TABLE OF CONTENTS Table of Contents

I Table of Contents

II Letters 2000 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 ...... 10 Haines Junction ...... 13

Arctic Mini-Games Unit ...... 15 Introduction ...... 17 Point System ...... 18 ...... 21 Arctic Sports ...... 23 ...... 37 ...... 39 Ski & ...... 45 Cross Country Skiing ...... 47 ...... 51 Dene Games ...... 55 Dog Mushing ...... 63 ...... 67 ...... 71 Hockey ...... 73 ...... 79 ...... 85 Snowshoeing ...... 87 ...... 91 ...... 93 ...... 99

EDUCATION RESOURCE MANUAL I TABLE OF CONTENTS

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

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2000 Whitehorse Arctic Winter Games INTRODUCTION

INTRODUCTION

EDUCATION RESOURCE BOOK III-1

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 , , and , the American State of , 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 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 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.

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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.

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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.

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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

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INTRODUCTION 2000 Whitehorse Arctic Winter Games

Mascot

The mascot is called AWGie; a cold-weather creature bundled in a fur-trimmed parka wearing , 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.

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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:

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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).

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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.

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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 The major sporting event legacy in Whitehorse legacy in Whitehorse includes: includes:

February February Yukon Quest Western Canadian Cross Country Ski Championships Frostbite Music Festival Yukon Quest Sourdough Rendezvous March May International Curling Bonspiel Yukon Trade Show 1972, 1980, 1986, 1992 Arctic Winter Games June FIS World Cup International Storytelling Festival Canadian Biathlon Championships Dun Na Kwe Ye (First Nations People Yukon Native Hockey Tournament Celebration) June July Chilkat International Haines Jct. to Haines Bike Relay Canada Day July Great Yukon River Rubber Duck Race International Dust Ball Tournament Waterfront Days August Ton of Gold Fun Festival Canadian Slo-Pitch National August Championships Sourdough Gold Rush Bathtub Race September Klondike Harvest Fair Klondike Trail International Road Race

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Arctic Mini-Games Unit

EDUCATION RESOURCE BOOK IV-11

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

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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.

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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.

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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

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Notes ------

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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-17

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.

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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.

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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.

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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.

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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.

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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)

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Notes ------

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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-25

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Basketball

BASKETBALL GOLF

Formation: Arrange players on designated spots around the key. Equipment: 2 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-27

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.

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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-29

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.

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Notes ------

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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:

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EDUCATION RESOURCE BOOK IV-33

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.

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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-35

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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 10 10 Feet Zone off 7 8 Dead Lines 8 7 0ff Zone

18” 52 feet

EDUCATION RESOURCE BOOK IV-37

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

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Notes ------

EDUCATION RESOURCE BOOK IV-39

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.

EDUCATION RESOURCE BOOK IV-41

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 depending on the skill level of the players. (Teacher decides what type of pitch is used). 3. Batters hit the ball then two designated sled people pull the batter around the bases. 4. The outfielders try to tag the batter with the ball (not the people pulling the sled), the batter cannot be tagged out if they are in contact with a base. 5. Everyone except the pitcher, batter and sled people stay in constant motion, by jogging on the spot or doing jumping jacks, etc. in the snow, if anyone is caught standing still the opposing team receives a run. 6. Play as many innings as time permits or up to a maximum of nine innings unless the game is tied following the ninth inning. Variation: 1. All players wear snowshoes to make it harder to run. 2. Play indoors and have the batters be pulled on shuttle boards.

DOG & SLED

Formation: 3 teams of equal number of players situated at one end of the gym with a safe distance in between. Have cones set up 30 feet away, game is played in the gym. Equipment: 3 scooter boards, 3 strong jump ropes or rope, and cones No. of Players: 3 or more on each team Skills: Pulling, running, balance and communication skills Play: 1. Have three teams of three or more players on each team and have them line up one behind another at one end of the gym. 2. Have one player being the dog while the other being the Musher on the sled. The musher sits on the sled and holds the two ends of the rope, the other end of the rope goes around the waist of the player who is the dog.

EDUCATION RESOURCE BOOK IV-45

3. Play the game as a relay type game where the dog and sled go out and around the cone and back to the line. The dog goes to the back of the line and the musher becomes the dog. The next person in line becomes the musher. 4. When a player wants the horse to go or speed up the musher yells “MUSH”. If you want the team dog to slow down yell “Whoa”. 5. If a sled is knocked over or falls apart players must do 10 of some type of exercise, then they can resume the race. 6. First team to go through their entire team with each player being the musher and the dog once is determined the winner. Variations: Have two scooters with a set of folded up mats on top. This makes for bumper cars, and can either be pulled or pushed around a obstacle course. The format is the same as above which is a relay type race. Teaching Suggestions: Encourage safe play, where the dog has to listen to the musher, or else the dog has to do some type of exercise for example, push ups, sit ups, jumping jacks, etc.

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EDUCATION RESOURCE BOOK IV-47

Figure Skating

BACK TO BACK

Formation: Every participant finds a partner and stands back to back with them. One player is without a partner. Skills: Jumping, running, skipping, hopping and sliding Play: 1. Each player lines up back to back with a partner, and one player (Teacher if even number of players) remains without a partner. 2. The player without a partner yells out directions, for example, hopping, skipping, face to face, etc. What ever they yell out the group has to do. 3. Once the player without a partner yells face to face, back to back, or side to side the players have to do that action with a partner. The player yelling out directions has to find a partner as well. A new player will be left without a partner and they become the direction instructor. Players can’t have the same partners twice. 4. The players when doing their hops, skips and jumps can do turns, and different maneuvers in the air. Each player is scored on a point system out of five on the tricks that they do. The teacher marks the participants as they do their tricks. Participants get full marks on a particular trick if they are in control in the air and upon landing. There are marks for effort and skill. The teacher has the final say on the marking system. 5. The teacher gives commands to the player yelling out directions when there has been enough time elapsed to mark all the participants. Then it is up to the direction leader of when to yell to get back into partners. 6. When a player is left without a partner they get minus .5 of a point, if they have a partner they don’t lose any points. 7. The player with the most points at the end wins the game.

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RED LIGHT, GREEN LIGHT

Formation: Played on a gym or on half a field, where the goal is to get to the other side of the field/gym first. No. of Players: 3 or more players Skills: Running and stopping Play: 1. The instructor stands at the opposite end of the playing area than the children facing the opposite wall. 2. When the instructor yells green light all the children start running towards the opposite end of the playing area. 3. The instructor then yells red light and turns and watches the children. If the instructor catches any forward movement by the players, the instructor sends them back to the start. The instructor then turns around yells green light. This continues until the first player reaches the opposite end of the playing area. 4. The first person to the opposite end wins the game. Variations: This game can be played on ice with skates, and is a great warm up and cool down game.

WHAT TIME IS IT MR. WOLF?

Formation: Played on a gym or on half a field, where the goal is to get to the other side of the field/gym with out getting caught by the wolf. No. of Players: 3 or more Skills: Running, stopping, speed Play: 1. The children line up on one side of the playing area. The goal is to get to the other end of the playing area. 2. The instructor (wolf) stands in the middle of the playing area. 3. The game is started by the children yelling, “What time is it Mr. Wolf?” The Wolf yells back a time and the children take that amount of steps. (e.g. If the wolf yells back 5 O’clock, the children take 5 steps forward) 4. If the wolf yells lunchtime, the children have to make it to one end of the playing area before they are tagged (Caught) by the wolf. If a player is caught they go and sit on the sidelines until the last person is caught. 5. The last person caught is the winner. Variations: This game can be played on the ice with skates, it is a great warm up and cool down game.

EDUCATION RESOURCE BOOK IV-49

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Gymnastics

GYMNASTICS DIVING

Equipment: Vault box, gym mats, beatboards, or mini tramp No. of Players: Teams of three players Skills: Agility, coordination Play: 1. Participants jump feet first from a vault box onto a gym mat, trying to keep their balance when they land. Each participant is allowed three jumps. 2. Points are awarded for each jump and then tabulated for a final score. 3. Competitors will be judged on style during flight (legs and feet together, toes pointed, etc.) and on their landings. 4. Optional: Use a beatboard or mini tramp. Teaching Suggestions: Players not competing may acts as spotters, which are necessary with this type of activity.

DOMINO’S ACTION

Formation: Participant’s line up in a line far enough apart so they don’t fall into one another. This is a great game to teach kids the proper techniques of falling. No. of Players: 6 or more Skills: Falling techniques, forward rolls, backward rolls Play: 1. Players line up on their knees in a line far enough apart so that they don’t run into one another when they fall. 2. The first player in line falls forward onto a controlled landing on their hands, as they fall the touch the person in front of them and they fall over, this continues in a domino type action. 3. Once they master the falling technique they can advance to a standing position, then forward and backward rolls, etc. Teaching Suggestions: Before starting the kids should know how to fall onto their hands. The hands must be out in front of their shoulders, shoulder width apart, arms slightly bent. Hands must be open and fingers spread apart. As the participant falls there hands and arms soften the blow to the ground. They apply slight pressure upwards once they come in contact with the ground to slow their movement and protect against the body landing on the floor. This fall will save on injury and pain as it is the main gymnastics fall breaker.

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Hockey

UNIHOC

Formation: Similar game as hockey but played inside a gym. Teams consist of two to four players on a court at one time and as many substitutions as the teams want. Two 15 –20 minute halves with a five minute intermission. Equipment: Sticks with a plastic blade or floor hockey sticks, a ball hockey ball or a soft ball for younger players (sponge puck, tennis ball), tape for a goal line, pylons for goal posts and a gymnasium. No. of Players: 2 teams of 2 – 4 players on each team with substitutions, if enough players are available Skills: Team play, stick handling, passing, and shooting Play: 1. At the start of the game and after a goal is scored the players line up on their side of the centre line for a face off. One player is allowed in the centre circle to pass the ball. The player is only allowed to pass the ball backward to his players. The opposing team cannot cross the centre line until the ball is passed. (At the beginning of the game one team gets possession and the other gets possession in the second half. The team that gets scored on gets possession). 2. There is no out of bounds unless the ball becomes completely inaccessible, if this happens the team that did not cause the ball to go out of bounds is allowed a free stroke (see under penalties and fouls). 3. Substitutions can be made on the fly or when the game is stopped. 4. There is a 1 x 3-metre crease around each goal. Players are allowed to run through the crease but may not touch the ball while they are in the crease or while the ball is in the crease (see under penalties and fouls). Penalties: Free Stroke- Players put their foot on the ball and wait for the official to blow the whistle, and then passes the ball, the player is not allowed to take a direct shot on goal. All players must stay 3 metres away from the player taking the free stroke. If a free stroke is in the vicinity of the goal the free stroke is taken no closer than 3 metres from the goal.

Penalty Shot- The shot is taken from half court, with the shooting team staying behind the centre line and the defending team staying behind the extended goal line until the ball has passed the extended

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goal line or hit the post. ( Either there has been a score or else the ball is played among the defensive players. Fouls (Free Stroke): A. Anytime the blade of the stick is lifted above knee level, regardless if the ball is hit or not. The ball is allowed to be contacted above the knee if it is contacted by the shaft of the stick as long as the blade is below the knees. B. Tackling or hitting someone with the stick, in any context C. Touching the ball with the arm hand or head unless it was accidental D. Passing the ball with the foot to one of your teammates or on goal. You are allowed to play the ball with the foot to your own stick. E. Slashing, hooking or binding another players stick. F. Stick checking or holding. G. Moving the goal deliberately. H. Playing or standing in the crease while on offense I. Putting the stick between another players legs J. Tripping an opponent on purpose or accidental, no body contact is allowed (accidental body contact is allowed), and unsportsmanlike play. K. Playing the ball on one knee, two knees, or lying down. L. Intentionally delaying the game Fouls (Penalty Shot): A. Playing or standing in the crease while on defense B. Throwing one’s stick C. Tripping or checking an opponent on purpose

Note: A player that has repeated fouls can be removed from the game and penalized for 2 minutes, with no substitute player for that time. (This is the referee’s choice)

TWO BALL HOCKEY GAME

Formation: Individual races through a slalom course Equipment: 2 Hockey Sticks, 2 balls or sponge pucks, 4 chairs, and six pylons No. of Players: 3 or more on each side or team Skills: Stick handling Play: 1. Have two equal sized teams on each side of the playing field or gym. Two chairs are set up at both ends of the gym, with pylons set up between. 2. Number each player on a team from one to however many players there are.

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3. The teacher then calls out a number and the two players with that number race through the pylons and put the ball into the goal. 4. Continue to play this way until one team wins 10 or more races, must win by two. Increase the number if there is over 10 on each team. Variations: Play as a relay race. Once you have scored you pass the ball back to the next player in line where they go through the course, continue the sequence until the entire team goes through the course. The team that has all it’s players through the course first, wins.

REVOLUTIONARY WAR STICK HANDLING

Formation: Two equal teams with each team designated to one end of the playing field. The object is to get all you team to the other teams end before they get to your end. Equipment: Sticks, and balls or pucks for each player No. of Players: Two equal teams of 5 or more players Skills: Stick Handling Play: 1. Divide the participants up into two equal teams and assign the teams to the different sides of the playing field. 2. Each player gets a stick and a puck. The object of the game is to have the players stick handle to the other teams end zone. Players must stay within the designated playing area. 3. Players can be captured by the other team by taking the ball away. If a player is captured they go to a designated area and must stay their until they are freed or the referee calls jailbreak. 4. To free players a teammate must stick handle into the designated captured area, then all players in the area are free. They cannot be captured if they are in the jail, but once they leave the designated area they can be caught. 5. The first team to have their entire team in the other teams end zone wins. 6. Once players are in the end zone they are safe from capture, but if they travel out of the end zone they can be caught. Variation: Use Soccer Balls instead of sticks and pucks.

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LINE HOCKEY

Equipment: Slightly deflated volleyball No. of Players: Four teams (A, B, C, & D) with A & B as goalkeepers protecting alternate end lines. Teams C & D stand on the “field”. Skills: Dribbling, passing, and shooting Play: 1. The volleyball is rolled out. Each team must dribble, pass and shoot at its designated goal line. 2. Goalkeepers may use the flat side of the stick or any part of the body to save a goal. 3. Rotate goalkeepers and field players after 45 minutes. Rules: No high-sticking, charging, hooking, tripping or wild play. After a goal, teachers may roll the ball in or give it to the non-scoring team.

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Notes ------

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Indoor Soccer

SQUARE SOCCER

Divide the participants into four equal teams and line them up along four goal lines in a square formation. Each player is given a number. The leader calls out a number and the player with that number from each team runs to the ball at the centre of the square. All other players become goalies. The purpose of the game is to score a goal on any one of the other three teams by putting the ball across their goal lines. Modify the game by calling two different numbers at one time or by providing two balls.

COOPERATIVE SOCCER

Set up a playing area in a gym or outdoors. One goal is placed on each of the four out of bound lines, i.e., for goals in total. Each team attacks two adjacent goals and defends the other two. One or two goalkeepers are used, depending on the size of the goals. The object of the game is to try to score against two opposing teams by kicking the ball across the goal line. Modify the size of the playing field and/or use more than one ball.

CENTIPEDE SOCCER

Formation and Playing Area: Playing field or gym Aim is to score more goals than the opposing team while being linked to two or more players on your team. No. of Players: 2 teams of thirteen or more players Equipment: Long socks or strips of inner tube, about five centimetres wide, to tie wrists together. Goal posts, pylons, or cardboard boxes set up as goals Pinnies or marked T-shirts to identify teams Play: 1. Follow the general rules of soccer. 2. Pick one goalie for each team. 3. Players take turns playing goalie, changing every five minutes or so. 4. Form “centipedes” by grouping together into twos, threes, or fours (depending on the total number of participants) and tying pairs of wrists together. 5. Put the best foot forward to move the ball up the field and score on the opponent’s goal. Variation: Instead of tying wrists together, link arms.

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CHAIN SOCCER

Formation: Two teams line up along their respective goal lines, with hands or elbows joined. Equipment: Nerf or large sponge ball Play: 1. The teacher places the ball in the centre of the play area and says “go.” On this signal, three players from the end of each team drop hands and attempt to score by kicking the ball over their opponents’ goal line. 2. Players on the goal line must remain joined and may block, trap, or kick the ball to prevent a goal. Balls kicked higher than the shoulders do not score. 3. Play continues until a goal is scored, then three new players leave the chain and the original three join on the end.

NOTE: The Game should be continuous. Goal line should be entire end of the gym

LINE SOCCER

Formation: Arrange each team in a line formation twenty feet apart and facing each other. Number players in each line from one to the last player. The same number on each line should be directly opposite and facing his opponent. Equipment: 2 soccer balls No. of Players: 8 to 10 on each team. Skills: Dribbling, kicking and trapping Play: 1. On signal, the ball is rolled in from the sideline and player number one on each team runs out and attempts to dribble and kick the ball over the opponents’ goal line. 2. Linesmen attempt to stop the ball with any part of their body other than their hands. 3. The first players return to their original positions and players number two and so on take their turns. 4. One point is awarded each time the ball goes over the opponents’ goal line. A free kick is awarded if a runner uses his hands, pushes, blocks or holds his opponent. The free kick is taken at the centre of the field. Variation: 1. Have two or three players run out and attempt to dribble and kick the ball over the opponents’ goal line. 2. Add another ball to the game.

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CRAB SOCCER

Formation: Indoors (Smaller area for younger students) Players: 2 large teams or 4 smaller teams Play: Game can be played with two large teams or four smaller teams. The goal can be an entire end wall for the younger children or a smaller area such as a balance bench turned over on its side. Students must travel in a crab walk at all times and must kick the ball with feet only to pass or shoot. Variations: 1. Any number of goals can be scored at one time while the ball is at one end of playing area. 2. Ball can be taken back to centre for a kickoff. 3. Add more than one ball.

SPEEDBALL

1. Game starts with a jump ball at centre. The game is played like basketball without dribbling. Steps taken with the ball may be limited to 3, or a time limit of 3 seconds to hold the ball may be imposed. 2. If the ball touches the floor, the game is now played as soccer and the ball may only be kicked. To score 1 point, it must be scored on the soccer goal. 3. The Game may revert to basketball if the goalie picks up the ball and tosses it to a teammate or if a player kicks the ball up in the air and it is caught with the hands or feet. 4. Each basket or soccer goal is worth 1 point.

NO SEE ‘EM SOCCER

Formation: Two teams that have pairs where one person is blind folded and the other acting as a guide Equipment: Blind folds for every second player. One soccer ball, whistle, and two pinnes to identify teams. No. of Players: Two teams of ten or more players each Skills: Communication, teamwork and soccer skills Play: 1. Follow the general rules of soccer with one exception, everyone works in pairs – one partner is blindfolded, and the other acts as a guide. 2. Every Five minutes the whistle is blown and the players switch roles. 3. Players link arms or hold hands at all times. Players give verbal instructions, so your partner can pass and shoot, the non- blindfolded partner cannot pass or shoot. The job of the guide

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person is also to protect their partner, from being hit with the ball, colliding with other players and colliding with goal posts. 4. Heading the ball is not allowed and there are no goalies 5. The team that scores the most goals wins the game

KICK BALL

Formation: Game similar to softball but instead of batting a ball you kick a utility ball. Playing field is set up like softball with three bases and a home plate. Equipment: Utility ball or nerf ball No. of Players: 7 or more on each team Skills: Kicking, catching and throwing Play: 1. Set up the field like a ball diamond, with home plate, first, second and third base. One team kicks and the other fields. The fielders play 1st , 2nd ,3rd , shortstop, catcher and outfielders. The pitcher is from the kicking team. 2. The pitcher rolls the ball towards the kicker, the kicker kicks the ball and runs to first. Normal ball rules apply, if the ball is caught the runner is out, if the runner is thrown out at first the runner is out. One twist, you can hit the runner below the waist with the ball to record an out. 3. If the game is played in a gymnasium and the ball is caught from a rebound of the wall or ceiling the runner is out. 4. Runners cannot lead off until the ball is kicked and cannot steal bases if the ball is in the pitchers hands or rolling to home plate. 5. Play 7 or 9 innings or until the time limit is up with the team scoring the most runs winning the game.

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Notes ------

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Snowboarding

SKATEBOARD OBSTACLE COURSE

Formation: Participants must navigate a pre-laid out downhill or flat obstacle course. Equipment: Skateboards, stopwatch, pylons, helmets, and wrist guards. No. of Players: Individual races Skills: Turning and balance Play: 1. Set pylons apart from each other so that the participants can maneuver around them. 2. Have participants travel through the course on skateboards to the finish line. 3. The participant with the fastest time wins Variations: Split the class into teams and have a relay race. The participants must go through the course then turn around and go through the course back towards the line. Each player goes once and the team that has all it’s players through the course first, wins.

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Notes ------

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Snowshoeing

RELAY RACES

Formation: Relay race where you race against other teams and the clock. Equipment: Cones for marking the course, stopwatches, batons, and snowshoes No. of Players: 2 or more on each team Skills: Snowshoeing Play: 1. Divide students into relay teams 2. Have students carry a soft object (baton) around the course and hand off to teammates. 3. Team that crosses the finish line first wins or the team with the fastest time wins Variations: If no snowshoes are available, provide a running course, or use skis

ORIENTEERING

Formation: Find markers with compasses, with the quickest time being the winner Equipment: Compasses, pencils and paper, markers, snowshoes and stopwatches No. of Players: Unlimited Skills: Mapping and compass use Play: 1. Set up at least 5 markers with a different number, symbol or compass reading on each. 2. Give each student or team a compass and see if they can go through the markers, and record the marker number, symbol or compass reading. 3. Assign each student or group a different starting point on the course. 4. Quickest time through the course wins Variations: Hide the markers so that the students have to depend on the on the compass to find each marker. Use a map where the students mark down where the markers are and the coordinates of each marker.

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CAPTURE THE FLAG

Formation: Players are assigned to two teams with the teams assigned to different territories. Each team sticks a flag in the ground, with the object of the game, being to capture the other teams flag. Equipment: Flags, pennies, snowshoes and boundary markers No. of Players: 4 to 20 on each team Skills: Snowshoeing Play: 1. Teams stick the flags in the ground in plain view of the opposing team or hidden from the opposing team. This is agreed on beforehand. Play can be on an open field, gym or treed hilly terrain. 2. Players must stay within the boundary lines. 3. The object is to capture the other teams flag and bring it back to your territory without being caught and not letting you flag be captured. 4. You are caught when someone holds on to you and yells “Caught” three times. When caught you go to a designated marked off jail area. 5. You can be freed from jail if someone runs through the jailed area and yells “Free” three times. Or if the referee yells jailbreak. Anytime you are freed from jail you must go back to your territory before you are allowed to capture the flag. 6. If the captured player has already nabbed the flag the flag can be replaced in it’s original location or moved to a new location. 7. The first team to capture the flag and brings it home wins the game.

World’s Best Outdoor Games. Glen Vecchione, 1992, page 108-109.

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Speedskating

CHASE THE RABBIT

Formation: A game of speed where the participants (Pack of Wolves) chase a single participant (rabbit) Equipment: Gymnasium, field or track No. of Players: Two teams of 4 or more Skills: Running and endurance Play: 1. One team is the pack and one player from the opposite team is the Rabbit. 2. On the word go the pack takes off after the rabbit to catch the rabbit. 3. The pack has two laps to see how many of the pack can catch (pass) the rabbit. The pack is not allowed to hold or touch the rabbit. 4. Each time a player from the pack catches the rabbit it count’s as 1 point. (4 pack runners = possible 4 points) 5. If no one from the pack catches the rabbit the rabbit’s team receives 5 points. 6. Once the rabbit is caught the teams trade places and go again. 7. This continues until all players from both teams had a chance to be the rabbit once. 8. The team at the end with the most points wins the game. Variations: The game can be played on the ice during speedskating, figure Skating or Hockey practice. Same rules apply as above. The pack starts on the goal line and the rabbit starts on the hash marks of the face off circle. This game is great for conditioning and warming up.

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Volleyball

4 SQUARE

 A minimum of 4 players. It is best with 2 extra people.  Use any of three sending and receiving skills.  Player no. 1 hits the ball to someone else, who returns it to any of the other 3 players. The person who misses goes to the end of the line (after the extra players) and the rest of the players move up one square. The idea is to get to the No. 1 Square. If the ball lands on the line, the player who hit it is out.

NEWCOMBE

 Use a volleyball and a volleyball court.  3 to 6 players on either side of the net.  Instead of volleying the ball, players throw and catch it. Complexities may be added, i.e. 4 balls instead of one.

ROTATION VOLLEYBALL

 3 to 4 players on each side of the net.  As soon as a player hits the ball, (s)he follows it to the other side of the net and becomes part of that team. Whenever a player hits the ball, (s)he must follow it.

WALL VOLLEYBALL

 Teams of 3 to 5 players.  The wall is the opponent.  The ball may be volleyed up to three times before “going over the net” (hitting the wall). Because the wall sends the ball back immediately, the children remain more active.

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HOOP VOLLEYBALL (SENDING GAME)

Equipment: Volleyball net, scoops of different sizes, volleyballs or Nerf balls Players: Variable Rules: Game is played on a court with goals at each end of the playing area. Play begins with one team having possession of the ball at centre. Players run and pass the ball, catching and passing with the scoops, with the intention of scoring by throwing the ball into the opponents’ goal. Maximum of three paces may be taken, then the ball must be passed. Goaltenders do not have scoops. When they catch the ball, they throw it out to one of their own players. When the ball goes out of play on the sidelines, play is resumed with the side that did not put it out.

PRISONER VOLLEYBALL

Any variation of volleyball can apply. In place of scoring points, “prisoners” are taken from one side to the other.

“Mistake”

Regular volleyball rules apply. A line of “substitutes” is ready for each team. The player who loses the point or service for his/her team (makes the mistake) goes to the end of the line and is replaced by the first person in the line.

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MASS VOLLEYBALL

Formation: Arrange players of each team in equal rows on each side of the net Equipment: Volleyball court, net, volleyball or large utility ball No. of Players: 10 to 15 on a team Skills: Volleying Play: 1. Any player may serve the ball from anywhere. 2. Teams bat the ball back and forth across the net. 3. Fouls are:  Team fails to return ball  Player catches ball  Ball goes out of bounds  Ball touches the floor  Player touches the net. 4. A player can hit ball as many times as (s)he wishes. However, only three players may touch the ball before it is returned over net. 5. Change serve after a team fails to return the ball. 6. Serving team scores whenever opponents commit one of the foregoing fouls. A game may be played to any predetermined number of points. (Eleven or fifteen is desirable).

KINGS COURT

Formation: Three or more teams, with one team on each side of the net, the other teams lined up behind the base line on one side of the net. Equipment: Volleyball court, net, and volleyball No. of Players: 3 to 6 on each team Skills: Serving, volleying, spiking, digging, and passing Play: 1. The team on the opposite side of the court of where the teams are lined up is the King of the Court. 2. Opposing team serves the ball to the Kings of the Court. 3. Play normal volleyball rules, with the team winning the point becoming King of the Court, losing team goes to the back of the line of teams. If the winning team isn’t the reigning King of the Court they take over the King of the Courts side. 4. The next team in line serves immediately as soon as the winning team is on the other side of the court. 5. The goal is to be the King of the Court as long as possible. Have the teams keep track of how many times they are Kings of the Court and at the end of a time limit the team that was the King of the Court the most times is declared the winner.

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Wrestling

Note: Partners should be evenly matched where possible.

TIGER TAILS

Partners face each other. Each has a strip of cloth tucked into the back of the waistband of his/her gym shorts. The object of the game is to be the first to take the “tiger tail” from the opponent.

KNEE BOXING

Partners face each other in semi-crouch position with left hands grasped. They attempt to touch the opponent’s right knee with the right hand while preventing their own from being touched.

BACK-TO-BACK PUSH

Partners sit back to back on opposite sides of a line on the floor or on a mat. On signal, they push with their feet and attempt to cross the line and end up on their partner’s side of the line.

FEET FIRST

Players are divided into pairs. They sit, feet first, facing each other from opposite ends of a mat. On a signal, they must move in and attempt to remove the socks from their partners. The first partner to do so wins the contest.

HANDS AND KNEES

Players are divided into teams. Each is given a number. When a number is called, players with that number crawl on their hands and knees to the centre of the mat where there is a large utility ball. The object of the game is to roll the ball back over the goal line (where teammates are lined up). The other three players try to wrestle the ball away to accomplish the same thing. A point is awarded to the successful player’s team.

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FAIR PLAY, WINNING & LOSING

Winning and Losing

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A Good Competitor Is…

1) Brainstorm a list of things a “good sport” does when: a) (s)he wins b) (s)he loses

2) What does it mean to “Play fair”?

3) Complete the following statement: When I play a game, the thing that matters most to me is… Because…

4) Act out this situation: Your team has just lost a game. One member blames another player for the loss. How can you convince the accuser that this attitude will hurt team spirit? How can you help the accuser not feel responsible?

5) Design a logo that could be worn on a hat or t-shirt to convince others of the importance of being a “good sport”.

6) Prepare a video illustrating the role of a coach in developing an athletes sense of fair play.

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Fair Play Talk

Fair Play Talk emphasizes the development of self-awareness and the processes for making ethical decisions.

These processes include:

a) Encouraging young people to recognize conflicts and dilemmas, and discussing possible solutions, and… b) Encouraging them to look beyond their egocentricity by taking the perspective of someone else.

Important Concepts

 Active social interaction is a basic element in moral (ethical) growth 1  Moral (ethical) decisions are achieved through dialogue where individuals work together to achieve consensus about respective rights and responsibilities 2  “A moral (ethical) development program should be process rather than content centered” 3  Recognizing that people are different from each other, as well as similar, and that differences do not have to be threatening, prepares people to explore and end ignorance, a cause of fear 4

Make Fair Play an important part of your program

Important Fair Play Process for Teaching Fair Principles of Fair Play Values and Attitudes Play Values and Behaviors

1) Respect the rules Teamwork and cooperation Recognizing and resolving ethical 2) Respect the officials and dilemmas their decisions 3) Respect your opponents 4) Give everybody an equal Playing by the rules Changing roles and perspectives chance to participate 5) Maintain your self control at Self-esteem all times

1) Larry C. Jensen, That’s Not Fair. Helping Children Make Moral Decisions. Birgham Young University Press, 1977, p. 21. 2) Adapted from Thomas J. Romance, Maureen Weiss and Jerry Bockoven. “A Program to Promote Moral Development Through Elementary School Physical Education,” in Journal of Teaching in Physical Education, Volume 5, 1986, p. 128. 3) Bernard F. Booth, “Socio-Cultural Aspect of Play and Moral Development,” in Physical Education Review, Volume 4, Number 2, 1981, p. 115-120. 4) Canadian heritage, Winning Ideas to Stop Racism (Elementary Edition), Toronto: Today’s Generation, 1993, p. 2.

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“Lets Talk”, Discussion Starters

1) What does fair play mean to you? 2) When people don’t play fair, what can happen? 3) In any situation, who has the responsibility to play fair? 4) Where do the rules of fair play apply in real life?

In the School, On the Playground, In the Community

The suggestions that follow can be used as independent, cooperative group or individual projects. They can also be written on cards for “center” activities.

Art

1) Design posters promoting fair play, display them around the school 2) Design and produce your own fair play awards, using a computer as a tool 3) Create a fair play trophy

Drama

1) Present a Reader’s Theater performance of an ethical dilemma which might occur when students are participating in a variety of physical activities – e.g. skating in an ice rink, playing basketball in the gym, golfing or playing soccer on the playground 2) Role play fair play in the following situations. Be sure to debrief your role play. a) The whistle goes off. The game is over. You have lost. The star player from the other team comes over to shake your hand. b) The whistle goes off. The game is over. You have won. You team is jumping all over the field. You notice the star player on the other team. c) You score a goal. The referee doesn’t allow it. Your dad is mad. Your mom is mad. Your coach is mad. d) You are playing ball with your friends. You notice the new kid on the block standing at the side of the field. e) You have a friend who makes fun of the players on the other teams. (S)He wants you to make faces at them. f) One of the players on your team is so good that (s)he wants to do everything by themselves. 3) Present a TV or radio broadcast of sports news emphasizing examples of fair play.

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Music

1) Compose and perform a contemporary (rap, hip-hop, jazz etc…) song about fair play 2) Compose and perform a fair play cheer

Health

1) Incorporate Fair Play activities in you units on friendship and self esteem 2) Write fair play codes for classroom, playground, hallway and away from school activities

Language Arts

1) Write a sports story for a school or community newspaper. Attend an athletic event and emphasize examples of fair play by the participants in your news story 2) Write a fair play code for a sport or game you particularly like 3) Watch a Hockey, Football, Soccer, or Basketball game on TV with a parent or working partner. Record the number of times the announcers point out examples of fair play. Record the number of times the announcer points out examples of violence. Discuss your finding with your partner 4) Interview: a) An athlete about fair play; b) Your mom or dad about their expectations for fair play; c) A coach about how they teach fair play. 5) Debate the topic: Does participation in sports, games or other physical activities encourage the development of fair play 6) Videotape examples of fair play from the hallways the playground the gymnasium, your classroom, and/or any community sporting event 7) Read the sports pages in the news paper. Find articles which have to do with fair play. Discuss with your class 8) Write a poem. Think up three words that rhyme with “play” and three words that rhyme with “fair”. Use them in the poem. 9) Make a classroom Fair Play scrapbook

Physical Education

1) Mount a big poster of the Principles of Fair Play in your gymnasium. Refer to it constantly as you introduce activities 2) Develop a classroom or gymnasium Fair Play code. Share it with your administration, other teachers, and your parents 3) Take time to talk about Fair Play dilemmas in your classroom 4) Choose a “student of the week” from your class who has displayed the qualities of a good sport. Develop a bulletin board display to feature these Superstars

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Social Studies

1) You are a scientist returning to earth in the year 5000. You find a whistle, a book of sporting rules and a medal. What guess might you make about how a former civilization used these items?

Source:

Fair Play for Kids: A Handbook of Activities for teaching Fair Play, Second Edition, Canadian Center for Ethics in Sport, 1995, pp. 3-5.

Note to Teachers Fair Play for Kids: A Handbook of Activities for teaching Fair Play is available from The Canadian Center for Ethics in Sport, Phone (613) 748-5755

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INSTRUCTIONAL ACTIVITIES

The activities were designed to:

 Reflect current Yukon Educational curricula  Promote active learning  Be relevant and interesting to students  Promote higher-level thinking skills.

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ALPINE SKIING

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Alpine Skiing

Dates: Tuesday, March 7 – Thursday, March 9

Venue: Mt. Sima

Alpine Skiing is a relatively new sport developed in the early 1900’s, although skiing has a rich and long history. Skis have been found in Sweden that date back roughly 4500 years, and cave drawings discovered suggest skis were used long before this. During these early times skis were used for transportation and work, not fun and leisure. In the early 1700’s people form Telemark, Norway developed skiing into a sport and invented the Telemark and Christianna (Christie) turns for controlling speeds on downhill terrain. Although the Telemark was inadequate for steeper descents such as the Alps and European Mountains, this along with equipment adaptations gave birth to Alpine Skiing. During the 1936 Innsbruck, Austria Alpine Skiing made its Olympic debut with two disciplines, Slalom and Downhill. Today there are four disciplines, the Downhill, Slalom, Giant Slalom, and the Super G.

Downhill: The fastest of the skiing disciplines with racers sometimes reaching speeds over 120km/h. The racers ability to remain aerodynamic is vital to gain or maintain speed.

Slalom: The shortest of the disciplines, which requires quick turns around gates. This events requires two runs which combines the two times for the final time and placing.

Giant Slalom: Slightly longer than the Slalom with gates spread further apart, emphases is on making turns with speed. This event requires two runs with a combined time determining placing.

Super G: The most popular spectator event, with speeds close to the downhill, but requires sharper turns.

Alpine Skiing was first introduced in the Arctic Winter Games in the early 1970’s. After a 20 year absence this sport reappeared when the Games were held in Slave Lake, Alberta in 1994. Alpine Skiing was forced to take a one Games break in 1998 due to no facility in Yellowknife. The Downhill event is not involved in the Games.

SPORT: ALPINE SKIING

COMPETITORS: Male 6 Female 6

STAFF: 1 Male & 1 Female Coach

CLASSIFICATION: Junior: 3 Male / 3 Female, born in 1983 or 1984. Juvenile: 3 Male / 3 Female, born in 1985 or 1986.

COMPETITION: Conducted under the rules of the International Federation of Skiing (FIS) as modified by the Arctic Winter Games International Committee.

Events:

a) Slalom – Consisting of two runs on different courses. b) Giant Slalom – Consisting of two runs on different courses, if possible. c) Super Giant Slalom – Consisting of one run.

MEDALS: GOLD 12 SILVER 12 BRONZE 12

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SOCIAL STUDIES

ACTIVITY: Research and Map-Making Certain conditions and facilities are necessary to host a Alpine Skiing event. Research what these conditions and facilities would be. Prepare your own map showing an ideal facility for these events to be successful.

ACTIVITY: Ski Research Skiing has been around for thousands of years and used by people all over the world. There are different types of skis and different types of materials that these skis are made of. Investigate the different types of ski’s and materials used in the different disciplines of skiing. If possible give reasons for each of the different designs.

ACTIVITY: Comparison Prepare a Venn Diagram comparing the events of Cross-Country Skiing, Water Skiing, and Alpine Skiing (History, facilities required, ski’s, equipment, etc.)

SCIENCE

ACTIVITY: Sliding Speed Introduction: How fast skiers will travel depends on the friction of the skis, the aerodynamics and weight of the skier, the materials used in and on the skis, etc. From this investigation students will identify factors that affect the speed of an abject sliding across snow. Problem: What makes sleds travel the fastest? Hypothesis:

Materials: Two or more sleds (i.e. toboggan, and a crazy carpet) Stop watch Snow and a hill

Procedure: 1. Start the sled from a controlled starting point on the hill 2. Have first one student ride in the sled, then two, then three and so on up to the capacity of the sleds. Same children ride each sled. With instructions from the teacher students try to be as aerodynamic or as lease aerodynamic as possible. 3. The teacher times the sled as to how long it takes to cross the finish line.

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Observations: 1. Which sled took the less time to travel across the finish line. 2. Does the type of sled make a difference. 3. Does the amount (weight) of people make a difference in speed. 4. Do snow conditions make a difference in the speed of the sled. Application: 1. How does the success of the sleds relate to the speed of an Alpine Ski Racer. 2. Will the speed of different sliding sports such as bobsledding and Cross-Country Skiing relate to the success of the sleds.

Variations: Graphing Make and label a graph to display the times and sleds of the experiment. Wright three questions about your graph that you can ask a friend.

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ARCTIC SPORTS & DENE GAMES

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Arctic Sports

Dates: Monday, March 6 – Friday, March 10

Venue: Yukon College

The way of life of the (Eskimo) people is battle for survival in difficult conditions. The villages had to move from place to place to follow their source of food; thus they could only bring what they could carry. The games and sports that they played reflect this way of life, resulting in very little equipment needed. The games that the Eskimos played were important for survival and developing strength, endurance, survival skills and pain resistance. The games played in these northern regions were very popular and shared across the arctic through gatherings and celebrations. Cultures from these different groups were also shared at these gatherings.

Surprisingly the Arctic Sports were not part of the first Arctic Winter Games held in Yellowknife, NWT, but made their first appearance in the 1972 Whitehorse Arctic Winter Games. The following Arctic Sports are involved in the Arctic Winter Games and are just a few of the sports from the traditional games:

One Foot High Kick: Considered to be the most difficult Inuit Traditional game, the One Foot High Kick involves power, with high degree of body coordination. The object is to jump from two feet and try to kick a seal (target that is the shape of a seal) and have a controlled and balanced landing on the kicking foot.

Two Foot High Kick: Considered by athletes as the most demanding Arctic Sport, keeping proper balance while airborne is difficult. The object is the same as the One Foot High Kick but requires touching the target with both feet at the same time and landing on both feet.

Alaskan High Kick: Originated in present day Alaska, this kick involves support of one hand on the ground and kicking a seal situated above you with one foot. To make it even more difficult the athlete must grasp the non-kicking foot with his opposite hand and not let go anytime during the attempt.

One Hand Reach: Using the mind is just as important as strength and balance in this game. With one hand on the floor supporting the body, the opposite hand reaches up and touches the seal. No part of the body is allowed to touch the floor until the competitor has showed balance and control upon touching their other hand on the floor.

Kneel Jump: Similar to the standing long jump, but more difficult to execute. An athlete must propel themselves forward from a kneeing position to a controlled and balanced position on their feet. The object is to propel oneself the greatest horizontal distance.

Knuckle Hop: Another competition for distance, the knuckle hop is also a competition of pain resistance. The competitor positions themselves face down in a prone position with only their knuckles and toes touching the ground. The athlete pushes himself or herself upward and forward landing simultaneously on their toes and knuckles. This continues until any part of their body touches the floor other than their knuckles and toes.

Airplane: A competition of strength and endurance the airplane requires a rigid body position with the arms straight out to the side and the feet straight back. Three carriers, one on each arm and one at the ankles lift the athlete and carry them over a preset course. The attempt is over once the body; usually the chest dips towards the ground.

Arm Pull: A tug-o-war game that requires raw strength and is usually the single factor in the outcome of the game. The object is to pull the opponent out of position.

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Head Pull: Another tug-o-war type game where the object is to pull the headband off the opponent’s head or to pull the opponent over the target line. Opponents face each other with their hands and toes the only body parts touching the floor. The Head Pull is a game of strength endurance and not necessarily maximal strength.

Sledge Jump: A game of endurance and strength were a athlete must jump over sledges for as long as possible without knocking a sledge over, touching a sledge with any part of their body above the waist, lands or takes off without both feet together, or falls to the ground.

Triple Jump: The object of the Triple Jump is to cover the most distance with three consecutive jumps. The athlete must keep both feet together for the duration of the jumps, and the result is determined by the distance covered from the start line to the end of the completed jumps or to where any part of the body other than the feet touch the ground.

Source: Arctic Sports A Training And Resource Manual, NWT Arctic Sports Association (1998)

SPORT: ARCTIC SPORTS

COMPETITORS: Male 10 / Female 10

STAFF: 1 Male & 1 Female Coach

CLASSIFICATION: Open: 6 Male / 6 Female Junior: 4 Male / 4 Female, born in 1983 or later.

COMPETITION: Arctic Winter Games International Committee rules.

Events: Competitors must register and compete in a minimum number of events. Open Male in the Inuit (Eskimo) Games must compete in a minimum of six of the ten events. Open Female, Junior Female and Junior Male in the Inuit Games must compete in a minimum of four of the seven events. Open Male must compete in either the Inuit (Eskimo) Games or the Dene (Indian) Games but not both.

Inuit (Eskimo) Games Open Male

-One Foot High Kick -Two Foot High Kick -Alaskan High Kick -Kneel Jump -Airplane -One Hand Reach -Head Pull -Knuckle Hop -Sledge Jump -Triple Jump -All-around – Results of best of five individual events above.

Open Female, Junior Male & Female (Inuit Games)

-One Foot High Kick -Alaskan High Kick -Kneel Jump -Two Foot High Kick -Arm Pull -Sledge Jump -Triple Jump -All-around – Results of best of three individual events above

MEDALS: Inuit (Eskimo) Games Gold 35 Silver 35 Bronze 35

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Dene Games

Dates: Monday, March 6 – Friday, March 10

Venue: Yukon College

Dene Games are traditional Indian competitions. In 1992 the Arctic Winter Games International Committee recognized the lack of participation by the Yukon in many of the Arctic Sports categories, and therefore, Dene (Indian) Games were introduced to the Arctic Winter Games. The games that are played during the Arctic Winter Games are:

Finger Pull: A game that involves strength, endurance and pain resistance, as players try to over power their opponents. The object is to try and straighten your opponent’s finger or make them give up, if neither of these happen the defensive player is determined the winner.

Hand Game: A team game of guessing and mind deceiving as players hide tokens in their hands from the opposing team. The object is to have your opposition guess wrong to which hand the token is in. If the opponent guesses the wrong hand then you receive a stick from your opponent. The team to win 12 sticks wins the round. Best two out of three rounds.

Snowsnake: A game where the object is to throw a spear underhand on the surface of the snow for distance. This was used as a survival game, as this technique was used for hunting small prey in the winter months.

Stick Pull: Greasing the stick makes this game more difficult than it already is, with the object to pull the stick out of your opponent’s hand. The first attempt is with the right hand; the second attempt is with the left hand and the final hand pulling being determined by a coin flip. The stick must be kept horizontal at all times, no twisting or turning of the stick is allowed.

Pole Push: Another team game consisting of all four players. Teams grasp the opposite ends of a pole and try to push their opposition out of the ring. The pole must stay between the shoulder and the hip. Teams must push forward at all times, with no letting go of the pole or moving up on the pole.

Source: Inuit Games, Yukon Community and Transportation Services Sport & Recreation Branch

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SPORT: DENE GAMES

COMPETITORS: Male 4

STAFF: 1 Coach

CLASSIFICATION: Open Male

COMPETITION: Arctic Winter Games International Committee rules.

Events:

Competitors must register and compete in all five events. Open Male must compete in either the Inuit (Eskimo) Games or the Dene (Indian) Games but not both.

-Finger Pull -Hand Game (team) -Snow Snake -Stick Pull -Pole Push (Team) -All-around

MEDALS: Gold 12 Silver 12 Bronze 12

SOCIAL STUDIES

Activity: Research The Indian and Eskimo people used many of the Arctic Sports and Dene Games that are played during the Arctic Winter Games as practice for hunting and survival. Prepare a report on the types of animals that are hunted; mode of transportation; tactics and weapons that are used during the hunts. Option: Build a diagram model showing hunting tactics; include: the hunters, animals, mode of transportation and the landscape.

Activity: Map-Making On a map of the world locate the countries, provinces, states, and territories that participate in the Arctic Winter Games.

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DRAMA

Activity: Conversation Visitors and Participants from different countries will be in attendance at the Arctic Winter Games. Work with a classmate to plan and perform a situation in which a visitor does not now how to speak English and wants to ask you questions about your city or the Games. . Asking for accommodations . Asking for directions to sporting venues and culture venues . Explaining that you lost your ticket/wallet . Ordering meals . Asking directions to a washroom . Wanting transportation

Switch roles partway through the activity. Select two scenes and present them to other class members

MATH

Activity: Problem Solving The world record for the One Foot High Kick is 9 feet 6 inches. The record holder, Brian Randazzo is from Alaska and set the record in Fairbanks, Alaska during the 1988 Arctic Winter Games. If Randazzo is 5 feet 9 inches tall, How high must he kick above is head. (Hint, there are 12 inches in a foot)

Answer 3 feet 9 inches SCIENCE

Activity: Recording, Graphing, and Researching Collect data on temperature and precipitation in your area and the other participating countries, states, provinces, and territories. Graph and compare the results. Note any reasons why, if any, are there differences in temperatures from one area to the next. Option: If there are any unusually occurrences (snowstorms, electrical storms, tornadoes, etc.) note when they happened and describe why they may have happened.

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Language Arts

Activity: Research and Writing Research and prepare a report on the differences between living on the by the ocean and living inland in the mountain/forest region. Describe the difference in food, shelter, transportation, etc. Option: Work in partners with one researching living on the tundra by the ocean, and the other partner researching living inland in the mountain/forest region. Give an oral report to the class on the differences.

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BADMINTON

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Badminton

Dates: Sunday, March 5 – Friday, March 10

Venue: Porter Creek Secondary School Takhini Elementary

Badminton originated from a very old children’s game know as Battledore (Paddle) and Shuttlecock (bird) in which the object was to keep the bird in the air as long as possible. In the 1860’s British Officers stationed in India introduced a net a developed a competitive game called “Poona”. British officers brought the game back to England and in 1873 Duke of Beaufort held a lawn party at his country house in Badminton. This game was introduced to people by guests of the party as “The Badminton Game”. Know world wide as Badminton the sport was introduced to the Olympic Games as an Official Sport in 1992.

No Arctic Winter Games sport is dominated so comprehensively by Greenland athletes as Badminton. This sport is popular across the north due to its nature. Badminton can be played by as few as two athletes, and is an inexpensive sport, which has allowed this sport to flourish in small northern communities.

SPORT: BADMINTON

COMPETITORS: Male 5 Female 5

STAFF: 1 Male Coach & 1 Female Coach

CLASSIFICATION: Junior: 2 Male / 2 Female, born in 1981 or later. Juvenile: 2 Male / 2 Female, born in 1984 or later. Open: 1 Male / 1 Female, (Coaches Only).

COMPETITION: Competition will be conducted under the rules and sanction of the International Badminton Association.

Events:

Junior & Juvenile

Singles, Doubles & Mixed Doubles

Open

Singles & Mixed Doubles

MEDALS: Gold 20 Silver 20 Bronze 20

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ART

ACTIVITY: Sketching Holding a badminton racquet, demonstrate various tennis terms (forehand, backhand, smash, clear, etc.). Draw action figures of a model practicing serves and returns. Check sports magazines and books for ideas.

DRAMA

ACTIVITY: Still Life Select several sports photographs that indicate dramatic moments. Alone or with a classmate, develop a series of still poses that copy these photographs. Sequence the poses and present them to your class. Can your audience tell the sport or activity in each pose?

MATH

ACTIVITY: Problem Solving 1. If the Dimensions of the badminton court are 13.4 meters long by 6.1 meters wide, what is the perimeter of the badminton court? What is the area of the Badminton court?

2. How many lines of symmetry does a tennis court have?

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BASKETBALL

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Basketball

Dates: Monday, March 6 – Saturday, March 11

Venue: F.H. Collins Secondary School

On a cold day in 1891 Canadian, Dr. James Naismith a Physical Educator at Springfield, Massachusetts, YMCA International Training School, formed two teams with nine aside and nailed two peach baskets to the balconies at both ends of the gymnasium. He came up with 13 rules and instructed the players to toss a soccer ball into the peach baskets. “Basket Ball” as it was then called officially was invented.

In 1936, three years before the death of Dr. Naismith, Basketball became an official sport of the Olympic Games.

Since it’s beginnings just over 100 years ago, Basketball has become one of the world’s most popular sports with millions playing the Game, in over 140 countries. Basketball has changed over the years including the nine-aside rule in its original days to the five aside now.

Basketball has been a main stay in the Arctic Winter Games. The sport is one of the few sports that have been a part of all 16 Arctic Winter Games. The Alaskans have dominated this sport over the years, so much so that under the rules they must now bring athletes that are 2 years younger than their Canadian counterparts.

SPORT: BASKETBALL

COMPETITORS: Male 10 Female 10

STAFF: 1 Coach per team Note: If qualified coaches are available there must be at least one female and one male coach.

CLASSIFICATION: Junior: 10 Male / 10 Female NWT, Nunavut & Yukon - Born in 1981 or later. Alberta - Born in 1981 or later. Athletes from Post Secondary schools are ineligible. Alaska – Born in 1984 or later.

COMPETITION: International Basketball Federation (FIBA) rules – Double Round Robin, followed by bronze and gold medal games.

MEDALS: Gold 22 Silver 22 Bronze 22

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LANGUAGE ARTS

ACTIVITY: Research In 1995 Two Canadian teams entered the National Basketball Association, the Toronto Raptors and the Vancouver Grizzlies. Not since the inaugural season of the BAA/NBA in 1946/47 has a Canadian team played in the NBA.

Trace the teams throughout their history. (The web sites for the two teams are as follows: Toronto Raptors- www.nba.com/raptors/ Vancouver Grizzlies- www.nba.com/grizzlies/ These are good starting points)

Write about the changes in rules, uniforms, equipment, playing courts, and team members.

Write or e-mail one of the team members for information and promotional material.

Present.

ACTIVITY: Oral Report Prepare and present an oral report on the Basketball star Michael Jordan.

ACTIVITY: Discussion In 1992 professional basketball players were allowed to play in the Olympics. The USA sent a star packed team with the likes of Michael Jordan, Larry Bird, and Magic Johnson. The American team destroyed opponents on route to the Gold Medal. One of the scores was a 116 – 48 win over Angola.

Plan and debate the issue if professionals should be allowed in the Olympic Games. Have the teacher write the reasons for and against professional athletes participating in the Olympic Games.

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MATH PHYSICAL EDUCATION

ACTIVITY: Movement Patterns People respond quicker to familiar patterns. Basketball, hockey, and soccer are just three of the sports that must recognize patterns of the game.

Materials: 2 basketballs

1. Dived the class into two equal teams and have them stand in two lines, facing each other about three steps apart. 2. Now ask every other team member in one line to change places with the opposite player in the other line, so each line is made up of alternate team members. (See illustration below.) 3. Give the first player in each line a ball. Each says the name of the team member diagonally across in the opposite line and then throws the ball to that person. 4. The ball continues down the line in the same manor. When the ball comes to the end of the line the round is over. 5. At the end of the line the balls are passed back in the opposite direction. If the ball is dropped, it starts again with the person who dropped it. Time the teams to see how fast teams can go!

       

       

Source: The Energizer Quest International

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SKI BIATHLON

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Ski Biathlon

Dates: Tuesday, March 7 – Friday, March 10

Venue: Grey Mountain Biathlon Range

The word Biathlon comes from the Greek words of “Bi” meaning two and “athlon” meaning contest. The two disciplines that Biathlon athletes have to master are Cross Country Skiing and Rifle Shooting. Biathlon roots can been found from as long as 4000 years ago, with cave drawings showing hunters using skis. The sport of biathlon originated in Norway as a training exercise for soldiers, and the first know competition was between Swedish and Norwegian boarder patrol officers in 1767. In the Olympics of 1924 Biathlon was a demonstration sport, then called “Military Ski Patrol”. Biathlon became a medal sport in 1928, 1936 and 1948. The sport was dropped from Olympic competition between the years 1948 and 1960 due to the lack of countries competing and a disagreement on the rules. In 1992 Women’s Biathlon became an Olympic Sport.

Ski Biathlon was first featured in the Arctic Winter Games in the late 1970’s. Except for junior competitors, athletes must carry their rifle on their back while they ski. After a designated distance, individuals enter a safe shooting area where they take aim at five targets 50 meters away. If a competitor misses a target, they either have to ski a penalty loop or have time added to their total.

SPORT: SKI BIATHLON

COMPETITORS: Male 4 Female 4

STAFF: 1 Male and 1 Female Coach

CLASSIFICATION: Open: 1 Male / 1 Female (Coaches Only). Junior: 3 Male / 3 Female, born in 1982 or later.

COMPETITION: Under the rules of the International Biathlon Union (IBU), as modified by the Arctic Winter Games International Committee. There are no skiing technique restrictions.

Events: Open Male: 10 Kilometre (km) Sprint 15 Kilometre (km) Individual

Open Female: 7.5 Kilometre (km) Sprint 10 Kilometre (km) Individual

Junior Male: 7.5 Kilometre (km) Sprint 10 Kilometre (km) Individual

Junior Female: 5 Kilometre (km) Sprint 7.5 Kilometre (km) Individual

Junior Male/Female Mixed Relay: 4 x 5 Kilometre (km)

Open Male/Female Mixed Relay (Includes Junior Male and Female competitors): 4 x 7.5 kilometre (km)

MEDALS: Gold 16 Silver 16 Bronze 16

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LANGUAGE ARTS BASIC FRENCH

ACTIVITY: “On Target” Present information about athletes in “Target form using the Mandula strategy. (See next page.)

Variations: 1. Present “story characters” or “personal idols” in this format 2. Present to classmates. 3. Use this as a basic French Activity (example follows)

ACTIVITY: Mandala 1. This is a visual strategy. 2. Draw 4 circles as seen in the diagram (on the next page) and divide the circles up into as many quadrants as needed. 3. Place the main character’s name in the center circle. 4. In the second circle, write/print the main characteristics (i.e. appearance, strengths, likes, etc.) focusing on one characteristic per spoke. 5. Write/print examples illustrating each characteristic in an appropriate spoke of the third circle. 6. In the outer circle, illustrate some aspect of the charcteristics stated in the second circle, one illustration per spoke.

Variations/ Extensions 1. Vary the number of circles to suit use. 2. Use a note taking format. For example, create a three-spoked circle to organize information re: the basic needs of food, shelter and clothing of a culture.

Games Connection 1. Child as main character with favorite sports focus 2. Athlete as main character with attributes of specific sport 3. Culture participants, organizer, official, chef, doctor, venue, etc. as main character.

Source: Teaching for the Two-sided Mind by L.V. Williams

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Mandala

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CROSS COUNTRY SKIING

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Cross Country Skiing

Dates: Monday, March 6 – Friday, March 10, Day off Wednesday, March 8

Venue: Mt McIntyre Recreation Centre & Downtown Whitehorse

Cross Country Skiing is the grandparent of all skiing sports, with skis found in Sweden that are some 4500 years old, makes Cross Country Skiing 4250 years older than other forms of skiing. Cross Country Skiing started out as a means of transportation, although forms of Cross Country Ski racing took place in the 1730’s, and the first organized competitions took place in the early 1800’s. Cross Country Skiing was included in the inaugural Olympic Games of 1924 but athletes had to compete in both Cross Country Skiing and . Over the long and rich history of skiing few changes have been made. On change of note was in the late 1970’s when American Bill Koch stated using the skating technique instead of the traditional kick and glide. This change made skiing faster and thus created two disciplines the classic (kick and glide) and the Freestyle (no technique restrictions).

Cross Country Skiing has been apart of the Arctic Winter Games since their inception, and is one of the most competitive sports. The Yukon, Alaska and Greenland all compete for top honours. Former Arctic Winter Games Team Yukon Athlete, Lucy Steele, competed for Team Canada at the 1992 Olympic Games.

SPORT: CROSS COUNTRY SKIING

COMPETITORS: Male 12 Female 12

STAFF: 2 Coaches – If qualified coaches are available there must be at least one female and one male coach.

CLASSIFICATION: Junior: 4 Male / 4 Female, born in 1982 and 1983. Juvenile: 4 Male / 4 Female, born in 1984 and 1985. Midget: 4 Male / 4 Female, born in 1986 and 1987.

COMPETITION: International Ski Federation (FIS) Rules.

Events:

Junior Male Technique Junior Female Technique -1 km Free -1 km Free -5 km Classic -5 km Classic -10 km Free -10 km Free - 3 x 5 km relay Classic -3 x 5 km relay Classic

Juvenile Male Technique Juvenile Female Technique -1 km Free -1 km Free -5 km Classic -5 km Classic -7.5 km Free -7.5 km Free -3 x 5 km relay Classic -3 x 5 km relay Classic

Midget Male Midget Male -1 km Free -1 km Free -3 km Classic -3 km Classic -5 km Free -5 km Free -3 x 3 km relay Classic ` -3 x 5 km relay Classic

MEDALS: Gold 36 Silver 36 Bronze 36

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CURLING

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Curling

Dates: Monday, March 6 – Saturday, March 11

Venue: Mt. McIntyre Recreation Centre

Curling stones have been found that date back to prehistoric times where these prehistoric people slide rocks along frozen rivers or lakes at targets. The modern game of curling was developed in Scotland in the 16th Century, were hearty soles curled on frozen ponds and marshes. The game played then consisted of a few people to as much as 12 and over on each team.

In 1759 Scottish Immigrants brought the game to North America, first Canada, then in 1832 the United States. The sport has evolved from these early times, to a demonstration sport in the Olympics, to an official Olympic sport in the 1998 Nagano Olympics. The sport, which originated in Scotland, is now dominated by Canada on the international scene.

The Sport of curling is quite popular in Northern Alberta, Northwest Territories, Nunavut, and the Yukon. A team sport that requires only 4 participants allows many small northern communities to have competitive leagues at both the junior and adult levels.

SPORT: CURLING

COMPETITORS: Male 4 Female 4

STAFF: Each Team will have a separate coach. Note: If qualified coaches are available, one must be male and one female.

CLASSIFICATION: Junior: 4 Male / 4 Female, born on or after July 1, 1981.

COMPETITION: World Curling Federation Rules. Double Round Robin, tiebreakers if necessary, followed by quarterfinals, semi finals and medal games.

MEDALS: Gold 10 Silver 10 Bronze 10

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DOG MUSHING

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Dog Mushing

Dates: Tuesday, March 7 – Friday, March 10, Day off Wednesday, March 8

Venue: Meadow Lakes Golf Club

Normadic Tribes in Siberia first used the dog sled 4000 years ago as a means of transportation. The dog sled was used as a means of survival as they were used for vast journeys across the northern tundra in search of animals for meat. The sled dog was an excellent animal for these northern conditions as they could withstand freezing temperatures, travel long distances and go for long periods without food.

The word mush came from the French Canadians as they would yell “M-a-a-r-r-che!” to their dog sled teams. The French word “march” means “get going” and the English explorers thought the word sounded like “mush!” Thus the driver of dog sled became known as a “musher.”

Today dog sleds are still used as a means of travel by northern people, but a new race and recreational era has sprung up. Today thousands of dollars can be won in dog sled races know as the Yukon Quest and the Iditarod, were the dog teams travel for more than 1000 km in less than 2 weeks.

Dog Mushing in the Arctic Winter Games will be of a much shorter distance than races like the Yukon Quest and the Iditarod. The races will be between 7.5 km and 13 km with 4 to 7 dogs per team. Many of the Athletes that have competed in the Arctic Winter Games have gone on to the big races of the Yukon Quest and the Iditarod.

SOURCE: The World of Sled Dogs From Siberia to Sport Racing by Lorna Coppinger. (1982) Howell Book House.

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SPORT: DOG MUSHING

COMPETITORS: Male 2 Female 2

STAFF: 2 Coaches per category, total of 4 coaches. Note: If qualified coaches are available, one must be male and one female.

CLASSIFICATION: Coed Juvenile: 1 Male / 1 Female Born between April 1, 1985 and March 31, 1989. Coed Junior: 1 Male / 1 Female Born between April 1, 1980 and March 31, 1985.

COMPETITION: Competition will be conducted under the International Sled Dog and the Alaska Sled Dog and Racing Association and/or Junior ASDRA rules as modified by the Arctic Winter Games International Committee.

Drivers are responsible for the conduct of their dogs before, during and after the race. Any abuse is prohibited.

The decisions of the Race Committee are final.

Events:

Coed Juvenile Team of four (4) dogs plus 1 spare 7.5 km race 7.5 km race (team event – combined time determines placing)

Team of five (5) Dogs 10 km race Each team must enter all events.

Coed Junior Team of six (6) dogs plus 1 spare 10 km race 10 km race (team event – combined time determines placing)

Team of seven (7) dogs 13 km race Each team must enter in all events.

MEDALS: Gold 8 Silver 8 Bronze 8

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FIGURE SKATING

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Figure Skating

Dates: Wednesday, March 8 – Friday, March 10

Venue: Takhini Arena Stan McCowan Bill Brewster Arena (Haines Junction) - Practice

Figure Skating considered to be ballet on ice, combines spins, jumps and turns to form an artistic formation on ice. Skating has been around since the 12th century, with smoothed animal bones as blades and poles being used for propelling purposes. Skates were first used as a means of travel over frozen lakes and rivers, since then skating has turned into a fun recreational and leisure purpose. Organized skating clubs have been traced back too as early as 1642.

Figure Skating has been involved in all 16 Arctic Winter Games due to its strong involvement in most large northern communities. Figure Skating in the 2000 Arctic Winter Games will include only female competition.

SOURCE: Figure Skating by Marion Proctor. (1969) Wm. C. Brown Company Publishers.

SPORT: FIGURE SKATING

COMPETITORS: Female 8 Any gold medal winner cannot compete in the same event in a subsequent Arctic Winter Games except the Novice/Open category.

STAFF: 2 Coaches

CLASSIFICATION: Competition is open to women Competitors must meet the minimum and maximum test and age requirements for the Arctic Winter Games competition as of December 31, 1999. Competitors must have been born between 1980 and 1990. Skaters in the Preliminary events must be born in 1987 or later.

Preliminary Ladies: Entrants in these categories must have passed CFSA or USFSA Preliminary Free Skate Tests and may have passed their USFSA PreJuvenile Freeskating test but no higher.

Juvenile Ladies: Entrants in these categories must have passed their CFSA Junior Bronze Free Skate Tests or Juvenile Freeskating Test under USFSA rules but no higher.

Intermediate Ladies: Entrants in these categories must have CFSA Senior Bronze Free Skate Tests or Junior Silver Free Skate Test or PreNovice Competitive Singles Test or Intermediate Freeskating Test under USFSA rules but no higher.

Novice/Open Ladies: Entrants in these categories must have passed CFSA Senior Silver Free Skates Test or Novice Competitive Singles Test or Novice Freeskating Test under USFSA rules.

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COMPETITION: Canadian Figure Skating Association (CFSA) rules. Rules governing test qualifications are issued by the Arctic Winter Games International Committee.

Events for all categories: Free Skate Competition, Short Program and Combined Free Skate and Short Program categories will be awarded individually. Winners of the combined results of these categories will also be awarded medals.

Team Competition: Each team member will execute one element from the following list. They will try it twice, with the better of the two given a score by judges. Scores will be added up from each team member and a placing will be awarded based on the performance of all skaters. The elements will be:

Jumps 1. Toe loop – toe loop combination 2. Axle 3. Double solchow 4. Two jump combination (double – double)

Spins 1. Sit spin (minimum 3 rotations) 2. Camel – sit spin (minimum 3 rotations, per position, no change of foot) 3. Flying camel (minimum 5 rotations)

Footwork Sequence 1. Step sequence (straight line, serpentine, or circular pattern)

MEDALS: Gold 32 Silver 32 Bronze 32

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GYMNASTICS

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Gymnastics

Dates: Wednesday, March 8 & Friday, March 10

Venue: Polarettes & Polar Tumblers Gymnastics Club (Vanier Catholic High School)

Gymnastics can be dated back to before Christ to the Ancient Greeks. The Greeks would wrestle, fight, climb rope and throw weights, but their fashionable garments hampered their physical activity. Thus they would retreat to the Palaestra, where they would disrobe and perform gymnastics. Thus one of the definitions of gymnastics was “to perform exercise whilst naked”.

Gymnastics was part of the first Modern Olympic Games in Athens in 1896. In 1976 in the Montreal, Olympics Nadia Comaneci achieved perfection and marveled the crowd with 10 out 10 in seven of the 10 team and individual events.

In the 2000 Arctic Winter Games Gymnastics will be a women’s only competition. The participants will compete in four events, the floor, balance beam, uneven bars and the vault.

SOURCE: The Love of Gymnastics by Nelli Kim (1979). Octopus Books Limited

SPORT: GYMNASTICS

COMPETITORS: Female 4

STAFF: 1 Coach

CLASSIFICATION: Junior Female: Born on January 1, 1982 or later.

COMPETITION: Competition will be conducted under the most recent rules of the Federation International Gymnastics (FIG) except where noted and under the sanction of Gymnastics Canada Gymnastique.

Events: Individual Team Vault Vault Uneven Bars Uneven Bars Balance Beam Balance Beam Floor Exercise Floor Exercise All Around (Total score in all four events)

MEDALS: Gold 9 Silver 9 Bronze 9

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HOCKEY

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Hockey

Dates: Sunday, March 5 – Saturday, March 11

Venue: Takhini Arena Stan McCowan Arena Bill Brewster Arena (Haines Junction)

Hockey is often called Canada’s national sport, although that distinction belongs to Lacrosse, Hockey certainly is Canada’s national past time. First played more than 100 years ago in 1875, hockey was derived from the old ancient Greek sport called Hoquet. Hoquet was played on a field with a ball and stick, similar to how hockey is played on ice with a puck and stick. Hockey was first played in Canada and the northern states due to the northern climate that is ideal for outdoor ice conditions. Canada was really where it all began with giving the sport a beginning and a solid foundation.

Hockey now is one of the world’s most profitable pro sports due to its exciting nature of power, speed, agility, and skills. Everyone who witnesses a professional game is enthralled of the speed of the game and the skills of the most talented athletes such as Wayne Gretzky and Jaromir Jagr.

Hockey players comprise approximately 20% of each contingent with a total of 76 players and coaches on each. Hockey is one of the most popular spectator sports at the Arctic Winter Games. Former Arctic Winter Games Team Yukon Athletes Jarrett Deuling and Bobby House each were drafted and signed by teams in the National Hockey League. Many other Arctic Winter Games players have gone on to play Junior and University Hockey.

SPORT: HOCKEY

COMPETITORS: Male 51, (Peewee 17) Female 17 (Bantam 17) (Midget 17)

STAFF: 2 Coaches per team

CLASSIFICATION: Midget: 17 Male, born in 1982 or later. Bantam: 17 Male, born in 1984 or later. Peewee: 17 Male, born in 1986 or later. Junior Female: 17 Female, born in 1979 or later.

COMPETITION: Competition conducted under the rules of the Canadian Hockey Association as modified by the Arctic Winter Games International Committee. Format is unknown at this time

MEDALS: Gold 76 Silver 76 Bronze 76

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INDOOR SOCCER

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Indoor Soccer

Dates: Monday, March 6 – Saturday, March 11

Venue: Vanier Catholic High School

Soccer or Football as it is called in many parts of the world is by far the most popular and played sports in the world. Soccer has been played for thousands of years and played by Civilizations throughout history, including the Chinese, Greeks, Romans, Persians, Egyptians and American Indian. In 1863 England standardized the game and modern rules were established.

The early Eskimos in Alaska and Canada played aqsaqtuk or soccer on ice. Balls were stuffed with grass, caribou hair, and moss. One legend tells of a game involving two villages with goals 10 miles apart. Luckily today we have gymnasiums for these villages to compete in and fields to play on.

Indoor soccer is one of the most popular events in the north. As all northern communities have either a community hall or a gymnasium, a venue can always be found for Indoor Soccer. This sport is one of the fastest and most aggressive contests at the Arctic Winter Games.

SPORT: INDOOR SOCCER

COMPETITORS: Male 16 Female 16

STAFF: Each Team will have one coach. Note: If qualified coaches are available, two must be male and two female.

CLASSIFICATION: Junior: 8 Male / 8 Female, born in 1983 or later. Juvenile: 8 Male / 8 Female, born in 1985 or later.

COMPETITION: Competition will be conducted under the rules as developed and approved by the Arctic Winter Games International Committee. Single round robin format, followed by semi finals and medal games.

MEDALS: Gold 36 Silver 36 Bronze 36

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SNOWBOARDING

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Snowboarding

Dates: Monday, March 6 - Wednesday, March 8 – Friday, March 10

Venue: Mt. Sima

In 1929 M.J. “Jack” Burchett cut out a plank of plywood and secured his feet to it with clothesline and horse rains. The first snowboard like invention was made. It took some 30 years until the next step was taken. An eighth grade student by the name of Tom Sims designed a “skiboard” for a class project, two years later Sherman Poppen invented a “Snurfer” by bolting two skis together. From these modest beginnings the sport of snowboarding has grown in popularity to the stage were the sport was introduced to the Olympic Games in 1998.

The Whitehorse 2000 Games will make the first time snowboarding will be involved in the Arctic Winter Games. Snowboarding is growing in popularity at an amazing rate as 50% of first time skiers snowboard rather than Alpine Ski. Due to the nature of the sport, the events are more freestyle in nature, with some similarities to the sport of Alpine Skiing, the events are:

Giant Slalom: Similar to Alpine Ski Racing were the boarder goes down through a coarse with gates as fast as they can. The ability to hold speed while negotiating numerous gates is important in this technical event.

Bordercross: A mass start of 4 racers who ride down the coarse designed with various terrain including jumps, steeps, moguls and waves. The first two or three riders that cross the finish line go on to the next round.

Slopestyle: The course which contains a variety of obstacles in which the riders are judged on tabletops, jumps, rails and spines. Riders run a course twice with the best overall combined score determining the winner. This is a high flying competition with high energy music running throughout the event.

SPORT: SNOWBOARDING

COMPETITORS: Male 2 Female 2

STAFF: 1 Coach

CLASSIFICATION: Junior: 2 Male / 2 Female, born in 1983 or later.

COMPETITION: International Snowboarding Federation (ISF) rules as modified by the Arctic Winter Games International Committee.

Events: Giant Slalom Boardercross Slopestyle

MEDALS: Gold 8 Silver 8 Bronze 8

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SNOWSHOE BIATHLON

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Snowshoe Biathlon

Dates: Tuesday, March 7 – Friday, March 10 Day off Thursday, March 9

Venue: Grey Mountain Biathlon Range

Snowshoe Biathlon is the same as Ski Biathlon but requiring snowshoes instead of skis. Snowshoe Biathlon originated from the hunter’s struggles with the forces of winter. Hunters made large mats of fir or spruce boughs and attached them to their feet; this made the traveling in the winter months easier as they were able to stay atop the snow. At celebrations and special events young hunters had competitions in Snowshoe Biathlon, which eventually lead to the sport we see today.

Biathlon is grueling sport that mimics a trapper chasing down animals while in the bush. The sport became part of the Arctic Winter Games in the 70’s because of the traditions of hunting and trapping in the northern wilderness. This one of the few sports in which adults (the coaches) are allowed to compete in.

SPORT: SNOWSHOE BIATHLON

COMPETITORS: Male 4 Female 4

STAFF: 1 Male and 1 Female Coach

CLASSIFICATION: Open: 1 Male / 1 Female, no age restriction (Coaches Only). Junior: 3 Male / 3 Female, born in 1980 or later.

COMPETITION: Conducted under the rules of the International Biathlon Union (IBU), as modified by the Arctic Winter Games International Committee.

Events: Individual: (for all four categories) 3 km Sprint 5 km Individual Relay: Open / Mixed (4 competitors per team, must have 2 male and 2 female participants) 4 x 3 km Mixed Relay Relay: Junior / Mixed (4 competitors per team, must have 2 male and 2 female participants) 4 x 3 km Mixed Relay

MEDALS: Gold 16 Silver 16 Bronze 16

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SNOWSHOEING

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Snowshoeing

Dates: Monday, March 6 – Friday, March 10 Day off Thursday, March 9

Venue: Mt. McIntyre Recreation Centre F.H. Collins Secondary School

Snowshoes originated in Central Asia nearly 6000 years ago and were used as a mode of transportation as People migrated from Central Asia to North America on snowshoes. Snowshoes ranged from 3 feet long to 7 feet long and made transportation on powdery snow more efficient and easier. Without the snowshoe arctic tribesmen would be limited to short treks around the village for the stalking of their prey. Recreational uses for the snowshoe started at the turn of the Century, which resulted in races and outings for pleasure.

Snowshoeing is a sport that requires the barest essentials: effort, energy and stamina. Snowshoeing is a traditional mode of transportation for both trappers and regular folk of the north. Similar to middle distance running, there are a number of individual competitions where each person races against the clock. Snowshoes can be no longer than 32 inches in length and no wider than 81/2 inches wide. Other than snowshoes, no equipment is required.

SPORT: SNOWSHOEING

COMPETITORS: Male 4 Female 4

STAFF: 1 Male and 1 Female Coach

CLASSIFICATION: Open: 1 Male / 1 Female, no age restriction (Coaches only). Junior: 3 Male / 3 Female, born in 1980 or later.

COMPETITION: Conducted under the rules developed and approved by the Arctic Winter Games International Committee.

Events: All Categories 5 km cross-country Short Distance combined – 100 meters, 400 meters and 1500 meters. Decathlon scoring tables will be used to determine athlete placement in this event. The combined result of all three components determines overall placement in this event

Open Male: 16 km cross-country Open Female: 10 km cross-country Junior Male: 12 km cross-country Junior Female: 7.5 km cross-country Mixed Team (2 Junior Males & 2 Junior Females) Relay Race: 4 x 400m

MEDALS: Gold 16 Silver 16 Bronze 16

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SPEEDSKATING

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Speedskating

Dates: Monday, March 6 – Friday, March 10 Day off Wednesday, March 8

Venue: Takhini Arena Stan McCowan

Since the days of when laborers and children used speedskates as part of their work and transportation regimen, speedskating has turned in to a competitive and recreational sport. Speedskating was the first of the three skating sports (speedskating, figure skating and hockey) to become a sport. Speedskating was very popular in European countries and especially in Holland where the Amsterdam market was supplied by people that speedskated up and down the frozen canals. Today there are marathon races that run on these same Dutch Canals.

In 1889 the Netherlands hosted the inaugural speedskating World Championships, races were very similar to today’s format where two racers speed around a track and try to achieve the fastest time. In the 1988 Calgary Winter Olympics Short Track Speedskating became popular. This sport resembles roller derby type of action, where 4 to 8 skaters race around a track that is 111.11 metres long inside a hockey rink.

With the popularity of Short Track Speedskating from these 1988 Calgary Winter Games the Arctic Winter Games International Committee replace Long Track Speedskating with the now popular indoor events. As most northern communities have indoor skating rinks, it was felt the sport would flourish.

SPORT: SPEEDSKATING

COMPETITORS: Male 8 Female 8

STAFF: 2 Coaches, each team will have a separate coach. Note: If qualified coaches are available, one must be male and one female

CLASSIFICATION: Junior: 4 Male / 4 Female Born between July 1, 1980 and June 30, 1985. Juvenile: 4 Male / 4 Female Born between July 1, 1985 and June 30, 1988.

COMPETITION: Competition will be conducted under the rules of the ISU as modified by the Arctic Winter Games International Committee.

Events: Junior Male / Female: Individual: 500m, 777m, 1000m, 1500m Relay: 3000m Juvenile Male / Female: Individual: 333m, 500m, 777m, 1000m Relay: 2000m

Relay events will include 4 skaters per team

MEDALS: Gold 32 Silver 32 Bronze 32

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VOLLEYBALL

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Volleyball

Dates: Monday, March 6 – Saturday, March 11

Venue: Porter Creek Secondary School

William G. Morgan, an Instructor at a YMCA in Holyoke, Massachusetts wanted to provide a game for his businessmen in his classes that was not as physical as the game of Basketball. In 1895, Morgan invented a game that combined tennis, baseball, basketball and handball and called it “mintonette”, later called Volleyball.

Since the first Game was played on July 7, 1896 at Springfield College, Volleyball has grown into the second most participated in sport in the world only behind soccer. Worldwide over 800 million players play the sport ranging from Indoor Volleyball to Beach Volleyball.

Volleyball is an important sport in the Arctic Winter Games, and quite popular across the north. Both men’s and women’s volleyball are played widely in the Yukon, Northwest Territories, Nunavut, Northern Alberta and Greenland. However, only women’s volleyball is played at both the high school and the university levels in Alaska. The Alaskans do not a have formal men’s volleyball program, however they do their best to participate in the Games.

SPORT: VOLLEYBALL

COMPETITORS: Male 9 Female 9

STAFF: 1 Coach per team Note: If qualified coaches are available, one must be female and one male.

CLASSIFICATION: Junior: 9 Male / 9 Female, born in 1980 or later.

COMPETITION: Competition will be conducted under the rules of the Canadian Volleyball Association as modified by the Arctic Winter Games International Committee. Format undetermined

MEDALS: Gold 20 Silver 20 Bronze 20

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WRESTLING

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Wrestling

Dates: Tuesday, March 7 – Friday, March 10

Venue: Elijah Smith Elementary School

Wrestling is the oldest sport on earth and can be traced back 15,000 years to cave drawings in France. In Ancient Greece wrestling matches, brutal in many aspects, were the supreme contests of the Olympic Games. The Roman’s used Greek wrestling contests also, but eliminated the brutality. In 1904 wrestling was added to the St. Louis, Missouri’s Olympic Games. Many of the moves and techniques used then are still used today.

Wrestling returned to the Games in 1992 after a fourteen-year absence. Wrestling is popular in Alaska, Northwest Territories, Northern Alberta, Nunavut and the Yukon. Several thousand young women and men take part in this sport on an annual basis.

SPORT: WRESTLING

COMPETITORS: Male 7 Female 5

STAFF: One Coach; must be certified members of their respective sport governing body.

CLASSIFICATION: Junior: 7 Male / 5 Female, born in 1982, 1983, 1984.

COMPETITION: Competition will be conducted under the rules and sanction of the Canadian Amateur Wrestling Association as modified by the Arctic Winter Games International Committee.

Traditional Inuit Wrestling competition rules are those designated by the Arctic Winter Games International Committee.

Athletes are allowed to wrestle up, one year.

Events: Junior Female -up to 45 kg (min. 41 kg) -up to 47 kg (min. 44 kg) -up to 50 kg -up to 52 kg -up to 55 kg -up to 57 kg -up to 61 kg -up to 62 kg -up to 67 kg -up to 68 kg -up to 75 kg -up to 82 kg

Traditional Inuit Wrestling – the weight classes and age groups are the same as above. All Athletes must compete in the Freestyle and Inuit Traditional Wrestling Events.

MEDALS: Gold 36 Silver 36 Bronze 36

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