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EDUCATION RESOURCE MANUAL TABLE OF CONTENTS I Table of Contents I Table of Contents II Letters 2000 Arctic Winter Games Host Society President’s Message ...................... i Arctic Winter Games International Committee President’s Message .......... iii Introduction ........................................................................................................1 The 2000 Arctic Winter Games Education Resource Manual ...........................................................................3 How the Games Began....................................................................................4 Foundation Statements of the 2000 Arctic Winter Games Host Society .................................................................6 Images of the Host Society .............................................................................7 Mascot .............................................................................................................8 Official Song ...................................................................................................9 Host City & Sites ..........................................................................................10 Whitehorse ..............................................................................................10 Haines Junction .......................................................................................13 Arctic Mini-Games Unit ...................................................................................15 Introduction ...................................................................................................17 Point System .................................................................................................18 Alpine Skiing ................................................................................................21 Arctic Sports .................................................................................................23 Badminton .....................................................................................................37 Basketball ......................................................................................................39 Ski & Snowshoe Biathlon .............................................................................45 Cross Country Skiing ....................................................................................47 Curling ..........................................................................................................51 Dene Games ..................................................................................................55 Dog Mushing ................................................................................................63 Figure Skating ...............................................................................................67 Gymnastics ....................................................................................................71 Hockey ..........................................................................................................73 Indoor Soccer ................................................................................................79 Snowboarding ...............................................................................................85 Snowshoeing .................................................................................................87 Speed Skating................................................................................................91 Volleyball ......................................................................................................93 Wrestling .......................................................................................................99

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  • EDUCATION RESOURCE MANUAL

    TABLE OF CONTENTS

    I

    Table of Contents

    I Table of Contents

    II Letters

    2000 Arctic Winter Games Host Society President’s Message ...................... i

    Arctic Winter Games International Committee President’s Message .......... iii

    Introduction ........................................................................................................1 The 2000 Arctic Winter Games

    Education Resource Manual ...........................................................................3

    How the Games Began....................................................................................4

    Foundation Statements of the 2000

    Arctic Winter Games Host Society .................................................................6

    Images of the Host Society .............................................................................7

    Mascot .............................................................................................................8

    Official Song ...................................................................................................9

    Host City & Sites ..........................................................................................10

    Whitehorse ..............................................................................................10

    Haines Junction .......................................................................................13

    Arctic Mini-Games Unit ...................................................................................15

    Introduction ...................................................................................................17

    Point System .................................................................................................18

    Alpine Skiing ................................................................................................21

    Arctic Sports .................................................................................................23

    Badminton .....................................................................................................37

    Basketball ......................................................................................................39

    Ski & Snowshoe Biathlon .............................................................................45

    Cross Country Skiing ....................................................................................47

    Curling ..........................................................................................................51

    Dene Games ..................................................................................................55

    Dog Mushing ................................................................................................63

    Figure Skating ...............................................................................................67

    Gymnastics ....................................................................................................71

    Hockey ..........................................................................................................73

    Indoor Soccer ................................................................................................79

    Snowboarding ...............................................................................................85

    Snowshoeing .................................................................................................87

    Speed Skating................................................................................................91

    Volleyball ......................................................................................................93

    Wrestling .......................................................................................................99

  • EDUCATION RESOURCE MANUAL

    TABLE OF CONTENTS

    I-ii

    Fair Play, Winning & Losing .........................................................................103 Fair Play Talk ..............................................................................................105

    Winning & Losing ......................................................................................106

    Instructional Activities ...................................................................................111

    Alpine Skiing ..............................................................................................113

    Arctic Sports & Dene Games ......................................................................119

    Badminton ...................................................................................................129

    Basketball ....................................................................................................135

    Ski Biathlon ................................................................................................141

    Cross Country Skiing ..................................................................................149

    Curling ........................................................................................................155

    Dog Mushing ..............................................................................................161

    Figure Skating .............................................................................................169

    Gymnastics ..................................................................................................175

    Hockey ........................................................................................................181

    Indoor Soccer ..............................................................................................187

    Snowboarding .............................................................................................193

    Snowshoe Biathlon .....................................................................................199

    Snowshoeing ...............................................................................................205

    Speed Skating..............................................................................................211

    Volleyball ....................................................................................................217

    Wrestling .....................................................................................................225

    Additional Activities ...................................................................................231

    Newspaper Activities ......................................................................................233

  • EDUCATION RESOURCE BOOK III-1

    2000 Whitehorse Arctic Winter Games INTRODUCTION

    INTRODUCTION

  • EDUCATION RESOURCE BOOK III-2

    INTRODUCTION 2000 Whitehorse Arctic Winter Games

    How the Games Began

    The Arctic Winter Games is an international sporting and cultural event held biennially with participation from

    Canada's Yukon, Nunavut, Northwest Territories and Northern Alberta, the American State of Alaska, Greenland

    and the guest Russian Provinces of Chukotka and Magadan. The Arctic Winter Games International Committee is

    the governing body of the Arctic Winter Games and, as such, is responsible for the policy requirements related to the

    event.

    The story of the Arctic Winter Games begins in 1967 on the occasion of the Canada Winter Games in Quebec City.

    Stuart Hodgson and James Smith, then Commissioners of the Northwest Territories and Yukon, unhappily looked on

    while athletes from their jurisdictions were decisively bested in competition. Both men realized that with the

    relatively small pool of athletes, and inadequate facilities and training, northern athletes, with few exceptions, would

    be unable to complete favourably with their southern counterparts at the national level for many years to come.

    Thus, the idea for the Arctic Winter Games was germinated and discussions ensued between the Commissioners and

    the then Governor of the State of Alaska, the Honorable Walter Hickel. Governor Hickel enthusiastically embraced

    the concept and the Arctic Winter Games Corporation (now Arctic Winter Games International Committee) was

    formed in 1968.

    The first set of Games was staged in Yellowknife in 1970 and was officially opened by former Prime Minister of

    Canada Pierre Elliott Trudeau. Approximately 500 athletes, coaches and officials participated and the Games were a

    great success.

    One of the main objects of the Games is, and always has been, to involve as many athletes as possible either in the

    Games themselves or in team trials and to provide a competitive forum for those other than elite athletes with

    opportunities in the south. The Arctic Winter Games Corporation logo, consisting of three interlocking rings,

    symbolizes athletic competition, cultural exhibition, and social interchange, which is the philosophy behind the

    Games. Although gold, silver and bronze medals are awarded to the athletes, the only trophy awarded is that to the

    team which displays the best sportsmanship throughout the Games.

    Originally, the three participating units were Northwest Territories, Yukon and Alaska, but Northern Quebec joined

    the Games in 1972 when they were held in Whitehorse. At that time, observers from Greenland, the Soviet Union

    and Labrador attended the Games to better understand the unique and successful concept. In 1974 the Games were

    held in Anchorage and in 1976 in Schefferville, Quebec. Unfortunately, after that time Northern Quebec ended its

    participation and, in 1978 when the Games were held in Hay River/Pine Point, only the three original units

    participated. Throughout the 80s, the Games have rotated among Yellowknife, Whitehorse, and Fairbanks, Alaska,

    and the twentieth anniversary was celebrated during the week of March 11 to 17, 1990, when the Games returned to

    Yellowknife for the third time.

    The Games in Whitehorse in 1986 marked the initial participation of Northern Alberta, which sent a delegation of 40

    athletes. Alberta’s participation was increased for the Fairbanks Games in 1988 and, at the 1990 Games, there were

    115 athletes, coaches and mission staff in attendance from north of the 55th parallel of this Canadian Province

    The 1990 Games saw other historic developments with the participation of approximately 50 athletes and cultural

    performers from Greenland and over 10 cultural performers and sports observers from the Soviet Union. From the

    rather modest beginning, the Games evolved and grew to the point where there were in excess of 1200 athletes,

    coaches, mission staff and officials in attendance at the Yellowknife Games.

    The cost of hosting the Arctic Winter Games had tripled since they began in 1970 but, with the continuing support

    of the governments of all participating jurisdictions, host municipalities, and corporate and individual citizens, the

    Games remained alive and well and have a future which is extremely bright.

  • EDUCATION RESOURCE BOOK

    III-3

    2000 Whitehorse Arctic Winter Games INTRODUCTION

    The 1992 Games marked the 4th occasion that Whitehorse and the Yukon hosted this important northern event. For

    the first time two Russian Provinces, Magadan and Tyumen, participated in athletic competition. Once again, 1200

    participants filled the Klondike streets. In 1994 Alberta became the 2nd Province to host the Arctic Winter Games,

    as Slave Lake, a community of only 8000 people charmed the 1400 participants. Alberta’s contingent grew to a full

    300 participants. In 1996 the Games returned to Alaska, and the community of Eagle River, a suburb of Anchorage,

    hosted the most technically sound Games to date.

    In 1998, Yellowknife hosted the Arctic Winter Games and had a budget of 2.5 million dollars. Some 1600, athletes,

    coaches and managers took part in the last Games of this Millennium. The Games are alive and well and are

    pointing to adding Northern Quebec and a third Russian Province.

    The Host Organization

    This is the non-profit body usually incorporated as a Society, which is created for the purpose of staging a particular

    set of Games. Traditionally it is brought into existence shortly after a community is awarded the Games and is

    dissolved within six months of their conclusion. Typically the Host Society will have as many as fifteen directors

    and up to two thousand other volunteers as well as salaried employees. It puts on the Games in accordance with the

    terms of the contract signed by the Host Community and the Arctic Winter Games International Committee.

    The Sport Governing Body

    In the Northwest Territories and Yukon, the government-created bodies of Sport North Federation and Sport Yukon

    are responsible for conducting Territorial team trials, providing uniforms, appointing mission staff, organizing

    aircraft charters, and generally doing all things necessary to send their teams to the Games. In Alaska the Arctic

    Winter Games Corporation of Alaska performs this function. In Northern Alberta the individual sport-governing

    bodies are responsible for team trials, while the Provincial Government, Department of Parks and Recreation,

    attends to all the other organizational matters. The Sport Federations from the Russian provinces of Magadan and

    Tyumen organize their participation, while the Home Rule Government in conjunction with their Sports Federation

    spear heads the Greenland contingent.

  • EDUCATION RESOURCE BOOK III-4

    INTRODUCTION 2000 Whitehorse Arctic Winter Games

    Foundation Statements of the 2000 Whitehorse

    Arctic Winter Games Host Society

    Mission Statement

    The Whitehorse Host Society is committed to staging and managing successful games. The games will showcase

    excellence in sport, vitality in the Arts, cultural diversity, social interchange through youth investment, fiscal

    responsibility, teamwork, creative and wide spread community support. The event will leave lasting benefits for

    participants and legacies for the people of the Yukon

    Mandate

    The 2000 Whitehorse Arctic Winter Games Host Society is mandated to organize, stage, conduct, finance and

    promote the 2000 Arctic Winter Games from March 5 - 11, 2000 in the City of Whitehorse on behalf of the Yukon

    Territory, the City of Whitehorse and the Arctic Winter Games International Committee.

    Values

    Integrity Equity Honesty Teamwork Fiscal Responsibility

    Excellence Respect Fairness Creativity Ethics

    Philosophy

    The 2000 Arctic Winter Games Host Society believes in and strives for:

    1) A legacy rich in community spirit, opportunity, sport development and cultural exchange. 2) A positive atmosphere and promotion of excellence in amateur sport, arts and culture. 3) A “Smart Choice” code of conduct for athletes, artists, coaches, guests, officials, staff and volunteers. 4) An environmentally friendly Games. 5) Culture, gender, geographic equity and a bias for involving people of all ages in the Games. 6) Dedicated, competent and committed volunteers who are vital for a successful Games for participants

    and spectators alike.

    7) Fair play, sound judging and honest competition. 8) Entrepreneurial spirit and fiscal responsibility. 9) Partnerships with the community, governments and stakeholders. 10) Provision of language services for all Games languages in addition to French and English. 11) The best facilities care and comfort possible for athletes, artists, coaches, guests, officials, spectators,

    staff and volunteers. 12) Tobacco free sporting and non-sporting venues.

  • EDUCATION RESOURCE BOOK

    III-5

    2000 Whitehorse Arctic Winter Games INTRODUCTION

    Images of the Host Society

    Logo

    The logo is a vertical rectangle shape with an athlete perched on a mountain, reaching towards the sky.

    The Northern Lights are depicted in the background. It signifies the participants’ attempts to strive for

    excellence at the Games. The Northern Lights and the mountains give it a Yukon flavour

    Slogan

    The Slogan is “Seize the Spirit”, a call to athletes, artists, coaches, officials, VIPs and spectators

    to use the Games as an opportunity to make new friends, see new places, learn new things and

    spread the Northern Spirit. It encourages all participants to reach out and grab all they can.

    SEIZE THE SPIRIT

  • EDUCATION RESOURCE BOOK III-6

    INTRODUCTION 2000 Whitehorse Arctic Winter Games

    Mascot

    The mascot is called AWGie; a cold-weather creature bundled

    in a fur-trimmed parka wearing snowshoes, skates, skis or

    whatever is necessary to get around in the North during

    winter. As the official mascot of the 2000 Whitehorse Arctic

    Winter Games, AWGie will roam around the Games keeping

    visitors warm and spreading the Northern Spirit. AWGie is

    the perfect ambassador of the North – the creature, lurking in

    all of us, who loves to wander outside on a bright winter day.

    The 2000 Arctic Winter Games mascot was created by Jim

    Oster.

  • EDUCATION RESOURCE BOOK

    III-7

    2000 Whitehorse Arctic Winter Games INTRODUCTION

    Official Song

    Seize The Spirit By Bob Johnstone

    Verse: When Athletic Competition

    Meets with culture and tradition

    That’s the Arctic Winter Games

    And where a heart of gold embraces

    All the different smiling faces

    That’s the Arctic Winter Games

    So lets light the flames and…

    Chorus:

    Seize the Spirit

    Lift your voice for all to hear it

    Seize the Spirit

    Your destiny to need to fear it

    Seize the Spirit…NOW

    Verse: From all around the North so many come

    Bringing forth the New Millennium

    Head to head but still we’re side by side

    On top of the world with pride

    Follow your heart, share the glory

    Play your part, write your story

    ‘Cause there is a passion deep inside

    That won’t be denied, so…

    Chorus:

    Bridge: Now is the time, this is your chance

    So get in the game, join in the dance…

    Chorus:

    Chorus:

  • EDUCATION RESOURCE BOOK III-8

    INTRODUCTION 2000 Whitehorse Arctic Winter Games

    Host City and Sites Whitehorse, the Host City

    POPULATION & LOCATION

    Situated on the bank of the Yukon River, it is Canada's most westerly city and has the largest population north of the

    60th parallel. The population of Whitehorse is 23,301. Seventy five percent of the population is younger than 44 years

    and is multi-ethnic with Canadian, British, First Nations & European origins making up the majority of the population.

    HISTORY

    The City was established as a trans-shipment point during the Klondike Gold Rush of 1898. It was originally given the

    name "White Horse" by the gold miners who thought that the Yukon River rapids at Miles Canyon looked like the

    manes of charging white horses. The settlement developed mainly as a result of being located at the transfer point where

    prospectors arriving on the White Pass and Yukon Route rail line from Skagway would board river boats to the Klondike

    Gold Fields. By 1900, Whitehorse had a population of 2,000.

    Until recently, Whitehorse had a history of economic growth and decline cycles. In the early part of this century, the

    City had a short-lived copper boom, which ended shortly after World War I when copper prices fell. In 1939, the

    Canadian Government built an airport, which was followed in 1942 by the construction of the Alaska Highway.

    Construction of the Canol Pipeline and road, and establishment of an oil refinery at Whitehorse further increased the

    level of economic activity for a period of time. The boom ceased at the end of World War II with the exodus of military

    personnel, but by this time, Whitehorse had become an important communications and transportation centre. In 1953,

    Whitehorse replaced Dawson City as the Territory's capital.

    The City's natural environment lends itself to walking, cross country skiing and hiking. Whitehorse boasts of an

    extensive trail network throughout the city that is accessible in all seasons.

    Today, the City is considered the transportation, mining, service, commerce and trade, education, cultural and

    recreational centre of the Yukon. As the Territory's capital, it is also the major centre for Federal, Territorial and First

    Nation’s governments.

    Whitehorse First Nations

    Whitehorse is the home of the Kwanlin Dun First Nations who occupies the McIntyre Subdivision and the Ta’an

    Kwach’an who reside around Lake Laberge. Their cultural affiliation is Northern and Southern Tutchone. The First

    Nations account for about 21% of the Yukon's population and approximately 10% of the Whitehorse population (1991

    Census).

  • EDUCATION RESOURCE BOOK

    III-9

    2000 Whitehorse Arctic Winter Games INTRODUCTION

    Climate/Topography

    Most of Whitehorse is located within the Yukon River Valley, which is approximately seven kilometers wide. The

    downtown area is backed by a steep clay escarpment with a plateau like summit. Several mountains, namely Grey

    Mountain, Mt Sima, Mt McIntyre and Golden Horn Mountain surround the City. The region is covered by boreal forest

    vegetation.

    The effects of the coast modify the dry interior climate approximately one hundred kilometers away. The annual

    precipitation is relatively low. Whitehorse weather is dry and the southerly winds or Chinooks bring frequent warms

    spells and dramatic temperature changes. Visitors in March can expect sunny, cool conditions with more than 9 hours of

    daylight each day.

    The average weather conditions for March is:

    Sunshine Daylight Max Temp Min Temp Snow

    161.3 hours 10 ½ - 13 hours/day -1.5 -13.1 16.9mm

    Economy and Business

    Mining and mineral exploration have been the mainstays of the Yukon economy since the turn of the century. However,

    a reliance on world prices and finite resources has led the Territory through boom and bust. Government is the second

    most important economic driver in the Yukon accounting for approximately 30% of GDP ($300,000,000). Tourism is

    the largest employer in the Yukon. The stability of high government and tourism expenditures and employment levels

    have tended to insulate the Whitehorse economy, making the City somewhat recession proof.

    Whitehorse is host to five chartered banks and a wide range of professional services including law firms, chartered

    accountants, engineering and architectural consulting services, medical, dental and affiliated health industries and

    professions. Forty different types of businesses operate in Whitehorse with more than 2,400 business licenses issued

    annually.

    Tourism is one of the most important elements in the City's economy. The Yukon’s tourism attracts in excess of 260,000

    visitors to the Yukon each year. The majority of tourists pass through Whitehorse along the Alaska Highway visiting the

    City's tourist attractions.

    While the tourist season is primarily from May to October, February is a big month for outside visits to Whitehorse.

    During February, Whitehorse hosts the Yukon Quest, Frostbite Music Festival and the Sourdough Rendezvous. The

    City and its tourist services gear up for February. Hosting the 2000 Arctic Winter Games in March will compliment the

    winter tourism season and expand the opportunities to our tourist service operators.

  • EDUCATION RESOURCE BOOK III-10

    INTRODUCTION 2000 Whitehorse Arctic Winter Games

    Transportation

    Whitehorse is the supply and transportation centre of the Yukon and northwestern British Columbia and has connections

    with Alaska, MacKenzie Delta and the Beaufort Sea. The industries and residents of Whitehorse and the Yukon are well

    served by every mode of transportation all year long.

    Public bus transportation is provided by Whitehorse Transit. Additional public transportation is available by several taxi,

    car lease and car rental companies.

    Whitehorse is connected by all weather highways throughout the Yukon, Northwest Territories, Alaska, British

    Columbia and the coast. Whitehorse International Airport provides daily scheduled jet service between Whitehorse,

    southern cities and Alaska. Air service is available to most Yukon communities, Inuvik, Yellowknife, Juneau and

    Fairbanks in Alaska. Helicopter charter service and air service is also available. The airlines serving Whitehorse are:

    Air North

    Canadian Airlines International

    Era Aviation

    Whitehorse’s Vibrant Cultural Community

    Yukon’s capital city is blessed with a thriving cultural sector. The Yukon Arts Centre, a state of the art facility and

    gallery, seats over 420 and showcases local and visiting talent. Its large, attractive lobby is highly suitable for large

    gatherings and displays. The Guild Hall, Nakai Theatre, Whitehorse Drama Club, to name but a few, offer live theatre to

    appreciative Yukoners throughout the year. They also provide Yukon theatre practitioners with opportunities to better

    develop their craft.

    Craft fairs, workshops for young and old in mediums such as acting and writing, visual art exhibits at several different

    galleries around town, and festivals are some examples of the various cultural happenings in Whitehorse. The arts

    community is also rooted in its indigenous forms of expressions, such as storytelling, drumming, woodcarving,

    beadwork and weaving.

    Whitehorse boasts a multitude of excellent venues, ideal for hosting the 2000 Whitehorse Arctic Winter Games and its

    cultural activities. The Yukon College, Arts Centre, various outdoor facilities, parks, community halls, arenas, hotels,

    store/mall lobbies, schools will be used to celebrate the north’s rich culture and talent.

    The major non-sporting and cultural event

    legacy in Whitehorse includes:

    February

    Yukon Quest

    Frostbite Music Festival

    Sourdough Rendezvous

    May

    Yukon Trade Show

    June

    International Storytelling Festival

    Dun Na Kwe Ye (First Nations People

    Celebration)

    July

    Canada Day

    Great Yukon River Rubber Duck Race

    Waterfront Days

    Ton of Gold Fun Festival

    August

    Sourdough Gold Rush Bathtub Race

    Klondike Harvest Fair

    The major sporting event legacy in Whitehorse

    includes:

    February

    Western Canadian Cross Country Ski Championships

    Yukon Quest

    March

    International Curling Bonspiel

    1972, 1980, 1986, 1992 Arctic Winter Games

    FIS World Cup

    Canadian Biathlon Championships

    Yukon Native Hockey Tournament

    June

    Chilkat International Haines Jct. to Haines Bike Relay

    July

    International Dust Ball Tournament

    August

    Canadian Slo-Pitch National

    Championships

    September

    Klondike Trail International Road Race

  • EDUCATION RESOURCE BOOK IV-11

    Arctic

    Mini-Games

    Unit

  • EDUCATION RESOURCE BOOK IV-12

    Introduction

    This unit was developed to promote an interest in the 2000 Whitehorse Arctic Winter Games. It provides ideas on

    organizing a Mini-Games Unit and serves as a resource of sport adaptations. Participation of students in physical activity

    is the goal.

    The outline will show possible scheduling for the Mini-Games that will range from one half-day to five weeks. Each

    school will have to determine the format most suitable to meet its needs.

    The sports or activities chosen have been listed as either team or individual. Where possible, the actual sport should be

    played; however, sports adaptations have also been provided.

    Objectives:

    Mass Participation (students, teachers, parents, other school employees) Develop an awareness of the Arctic Winter Games Active living

    Sports/Activities: INDIVIDUAL TEAM

    Alpine Skiing Basketball

    Arctic Sports Curling

    Badminton Dene Games

    Biathlon Hockey

    Cross Country Skiing Soccer

    Dog Mushing Volleyball

    Figure Skating

    Gymnastics

    Snowboarding

    Snowshoeing

    Snowshoe Biathlon

    Speed Skating

    Wrestling

    NOTE: Some of the sports/activities, modified or not, can be placed in either group

  • EDUCATION RESOURCE BOOK

    IV-13

    Point System (OPTIONAL) Many schools already have in place an intramural system of some kind, in which students earn points for their team,

    class, or house. Awarding points for participating in a Mini-Games Unit may increase the participation and

    enthusiasm.

    Other team variations for classes or the entire student body are:

    a) 7 groups – representing 1 province, 3 territories, 3 countries b) 4 groups – Canada, Greenland, Alaska, Russia

    A large chart indicating points and standing may also promote interest, enthusiasm, and participation in the Games.

    Format Options

    1. Half day 2. One full day 3. One week – lunch hour 4. Three weeks – 1 morning or afternoon/week (e.g. 3 consecutive Fridays) 5. Two full days – 1 or 2 weeks apart 6. Five weeks – lunch hour – Intramural Format

    FORMAT 1

    One half-day (based on two and on-half hours)

    a) Two time slots of 70 min. each (10 min. break between). Students select one individual activity and one team activity from a given list of activities and rotate from slot 1 to slot 2.

    Example: INDIVIDUAL TEAM

    1. Badminton 1. Basketball

    2. Cross-Country Skiing 2. Soccer

    3. Speed Skating 3. Volleyball

    NOTE: Since the individual activities may be shorter in time, let students select 2 individual activities

    and rotate after 30 or 35 min.

    b) Four time slots of 30 min. each (5 min. break in between). Students select 2 individual activities and 2 team activities from a given list of activities and rotate from slot 1 to slot 4.

    FORMAT 2

    One full day (based on five hours or 300 min. with a break through lunch)

    a) Organize the day as in Format 1. Offer combinations of team and individual activities.

    b) Increase number of time slots and offer more activities.

  • EDUCATION RESOURCE BOOK IV-14

    FORMAT 3

    One week – lunch hour (based on five days of 60 min.)

    a) One time slot of 60 min. – TEAM activity

    Two time slots of 25 min. – INDIVIDUAL activity 10 min. break

    One different team activity and two different individual activities are offered each day for five days.

    b) Same time slots as part (a) Students select one team and two individual activities from a given list of options as the week

    progresses.

    FORMAT 4

    Three weeks – one morning or afternoon per week.

    Based on three afternoons of 150 min.

    Follow FORMAT 1 a) and b). Offer students different activities for each half-day. Could be organized for more or less than 3 weeks.

    FORMAT 5

    Two full days – 1 or 2 weeks apart (based on 2 days of 5 hours each).

    Follow FORMAT 2 a), b), c), and d). Offer students different activities for each day, if possible. Could be organized for more than 2 full days over a three to five week period.

    FORMAT 6

    Five weeks – lunch hour – Intramural format (based on five weeks of five days with a lunchtime of 60 min.).

    a) Follow FORMAT 3 a) or b). Offer some team activity all week long and several individual activities.

    b) Follow FORMAT 3 a) or b). Offer same team and individual activities for each Monday. Change the activities. Offer the same team and individual activities for each Tuesday. Continue through the

    five-week period. Could be organized for less than five weeks.

  • EDUCATION RESOURCE BOOK

    IV-15

    Alpine Skiing

    SLALOM

    Formation Mark the racing course with pylons, teams or individual races

    Equipment: Enough pylons to set up one to two

    courses

    No. of Players: Varies (Individual or Teams)

    Skills: Running

    Play: Players run in and out between the pylons (or some other object to

    mark the racing course) over a prescribed distance. Players may

    run against the clock, and the player with the lowest time wins, or

    players may run as part of a relay team with the first team crossing

    the finish line winning. Pylons should be close together to make

    players do sharp turns.

    Example 1: Relay Race

    xxx xxx

    ooo ooo

    Example 2: Individual Timed Races

    xxx

  • EDUCATION RESOURCE BOOK IV-16

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  • EDUCATION RESOURCE BOOK

    IV-17

    Arctic Sports

    Note: The activities that follow are the games that are used in the

    Arctic Winter Games, some of the games are left out do the danger of

    the game. Direct supervision is required.

    ONE-FOOT HIGH KICK

    Formation: Individual Competition

    Equipment: Target Seal (Can be a waffle ball, sponge ball, etc, must be soft), a

    self supporting stand with rope (Can be a string hanging from the

    Basketball net), and a tape measure

    No. of Players: Varies (Individual or Teams)

    Skills: Jumping, landing, balancing, coordination Play: 1. Each player has three attempts to kick the target at each height.

    An attempt is taken if the kicking knee is broken in the course

    of a jump, the player misses the target or is off balance upon

    landing.

    2. Players can start from a stranding or running approach. 3. Players take off on two feet. 4. Players try and kick the target with one foot and then must land

    in a controlled balanced position on the kicking foot.

    5. Starting height in the Arctic Winter Games for open male competitors is 6 feet 6 inches, open female and junior males

    starting height is 5 feet 6 inches and junior female is 5 feet

    (start height in accordance to skill level.)

    6. In the Arctic Winter Games the target is moved up 4 inches at a time for open male competitors and 2 inches for the rest. (Raise

    the target in accordance to skill level)

    Variation: Have a team event where you combine the total individual heights

    kicked to determine a winner.

    TWO-FOOT HIGH KICK

    Formation: Individual Competition

    Equipment: Target Seal (Can be a waffle ball, sponge ball, etc, must be soft), a

    self supporting stand with rope (Can be a string hanging from the

    Basketball net), and a tape measure

    No. of Players: Varies (Individual or Teams)

    Skills: Jumping, landing, balancing, coordination

    Play: 1. Each player has three attempts to kick the target at each height.

    An attempt is taken if knees are broken in the course of a jump,

    the player misses the target or is off balance upon landing.

    2. Players can start from a stranding or running approach.

  • EDUCATION RESOURCE BOOK IV-18

    3. Players take off on two feet.

    4. Players must kick at target and come in contact with the target with both feet simultaneously and then must land in a

    controlled balanced position on both feet.

    5. Starting height in the Arctic Winter Games for open male

    competitors is 6 feet and 5 feet for open female competitors.

    For junior male the starting height is 5 feet 6 inches and for the

    junior female is 4 feet 6 inches (start height in accordance to

    skill level.)

    6. In the Arctic Winter Games the target is moved up 4 inches at a

    time for open male competitors and 2 inches for the rest. (In

    accordance to skill level raise the target 1-inch at a time).

    Variation: Have a team event where you combine the total individual heights

    kicked to determine a winner.

    ALASKAN HIGH KICK

    Format: Individual Competition Equipment: Target Seal (Can be a waffle ball, sponge ball, etc, must be soft), a

    self supporting stand with rope (Can be a string hanging from the

    Basketball net), and a tape measure

    No. of Players: Varies (Individual or Teams)

    Skills: Concentration, flexibility, and balance Play: 1. Players start on the floor by grabbing one foot by the sole with

    the opposite hand. The player then raises of the ground by

    balancing on their free hand and leg.

    2. The player kicks at the target with their free foot while maintaining their hold on the other foot.

    3. Upon kicking the target the player must land and maintain control on the same side that they jumped from.

    4. The player must continue holding the foot until the attempt is over and has demonstrated control upon landing.

    5. Three attempts at each height are allowed and the attempt is failed if the target is not struck with the foot, not maintaining

    balance and control upon landing, and anytime the player lets

    go of the none kicking foot during the kick.

    6. Starting height for open men is 6 feet, for open women and junior men is 5 feet, and for junior women is 4 feet 6 inches.

    Variation: Have a team event where you combine the total individual heights

    kicked to determine a winner.

  • EDUCATION RESOURCE BOOK

    IV-19

    KNEEL JUMP

    Formation: Individual competition Equipment: Tape measure, masking tape, and ropes to mark off playing area.

    No. of Players: Varies (Individual or Teams)

    Skills: Jumping

    Play: 1. Player starts in a kneeling position, with the buttocks resting on

    the heels and the toes pointing back.

    2. Player begins by rocking to gain momentum, swinging the arms is permitted.

    3. The players then thrust themselves forward as far as possible. 4. The landing must be balanced and controlled on two feet in the

    squat position with the arms forward.

    5. Each player has three attempts, and a player is charged with an attempt if they do not land in a squat position with arms facing

    forward.

    6. The player must stay in the landing position until the measurement has taken place, or the attempt will not count.

    Variation: Have a team event where you combine the total individual jumps

    to determine a winner.

    ONE HAND REACH

    Formation: Individual Competition

    Equipment: Target Seal (Can be a waffle ball, sponge ball, etc, must be soft), a

    self supporting stand with rope (Can be a string hanging from the

    Basketball net), and a tape measure

    No. of Players: Varies (Individual or Teams)

    Skills: Concentration, balance, strength Play: 1. Player starts under the target with the elbow of the bracing arm

    tucked under the body.

    2. The player lifts of the floor and balances on their hands 3. With one hand the player reaches out and strikes the target

    while the other hand maintains balance on the floor.

    4. No part of the body other than the hand may touch the floor in the attempt, once the target is touched the hand returns to the

    floor to help maintain balance.

    5. Each player is allowed three attempts at each height, with an attempt being committed when the hand reaches towards the

    target. A player is charged with an attempt if the target is not

    touched, and if any part of the body touches the ground before

    the player retains balance with the striking hand.

    Variation: Have a team event where you combine the total individual heights

    reached to determine a winner.

  • EDUCATION RESOURCE BOOK IV-20

    HEAD PULL

    Formation: One vs. One tug-o-war type competition Equipment: Head band or loop 2 feet long and no less than 4cm wide (Can be a

    piece of thick rope)

    No. of Players: Two at one time

    Skills: Strength endurance Play: 1. Place the loop above the ears on both competitors.

    2. Players start by facing each other lying stomachs down, a centre line is drawn between the competitors with two

    additional parallel lines 3 feet from the centre line.

    3. Players rise up to a push up position with only hands and feet touching the floor.

    4. When the judge signals players start pulling backwards with their head. The pull must be straight back and parallel to the

    ground. (Continuous pulling only, no sudden movements or

    jerks)

    5. The object is to pull the opponent clearly over the line parallel to the centre line.

    6. The winner is declared if they pull their opponent over the line parallel to the centre line, if the opponent allows the loop to be

    pulled off the head or if any part of the body touches the floor

    other than the feet and hands.

    7. Only one pull determines the winner of the match.

    ARM PULL

    Formation: One vs. One tug-o-war type competition.

    Equipment: No equipment required

    No. of Players: Two at one time

    Skills: Strength Play: 1. In pairs players’ face each other sitting on the floor. The

    players have one leg straight and the other bent over the

    opponent’s straight leg.

    2. Competitors lock right arms at the bent elbow, with their left hand holding the other players right ankle or foot.

    3. At the official’s signal the players pull slowly and steadily at the elbow and the action must be inward from the elbows

    towards the chest. 4. The object is to pull the opponent over or touch the opponent’s

    hand to the chest. 5. The competition consists of the best out of three pulls, with the

    right arm pulling first, the left arm pulling second and the third

    if necessary chosen by the winner of a coin flip.

  • EDUCATION RESOURCE BOOK

    IV-21

    SLEDGE JUMP

    Formation: Individual Competition Equipment: 10 sledges (50-cm high obstacle, with a 50-cm wide top and 70 cm

    wide bottom). Adjust height to meet the needs of the individuals.

    No. of Players: Varies (Individual or Teams)

    Skills: Jumping, endurance Play: 1. The player stands behind a line marked in front of the course

    with both feet together.

    2. When the referee signals the player starts and jumps over the 10 sledges, then turns around and jumps back over the sledges.

    3. The player continues until they displace one of the sledges with their body, lands or takes off without both feet together,

    touches apart of the sledge with their body above the waist or

    falls to the ground.

    4. The jumps should be in a continuous action with no applicable time allowed between each jump.

    5. A maximum of 5 seconds is allowed to turn at the end of the 10 sledges.

    6. Each player will be allowed 3 attempts and the greatest number of sledges jumped over is scored as the best attempt.

    Variation: 1. Play as a relay event where the player has to jump over the ten

    sledges turn around and jump back over the sledges, then the

    next person in line goes. The greatest number of sledges

    jumped over is the winner. Have teams of 2 to 4.

    2. Timed relay event the same as variation # 1.

    TRIPLE JUMP

    Formation: Individual Competition

    Equipment: Different color start line, 103 cm in length (tape can be used), flag

    No. of Players: Varies (Individual or Teams)

    Skills: Jumping Play: 1. Players must use a running start or a standing start.

    2. When the referee gives the signal the player approaches the start line and completes three consecutive jumps. Feet must

    stay together at all times.

    3. The jump is measured from the beginning of the start line to the nearest point touched by any part of the player’s body.

    4. Each player is allowed three attempts with the longest attempt being the score that is recorded.

    5. The referee signals if the attempt is completed properly, if the jump is not completed successful the referee signals by raising

    a flag, if it is successful the flag will not be raised.

    Variation: Have a team event where you combine the total distance of

    individual jumps to determine a winner.

  • EDUCATION RESOURCE BOOK IV-22

    Non Arctic Winter Games Activities

    OWL HOP

    Formation: Individual Competition

    Equipment: No equipment required

    No. of Players: Varies

    Skills: Jumping Play: 1. Hook the non-hopping leg behind the knee of the hopping leg

    and bend the hopping leg 45 degrees.

    2. The player extends and raises his arms outward and away from the body. The thumbs of both fists point upward with the fists

    raised nearly as high as the shoulders.

    3. On the referee’s signal the player begins to hop forward , the hops have to be continuous and not be interrupted.

    4. The competitor jumping the greatest distance wins the competition.

    STANDING HIGH JUMP

    Formation: Individual Competition

    Equipment: Rope, (High bar stand and bar to adjust height)

    No. of Players: Varies

    Skills: Jumping

    Play: 1. Two assistants hold the rope at the starting height of 2 feet or

    60 cm (adjust to meet the needs of the players).

    2. The players position themselves on one side of the rope ready for the jump. The two feet are beside one another.

    3. From this position the player jumps over the rope without touching it with their feet or any part of their body. The jump

    ends in a controlled landing position.

    4. The competitor that jumps the greatest height wins.

  • EDUCATION RESOURCE BOOK

    IV-23

    FOOT PULL

    Formation: One vs. One tug-o-war competition

    Equipment: A loop 30 cm or 12 inches in diameter (rope will suffice), tape

    (Gym lines)

    No. of Players: 2 players at one time

    Skills: Strength, strength endurance Play: 1. Starting position is in a sitting position with the pulling leg

    extended. The ankle of their pulling leg is fully flexed and

    locked, with toes pointing upwards. The pulling feet are

    positioned close to the centre line. The support leg is flexed at

    the knee to an angle of about 90 degrees and on the ground.

    The competitors lean back and place their hands on the floor to

    the side and behind the hips.

    2. Upon signal from the referee the players try to pull their opponent’s foot over the centre line or slip the leather belt off

    the opponent’s foot.

    3. Best of three format with the competitors switching feet in rounds 1 and 2. The winner of a coin flip determines the

    pulling foot for round three if necessary.

    Teaching Suggestions: 1. Direct Supervision required

    2. Adequate warm up and stretching 3. Make sure players know the rules before playing.

    Source: Arctic Sports

    A Training And Resource Manual

    NWT Arctic Sports Association (1998)

  • EDUCATION RESOURCE BOOK IV-24

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  • EDUCATION RESOURCE BOOK

    IV-25

    Badminton

    TWO-ON-ONE BADMINTON

    Played in-groups of three where the person serving plays

    against the other two. The server must hit every other shot

    whereas the other two play as partners against him/her. (They

    don’t necessarily have to take alternate shots.) Only the

    server can score points. The server continues to serve until the other two beat him/her on

    a point. Each time a new server takes over, the other two players become partners against

    him/her. Each player keeps his/her own score.

    Intramural Series: Intramurals in the Elementary School. CIRA, 1986, page 63.

    BATTLEDORE & SHUTTLECOCK

    Formation: Two players that try to keep the Shuttlecock (bird) in the air for as

    long as possible buy hitting the shuttlecock with a battledore

    (racket).

    Equipment: A Battledore and Shuttlecock (Racket and Bird) No. of Players: 2 players

    Play: 1. The object is to keep the shuttlecock in the air as long as

    possible.

    2. Players hit the shuttlecock back and forth and count the number of times they hit the shuttlecock.

    3. Have a time limit with the team that hits the bird the most times wins the game. Each team has as many opportunities to

    start over until the time limit is up. Once the time limit is up

    teams can’t start again but can continue if they still have the

    shuttlecock in the air.

    4. Or have teams sit down once the shuttlecock hits the floor, with the last team standing winning.

    Variations: Add a net to the game and have the players hit the shuttlecock over

    the net, but keep it off the ground.

  • EDUCATION RESOURCE BOOK IV-26

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  • EDUCATION RESOURCE BOOK

    IV-27

    Basketball

    BASKETBALL GOLF

    Formation: Arrange players on designated spots

    around the key.

    Equipment: 2 basketballs

    No. of Players: 5 to 6 on each team

    Skills: Shooting

    Play: 1. Each player, in turn, tries to make a basket from each shooting

    mark.

    2. Rotate players and teams after each team has had five shots. 3. Each shot is counted as one point and the team with the highest

    score wins.

    Teaching

    Suggestions: 1. Be certain there is sufficient shooting practice before

    attempting this game.

    2. With increased proficiency, extend shooting distance.

    Example 1:

    1 5

    6

    2 4

    3

    Example 2:

    6 4

    3 1

    5 2

    7 18

    8

    17

    9

    11 14 16

    12 15 10 13

  • EDUCATION RESOURCE BOOK IV-28

    BOUNDRY BALL

    Formation: Arrange students in equal teams on each side of the centre line.

    Equipment: 2 to 4 basketballs, soccer balls or volleyballs

    No. of Players: 8 to 16 on each team

    Skills: Passing and catching

    Play: 1. Players may move about freely in their own area but may not

    enter opponents’ territory.

    2. On signal, members of each team attempt to throw the ball so that it will roll or bounce over opponents’ goal line.

    (Balls going over in the air do not count.)

    3. Players try to prevent balls from crossing their goal. 4. Players securing a ball must throw it themselves. 5. After a goal is scored, the ball is returned to the captain and put

    into play again.

    6. Play may be timed or play in innings, with each legal goal constituting one-half inning.

    7. One point is scored for each goal. 8. If a player steps on or over the centre line, one point is given to

    the opposing team.

    Teaching Suggestions: 1. Stress rolling or bouncing the ball.

    2. If ball passes beyond the field of play, have the child nearest the ball recover it.

    NINE COURT BASKETBALL

    Formation: Divide the basketball court into nine equal areas and place one

    guard and one opposing forward in the three end squares. Place

    one guard from each team in the remaining squares.

    Equipment: Basketball

    No. of Players: 9 on each team

    Skills: Passing, catching, shooting, dribbling, and pivoting

    Play: Regular basketball rules apply with the following modifications:

    1. Each player is assigned an area and must stay in it. 2. Players advance the ball by passing and/or one dribble. 3. Only forwards may shoot at the goal. 4. Jump ball is used to start the game. 5. Free shots are awarded for fouls. 6. Ball is taken out of bounds for crossing lines, travelling, double

    dribbling, etc.

    Teaching Suggestions: 1. After each goal, players may rotate to the next higher position.

    2. Encourage students to keep in and move in their area. 3. Use chalk or tape to designate areas.

  • EDUCATION RESOURCE BOOK

    IV-29

    SIDE LINE BASKETBALL

    Formation: Use one-half of a playing court for two teams. Four players from

    each team play in the court area while remaining players are

    scattered along the sidelines.

    Equipment: Basketball – 1 for each game

    No. of Players: 8 to 12 per team

    Skills: Catching, passing, shooting, dribbling, and pivoting Play: 1. Basketball rules are followed, except that the ball may be

    passed to a sideline player.

    2. Both teams play the same basket. Start the game with a jump ball in centre of playing area. Team that gains possession is

    designated as offensive team.

    3. If defensive team intercepts the ball, the players must pass to one of their sideline players before they become the offensive

    team.

    4. Stepping over the centre or sidelines gives the ball to the opponents on their sidelines.

    5. Players on the sidelines rotate with players on the floor. 6. Field goals score two points and free throws score one point.

    Teaching Suggestions: 1. Assign numbers before the game and use these in the rotate

    sequence.

    2. More players may be used on the court.

    BASKETBALL SNATCH BALL

    Formation: Divide the class into two equal groups and place one team on each

    sideline. Place two balls in the centre of the court.

    Equipment: 2 basketballs

    No. of Players: 10 to 15 per team

    Skills: Catching, shooting and dribbling

    Play: 1. Players are numbered consecutively and must stand in this

    order on the sideline of the basketball court.

    2. Two balls are placed in the centre of the court. 3. When the teacher calls a number, that player from each team

    runs to the ball, dribbles to the basket on his right and makes a

    basket.

    4. When basket is made, the player dribbles back and replaces the ball.

    5. The first player to make a basket and return the ball scores one point for their team.

    Teaching

    Suggestions: 1. Players may run in pairs with two players from each team

    having the same number. The ball must be passed between the

    players three times before and after the shot is made.

  • EDUCATION RESOURCE BOOK IV-30

    IN AND OUT BASKETBALL

    Formation: Two teams play in one-half of the basketball court. A third

    “waiting” team stands on the sidelines.

    Equipment: 2 basketballs

    No. of Players: 6 teams of 4 players each

    Skills: Shooting, catching, dribbling and pivoting

    Play: 1. Three teams play in one half of the court.

    2. Two teams play while the third team remains on the sideline 3. When a field goal or free throw is made, the third team takes

    the loser’s place.

    4. Each player is allowed two dribbles. Teaching Suggestions: 1. Keep third team players off the playing floor.

    2. Use this game to explain the rules and strategy as well as skills.

  • EDUCATION RESOURCE BOOK

    IV-31

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  • EDUCATION RESOURCE BOOK IV-32

    Biathlon (Snowshoe & Skiing)

    WINTER OLYMPICS: OBSTACLE COURSE

    Formation: Set up a course inside a gym that has at least three

    stations, one with ring toss on to a cone, one with

    ball toss into a container, and one with basketballs

    and a basket.

    Equipment: A stopwatch, throwing rings, balls – variety of

    sizes, cones, a container for balls, basketballs, and a

    basket.

    No. of Players: Individual timed competition

    Skills: Throwing accuracy and running

    Play: 1. Set up a course that has a variety of pylons that a player must

    run around, and set up three stations within the course where

    the person has to take three shots at targets. One with ring toss

    and a cone; one with balls and a container; and one with

    basketballs and baskets.

    2. Have one timer and the rest of the players picking up rings. 3. If a player misses a shot or a target with the balls and rings add

    two seconds to the individuals time at the end or have them do

    a penalty lap at the end for every time they missed a shot. It is

    up to the instructor to which rule they use for missed shots.

    4. The individual with the fastest time wins the race. 5. Each Individual has three chances at the course or as many as

    time permits with the fastest time out of the three chances

    taken as the time for the individual.

    Teaching

    Suggestions: Set the course to the skill level of the participants, it should be

    long enough to challenge the participants.

    Variations: Make the course outside and only have two stations, leave the

    basketball station out. Have players go through the course on

    skis or snowshoes. Same rules as above.

    Example 1:

  • EDUCATION RESOURCE BOOK

    IV-33

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  • EDUCATION RESOURCE BOOK IV-34

    Cross Country Skiing

    CLASSIC SKIING RELAY RACE

    Formation: Teams of 4 or more players race the

    course or field then hand off a baton to

    the next person in line

    Equipment: Ski’s and a baton that can be held onto when skiing (e.g. necklace

    type object)

    No. of Players: 4 players per team with two or more teams’

    Skills: Classic skiing technique

    Play: 1. Line up on one side of the field or course with your teammates.

    2. Players race around the course and hand the baton off to the next player in line.

    3. The team that crosses the finish line first wins the race. 4. Only classic technique is allowed.

    Variations: Use the skating technique as the skiing technique for the race, or

    use freestyle where they can choose what type of technique to use.

    Also two people can use the classic technique and two use the

    skating technique.

    Hopscotch, Hangman, Hot Potato, & Ha Ha Ha. Jack Maguire, 1990, Page 163.

    GOSSIP RELAY

    Formation: Same as a normal relay race but instead of passing a baton, players

    whisper a message to the next player in line.

    Equipment: Ski’s

    No. of Players: At least 2 teams of 3

    Skills: Skiing and memory skills

    Play: 1. Form equal teams of players with the starter whispering a

    phrase to the first relay runner.

    2. Players run the course and instead of passing a baton between runners they whisper the phrase into the ear of the next skier.

    3. The first team to complete the course and yell out the correct phrase wins the race.

    Hopscotch, Hangman, Hot Potato, & Ha Ha Ha. Jack Maguire, 1990, Page 163.

  • EDUCATION RESOURCE BOOK

    IV-35

    FOLLOW THE LEADER

    Formation: To follow the leader through a course that they design Equipment: Ski’s and an outdoor environment

    No. of Players: 2 or more players

    Skills: Skiing

    Play: 1. Select a player to be the leader and have all other players’ line

    up in a single line behind the leader.

    2. The leader leads the group through a challenging course that they design as the go.

    3. If a person cannot do a stunt they drop from the game and join in at the back of the line.

    4. After a few minutes change leaders so that everyone has a chance to invent a course.

    Hopscotch, Hangman, Hot Potato, & Ha Ha Ha. Jack Maguire, 1990, Page 133.

  • EDUCATION RESOURCE BOOK IV-36

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  • EDUCATION RESOURCE BOOK

    IV-37

    Curling

    SHUFFLEBOARD

    Formation: Individual or a team of two game that is

    played on a smoothed outlined surface.

    Equipment: Two or four cues (forked sticks), and

    eight sliding disks or pucks that have

    identification marking the different teams.

    No. of Players: Singles or doubles

    Skills: Shooting

    Play: 1. Each player or team has four disks to shoot.

    2. The playing area is set up as in the diagram below. 3. Teams start at the same end. Players take turns shooting the

    disks. (One player shoots the disk, then waits to shoot his

    second disk until the other team shoots.)

    4. The object is to reduce the beginning score of 100, 75, or 50 down to 0. Minus points by where your disk lies in accordance

    to the points in the scoring area. If any disk touches a line it

    does not count. 5. Once the players are finished shooting all their disks they either

    shoot from the other end or their teammates take their shots

    from the other end. 6. Players can knock disks off the board or rebound off disks into

    a different area. 7. Any disks that are in the dead area, in the end zones, or

    touching the lines in the end zone have to be removed before

    the next person shoots. Variations: 1. Use beanbags and throw them into the scoring areas

    2. If outdoors double the size of the playing area and roll balls into the scoring area.

    Diagram:

    6’ 6” 30” 21’ 9’

    6 End 10 7 8 8 7 10 End

    Feet Zone off 7 8 Dead Lines 8 7 0ff Zone

    18”

    52 feet

    10 10

  • EDUCATION RESOURCE BOOK IV-38

    SHUFFLE CURL

    Formation: A game that combines shuffleboard and curling. It can be played

    as an individual sport or teams of two players.

    Equipment: Two or four cues (Forked sticks) and eight sliding disks or pucks

    that have identification marking the different teams.

    No. of Players: Singles or doubles

    Skills: Shooting

    Play: 1. The Game is similar to curling, where teams take alternate

    shots at the target circle at the far end of the playing area.

    2. In singles, once a player is done shooting all four disks, they go to the other end and shoot the disks back. In doubles their

    partner shoots the disks back. 3. The object of the game is to have disks closer to the centre of

    the circle than the opponents. Each disk that is closer to the

    centre than the opponent’s closest disk to the centre receives a

    point. (E.G. If there are two disks from team A close to the

    centre, and the next closest disk is from team B, Team A

    receives two points.) 4. The game is played over 10 ends, with the maximum of 4

    points being scored in any one end. 5. All disks that touch the circle can count as a possible point. If

    the closest disk to the centre is outside the circle and not

    touching any lines of the circle it does not count as a point. 6. All disks that do not completely cross the hog line are removed

    before the next shot is taken; the same is true if the disk

    completely cross’s the end lines or sidelines. 7. Disks can be bumped out of the way by opponent’s disks and

    can guard disks that are within the target circle. Variations: 1. Have four players on each team and play curling rules, need 8

    disks per team, each player on a team takes two shots per end.

    Maximum 8 points per end.

    2. Throw beanbags instead of disks, same rules apply as above. 3. If outdoors, make the playing area twice the size and roll balls

    to the target circle.

    Diagram: End Line 3 Feet Hog Lines

    2 Feet 4 Feet

    12 Feet

    36 Feet

  • EDUCATION RESOURCE BOOK

    IV-39

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  • EDUCATION RESOURCE BOOK IV-40

    Dene Games The following games are the actual games that are used in the Arctic

    Winter Games.

    HAND GAME

    Formation: A team game consisting of 4 players that

    involves deceiving and guessing. The

    object is to hide a object in one of your

    hands and try to make your opposition guess the wrong hand.

    Equipment: Twelve small sticks approximately 1 inch long (anything can be

    used as longs as there are twelve objects and a small token for

    hiding (rock, coin, marble, etc.)

    No. of Players: 8 players, 4 on each team

    Skills: Deceiving

    Play: 1. Start by the teams kneeling facing one another in pairs. The

    game is accompanied by drumming.

    2. Teams take turns on hiding and guessing, with the team captains squaring off against one another to determine who

    hides first. (The first player that deceives their opponent in

    making the wrong choice first gets to hide first).

    3. Players may kneel on mats and may use a blanket or other cover to help conceal their hands when hiding. When hiding

    the token, they have no more than eight seconds to conceal the

    object.

    4. When trying to deceive the opponent the hiding team can not cross and uncross their arms they only can do one or the other.

    5. The opposition guesses the hand by giving a hand signal and giving a sound with the call. This sound can be a sharp whistle

    or a call such as “Ho!” or “Hutch!. The hiding team must show

    both hands.

    6. Players who have their arms crossed are called in the same manor, with the side the object is actually located in counting

    for the purpose of the call. Or players may touch the ground or

    floor and call “diya!” when using the crossed arm position to

    indicate opposites. In this case a caller must identify the

    position of the object as if the arms were not crossed

    (opposites).

    7. The captains on each team are the only players that are allowed to guess, with all players on the opposing team hiding at the

    same time. Each time a captain is unsuccessful in guessing the

    correct hand the captain gives the opposition one stick from

    the middle. A player that successfully deceives the opposing

    captain continues to play until caught. If everyone on the

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    hiding team is caught before the sticks are removed from the

    middle the opposing team hides.

    8. Play continues until all sticks are removed from the middle. The captains then draw on the sticks that they have already

    won in the game. The game continues until one team has won

    all twelve sticks. The team that wins all twelve sticks gets to

    hide first in the next round.

    9. Games consist of the best two out of three rounds (12 + 12 or 24 sticks).

    FINGER PULL RULES

    Formation: Two players compete against one another in a tug-o-war type

    game.

    Equipment: No equipment needed

    No. of Players: 2 players

    Skills: Pain resistance and strength endurance

    Play: 1. Two players sit facing each other, one player with the right leg

    bent and the second player with both feet braced against the

    shin of the first player’s bent leg. The first player, leaning

    slightly backward, braces their right elbow against their bent

    right thigh and places his left hand on the opponents left knee.

    The second player braces their left hand on the first players left

    shoulder and the two players lock their middle fingers.

    2. On the signal from the referee, the players pull slowly and steadily, no jerking, re-gripping, or twisting motion allowed.

    3. The object is for the second player to pull the first players arm out slightly, straighten the first player’s finger, or making them

    give up.

    4. Competition consists of the best of three pulls. The second pull has the positions reversed, with the third pulling positions

    determined by a coin flip, with the winner of the coin flip

    selecting the position.

    5. The defensive player wins if they do not straighten their arm/finger or give up in 15 seconds.

    6. A player may be disqualified if they twist or jerk in a way that may cause injury.

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    STICK PULL RULES

    Formation: Two players compete against one another in a tug-o-war type

    game.

    Equipment: A stick that is birch or spruce and is shaved so that it can be

    gripped properly (12 inches long and 1 inch in diameter at the

    centre and tapered to approximately ½ inch diameter at each end.

    The centre point of the stick is marked with a notch or line. ( Can

    use a athlete’s baton or a cut off broomstick). The stick is to be

    greased with common grease to make it tougher to grip.

    Competitors must use their bare hands.

    No. of Players: 2 players

    Skills: Strength and strength endurance

    Play: 1. Two players start facing one another, and on the signal from

    the referee, each player pulls with a hard steady pull, trying to

    pull the stick out of the others hand.

    2. No body contact between the two players is allowed and players are not to try and twist or turn the stick from the their

    competitor. The proper technique is a hard steady pull with the

    hand braced against the hip.

    3. A taped line will be placed on the floor for the feet, movement of the feet passed the line will result in the player being

    disqualified.

    4. The grip is set at the beginning of the pull, players cannot initiate movement of the hands forward after the grip is set.

    5. The stick must be horizontal during the pull at all times. 6. The competition consists of the best out of three pulls. The

    first pull is with the right hand, the second pull is with the left

    hand and if necessary the pulling hands of the last pull will be

    determined by a coin flip.

    7. The winner of the pull is declared when the stick is pulled from the hands of the opponent.

    SNOWSNAKE

    Formation: A Individual game that is played by throwing a long spear along

    the surface of the snow for distance.

    Equipment: A spear that is a straight spruce stick 4 feet 6 inches in length and

    ¾ inches in diameter with a sharpened end. The surface of the

    spear must be varnished. (A javelin or a sharpened wood handled

    can be used in the spruce stick place)

    No. of Players: Individual Competition

    Skills: Underhand Throwing

    Play: 1. Object is to make the spear slide as far as possible along the

    top of the snow.

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    2. Players must use a underhand throw to deliver the spear. 3. Players are allowed to take a 20-foot run prior to throwing the

    spear.

    4. Each player has three attempts at throwing the spear with the longest throw counting as the competitor’s score.

    5. The distance is marked by where the spear exits the trough.

    POLE PUSH

    Formation: A team game that involves trying to push the other team outside of

    a marked ring.

    Equipment: A dry spruce or pine pole 20 feet long and 5 to 6 inches in diameter, marked at it’s center. A marked ring should be placed on

    the ground and be 30 feet in diameter, shoes and spikes are not

    allowed. Competitors are permitted to wear gloves or mittens.

    No. of Players: 4 per team Skills: Pushing and strength

    Play: 1. Each team of 4 players grasps the opposite ends of the pole.

    With the centre mark of the pole positioned over the centre

    point of the marked circle.

    2. On the signal from the referee, each team pushes forward, with the object of trying to push the entire opposite team out of the

    circle. 3. Teams must push forward at all times and are not allowed to

    swing the pole or let go, both cause disqualification. 4. The matches consist of the best out of three pushes.

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    Dog Mushing

    MUSHERS BASEBALL

    Formation: Baseball type game played by two

    teams on a outdoor playing field

    Equipment: Snow, three bases, home plate, bat,

    tennis ball or small/medium sized soft

    rubber ball, carpet type sleds or sturdy

    pieces of cardboard

    No. of Players: 7 or more players on each team

    Skills: Hand eye coordination, batting, jogging

    Play: 1. The same rules as baseball but cannot throw the ball to other

    teammates.

    2. Pitcher pitches the ball underhand or overhand depe