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Project: Globoplay: A Cultural Adventure Through Games and Play

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Lara from Teachy


Physical Education

Teachy Original

Traditional Games and Toys

Contextualization

Games and play are part of the children's playful universe and play a fundamental role in the educational context. They contribute to the integral formation of the individual, as they stimulate physical, motor, cognitive, affective, social, and cultural development. Additionally, they favor the exercise of creativity, problem-solving, decision-making, leadership, respect for rules and others, cooperation, and healthy competition.

In this sense, in Physical Education classes, games and play gain even more relevance. They are didactic tools that allow working in a playful, fun, and meaningful way with various contents, such as basic movements (running, jumping, throwing, hitting, kicking), motor skills (coordination, balance, agility, strength, endurance), physical abilities, body schema, laterality, spatial and temporal orientation, health and well-being, and much more.

Entering into Anthropology and History perspectives, games and play are not just for fun but also forms of cultural expression and the perpetuation of traditions. Around the world, there are several typical games and play that reflect the culture, history, and values of a society. For example, in Brazil, indigenous and Afro-Brazilian games and play are rich in meanings and teachings, constituting an important cultural historical heritage that should be valued and preserved.

Now, we invite you to embark on a journey through the world of games and play, to discover their origins, to learn about their cultural diversity, to experience their practices, and to recreate them. We want you to understand the importance of these activities for our health, well-being, and learning, and to have fun on this journey of discoveries and adventures. Good luck!

Practical Activity

Activity Title: Games and Play Around the World

Project Objective: To know, experience, and analyze traditional games and play from Brazil and other countries, and to produce a digital magazine containing the description, rules, origin, culture, and experiences of these activities.

Student Group: 3 to 5 students per group

Project Duration: Approximately 16 hours per student

Detailed Project Description:

Each group of students will be responsible for researching, experiencing, and recreating 5 games or play, one indigenous, one Afro-Brazilian, one European, one Asian, and one of free choice. Additionally, each group must produce a digital magazine presenting each game or play, including the description, rules, origin, cultural values, personal experiences, and learnings obtained.

Materials Needed:

  • Books, websites, and other resources for research
  • Materials for the practice of games and play (according to each game's requirements)
  • Computer with Internet access for the elaboration of the digital magazine

Step-by-Step Guide for Activity Execution:

  1. Group division and selection of games and play.
  2. Research on the chosen games and play, including origin, rules, cultural significance, etc.
  3. Practice of the chosen games and play, experiencing and reflecting on the experiences.
  4. Elaboration of the digital magazine, containing the description, rules, origin, cultural values, personal experiences, and learnings of each game or play.
  5. Presentation of the digital magazine to the class and discussion about the experiences and learnings.

Project Deliverables:

  • A written report containing the following parts: Introduction, Development, Conclusions, and Bibliography used.
    • Introduction: contextualization of the theme, its relevance, real-world application, and project objective.
    • Development: theory behind the theme, detailed description of the activity, methodology used, presentation and discussion of the results obtained.
    • Conclusions: recap of the main points, learnings obtained, and conclusions about the project.
    • Bibliography: references used for the project.
  • A digital magazine presenting each game or play, containing the description, rules, origin, cultural values, personal experiences, and learnings obtained.

Group work should be done collaboratively, with all students actively participating in the research, practice, production of the digital magazine, and elaboration of the report. During the project, students should develop technical skills to experience and enjoy games and play, understand their characteristics and rules, and socio-emotional skills such as time management, communication, problem-solving, creative thinking, and proactivity.


Iara Tip

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