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Transcript of PIKO
Del Rosario, Patricia
Jose, Rose PIKO Piko PIKO is the Philippine variation of the game hopscotch Materials: PIKO Basic Rules: PIKO Mechanics: PIKO Penalty: The players stand behind the edge of a box, and each should throw their cue ball.
The first to play is determined depending on the players' agreement (e.g. nearest to the moon, wings or chest).
Whoever succeeds in throwing the cue ball nearest to the place that they have agreed upon will play first.
The next nearest is second, and so on.
(maybe a flat stone, a brick chip, the bottom piece of a clay pot or a smooth chunk of window glass)
Chalk 1. The pamato must not land on any line as the hopper throws it on to any box.
2. The pamato must not touch the line as the hopper kicks it from one box to another in the diagram.
3. The hopper's foot must not touch any of the lines, change foot, or take a rest, while hopping. If he does, he stops and leaves his pamato where he got fouled. The opponent then takes his turn to play.
4. If the opponent commits a foul, he stops and leaves the pamato like the first hopper. The first hopper resumes playing where he had stopped earlier. PIKO Diagram, Skills & values Boxes No. 1, 6, 7, 8 buwan (moon)
No. 2, 5 dibdib (chest)
No. 3, 4 pakpak (wings) Skills: Jumping & hopping Values: Perseverance
drive to excel Game 1: Each player chooses a moon
First hopper throws his pamato to his moon, hops into it, kicks out the pamato, and hops out of the moon.
Then throws it again into 2, then 5, and 6, hopping in and kicking out the pamato after each throw
Hops on either right or left foot but lands on both feet upon reaching 3 and 4
Hops again to 5 and 6 shown in the diagram
Game is played twice, first starting in the player's moon, the second time in the opponent's moon
This is done back and fourth from box 1 to 6 PIKO Mechanics Game 2: Step, No/Step, Yes Players do the same movements as in Part 1, but they walk instead of hop on the boxex, with their heads thrown back, looking up.
After throwing the pamato to a box, the player steps into the diagram, squats, and gropes to pick up the pamato without looking down
After every step, the player stops, and asks, "Step?" then would the opponent answer with either a "Yes" or a "No" depending on whether the player' s foot has touched a line or not.
If one did touch a line, one stops playing and his opponent take the turn.
The game goes on as in game 1 After a player has thrown the pamato onto a bpx, he walks without looking down to pick up, and walks back without stepping on any line or committing ay other foul.
Then he marks that box with his initials.
The opponent can no longer step in the marked box during his turn.
If he does, he commits a foul and loses his turn.
The player with the most number of marked boxe wins. This is called hanapan.The winner blindfolds the loser and takes him to different places in the area.
The loser takes his pamato with him. Drops it at the command of the winner.
He is then spinned around many times before he is set free to look for the pamato.