Giborim- Masada
Recurso
Tipo:
Peula - Atividade
em:
English
Idade:
9-13
O tamanho do grupo:
1-30
Tempo estimado:
45
minutos
To teach about the heroism that occurred at
Topic: Giborim
Noseh:
Written By: Robert Berl, Ushi Spiegelman
Goals: To teach about the heroism that occurred at
Materials: Ball
Background: Jewish history is filled with occasions of tremendous heroism, both large and small. The heroism of a woman in
This week we will be discussing
Game 1: Newcom Serves
Divide the kvutza into two groups, and make a physical boundary between them (chairs or a table) to serve as the “net,” and set out of bounds lines. One team (team A) will perpetually be serving, while the other team (Team B) will always be trying to return. Team A takes turns serving. Team B tries to catch the ball each time. If they succeed in catching the ball, they give it back to Team A to try again. If someone drops the ball, that person is out. Team A continues to serve, either for a limited number of serves (for example, 20) or until everyone is out. Once their turn is finished, note how well they did (how many turns it took for them to eliminate everyone, or how many people they got out.) Then have the two teams switch roles, with Team B serving. Whichever team is more successful wins.
Discussion: The longer the game progresses, the harder it becomes, as there are less people to cover the field for the defenders. At the beginning of the Great Revolt, despite the size and power of the Roman army, it seemed like the Jews would have a shot at succeeding. However, the more the game progressed, the worse the odds became, until Yerushalayim fell and all that was left was
Game 2: The Blob
We’ve played this before, so no need to explain it again. It has the same message as the game above.
Game 3: Murder
One player is secretly chosen by the leader to be the murderer. He can kill any player by winking at him. If that player sees the wink, he must die very dramatically. The players try to identify the murderer without being murdered themselves. If a player thinks he knows who it is, he whispers to the leader that person’s identity. If he is right, he wins. But, if he is wrong, he too must die.
Discussion: The people remaining at
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