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
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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
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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
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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
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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
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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
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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
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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
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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
EDUCATION RESOURCE BOOK
IV-41
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.
EDUCATION RESOURCE BOOK IV-42
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.
EDUCATION RESOURCE BOOK
IV-43
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.
EDUCATION RESOURCE BOOK IV-44
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EDUCATION RESOURCE BOOK
IV-45
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
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