Saturday, August 15, 2009

games for handicapped children from specialeducationweb.com

A-B
Actions
An adult comes into the room and does various actions for about three minutes (sits down, takes off his hat, gets up and turns round, unhooks whistle, etc.).
Children then make lists of what he did in the right order.

Alphabetical Sentence
Provide your guests with paper and pencils and ask them to write as long a sentence as possible, the first word beginning with A, the second with B, the third with C, and so on. The winner is the one who makes the longest sensible sentence. After this your guests could try making a story, using the letters in the same way. This would mean that full-stops could be introduced. The winner would be the one who made the best and longest story.

Another idea is to see who could make the longest story or sentence using one letter only. The letter might be suggested by one of the players. Whoever made the longest story or sentence could be rewarded by being allowed to choose the letter for the next attempt.

Beans and Spoons
The small cheese boxes are used in this game too. About 20 to 30 haricot-beans or butter-beans are placed in each box. The game is to see who can most quickly move the beans into the box lid, one at a time, with a teaspoon. Touching with the fingers is not allowed.

Balloon Race
Here's a " windy " game suitable for a Patrol competition.
Each Patrol is given a balloon and a sheet of paper rolled up in the form of a tube.
Patrols stand at one end of the hall.
No. 1 has to blow the balloon through the tub to the other end of the hall and back without letting the balloon touch the floor.
No. 2 carries on, and so on until all the Patrol have " blown along the hall ".
Patrol finishing first wins.

Bun Snapping
Again for those in chairs.
A bun is dangled in front of line of lads.
First lad who eats bun--not using hands-is the winner.

Balancing
See how long each boy can balance an enamel plate, on his finger–a ping-pong ball on a bat–or two books on his head.

Bean Game
Two dishes or plates, etc., number of beans (1-3) and two knitting needles or thin sticks to each Patrol.
The game is to transfer the beans from one plate to another.
The first Patrol finished using one hand only to pick up the beans, with the sticks, is the winner.
This can be played by practically any group of children.

Button
Game–the boys in two columns.
One pile of large buttons (two dozen) at each end.
At a signal the first boy on the left hand side picks up one, puts it in the left hand of second boy, he moves it with his right hand into the left hand of the third boy who picks it up with his right hand and puts it into the left hand of the fourth boy.
First side to finish wins.

Break Out
Players in a circle arms linked, one Patrol in the center.
Object of Patrol is to break out of circle in given time.
Change Patrols and Patrol getting most out in time wins.

C-D
Cricket
Bed lockers as wickets.
One hit is one run.
If ball hits the ward wall it is two runs.

Crocodile Dodge Ball
Players form a circle with one Patrol inside holding on to each other's waists.
Aim of players is by passing the ball to hit the last boy in the Patrol.
Patrol is allowed to move about but must remain linked and only front boy is allowed to stop the ball with his hands or feet.
When last boy is hit he moves up to the front of Patrol and becomes leader.
Repeat until all are hit.
Change Patrol and time each one.
Patrol taking longest time wins.

Cot-Case Donkeys
Patrols numbered, each child with a piece of rope long enough to stretch to next cot (or next child in his Patrol).
The children are told which knots they must tie to catch the donkey.
When whistle blows all children join their ropes together, and a an adult walks slowly down the room, and if he touches the wall before all the knots are tied, or any of the: knots are wrong, the donkey escapes.
Mixed Troop with blind children can play this, sitting in a line, and the blind children will hear the donkey walking away.

Descriptions
Patrols sit in corners, and two children from each Patrol remain in the middle of the room (They are the " Policemen ").
The Patrol write a description of the " Criminal " who, may be anyone in the room except a " Policeman ".
The Patrol Leader gives the written description to the two " Policemen " of his own Patrol, who arrest the Criminal " and take him back to their Patrol.
Patrols are not allowed to discuss who is to be the " Criminal, " and each child in turn has to write one clue, and may read all the clues that have been written before.
There is only one " Policeman " per Patrol, and he takes round the paper to collect the description.

Dotty Pictures
Provide your guests with plain post cards and pencils and ask them to draw seven dots in any direction. The cards are then collected and redistributed. A subject is then given, such as " Hope " and everyone is invited to draw a picture representing the subject using all the given dots. The pictures are then collected and the artist who has done the most popular work is voted the winner. A simplified version of this game would be to allow the guests to draw any picture they choose, using the given dots. In this case, a title must be given to it before the result is exhibited.

Do You Know London?
This game will be very popular, and needs very little preparation. Collect about two dozen picture postcards or pictures of well-known London Buildings, such as Westminster Abbey, Tower Bridge, etc. Cover or cut off all, names and number each one. Put them in prominent places round the room and provide each guest with a numbered card and a pencil. The competition is for them to guess the names of the places and write them down. Allow ten or fifteen minutes for doing so and give a small prize for the most correct. Keep three more difficult pictures ready, out of sight, so as to give the players a further test in the event of a tie.

F-G
Flag Pelmanism
Take two sets of flag cards and spread face downwards.
In turns Cubs pick up one card, look at it (and the others see it too), then choose another.
If they are a pair he keeps them, if not he replaces them in exactly the same places and tries to remember where they are. This can be played with nature cards -such as leaves, etc.

Flag Tiddlywinks
The Cubs in turn flip their tiddlywink on to cards which are face downwards. (Have a certain number of turns each.) If they can say what the card is when turned up, they keep it.

Feeling Leaves
Each Scout brings a leaf or nature specimen to the meeting or is given one at the beginning of the evening and allowed a short time to examine it.

At the end of the evening the specimens are piled together and each Scout is blindfolded in turn and has to recognize and pick out his own leaf by feeling.

Goalkeeper
Akela throws or kicks ball to back of boy's bed.
If boy saves it it is no goal against him, of course, but one against Akela.

Grab Bag
Several small familiar objects that will not break are put into a bag, and each player puts his hand into the bag, and feels the different objects.
After the bag has been passed round, the players either write down the names of the objects themselves or get their seeing partners to do so, and the player with the most complete list wins the prize.

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