Physical abilities

• DONT LOOSE: Holding hands, crouch and get up slowly.
•  Idem but supporting one foot.
• Pushing REAR: Couples back and squatting, trying to unbalance the other by pushing with the rear.
• STAND UP: One lying, the other grabs him by the legs. The one on the ground trying to get up, the other prevents it.
• TAMPER: The two players face to face joining the soles of the feet. The goal is to push the opponent backward to take it to a previously marked line.
• CUSTOMIZABLE CHAIR: Seated back to back, try to sit upright in a synchronized manner.
• Offer my CUP: Attempting to lift mate and bring to a particular point. Ditto the horse.
• PUSHING FOR COUPLES: Head to head, push the companion by palms. Trying to move up to a point.
• SIDE PUSH: Pushing right shoulder to right shoulder area. Left against left shoulder.
• PUSH SAT: Just sitting and back to back.
• TERCO PUSHING TO A player pushes another, which resists the advance.
• FIGHT BACK: Seated back to back, link arms and try to bring down the companion, to the right or left.
• COCKFIGHT: Squat, push the palms mate. You lose your hand or buttocks rest on the floor.
• BRING DOWN THE BRIDGE: Both face down, face to face, with the support of hands and feet. This is to remove the support of one or both hands to overthrow the contrary.
• GYPSY PULSE: Hand in hand, the other goes to the back and a front foot placed in contact with the partner. The game is struggling to get the opponent off balance and make you move the front foot.
• STUBBORN MULE: The mule standing on all fours with hips high. Fellow pushes him trying to get to a certain place, while the mule refuses to progress.
• RACE TRUCKS: Walking distance with hands, staying with trunk stretched while pushing teammate.
• HORSE RACING: Taking someone to a certain distance horse.
• DRIVE FOR COUPLES: Attract towards you mate. Just caught a single hand. Like squatting.
• LEAP FROG: One bends down and another leaps over both legs to fall and break your fall with your arms.
• THE BLIND AND PARALYTIC: The 'blind' rides the "paralytic" which covers her eyes with her hands. The game is to take a tour with fellow up without crashing and being guided by his instructions.

Games for strengthening 3X3
• DOGS WITH CHAIN​​: Two-fours, shoulder to shoulder. The owner makes gets a leg of each subject and hard. At the signal, the dogs will try to pull his master.
• BRING DOWN BLIND: Two crouching with eyes closed and keep the balance squat. The third push lightly to knock them down.
• FREE TRACK: Two players hold the third wrists, trying to get rid of them through struggle within a certain time. No punches are allowed.
• SNOWMAN RUBBER: The player standing center fully stretched and rigid. Peers are arranged in front and behind him and driving as a swing from one side to another.
• THE QUEEN SEAT: Two players form a pushchair crisscrossing arms, taking her hands, right to left and left to left. The third sits in the arms of the above, holding hands on the neck of both. While moving subjects, the queen is singing.

Games strengthening group 
CHINCHADA: Couple facing each side of a line on the ground. The first two of each pair hold hands. At the signal, we will try to pass his field to the opposing team.
• Rowers: Same as above, but players sit on the floor.
• funeral processions: Groups of five. Two couples hold hands and the fifth lies on his arms. Give a little tour.
• SEATED: A render of protesters are intertwined with each other, the other cops. Policemen try to break up the demonstration.
• CONVEYOR: Lying on the floor with your arms up, it is transported to a fellow forth.
• RELAY UNDER THE BRIDGE: The group sits in a row next to each other, support the hands and feet and lift the hips off the ground. The latter passes under them, and is placed at the end. Continue until all have passed.
• THE CIRCLE OF STRENGTH: In circle and gripped by hands. One standing in the middle stretch. They even pretend to pull and push partner to touch the center.
• DRUNKEN BOTTLE: In circle, but one that is standing. The one standing stiffens like a bottle and dropped onto one another without losing their rigidity.
• CLUSTER OF GRAPES: All lying on the ground and caught-intertwined. One tries to disengage from pulling out by the ankles. The "loose" becomes partner.
DISABLED RACE:
 From the sitting position with legs extended forward, players must move alternately walking and carrying buttocks foot forward.
Race or seals -. players are placed in prone lying with hip and hand support on the ground. The legs are straight and motionless.
Race or crabs. - In supine position, and foot support, players move forward, backward or sideways. You can not support the buttocks.
Race or Dwarves -. players must grab your ankles and walk squat during the tour.

Games strengthening material 

• SURFING: Couples, one of the pajeja gets on the end of a mat. The other moves it to the gym.
• PUSH MATS: Relay pushing a mat with the soles of the feet.
• spring roll: One of the couple is wrapped in a mat and the other immobilized.
• THE MAGIC CARPET: Move to a colleague who is sitting on a mat.
• PASSES WITH FEET: Couples, catch a ball with your feet and pass the partner.
or Catapult: Just from sitting, left roll back from behind to gain momentum and throw his feet in the roll forward.
or Catapult jump: Consists catching passes the ball with his feet and jumping in at launch.
or lateral Catapult: Standing, throwing the ball with the feet side.
• BARRIGAZOS: couples, each with a ball in his arms. These balls collide with each other trying to unbalance the opposite.
• START THE BALL: Couples, a ball in the middle. This is another rip the ball.
• PASS: 
o fours.
or Laterles back.
Sitting or above the head.
• HANDS: Wear ball between his arms, heads, bellies.
• THE TUNNEL: In groups of 4-8 all equipment placed online and lying prone with hand and foot support. Another is outside passes between the group and placed at the end of the row.
Idem or supine position reversed fours.
• SIDE RELEASE: In row, pass the ball back with trunk twist.
RELAY UP AND DOWN: Pass the ball above the head and below the legs.
• CRANE: In row so that the feet of the first touch with the head of the second, and so on. The first holds the ball with his feet. Please raise your legs and passed the ball to the hands for it put in second between the feet; it will do the same with the third and so on until the last, which runs the first position again.
• RELAY crawling: Bring the ball over the belly, walking upside fours.
• PLAY: The persecutors carry a ball between your hands and try to touch others.
• ROUND-UP: A ring for couples. Inclined inclined ground position supported by a hand inside the ring and the other in the back. At the signal, turn in the same direction as fast as possible to be reached.
• SALT ARO: Inside a ring, trying to get roommates, shoulder to shoulder, ass to ass, back to back.
• THE CLIFF: (entering the ring). In pairs, try to enter into the ring with grips, tractions.
• BORDÓN WITH O RING CONE: In a circle around a ring or a cone, it is intended that other people walk the rim and being walked.
WITH SPADES: Pushes, pulls, truck with pica (standing, sitting), chair of the queen with pica, drag a mate going grabbed a pike.
• SOGATIRA: In pairs, in groups.
• ELASTIC FORCE: Climbing stairs, hanging, swinging, running a ball, climb the trellis (one rises and the other falls into the arms of climbing).

MOTOR GAMES 

RACE THREE FEET: Couples, run by devising a way you have only three supports.
SAVE STATUE: Couples. One chases the other to save himself and must take a position that the other statue has to imitate.
• THE ANNOYING: One runs side by side without lifting your shoulder shoulder of his companion.
• PERSECUTION TRIPLETS: A couple holding hands chasing a third party.
• DOUBLE COUPLE PERSECUTION: Two couples. One chases the other. Choosing different types of grips. For elbows, back to back, shoulders etc. Role Reversal.
• RACE PIÑAS: Holding by hands, the signal is off the ground and run a certain distance.
• CAREER TRAIN: In row, passing the hand between her legs and giving it the companion that goes behind. Travel a distance.
• GUESS, RIDDLE: In groups of three to six. The first row trace a letter or word you have to guess the rest.
• RELAY ON THE RISE: It will increase until all the components are in the row.
POLICE AND THIEVES: Two groups. Some make police caught and others. Role Reversal.
• CHAIN​​: Chasing Game. The caught adds up to the chain.
• TULIP: One chases the other. To sabarse must say tulip or stop and open legs. It can be saved if someone goes under the legs.
• TRIMMER: tracker group appointing someone who is hunting. The rest is crossed between them, thus breaking the imaginary thread that bound him and taking him. The tracker will now laying crossed in the middle. If it manages to touch the trimmer, will not shift functions.
• MANCHA: Player pursues the league the rest. Whoever is touched also becomes tracker and works with him in capturing the rest. The "tainted" must raise his arm for a moment to let others identify them as persecutors.
Stain or two: In this case, those who are being touched up and matching arm to pursue the rest. Not allowed to go loose.
SAN FERMIN: One chases the other in fours, resting your feet and hands. Touching someone with a hand also becomes bull. So until the whole group is converted.
• ROMEO AND JULIET: A couple try to join from opposite ends of the field. Others try to avoid putting your hands in front but on the back and are only allowed to bring your body, but can not use or legs or arms.
• SAVE THE JUG TE: All players are paired and caught her arm with hands on hips, unless the persecutor and persecuted, running free. When the second sees fit can grab the arm of one so that the companion he becomes hunted.
• petrify: Two participants the link and persecute others to touch them. When they touch it is frozen, ie, stationary, waiting for all the players are given, or a preset time runs out.
• TULA POISONED: The headdress has to carry the hand in the area where you have touched (ankle, knee ...)
• FEET HIGH: Chasing Game, to save they get on a height.
• HUMAN GOAL: Two teams, attackers and defenders. The former can not catch any contrary; said function have only the fenders, which are located in the area of 6-9 m. handball. When the first whistle sounds, the front of each team try to get on target ducking and dodging opponents.
• DRESS: consists of running to a point where the participants have left a garment, and put it back to the starting point as quickly as possible. You can also compete in relay. All relievers leave yours in a garment half way and will be heading to the exit.
• BLACK AND WHITE: Two teams face, at a distance of 3 meters. When you call the black team white turns and runs for cover behind the baseline, trying to escape the other team. The player who is touched by a black player becomes part of that side and viveversa.
• BREAK: Each group of three runs slowly online. The middle attempt a getaway when deemed appropriate to reach the line before colleagues can touch him.
• PERSECUTION IN THE ENCHANTED FOREST: All players are squatting (simulating rocks) but two (one wolf or deer chaser and one or persecuted). The latter can jump over a stone, in which case, the stone becomes a wolf, deer stone and the old wolf in deer. If the tracker hunting prey roles are changed.
• NUMBERED COUPLE: The members of each pair are numbered from 1 to 2 both run freely through space.. The leader calls a number or another and the corresponding student has 10 seconds to track and capture her mate. After that time is still trotting slowly waiting for new indications.
• TREASURE HUNT: Each team is placed in its field, where your treasure to be defended. They are stealing the treasure of the opposing team and defending himself. To do this you have to go to the opposite field and try to gain some object of his treasure without being caught by their guardians. In every field there will be a prison where he will be seizing all caught, to be placed in string.
ROBO and anti Each participant places his handkerchief on the back, to the waist. The game is to steal as many scarves to others without losing their own. HUNT TAIL
• HUNT CALVES: couples, one partner tries to catch a rope with his partner passing the rope over.
THE SENTINEL: Players run around the banks and the signal, sit on the first you see. A watchman who observed the last to sit down and change functions.
• SLOPE: A relay race consisting climb a bank that forms an inclined to be hanging from the trellis up, move sideways to the right in the back pack, and run back down to give the baton to the next team.
• CHINESE TRANSPORTATION: Each pair should carry objects (balls, balls, clothing etc..) With two spades.
• COLLECT PICAS: relay team to collect before the pikes that are perched on the ground at a distance of about two meters from one to the next. The first row of each run and jump over all of them up to the last, picks it up and give it back to the second row ...
DRIVING OF SPADES: Relay race in which the first row comes and goes driving pica soil with the other two holding hands. The stakes can not be touched with feet.
• THE LION HUNT: One more pursuers with a hoop, try to hunt others going through the hoop by the body of the partner.
• CAR CRASH: Every player must roll the hoop with the palm without colliding with others.
• OUT OF MONZA: Couples stand behind a line with a hoop. One of them wheel forward and fellow wait for a moment to go after him and get to catch it before it passes a certain line. Who is able to delay the departure and catch the hoop?
• HOME SEARCH: Ditto the musical chairs but with hoops.
• RING OF FIRE: Relay through a hoop that holds a partner. Passing through the hoop becomes the holding ring.

Games engines reaction rate
• TOUCH ANKLE, KNEE, SHOULDER, TO A CROSS WITH CHALK ON SHOE. 
• Muff.
• HOUSES AND TENANTS: Threesomes two holding hands and the third person in the middle. A signal right wall, left wall or tenant must switch places and one that was free try catch somewhere. If earthquake say everyone must change places.
• SLIPPER BEHIND: All players sit in a circle minus the league, which has the handkerchief and runs around. At one point, leave the scarf on either shoulder and runs round the circle to take his place. This will give before chasing him trying to sit. If giving continues with handkerchief the same, but if not catch him, no functionality change.
• WINK EYE: Players form a circle leaving a job. The player left to the left of that hole winks at any participating inviting him to occupy the space as quickly as possible. Its neighbors to the right and left before grabbing hold you intend to leave his post. If you can not get out, the winker tries his luck with another. So until the site is occupied.
• EXIT RUN: One in the center of a circle trying out for the gaps left between the legs, the arms or hands above. If successful, the function exchanges with which he could not stop.
• HUNTER: At least one run is out. It says the name of a partner and try to touch it. The companions of the run trying to avoid spinning.
• NEGRITOS DANCING: In circle, stomp your feet to the next without stepping on their own.
• HIDING THE ENGLISH
• THE FOUR CORNERS: Four in each corner, one in the middle. At the signal, try to take a corner.
• MILITARY TRAINING: Two kneeling and facing teams. The players of each team are numbered and hold hands to their corresponding opposite. When the facilitator says a number aloud, eg 2, players with that number will rise, will run until the end of the rows and then reptarán under arms students until the end.
• HARVEST: "Take apples" jump and clap in the air; "Take grapes": Lying on your back with your legs doing the splits. "Segar": Hops on one foot clutching one foot with your other hand and do as you harvest. The mistake that becomes lobster, ie standing on sloping land position. When you have 5 people in that position are all incorporated into the game.
• OF TWO, THREE ... DE: Players are dispersed through space and wait for the signal of the animator. This will indicate how they should be fitted together to form gurpos two, three, five ... as quickly as possible.
• the cardinal points: the four cardinal points is drawn is in space. Players are placed in the center of the enclosure and the animator will naming the points. Players must run to the said place as quickly as possible. One who is wrong and get paid the ultimate garment.
• Crawl RELAY: Each team stands in a line and with her legs open, so that the toes touch the back of the heels in front. The latter happens to crawl or crawling through the tunnel to the first position. Then get the following, which repeats the same operation.
• MOUSE AND CAT: Two concentric circles with the same number of members. From these couples with a member of the outer circle and another interior are created. One person acts as the cat chasing the mouse out. This can be placed at any time before the one of the inner circle. One person acts as the cat chasing the mouse out.
• STONE, PAPER AND SCISSORS: For couples in a central line, facing each other. A signal Rock Paper Scissors! raises one symbolizing each of the three objects hand. The predominant sign player chases the other. If the process is repeated match Who will reach 10 points before?
• THREE PLAYS: Both teams, the same number of participants, are numbered. The leader calls out a number out loud, for example 4. Teams waiting behind a line with arms to the hips. 4 The two numbers are close to the opposing team, give three blasts in different palms and come running back to his field. The last one has been touched chases trying to touch it before it reaches their refuge. If you manage to touch, scores a point for his team, but it gives the other team adds.
• CARA Y CRUZ: Two opposite and paired rows. A signal face, this team should pursue the cross and vice versa.
• MUSICAL CHAIRS: Several chairs scattered through space. Dance to the music, stop the music must occupy a seat as soon as possible.
• CROSS THE RIVER: Every traveler has three sheets of newspaper. It is a consistent race to be placing the leaves on the ground, in a row, stepping on them, and the last to move forward. If someone steps out, fall to the "river" and is eliminated. Nor can rest your hands on the "water" because it takes the current.
• FAMILIES: We handed out papers with names specifying if the father, mother, son and daughter. To the beat of the music papers are exchanged, without looking. When you stop the music they have families to come together and placed as follows: The father sitting on the bench or chair, the mother on her knees, son and daughter.
• CHANGE OF HOUSE: Aros scattered space. At the signal, they have to occupy one. Whoever gets left out a negative.
• NOT DROP THE PICA: In circle and one in the middle with a pike. To appoint a loose fellow pica and it will quickly take the itch before it hits the ground.
• SUJETAD THE SPADES: In circle and each with a pike. At the signal, release the pike and one move to the left releasing his pike and taking the fellow before it hits the ground.
• FEET STILL: At least one run that is in between. This throws the ball in the air while appointing a partner. All least beyond that named fast I have to catch the ball. When you catch it says "quiet feet" and his companions must stop statue goes away. Named player takes three steps with the ball and try and play with it to a teammate. If successful, the headdress loses a life.


Diving Suits engines 

LAME COUPLES: Couples and engaging at the elbows and with the other hand one foot, trying to move through space without falling.
• GALLITOS FIGHTERS: Couple with arms crossed and one leg, try bumping shoulder to shoulder unbalanced.
• ROW OF LAME: In row 4 or 5 foot grabbing the front, moving through space.
STORK IN THE SWAMP: A stork makes chasing the other on one leg, the other escape jumping squat jumps and saying five "ribbit". The headdress becomes stork.
• correcalles: Jump leapfrog a mate.
• DONKEY BRIDGE, POST: Skip the donkey, pass under the bridge and two laps to a third party makes post.
• CRAB BESET: In circle holding hands and jumping on one leg. In the middle one is in crab position, if you turn this will make any crab.


Engines Jumping Games material 
• I INVITE: The couple standing face to face and a jump rope. The other tries to get him to jump without missing a beat.
• squibs: Several players form a circle around having the rope. This starts spinning on itself making griar rope through the air at the knees. The rest should skip it when they are approaching.
• JUMP BALL: The couple gets a rope with hand and gives the command out. First static and then race forward.
• RELAY FOR COUPLES: Teams of 8 players with a rope. Each pair takes a path as described above, and around, deliver to the following string.
• CANGUROS RACE: Each team is available online on the side of the bank. This is a relay race jumping from one side to another bank with feet together to the opposite end and back.
• DRIVE UNIT TASKS FOR JUMPING 
From standing, jumping from different positions and in different directions.
• vertically Skip to feet together and perform different actions in the air (wear a ball at his feet, clapping, twinkling legs and arms ...).
Tours including various types of jumps.
• Jumping from a height in the fall performing different actions (clap, spin, segmental movements, sitting down) good landing mat.
Jumping with ropes and sledgehammers 
1. Jumping rope with feet together.
Two. Jumping rope to one leg.
Three. Jumping rope scrolling back and forth.
. 4 4 or 5 pairs of students each couple holding a rope and distributed around the yard in a straight line and about 5/6 meters apart. The rest of the class must jump over the ropes.
1. Quiet Strings.
Two. Strings winding.
May. Strings "oblique". Each chooses whether to jump higher or lower.
6. Dispersion Students, 2 or 3 couples holding a rope. Each pair just above the ground and move toward their peers who must jump over the rope if they are "fish".
7. For groups of 8 or 10 students that are distributed in a circle except one standing in the middle spinning the rope not very high. Those at circle must jump to avoid them touching the rope. Go up the string height gradually. If someone is touched by the rope passing center and the center of the circle.
8. Jumping rope distributed through space.
Jumps on one leg
1. Individual, group.
Two. Dominant leg and nondominant leg.
March. Cooperations.
. 4 Distance:
. Steps 1 Length: short, medium;
2 Behind objects. 2-4 meters, usually symmetrical.
5. Paths: straight.
. 6 Speed: unique, natural.
7. Succession: number of repetitions: between five and ten non-dominant leg. Top ten dominant leg.
8. Objects:
1. Phones (ropes, ribbons, hoops).
2. Obstacles: simple devices, trademarks and other objects on the ground.
Salto: stride
1. Individual, group.
February. Cooperations.
. 3 Spatial Orientation: free.
. 4 Distance:
1 From 10 to 20 meters.;
. 2 Length of the steps: media;
Three. Among objects.
5. Biography: straight.
. 6 Succession: number of repetitions: twelve to fifteen.
7. Objects:
1. Phones (ropes, ribbons, hoops)
2. Obstacles: simple devices, trademarks and other objects on the ground.
Salto: Clay
1. Individual, group.
February. Cooperations.
. 3 Spatial Orientation: free.
. 4 Distance: whipped length: Short.
5. Biography: straight.
. 6 Speed: only normal.
7. Succession: number of repetitions; six to ten.
8. Objects: 
1. Phones (ropes, ribbons, rings);
2. Obstacles: simple devices, trademarks and other objects on the ground.
Games
1. Jumping in pairs mate. 
2 ". Sálvate jumping" 
3 "Jump bottles." -. In teams of 5 or 6 bedded and two meters apart, they will jump and skip them all lies the student in order to continue the series.
4 "Cowboys and horses." -. Two concentric circles. Outsiders are cowboys and horses inside. Dan turns and touch Cowboys have to climb up ..
. 5 "The Poodles" -. Couples, one that will guide other with eyes closed.
6. "Handkerchief" 
7. "Blind Trains" 

Games balance 
PULSE BALANCE: Players are arranged facing each other with arms outstretched and palms in contact with the partner. It is pulling or pushing the opponent to unbalance. The loser moves.
BALANCE FOR COUPLES: Search couples different positions of equilibrium.
BALANCE OF TRIPLETS, quartets: We are expanding the participants in each group, thus increasing the chances of forming new static figures.
• DRIVE BY triplets: In triplets, one in the center and the other two are caught by the wrists from the sides and put your feet close to the first.
HIDING THE FOOT ENGLISH: There you go clutching one leg by a foot.
VIVA PICA: Each with a pike in the palm of your hand, try to keep the sink as long as possible.
• NOT DROP THE CAKE: In groups of three, carrying a hoop overhead.
• COCKFIGHT: Couple on a Swedish bank, caught by the legs, trying to overthrow the opposite.


Rhythmic coordination and Games 
EL COSACO: Players must alternately touching the right foot and the left in front of and behind the body, while his free hand touched his head, making hops to switch legs.
CIRCLE-SUM: Performing movements while despalzan, arms, legs, etc. aside.
RICO-RACO: Navigating the gym, right hand making circular movements on the left abdomen and head banging. The same with the opposite hand.
• CAREER tumbling: relay race in which route will test your agility: volereta forward, backward, launched ...
• RELAY DRIBLING-ARO: Running a bouncing ball with your other hand and rolling the hoop.
SETTING THE STAGE: Couples. A player marks a couple clapping rhythm. The other matches his steps with palms first.


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