Traditional Games
and Learning
By María Regina
Öfele <[email protected]>
South America Representative
of Austrian Institute for Research in Play and Games, Argentina
On Play
Before analyzing the traditional
concept of play, we should start by approaching play, with all the difficulties
involved in this issue and its definitions. We all have a somehow complete
idea of play, we could even try to approach them, based either on our personal
experiences in childhood, youth and adult life, or on any readings on the
subject. This phenomenon is so inherent to man, that all of us have had
some experience, however minimum, even though, in most cases -at least
in childhood- more than minimum. When we ask somebody about play, he/she
immediately goes back to a different time and space, remembers a series
of positive and even negative experiences. There is no man without play
or play without man. The characteristics of the games we have played may
be different, have different degrees of intensity, belong to different
developmental stages, but we can still find common elements, beyond our
culture. Play is a dimension which carries man away to a different world,
with other rules, where our individual essence becomes evident, without
any masks, where everything -or almost everything- is possible; it is a
dream that has become true, everything changes according to our wishes
and man goes deep inside himself.
Many theoreticians, representatives
of the most varied disciplines, have tried to define play and have, therefore,
found limitations when trying to define in a few words a human dimension
which is almost impossible to embrace. Thus, we may find psychological,
pedagogic, philosophic, biologic, historic, anthropologic standings, among
others. In each of them we will find a new view of play, though still partial.
In connection with this, Buland writes, “The concept of play, as the object
of scientific research must not be defined, it should remain a pre-scientific
concept” (Buland, 1996). And further on he continues, “The question on
the essence of play takes us to a shortcut, in contrast, it would be much
more enriching to group games together and ask about their similarities.”(Buland,
1996)
Despite this, we may still
find common points which may appear in almost all the expressions related
to play. We might somehow summarize play as a phenomenon/an activity carried
out in a time and space different from that of daily life, which
has its own set of rules and is developed in an “as if” form. Another relevant
aspect is freedom, understood as an activity “freely” accepted, freedom
in terms of the player deciding whether to play or not, and choosing the
topic and materials of the play. The “as if” form as well as the freedom
have been objected by more modern researchers. To that respect, different
researchers express that, while the child is playing and in his/her play
he/she has turned real objects into fantasy objects, the latter “are” these
other objects with real meaning for the child.
As regards freedom in play,
in one of his latest research works (Buland, 1997) Buland develops a complete
analysis of this issue, where among other things, he objects the freedom
to decide whether to participate in a game or not, a fact which other authors
take for granted. After carrying out a thorough analysis, this author proposes
to classify games according to the moments of freedom opened in the game,
responding to the question “Where does the freedom of the player exactly
reside?”
Anyway, beyond these objections
posed by some authors, the different definitions of play agree with the
aforementioned aspects. Thus, we can say that play is a part of our reality
and in depth they are, in turn, something different. Play has no degree
of attachment nor the tidings of our serious life. Play is freer, more
temporary, open in themselves. Play is the uncertain limit of our reality.
Play joins reality and possibility. It is an intermediate area of man,
in which new realities are created and old realities may fade away. Play
is a driving force for man’s growth, in the material as well as spiritual
aspects. Play is not restricted to a particular type. It appears much more
in all human activities: from the play of thinking through some frolicking
before an action, to a playful behavior in serious situations of life (Fritz,
1992). Lavega says, “In this complex universe of relationships and sociocultural
manifestations, play shall be understood as a reality that, despite their
insignificance, gratuity and spontaneity, appears as a mirror that reveals
its protagonists. The individual, when he/she really plays, that is to
say, when he/she participates in a game with a set of rules, forgetting
all about the rest of “rational” and “serious” activities which are part
of his/her more formal daily life, usually shows him/herself as he/she
is, without any masks or artificial costumes, peculiar of other more “serious”
settings. The language of play is universal and, in turn, singular
for each geography and historic age, showing all the time the combination
of ontogenesis and philogenesis related to play, since if each individual
is able to “invent” or improvise an original adventure related to play
it is based on the evolutionary grounds of all that generated by
the collective mankind he belongs to.” (Lavega Burgués, 1996)
Differences are also based
on the point of view taken to analyze play related phenomenon. Thus, for
example, from the anthropologic point of view” play is an activity in which
well-established collective cosmovisions are projected, and they also refer
to other possible worlds as to that symbolic, expressive and imaginary”,
as Dupey says in her recent publication (Dupey, 1998). Thus, the evolutive
psychology sees play as a part of the child’s development that become evident
in different forms of expressions. To psychoanalysis, play is an intermediate
stage between consciousness and unconsciousness, between the principle
of reality and the principle of pleasure. Pedagogy sees play as an instrument
to transmit concepts, values, various kinds of knowledge. To phenomenology,
play is an original phenomenon, emphasizing the free condition of the goal
of play. These are some examples of the different points of view we can
find when analyzing play.
The oldest theories with
some authors, such as Spencer, Lazarus, Groos, etc. also account for the
importance play has had in the past, becoming the object of study for many
researchers.
But historic research work
on play and toys still shows more the significance of this phenomenon to
man, society and culture. Elements related to play, games and toys from
very old times, even before Christ, have been found. These are elements
which represented different symbols and the importance to man at said times.
Thus, for example, game boards have been found in kings’ graves in Ur around
2500 BC (Glonnegger, 1996). The fact of having found several games in important
personalities’ graves, for instance, means what they had given the dead
as entertainment and amusement for their journey. (Glonnegger, 1996). In
various studies and historic analyses, we can see the different dimensions
and degrees of sociocultural importance play, games (and toys) have gone
through, as well as the various manifestations and expressions related
to play at each time, from the old age to date.
The importance of play and
games in different social groups and times is such, that even some games
have even been forbidden by the ruling authorities. Thus, for instance,
in Vienna, Austria, in the year 1764 a ban was published for all kinds
of gambling with no exception, games behind closed doors and games after
9:00 p.m., and gambling (Institute for Research and Education in Play and
Games], 1995). Another example is the Ban of all games of chance and side
bets in the Viceroyalty of Peru during the XVII century, where games were
prohibited to everybody without exception (Dupey, 1998). The Middle Ages
was in fact characterized by a boom of games of chance, and, therefore,
the bans became more noticeable at that time, though not exclusively. Anyway,
if we are dealing with bans on games, we should not only look back to the
past. At present, and especially in educational institutions, there are
also bans on games, and not precisely of gambling. While, on one hand,
the positive qualities of play and games are praised, especially those
of children’s play and games, on the other, we will find a series of forbidden
games. To that respect, Pavía, who researches on popular games in
school courtyards in the south of Argentina, writes, “... many teachers
we have inquired say that in their schools ‘there are no forbidden games’.
They do accept that there are restrictions on certain activities, generally
based on safety or hygiene grounds. However, their students often recite
confidently, the list of games forbidden at school. The only and fundamental
difference is that to the children, those forbidden are, undoubtedly, games,
while to the teachers, those forbidden are precisely so because, in their
view, they are not games. ‘In my school -textual- there are no forbidden
games and those forbidden are not games” (Pavía, 1994).
Nevertheless, there have
been other games that, even if they were played for money, in contrast
to the above mentioned prohibitions, were recommended by doctors, for example,
as is the case of the game of billiards. Bauer, in his research work about
W.A. Mozart quotes to that respect, “The game of billiards was also, already
in the seventeenth century, an ideal combination of a body game and a concentration
game” (...) “As a body game it is suitable (...) to give the body a little
movement and a multiple activity, extension, muscular work, due to walking,
standing up and sitting down often” (Bauer, 1996).
The importance of play, games
and toys is also linked to nature, since many games were played at certain
times of the year and not others, for instance in winter and spring time,
in order to act on or influence certain natural phenomena by means of games.
One can mention, for instance the game of spinning a top to secure a good
harvest, dolls which stand for feminine fertility given to girls with that
purpose. Other games were closely connected with divinity and had high
symbolic contents (ball games, for instance) in which, by putting into
practice certain expressions related to games, certain moves or hands,
they tried to influence or please the gods, and, therefore, these games
where closely linked to rituals (Öfele, 1999).
We may then conclude, after
this tracking, and beyond the theoretical standing play is approached,
that this is a phenomenon inherent to human beings, which “accompanies”
them throughout their lives. There is no man without play, nor is there
play without man. The phenomenon of playing has been occurring from primitive
man times to present, occasionally adopting different modes, but it has
always been devoted significant space and time, as proven by many documents
and discoveries found in our times.
Play and Learning
Many authors have already
written on the relation between play and learning, from Old Times to present.
Relating to that, we can quote Plato, who, in The Law already analyzes
the importance of children’s play to build up perfect citizens, especially
in terms of respect to the rules of the game. Different theories on play
and learning have been set forth, granting different grades of significance
to the link between these two aspects. Consequently, many theories have
started to include play in the formal educational field, confining it to
a more systematized and organized framework.
In turn, different trends
in play and didactic toys have arisen seeking to target play to pedagogical
and learning purposes, something which has also been objected by many authors,
especially those advocates of goal-free play, since when play or toys are
used for a specific purpose, such activities can no longer be considered
as play.
But if we consider free
play in itself, which comes up spontaneously in a group of people, such
play a child or a group of children freely choose, organize and recreate,
by directing and, thus, setting their own course, we can discover a wide
range of learning ways.
Play is one of human beings’
first languages. A little child wanders around his/her environment creating
and inventing games, connecting him/herself to the world by means of expressions
related to play. Through play they communicate with each other, with people
around them and with the environment. As they grow older, their games become
more complex and their scope of knowledge is extended, too. Hetzer (1978)
so states when he refers to play as the main contents of children’s lives
in certain developmental stages.
“For the player (and for
play) everything is possible: every single thing may be a number of things.
For a child, anything he/she wants comes true. Play is the kingdom of imagination,
where nothing is impossible. Everything is possible. It is the acknowledgment
of the unlimited dimension of man and the world.” (Sepúlveda Llanos,
1999). Play is a spell, a representation of that Different, a prediction
of what is to come, a denial of the burden of reality (Rahner, 1990) and,
in this context we may, therefore, infer a multiplicity of resulting transformations,
which enrich children and men, in general; transformations which become
a learning process in practice.
There are still a lot of
preconceived ideas and prejudice regarding play in the adult world, for
play is only deemed significant as a pastime, valid for certain age groups
(children, and not much further), or on certain uncommon occasions providing
a special environment, such as a party. But on too many occasions, beyond
permission to play as adults may grant, play is not deemed as a learning
activity for participants -players-, beyond the fact that play be considered
a serious activity. The so called “didactic” games may be an exception,
where the specific learning activity is somehow “disguised” in a more play-related
environment, and it adopts a “pedagogic” purpose, not always reaching the
expected results.
As to the relation between
play and learning, three basic standings can be observed in some authors
(Walter, 1993) who discuss the link between both phenomena:
1) Play and learning as
consistent processes, where play always leads to learning, and, therefore,
there is no play without learning. This is Einsiedler’s standing.
2) Play and learning are
structurally different. In playing we play but do not learn, as stated
by Piaget and Berlyne.
3) Play is accompanied by
learning when the conditions for true play exist, as set forth by Röhrs
and Sutton-Smith.
However, despite the differences
among these three standings, we cannot deny that in playing we always learn
something, although this is not clear for the player.
In play, above all, there
is the pleasure of playing. In play, children learn, first of all, to play.
They learn agility, behavioral patterns, techniques, improvisations, social
systems required by different kinds of play and games. They adapt themselves
to a way of life that is essential for mankind and for strengthening man
within the limits of a system, which help him to maintain spaces of freedom
and happiness in a world that cares about performance and the steady pursuance
of goals not always reachable. (Flitner, 1986) In play the child
combines action and thought, and, through play he/she feels satisfaction
and success. Play touches on all aspects of life; through play, children
learn to live (Westland and Knight, 1982).
In play the child learns
the game itself, its operation, its more or less complex rules. In play
the child learns how to establish playing communication with others and
relate from player to player differently. There are a number of learning
possibilities through free and spontaneous play, this depends on the type
of game, the group taking part, etc. Here it is important to highlight
that in this kind of game, chosen by the child or group, there is no previous
goal other than the mere fact of playing. All other goals one could interpret,
observe or deduce from the outside, are accessory, and not set by children
at all. This learning through play is “intrinsic” to the play and player
him/herself.
Let us see an example: two
girls A (5 years old) and B (7 years old) (who do not know each other)
come to a square. At the beginning, each plays by herself, A has brought
a bucket, a shovel and other shapes to play in the sand, which she is not
using at the moment, as she is swinging. B comes closer and asks her mother
to play with those elements. Then A leaves the swing and starts playing
with her sand toys, too. They begin to play and plan a treasure hunt game.
B directs A all the time, stating where they are going to play, which path
to follow, what changes to introduce in the game. B welcomes A’s suggestions
and participation, but she still clearly leads the game (which A does not
object). After a while, another girl approaches them: C (7 years old) and
requests permission to join the game, which is granted. The game carries
on, but some friction arises between B and C, and A remains B’s ally. B
tries to lead the group’s game, which she does not always manage to do,
though, she succeeds at having A faithful to her for some time, but not
C. After playing the three of them for a while, B clearly tells C, “You
are not the boss, I am”. Then, after a while B isolates herself and C continues
playing with A, who becomes C’s ally. Then B tries to get involved in some
occasions, but she does not always succeed. Finally B leaves the square
with her mother (at her mother’s request, regardless of the play situation).
B does not wish to said good-bye to A and C, as she is angry with the other
two players, but finally –at her mother’s request- she says good-bye.
From this scene we can conclude
there are several learning processes in A, B and C. B’s may be the most
evident, since, after this experience she learned she cannot always be
the leader in a playing group, and that sometimes she will have to give
way to other children.
On many occasions we can
also observe how children incorporate other children’s concepts and modes
either words, behavioral patterns, forms of playing, ways to relate to
other children, etc. On occasions they adopt these changes, not on others
when they find them useless.
It is worth showing the richness
of these spontaneous groups gathering children of different ages. The exchange
in such cases is much more intense, and so is the learning process. Due
to different maturity levels children learn other things, concepts, modes,
etc. than in a group where all children are the same age and have a similar
maturity level.
Play favors real exchange
of ideas, it creates a need for teamwork. From the intellectual point of
view, cooperation builds up a critical spirit, objectivity and discourse
analysis. From the moral point of view, cooperation leads to an autonomous
moral grounded in the common-good awareness and acceptance of universal
laws which, preserve freedom and individual development and secure the
community’s true progress.(Radrizzani Goñi, and González,
1987).
If we observe a child who
is approximately one and a half year old, his/her play will show successive
stages: an initial approach to the new object, successive manipulations
until he/she gets acquainted with it, and then we will be able to see how
the child plays with the object in different ways. We are then facing a
true learning process, that no outsider has proposed, nor the child as
main participant.
Children can incorporate
wide and varied learning by playing. Depending on the game, naturally,
some aspects will develop more than others either the social, motive or
affective-emotional aspects. Psycho-hygienic value of play is also worth
mentioning, as a means for the child to solve traumatic and conflicting
situations, thus widening his/her own personal experience (Mogel, 1994).
Play, as a free and spontaneous
expression of children, involves an external and internal movement, it
unleashes a series of different transformations resulting in enrichment.
The more possibilities of play children have the wider the learning.
Traditional Games and Learning
With the expression “traditional
games” we define such games passed on from generation to generation, transmitted
from grandparents to parents, parents to children, maintaining their essence
in spite of certain changes. These games are transmitted orally, which,
among other factors, accounts for their strength, as set forth by Kishimoto.
(Kishimoto, 1994). These games are found in a number of generations, with
the same rules and purpose (Trautmann, 1997). Their most outstanding feature
is being anonymous, as their author cannot be identified, even though the
origin of many of them is estimated, the author him/herself remains unknown.
They are universal, their traces can be found all over the world, in some
cases arising simultaneously in completely different places. These games
contain the peoples’ cultural features, and they transmit lifestyles,
cosmovisions, beliefs and legends, as also stated by Lavega Burgués
(Lavega Burgués, 1995). It can be said that within children’s
games -and, additionally, in traditional children’s games- lies an entire
cosmos (Richman Beresin, 1995). This increases even more when we study
traditional games more deeply, and discover the symbolic load prevailing
in all of them, acting as a benchmark for another set of values, beyond
mere entertainment.
Therefore, when studying
traditional games we should not take a superficial look, for each is immensely
rich inside. It is important to save their environment they were and are
played in the past and at present, respectively, in order to save the set
of cultural values these games transmit. Taking a deeper look into these
games will enable us to discover important historic and cultural aspects
of our own roots. This is also applicable to toys (or traditional toys)
since, as stated by Retter, “the history of toys is part of man’s history
of culture” (Retter, 1979).
When tracing the origins
of these games we can also see how each of them appears in combination
with cultural elements of that time, generally with magic, religious contents,
related to the gods, which evidence that these games were not (and are
not) merely an amusement. “The origin of games is contemporary to the origin
of societies. In old times, instead of being children’s property, they
constituted the magician’s or wizard’s personal property, and as they used
games for religious purposes, the gods were attributed their invention
and first use. Rejected by priests for their practice, instead of fading,
they changed their destination and set out in a new direction. (...) Then
they were relegated as men’s games, later, as women’s, and finally, as
children’s.” (Plath, 1998). Retter, in his thorough research work on play
and toys, quotes different authors who state that even in the earliest
stages of man’s cultural development, his cultural expressions -including
toys- were not for religious purposes only, but also they have always been
at the service of games and amusement. Thus, he concludes, the theory that
the function of toys had appeared at the beginning in connection with religious
cults seems to be one of the sources of toys (Retter, 1979). This refers
to how significant play, and in this case, traditional games, were to mankind
in the past, not only for children, but also, and in some particular cases,
for adults.
Traditional games are a kind
of spontaneous, free play, where, above all, there is the pleasure of playing.
Their only goal is to obtain pleasure and to meet children’s need for play.
They can also be roughly described with the following characteristics:
? they are played by children
just for the pleasure of playing. Children themselves decide when, where
and how they are played;
? they satisfy children’s
basic necessities;
? they have negotiable rules
which are easy to understand, remember and obey;
? they do not require much
expensive material;
? they are easy to share;
? they can be played any
time, anywhere
One of the most remarkable
points is that these games meet children’s basic needs. First, and foremost,
the pleasure of play and the need for it. “Traditional games are advised
as a facet -even among children of big cities- to meet fundamental needs
and offer forms of social learning within a wide scope.” (Trautmann, 1995).
But, which learning can result
from traditional games? First and foremost, I repeat once again, there
is the pleasure of playing and learning how to play. Because in order to
take part in games as players we must have learned how to play, which involves
being able to keep oneself playing at the same level as the rest. This
learning grows gradually as from the child’s birth, where at the beginning
of the development he/she is unfit to participate in a group game, for
instance.
Rules are another important
aspect in the learning. All children willing to participate in these games
must stick to the rules agreed upon, as well as to any change they wish
to introduce. This implies that, since most of these games are group-like,
there must be consent among them, so that nobody can prevail over the rest
too easily. Even though each game has its own pre-established set of rules,
there may be different versions that must be previously agreed upon or
else the same game may be played differently. Therefore they will have
to choose, previously, which version they wish to play. This somehow involves
that children learn to coexist in the group, accept the rules and reach
different agreements, and this is also a remarkable exercise of freedom:
they choose whether to participate or not, in one way or another, to share
a game with other children, to submit to certain conditions or to stay
out of the game- at their own choice.
For such purpose, they need
to implement certain important aspects necessary for an optimal learning:
they analyze different possibilities, elaborate strategies, design and
build different plans and forms of playing. This leads to an important
social learning, in terms of living together with a group of children that
may be similar or different from each other and where, in turn, children
of different ages may participate. This also involves different attitudes
towards activities.
Many of these games are accompanied
by chants, rhymes or other verbal expressions, which also favors language
development in children, who will adapt themselves to said expressions.
Different versions can be found, by area, country, etc., sometimes resulting
in interesting cultural interchanges. This aspect is very peculiar of these
games, for, on one hand they are present in all cultures, and on the other,
their names and ways of playing vary by area and country. This leads to
the fact that, in places where different cultures coexist, as it so happens
in many countries or, for instance, in some big cities and neighborhoods
of certain cities, playing groups become precisely multicultural. Then,
there is interchange and enrichment in that respect, depending on the version
each child may bring into the group.
The learning of rhythm is
closely related to language in traditional games, in the form of chants,
rhymes, ways of telling, etc. Such rhythm is not only verbal, but, on occasions,
it is also accompanied by harmonious body movements.
Against this background,
learning and motive development is another distinctive aspect of a number
of these games, based on movement, which involve a clear learning and result
in body control, movement inhibition, speed control, in some cases, coordination
between eyes and hands, and between eyes and feet, epicritic motivity in
skills games (De Lanuza, 1989).
In some of these games, especially
those related to stories, myths and legends, children build up their fantasy
from characters and situations that are different from daily life, but
which may transferred by previous re-elaboration.
All these games are transmitted
through generations, as above mentioned, from grandparents to parents,
parents to children. This leads to a significant generation communication,
which means learning to respect adults, taking into account that, when
children learn that their grandparents, parents and other ancestors already
played those games, their relationship becomes much closer, for -through
games- they put themselves at the same “language” level; there is a common
issue, which is, above all, well known by children.
Beyond all possible learning
from the above games, we may analyze some concrete examples, where we specify
some other points. To each of the following games we add a brief historic
and folklore explanation, where their richness from the cultural point
of view stands out.
If we take, for instance,
the tag, which originated in the old right of persecuted criminals to take
refuge in churches, crying “to church I appeal” when they entered the temple,
and could only be taken out with a special license issued by ecclesiastic
authorities (Plath, 1998). Tag offers different variations for playing,
and even new possibilities can be invented, thus, for example, there is
the poisonous tag, sitting tag, wall tag, frozen tag (Öfele, 1998).
Learning: development of
protopathic motivity by running in a large space; adequate movement inhibition
upon stopping to touch another player; or when he/she is touched and must
adopt a special posture; acceptance of rules that involve an important
adaptive change when he/she is touched and becomes part of the chasing
group, that is to say, good adjustment to sudden changes, social cooperation
to “save” the participants that have been touched.
As for ball games, the oldest
games found among the old Egyptians and Chinese, closely related to cult
and also considered as an eminently cosmic game in the Old Europe (Öfele,
1998), we can play a number of games and create others, either in small
or large teams of children. Here, there is a wide range of choices, even
more, we take into account different materials (cloth, paper, rubber, leather,
plastic) and sizes- to make or buy a ball.
Learning: coordination between
eyes and hands; and between eyes and feet, depending if the ball is thrown
with hands or feet, rhythmical coordination with partners in some games,
for instance, throwing several balls simultaneously, motivity, attention
and concentration development in order to follow the ball path and
keep it, if necessary, social cooperation, since in a group ball game -whatever
the game- the player will have to share the ball with others and not withhold
it constantly.
The spinning top, full of
symbolism to which different magic characteristics were attributed, is
a toy and a game with several possibilities. Hopi indians forbade this
game to boys and girls during summer storms, for they feared that by playing,
the children could ruin the harvest by attracting the spirits of the wind
with their spinning tops. In India, on the contrary, in an area where it
seldom rained, this magic energy from the spinning top was used positively,
spinning tops were put to dance, since their humming, which sounded like
remote thunder, would attract the rain. In Malaysia, on the other hand,
it was only allowed to play in spring, when the land was sowed (Holler,
1989). The spinning top may have different designs, with spikes of various
lengths, and the cones can also be different, flat, with or without a rope.
Several games can be played with a spinning top, according to the model
and number of participants, even sketching journeys and maps for the spinning
tops. Tournaments are organized in Malaysia between teams integrated by
adults, with detailed rules.
Learning: coordination between
eyes and hands, attention and concentration to follow the spinning-top
path and pick it up at the right time, measurement and spatial orientation
rudiments to throw it in a limited space.
There are several interpretations
of the game of hopscotch, but in some cases they are related. Rodrigo Caro
says that this game was present in Rome, and Mrs. de Gomme believes that
the blurred lines of the old hopscotch sketches can be seen in the old
Roman forum. There is also information about the presence of this game
in the old Greece. Mrs. de Gomme thinks that the hopscotch could represent
the soul’s journey from earth to heaven, going through several intermediate
stages. But since authors such as Rodrigo de Caro consider that games already
existed before Christianity, current versions of games are the result of
a form adapted by Christianity, and their most remote origin is closely
related to labyrinth myths (Menéndez, 1963). Even if the basic diagram
of the hopscotch always remains, there are some variants. Basically, it
is always a rectangle divided by 9 to 16 boxes, with a semicircle on top
(called Heaven or Paradise), which is the ultimate goal of all players.
But there is also the circular hopscotch or snake, so named after its shape.
Learning: motive coordination
and movement inhibition, equilibrium to keep standing on one foot for some
time, coordination between eyes and hand to throw the stone and cause it
to fall in the corresponding square, sequence rudiments to carry on with
the game correctly, spatial orientation and speed measurement, metric rudiments
to organize the design of the game.
The marbles game, according
to some studies, originated in the post Neolithic ages. Marbles have been
found in children’s tombs in the Nile area. They were also found in diggings
from the time of caverns. There are many different ways of playing. In
some cases there are holes where marbles must be introduced, in others,
triangles or circles are drawn on the floor and each player tries to take
the opponent’s marbles out of the field, and each player may win or lose
all the marbles (hoping to get them back in another match).
Learning: epicritic motivity,
coordination between eyes and hands; a great deal of accuracy is required
in these two aspects because marbles are taken very precisely with three
fingers, and, in most games, marbles are aimed at a certain point, spatial
location, tolerance of a certain frustration level, since at the end of
the game the player may loose all his/her marbles, and perhaps win them
back next time; metric rudiments to organize some games.
Skipping was already an agility
practice recommended by the Greek physician Hippocrates (460-377 a. C.).
The game consists in a rather
long rope which two girls spin at each end. The rest jump over and under
it. They are generally accompanied by chants. There are several variants:
“snake”, different spinning speeds, it can also be played individually.
Learning: general motivity,
body rhythm, since if we miss the jumping pace we will be out of the game,
coordination and equilibrium, movement inhibition to stop jumping, different
spinning speeds, body control of different speeds.
Hide and seek: in Ancient
Greece it was known as “escape”. The fact of seeking a hidden, secret place
is somehow attractive, a child intention related to play and love. It is
played in groups or in couples, in daylight or in the dark (dark room,
where most of the group hides away, and one must find the rest, previously
counting up to a certain number to give them time to hide).
Learning: numerical and
sequential rudiments, mental ability to choose hiding places not easy to
find, movement inhibition and, on occasions, equilibrium to stay at the
hiding place for some reasonable time, spatial orientation, temporal anticipation
considering that upon the end of the counting, all the rest must already
be hidden, imagination to hide and search unexpected places.
These games serve as examples,
evidencing the multiple possible learning that occurs in children, spontaneously
and freely. In that respect, a Costa Rican psycho-pedagogist posed an interesting
standing: she states that there is an almost direct relation between traditional
games and learning to write, alleging that the problems children can manifest
in that respect are rooted -at least, partially- in leaving traditional
games behind. Her standing is mainly based on the development of epicritic
motivity, which is especially favored by some traditional games (Minsky
Acosta, 1996).
The learning mentioned above
is inherent to play and naturally results from the playing process itself.
Children do not choose these games because of certain learning process,
but for the pleasure of playing itself. It is important to highlight the
free and spontaneous nature of traditional games, which cannot, therefore,
be applied for pedagogical purposes. But the possibility to assign a space
within the institutional field to the free expression of these games remains
open, thus permitting the recreation of a series of values, which would
otherwise be in danger of disappearing.
Lic. María Regina
Öfele
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