Messaging Attachment
Messaging Attachment
Messaging Attachment
LARONG LAHI
The Concept of “Laro ng Lahi”
“Laro ng Lahi” refers to the traditional or native sports of the Filipinos. They are part of our
heritage. The Filipinos, even before the Spaniards came to the Philippines, were very active in sports and
games.
The first “Palaro ng Lahi” was held in Laoag, Ilocos Norte, on February 10, 1984, sponsored by the
provincial government in cooperation with the DECS. The inclusion of some of our native games in the
Physical Education curriculum had been approved particularly in the secondary schools.
Today “Laro ng Laho” is recommended as one of the best lead-up games and activities for
students from graders to college level. It is also a way of teaching our students to patronize indigenous
games that were popularized by our natives. It also promotes fitness and completion. Playing the games
in “Laro ng Lahi” helps the students to develop health and fitness programs like vigor, flexibility, agility
and endurance. It also enhances students’ social relationship with others. It develops group qualities like
cooperation, teamwork and coordination.
This is a recreational game known throughout the islands of the Philippines. In some places, coconut
shells with a rope tied through the center are used. Others use cans with a hole in the center and a rope
tied through the hole.
As a challenged, bamboo poles are made substitutes for this game. The object of the game is to
reach the finish line at the shortest possible time.
The playing area must be open and free from obstruction. The starting line is about 100 meters away
from the finish line.
SKILLS TO BE DEVELOPED
Leg Power
Balance
Coordination
MATERIALS
2 Bamboo poles about 5 to 6 ft. long or about one foot lomger than the height of the player.
A flat form of about 6 to 8 inches long is attached about one and a half feet the lower end of the
pole.
PROCEDURE
2 to 4 teams may compete in this game. Each team is composed of four players. Players stand
behind the starting line.
At the sound of the whistle, the font players step up on the stilt and walk up as fast as possible
to the finish line.
The player who finishes the race without falling is declared as the winnwer. The player who falls
twice is the loser.
DINORON
(Pushing With Bamboo)
The object of the game is to pull the bamboo. The team that first crosses the center mark loses the
game. 8 or more players as long as participants can hold the bamboo. This should be played outdoors or
in a gymnasium.
SKILLS TO BE DEVELOPED
Arm strength
Balance
Coordination
FITNESS TO BE DEVELOPED
Muscular strength and endurance
Flexibility
Balance
VALUES TO BE DEVELOPED
Teamwork
Cooperation
Patience
Self-discipline
MATERIALS
A Bamboo piece which 15 feet in length and 3 to 4 inches in diameter
A marker ( stone, leaf, or plastic cord).
MOVEMENTS
Players in single line formation will grasp the bamboo pole on the signal “GO”.
Players will try to pull or push the other teams with the bamboo.
Player must hold on to the bamboo, feet should be kept in balance and firm to the ground.
RULES
Players Will start to hold the bamboo at the command of the umpire.
Bamboo must be measured; at the start the bamboo must be in neutral corner before the start
of the signal.
Players can shout or do the rituals before pulling the bamboo to intense force of the team.
The game can be repeated as many times as the players want it.
PATINTERO
It is very popular game throughout the Philippines. Each region has established its own rules of
the game for completion there is a need to have fixed rules to follow. In some rural places, they used
water as line in creating the playing area. It can be played in an open court.
The object of the game is to successfully cross the lines from the first square to the fourth square
and back to the first square without being tapped or touched by the opponent.
SKILLS TO BE DEVELOPED
Speed
Agility
Balance
FITNESS TO BE DEVELOPED
Muscular strength
Endurance
Power
Balance
VALUES TO BE DEVELOPED
Teamwork
Cooperation
Patience
Self-discipline
Coordination
MATERIALS
Timer, court, scoreboard
GROUP FORMATION
Players will be grouped into female and male. Each team will play as offensive and defensive. The
offensive team shall be the one coming in and out of the court, and the defensive team will be the
guard.
RULES TO FOLLOW
A team shall be composed of 10 or more players but only 5 will only play as offensive.
Substitution is allowed in the game.
The team shall be given 3 minutes to pass through the lines and boxes of the court.
Defensive team will prevent the offensive players to go through the court.
Legal tag is when both feet of a defensive player contact the ground.
Tag is null when the offensive player has already passed a preceding box.
Only the center guard or “patotot” is allowed to tag any player in any box.
The game will be played in 5 innings. The team that gets the highest points wins the game.
PLAYING AREA
A rectangular area about 7 meters by 13.5 meters, divided equally into six sub-areas
SCORING SYSTEM
Offensive players gain points depending on how long they reach the box. Corresponding points
shall be gained each time a player advances to the boxes.
Scoring will be based on the farthest run a member of the team travels. Each box that he passes
will be added to the total points of the team.
Offensive player or team that reaches home without being tagged scores a grand slam of 20
points.
PALO SEBO
The game was originated in Central Luzon. Tuba gathering is one of the common activities of the
folks in place where there are many coconut trees. Tuba gatherers are expert climbers. PALO SEBO is a
game derived from this activity.
The object of the game is to climb to the top of the bamboo pole. The playing area should be a
wide open space where poles that are made of bamboo about 10 meters long and should be put
securely. The pole is greased from top to bottom.
SKILLS TO BE DEVELOPED
Leg power
Arm strength
Coordination
Strength of the back muscle
MATERIALS
10 meters long bamboo poles erected with a small bag of money or prize at the top of each
bamboo.
PROCEDURE
The PALO SEBO is played by one participant each team.
At the sound of the whistle, the player will start to climb the pole.
The player who got the prize at the top of the bamboo pole is the winner.
PITYAW
It is a Visayan term given to this game that uses a small bamboo stick being hit by another bamboo
stick so that it flies up in the air. In Tagalog it is known as BATI-COBRA.
The object of the game is to hit the smaller bamboo stick as far as possible in order to earn as many
points, up to 1200 or more. A point is earned for every length the smaller stick covers, from the place it
drops to the base.
SKILLS TO BE DEVELOPED
Accuracy in hitting
Arm strength
MATERIALS
One bamboo stick about 60.95 cm. long
Another bamboo stick about 15.24 cm. long
A level playground where small hole of about 5 inches long and 2 inches deep made.
PROCEDURE
DOUBLE SIPA
(Kicking Lead with Partner)
It defines the powers of Filipino tradition in sipa, which considered as one of the National Filipino
games.
There are 2 to 3 players for each team. It is played in an open court or ground.
SKILLS TO BE DEVELOPED
Leg power
Balance
Flexibility
Coordination of the leg and body
FITNESS COMPONENTS TO BE DEVELOPED
Muscular strength
Balance
Agility
VALUES TO BE ENHANCED:
Honesty
Hard work
Patience
MATERIAL:
Kicking lead washer (Pitsa or Picha)
GROUP FORMATION
Players face each other.
One will throw the lead and the other will catch it using the feet (sipa).
MECHANICS:
At the sound of whistle , players start the game. One throws and the other catches.
Players can be numbered as 1, the first thrower, and 2 is the first to kick.
The number of kicks can be set into 5 before retuning the lead to its partner in two minutes or
may depend on the number and level of participants.
The lead or sipa can be kicked by the front and back sole of the foot.
No other part of the body except the foot is allowed to kick the lead.
When the set time of 2 minutes lapses, the number of legal kicks will be counted.
The individual or group with the highest number of kicks wins the game.
LUKSONG LUBID
(Jumping Rope)
A game played using a rope. It has 5 to 10 more players and it is played outdoor or in gymnasium
MATERIALS:
Jumping rope which measures 6 to 8 meters long.
SKILLS TO BE DEVELOPED:
Timing
Body coordination
Rhythm
FITNESS COMPONENTS:
Muscular strength
Endurance
Flexibility
Balance
VALUES:
Honesty
Hard work
Patience
MOVEMENTS
The “IT” stands on one place as she turns the rope and jumps on two feet or skips alternately
with right and left feet.
The other player jumps inside the rope facing the “ IT” , the rope should be above the head of
the “IT” when the other player jumps in.
The other player turns around to face the other direction and moves forward and backward with
the “IT”.
When the other player fails to coordinate his movements with the “IT” , he automatically steps
on the rope. The two players exchange roles.
RULES
No one should touch or be touched by the turning rope.
No one should step on the rope.
Two “ITs” hold the two ends of the rope and turn the rope clockwise or counterclockwise.
Players will go one by one jumping until the whole team is completely on inside the running
rope, jumping together.
SIPA RELAY
(Kicking the Lead Relay)
RULES
Boys shall kick the lead using their feet while girls use their elbows .
The team shall be composed of three boys and two girls.
The team shall be arranged in line in an alternate position, boys first, followed by girls.
The game shall start with a whistle or the signal “GO” from the teacher or the umpire
A boy will control or kick the lead with “foot” (left or right) in five counts. He will then pass the
lead to the girl and will control it with her elbow in 5 counts also.
She will then pass the lead to the next member I line until it reaches the last member.
The last member should catch the lead on the last count of his kick to consider it as legal hit.
If the lead falls on the ground, players shall start the counting from zero.
The first team to finish will be declared winner.
LUKSONG TINIK
(Hurdling Thorns)
It is basically means of surpassing an obstacle, which is the thorn (tinik) to continue to the next
stage until the players reach the peak or the most difficult stage. The game is commonly played outside
or on a playground. The objective of the game is to jump over the obstacle or hurdle. There are 6 or
more players in each team.
SKILLS TO BE DEVELOPED:
Leg Power
Body coordination
FITNESS COMPONENTS
Muscular strength
Endurance
Flexibility
Balance
VALUES
Teamwork
Self discipline
Patience
Camaraderie
Assignment Roles:
- Players are divided into 2 equal groups. They will choose a leader whom they will call
“Nanay”(Mother). The rest of the players are the “Anak” (children). The “Nanay” is supposed to be the
best jumper in the group.
DECIDING TURN:
The two leaders step aside and toss a slipper or wooden shoes.
FORMATION
The members of the team who lose sit n the ground, facing each other. Around 6-10 meters
away from them, a line is drawn. The team to jump first falls in line.
MOVEMENTS
The two players on the base extend their feet forward and press their soles against each other.
Opposing team will start to jump over the hurdle, then go back to the starting line.
The hurdle continues to become higher as long as the team succeeds in overcoming them.
If a player or “anak” touches any part of the hands while jumping, the seated player will shout
“nasaling” or “touch” and the mother jumps over in behalf of the anak.
If the mother fails the teams exchange places and the game starts all over again.
CULLIOT
(ROPE PULLING)
One of the famous games played in barrios and provinces. Elders in the provinces consider the
game as their favorite pastime or activity after taking a time-out from their work. Others play the game
during “fiesta”. It is one of the favorite dual competitions of men to test their physical strength,
teamwork, strategies and patience in the game.
It is played for dual as well as team competition. It is similar to the ever popular “tug of war”. The
difference is that the rope is wrapped around the waist of the player to get him off the circle.
The object of the game is to pull the rope that is wrapped around the waist of the player to get
him off the circle.
MOVEMENTS
A signal or whistle from the reference official, each player will pull the rope that is wrapped
around their waist.
Player must grasp the rope and maintain a balance stance to pull the rope and get a much
needed force.
GROUND PREPARATION
Two circles, each three feet in diameter or more depending on the number of participants, are
drawn around 6 feet apart.
FORMATION
Each player stands in the middle of the circle facing each other. The two ends of the rope are
tied separately around the waist of the players.
TATSING
(Touching)
It is derived from the English word “TOUCHING”. This is the favorite of youngsters, especially the boys.
The object of the game is to hit the “Pamato” the several pieces of bottle caps so that they get out the
square.
SKILLS TO BE DEVELOPED:
Accuracy
Coordination
MATERIALS
Bottle Caps
PAMATO
PROCEDURE
Several bottle caps are place inside the square which is about 6 to 8 feet away fro the starting
line.
The first player steps on the starting line and hits the bottle caps out of the square by throwing
the pamato.
Every cap that gets out of the square becomes the property of the thrower.
He continues to throw as long as there are caps going out of the square.
If he misses and no bottle caps get out of the square, he then gives in the next player.