palarong jpian concept paper
TRANSCRIPT
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!NAT IONAL FEDERAT ION OF JUNIOR PHILIPPINE INSTITUTE OF ACCOUNTANT
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EVENT: PALARONG JPIAn
DATE & TIME: August 24, 2012; 2:00P-6:00P
VENUE: DLeonor Wavepool and Inland Resort Open Field
Rationale:
In line with the 15th National Midyear Convention, NFJPIA will hold the first everPalarong JPIAn event at DLeonor Wavepool and Inland Resort Open Field. The activitywill be open to the delegates who wish to participate in any of the activities. The PalarongPinoy will be handled by the Office of the Non-Academics headed by the Vice President
for Academics.
Palarong JPIAn will be divided into two parts:
1. Pinoy Games
- Pinoy Games will comprise of the following:a. Sack Raceb. Pass-the-cardc. Balloon Relay
d. Kadang-kadange. Walis ni Kuwanf. Tug of Warg. Dragon Wars
2. Karaoke Challenge
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!NAT IONAL FEDERAT ION OF JUNIOR PHILIPPINE INSTITUTE OF ACCOUNTANT
PART I: The Pinoy Games
Objectives:
The Pinoy Games aims to:
Boost more fun and entertainment to JPIAns in the Midyear Convention
Incorporate the traditional values that are normally taken from playing PalarongPinoy
Promote camaderie, unity and sportsmanship among fellow JPIAns
Event Composition:
The flow of the Pinoy Games will be as follows:
EVENT EXPECTED OUTPUTESTIMATED
TIME
Invitation by the Emcees To gather the participants for the Palarong JPIAn 15 minutes
Opening Spiels and Introduction ofGame Master
To inform the participants of the games that will be playedand to introduce the Game Master.
5 minutes
Please see the mechanics of the game below. Each game is
allotted 20 minutes. Maximum run for the Game Proper is140 minutes.
140 minutes
1. Sack Race
2. Pass-the-card
3. Balloons4. Kadang-Kadang
5. Walis ni Kwan6. Tug of War7. Dragon Wars
Awarding of Prizes To properly acknowledge the winners of each game. 35 minutes
Closing Spiels and Acknowledgement
by the Emcee
To thank the participants and audience for their
participation in the event.5 minutes
ESTIMATED TOTAL RUNNING TIME 200 minutes
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Note:In the registration proper, delegates are informed of the games to be played for the
Palarong JPIAn: The Pinoy Games. They are encouraged to participate as participationwill be included in the _____________________________________________________.
Registration Process:
Prior to the game proper, registration for Pinoy Games will course through. Groupingswill be done in a random manner. When they register, delegates will be given a keywordwritten on a sheet of paper which corresponds to the name of their group.
*No. og groups/teams: 8 groups (fixed)*Estimated members per group: 10-20 members (should be even)
*subject to changes
1. Sack Race
a. This is a group game with ten participants (five boys and five girls) in each team.b. The participants should line up in pairs, one line for the boys and another one for
the girls.c. A sack is placed in front of the first pair.d. Once the referee blows the whistle, the game starts. The pair should fit in their legs
inside the sack and hop together.e. A monoblock chair is placed on the far end of the line where the pair is supposed to
make a turn.f. Once the pair gets back to the starting point, another pair takes the sack and does
the same thing.g. Each team is assigned one timekeeper who will take note of the exact time that the
team has finished the game.h. The team who finished the game the fastest, wins.
2. Pass-the-card
a. Each team is composed of ten players (five girls and five boys).b. The participants line up in pairs, one line for the boys and another one for the girls.c. Once the referee blows the whistle, the game starts.d. Each pair is given a card. One cards face should be placed on the lips of one player,
while the other cards face on the lips of the other player.
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!NAT IONAL FEDERAT ION OF JUNIOR PHILIPPINE INSTITUTE OF ACCOUNTANT
e. The card should be maintained between the lips of the two players, as they movetowards the turnaround post (monoblock chair), and until they are back in their
starting point. If a pair drops the card, they should go back to the starting point andbegin again.
f. Once the first pair finished the turn and is back to the starting point, the other pair sshould maintain the same process.
g. All pairs should be able to make their turnarounds, with the card(s) not falling.h. The team who finished the game first, wins.
3. Balloon Relay
a. Each team is composed of ten players (five girls and five boys). Each team is asked to
form a straight line.b. Once the referee blows the whistle, the game starts.c. Each team is given a balloon.d. The first player will put the balloon between his/her legs and will race towards a
turnaround point.e. Once the first player turns and reaches the starting point, he/she will pass the
balloon to the second player, and the second player will do the same. The sameprocess happens with the third, fourth, so on.
f. The team who finished the game first, wins.
4. Kadang-kadanga. This is a group game with ten participants (five boys and five girls) in each team.b. The participants will line up in one line.c. A pair of coconut shells, each tied with ropes, is placed in front of the first
participant.
d. Once the referee blows the whistle, the game starts. The participant should use thepair of shells as slippers [insert the ropes on the spaces of the feet (between fingers)].
e. A monoblock chair is placed on the far end of the line where the participant issupposed to make a turn.
f. Once the participant gets back to the starting point, another participant takes thepair of coconut shells and does the same thing.
g. Each team is assigned one timekeeper who will take note of the exact time that theteam has finished the game.
h. The team who finished the game the fastest, wins.
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5. Walis ni Kwan
a. Each team is composed of ten players (five girls and five boys).b. Each team is asked to form a straight line.c. Once the referee blows the whistle, the game starts.d. Each team is given a broom (walis).e. The first player will ride the broom and will run towards a turnaround point.f. Once the first player finishes the turn and reaches the starting point, he/she will
pass the broom to the second player, and the second player will do the same. Thesame process happens with the third, fourth, so on.
g. The team who finished the game first, wins.
6. Tug of Wara. This is a group game with ten players (five boys and five girls).b. The game will be composed of ____ rounds. The first ____ are for eliminations.c. Both teams line up on their respective ends of the rope. Stagger each person so that
one is to the right of the rope and the next is to the left.d. Have everyone pick up the rope and hold it tight, taking up the slack between the
two teams. The game master can now line up the center tape over the line.e. When the referee decides the teams are ready, he yells, Pull!f. Each team pulls until one sides tape crosses the line.g. A timekeeper will record the time when one sides tape crosses the line. The two
fastest teams will compete for the championship in the ___ round.
7. Dragon Wars
a. Each team will have 10 players ( five boys and five girls). Each team will form achain.
b. The last person of the chain will insert a handkerchief in his/her back pocket.c. When the referee yells, Go!, the first person of each team will try to steal another
teams handkerchief.d. Whoever collects the most handkerchiefs in 10 minutes wins the game.e. The chain must not be broken during the game, broken chains will be disqualified
from the game.
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!!!! ! ! !!!!!! ! ! ! ! !!!!!! ! ! !!!!!! ! ! ! ! ! ! !!!! ! ! !!!!! ! ! ! ! !!!!! ! ! !!!!!!!
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Budget Composition:
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PART II: Karaoke Challenge
Objectives:
The Karapke Challenge aims to:
Boost more fun and entertainment to JPIAns in the Midyear Convention
Showcase the tslents of JPIAns in the field of music
Promote camaderie, unity and sportsmanship among fellow JPIAns
Event Composition:
The flow of the Karaoke Challenge will be as follows:
EVENT EXPECTED OUTPUTESTIMATED
TIME
Invitation by the EmceeTo gather the participants to watch and participate the
Karaoke Challenge10 minutes
Opening Spiels To inform the JPIAns of the nature of the activity 5 minutes
Introduction of Contestants To introduce the contestants of the activity 5 minutes
Reading of MechanicsTo explain to the contestants and the crowd how thecompetition will be played
5 minutes
Game Proper Please see the mechanics of the game below 120 minutes
Awarding of Winners To recognize the winners and award them the prizes 10 minutes
Closing Spiels and Acknowledgementby the Emcee
To thank the participants and audience for theirparticipation in the Karaoke Challenge.
5 minutes
ESTIMATED TOTAL RUNNING TIME 160 minutes
Note:Every region is entitled to bring 1 participant for the event.
Registration Process:
Prior to the event proper, registration of participants from the different regions will coursethrough.
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1. Each region must send one contestant to play for the said activity.2. All contestants must be at the holding area (Open Field) by 2:00 pm for briefing.3. During the game proper, there would be TEN challenges (one for each
contestant). These are as follows:a. Polvoron Challenge The contestant will be singing while eating
polvoronb. Hoola Hoop with Tickle Attack The contestant will be singing while
doing the hoola hoop with tickling distractions.c. Melt-the-ice The contestant will be singing, while he/she has to melt
the ice using his/her body partsd. Ball Attack The contestant will be singing with one foot while being hit
with newspaper balls.e. Tickle the statue The contestant will be singing with tickle
distractions and with just the head available for movingf. Superworms The contestant will be singing, while he/she has to put a
hand inside a covered box filled with (clean and safe) wormsg. Balance it The contestant will be singing while balancing a bottled
water on his/her headh. Flour Blowing The contestant will be singing while he/she has to
empty a bowl of flouri. Takyan The contestant will be singing while he/she has to play takyanj. Mango The contestant will be singing with a staple smile while he/she is
eating a green mango
4. The organizers will pre-select the OPM songs to be performed during the contestproper. The songs are either in English or in Tagalog.
5. The song numbers are placed inside a bowl. The performer picks out a paper witha song number which will be keyed in by the game master in the computer.
6. Each division contestant must perform a challenge while singing. The contestantshould be able to start doing the challenge 30 seconds after the song started. Thecontestant will simultaneously do both (singing and performing) until the challengeis done.
7. At the end of the challenge, the panel of judges will critique the performances andgive points to those who performed best in their respective challenges. The judgeswill determine the top 3 performers, after deliberating them based on a pointsystem.
8. After having known the top three performers, they will undergo a clincher round.Their scores will be back to zero, and they will perform one last challenge.
9. After another deliberation, the Champion, 1st Runner-Up, and 2nd Runner-Upwill be proclaimed.
10.The organizers will assure the contestants that the challenges are safe.Nonetheless, contestants are advised to bring an extra set of clothes.
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11.The jurors are, namely: one sales officer, one driver, and one security guard fromDLeonor Hotel and Inland Resort.
Budget Composition:
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!NAT IONAL FEDERAT ION OF JUNIOR PHILIPPINE INSTITUTE OF ACCOUNTANT
Prepared by:
Zillah Joanne P. GallardoNFJPIA Secretary- General
Noted By:
Hazel JumawanNFJPIA VP for Academics
Recommended by:
Brimer LimareNFJPIA President
Approved by:
Shiela LadromaNFJPIA Adviser
(ad. Palarong Pinoy, AdDU GACP)!