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PE DAY Guidelines

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0% found this document useful (0 votes)
13 views

PE DAY Guidelines

Uploaded by

renebina69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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SHS PE DAY 2024

General Guidelines
1. All participants must be registered students of Southern Christian College.

2. All SHS students are required to wear the complete PE uniform or a white T-shirt paired with blue
jogging pants.

3. Participation in the events organized by the club is mandatory for all students.

4. Each participant is permitted to compete in a minimum of two events only.

5. It is essential for all participants to exhibit sportsmanship while competing. Any form of violence is
strictly prohibited.

6. Failure to adhere to these instructions may result in disqualification from the event.
Game 1: “Paypayan Mo Itlog Ko!” 🎉🥚
Number of players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 8 members.

Materials Needed:

- paypay (provided)

- egg (provided)

RULES AND MECHANICS

1. Before the game begins, participants should learn to hold the fan correctly, with the right hand
holding it and the left hand supporting the base.

2. The first player of each team will place their egg at the starting line.

3. The game starts when the referee blows his whistle.

4. Players will use the fan to blow air and gently push the egg forward. They cannot touch the egg with
their hands, only the air movement from the fan can be used to move it

5. Players must maintain control of the egg as they blow it across the course. If the egg goes off course
or is touched by hand, they must go back to the start.

6. If the egg cracks or breaks before reaching the finish line, that player must return to the starting line,
but instead of returning to the front of the line, they go to the very back of their team’s line. The next
player in line immediately takes their turn.

7. When the player has finished bringing their egg to the finish line, they no longer need to return to the
line and can just wait for all the members to finish.

8. The race is over when all participants have finished their turn and the last player has reached his egg
to the finish line.

9. The first team to finish with their egg intact wins the game.
Game 2: Basketball ng Lahi
Number of players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 10 members.

Materials Needed:

- basket (provided)

- ball (provided)

RULES AND MECHANICS

1. Each team should have 10 players each.

2. The teams shall choose a player who will carry a basket which will serve as the rings in a usual
basketball game.

3. The player who carries the basket can run around the game area in order for their opponent to miss
their shot. But they are not allowed to hold the ball nor pass the ball to other players.

4. Other players will try their best to defend their basket and gain points by shooting the ball in their
opponent's basket.

5. The team that will get the most points after the 5 minute duration of the game will be declared as the
winner.

Note: Any form of physical harm towards other players will lead to the disqualification of the team.
Game 3: “You miss my malong?” (Malong Relay)
Number of Players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 12 members.

Materials Needed:

- Malong (provided)

RULES AND MECHANICS

1. Each team will form a line facing sideways.

2. The first player will run to the facilitator to retrieve a malong.

3. After obtaining the malong, the first player will return to their teammates.

4. The team will then begin passing the malong using only their bodies, ensuring that their hands remain
connected. They must use their bodies to move and pass the malong. If the hands separate at any point,
the malong must go back to the first player for another attempt.

5. The malong must be passed to the last person in the line, who will then send it back to the front.

6. To complete the race, the first player must return the malong to the facilitator at the front.

7. First team to finish wins the game.


Game 4: Jak en Poy: Obstacle Twist
Number of Players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 10 members.

RULES AND MECHANICS

1. One-Leg Jump: Players start at their team's base, jumping on one leg through the tire obstacle course.

2. Rock-Paper-Scissors Face-off: When meeting an opponent, players engage in a best-of-one Rock-


Paper-Scissors match.

3. Winner Advances: The winner continues through the course; the loser returns to their team's starting
point.

4. Team Support: Team members can cheer on their teammates and provide strategic advice.

5. Game Duration: Play until one team member reaches the opposing team's base.
Game 5: Luksong-Tuko Relay (Human Relay)
Number of players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 12 members.

RULES AND MECHANICS

1. The relay will commence once the officers have given the signal.

2. To begin the relay, the first participant will crouch down while the second participant hops onto them.

3. After the second participant's hop, they will then crouch, allowing the next participant to hop onto
them, and this will continue until the team returns to the starting line.

4. First team to finish and returns to the finish line wins.

4. All players are required to refrain from any actions that may cause violence or harm to their fellow
participants.

5. The essential mechanics of the game involve balance, coordination, and teamwork, as all participants
must effectively work together throughout the relay.
Game 6: “I’ll touch the rope nalang” (Tug of War)
Number of Players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 12 members.

RULES AND MECHANICS

1. Teams face each other with the rope pulled taut in the middle, and each team should be behind a
designated marker on their side.

2. The game starts when a referee gives the signal, typically by saying "Ready, Set, Go!"

3. Teams pull together, working in unison, using their legs and core strength. Hands must stay on the
rope (no "grabbing" or using the body to wrap around the rope).

4. A team wins by pulling the center marker of the rope across the designated line or by pulling the
opposing team past a set boundary.

5. Avoid pulling unfairly, such as using excessive force that could injure others or using equipment
inappropriately.

6. Respect your opponents and ensure everyone plays in the spirit of fun and friendly competition.
Game 7: Kadang Race
Number of players

Participants will be divided into five teams based on their respective strands: 11 HUMSS, 11 STEAM, 11
& 12 ABM, 12 HUMSS, and 12 STEAM. Each team must consist of 12 members, 6 girls and 6 boys.

Materials Needed:

• 1 pair of kadang per team

RULES AND MECHANICS

1. Each team will line up in a single-file formation behind the starting line.

2. Two members from each team will use a pair of kadang (bamboo stilts) to walk to the designated
turning point.

3. Upon reaching the turning point, the participants must return to the starting line on the kadang and
pass them off to the next pair of participants.

4. Only two participants may use the kadang at a time; the third player will wait for their turn.

5. If a participant falls off the kadang, they must return to the point where they fell and continue from
there.

6. The race concludes when all team members have participated, and the last pair returns to the starting
line.

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