in the middle of the
rectangle and the other players on each horizontal line.
5. The objective of the runners is to get across to one end of the big
rectangle and back without being touched or tagged by a guard.

2. Rules

1. The game starts with a toss of a coin to decide the team that becomes the
passer or runner.
2. There is a time limit of two minutes for each team to score.
3. Once the two minutes elapse, the two teams change sides, and the guards
become the passers and vice-versa.
4. The passers or runners are supposed to cross the lines from the starting
point and back, to earn a point.
5. The line guards are positioned on the vertical lines with one on the
horizontal line of the grid, making sure that their feet are always on the
line.
6. The patintero objectives of the line guards include tagging the passers or
runners with their powered or butterfly hands and blocking them from
passing the lines.
7. Once a guard tags any of the passers, the line guards assume the position of
the passers.

3. Scoring

From the entry point

First-line – 1 pt

Second-line – 2 pts

Third-line – 2 pts

Fourth-line – 2 pts

From the exit point

Fourth-line – 2 pts

Third-line – 3 pts Second-line – 3pts

First-line – 5pts (Home)

The duration of the game is three innings, and each inning is divided into halves.
The above patintero mechanics may slightly differ from one community to
another, but the nature and style of the game are usually standard.

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