Inuit Games
Eugene Contreras, Lord Aylmer School (WQSB)
Aalla, Innuqatigiit (Center for Inuit Children, Youth & Families)
The human need to play is universal; all peoples have developed physical activities, sport
and games appropriate for their particular geographic and cultural context. In the harsh
northern environment of the Arctic, traditional Inuit games focus on the attributes most
necessary for survival there – agility, strength, and above all, endurance. Apart from the
important need for social interaction and amusement with very few materials at hand, the
games provide opportunities to maintain fitness and practice skills needed to procure the
basics of food, shelter and clothing. Many of the games test individual and collective
perseverance in uncomfortable and even painful circumstances, which are essential to
survival in the context of cold, hunger and fatigue that were part of everyday life. These
games were also traditionally played at gatherings of different nomadic groups at certain
times of year, and used to show off competence, talent and skills that might be attractive to
find a partner from another community.
Although these links to survival may now be less immediate for most Inuit, let alone to
those in more southern regions, the games provide important cultural connections for
people in the North, and for students in the South they offer an accessible window into a
world that can otherwise seem distant and different.
I’ve used the games in this resource in different ways over the years; as part of broader
units on the Inuit and Indigenous peoples as a classroom teacher, and now as a specific
phys. ed. unit as a PHE teacher. They can also be easily integrated along with other
physical education activities such as wrestling, gymnastics, outdoor ed. track & field,
fitness circuits, etc.
Many of these games are played one-on-one. I have students get in groups of 3 for these,
taking turns being the “judge” that ensures the two competitors are set up properly, counts
them in to start the game, and determines who the winner is in case of disagreement. Win
or lose, students show appreciation for their opponent with a hand shake, high-5, or fist-
pump after playing.
Once students know several of the games, I finish the unit with a class Arctic Winter
Games competition. Students collectively choose 4-5 games, and then each of my
established gym class teams is a “community” and must nominate athletes to compete in
each of the games, focusing on the strengths of each member of their community. To
maximize participation and engagement, my rules are: each member of the team must
compete in at least one event, and may compete in a maximum of two; each team must
have at least one athlete competing in each event, and may have a maximum of two
competitors in any given event. I give them time to practice amongst themselves to
determine which students will compete in which events, and then the games begin!
I also teach the students a few Inuktitut words for gameplay, which I model and then
encourage the judges to use as they play:
1 – attausiq 2 – marruuk 3 – pingasut
stop (enough!) – taima
Enjoy!
Siturtaq
Equipment: None
Stance and Start: Start in a squatting position in a circle or scattered
around.
Movement: Extend one leg straight out, touching the heel to the
ground in front, and keep the other leg tucked under, then alternate
from one leg to the other. Continue for as long as possible.
Competition: The last person still dancing wins.
One Foot High Kick
Equipment: High Kick Stand (basketball net could be used or broom
attached to a stepladder) with string and target (bone, beanbag, etc.).
For practice, one student can hold a hat, mitt, beanbag, etc. at arms
length for a partner to kick.
Stance and Start: Start standing on two feet in front of target. Older
or more advanced players may have a running start.
Movement: Jump and kick target with one foot, then land on that
same foot, hopping three times to show balance.
Competition: The starting height is established by the players and the
teacher so that pretty much everyone can succeed at the first level. The
target must be clearly hit with the jumping foot and the landing must be
balanced on the same foot. Each player gets two tries at each height.
The target is raised a little bit at a time once everyone has taken their
two jumps, eliminating the players that missed the target.
Two Foot High Kick
Equipment: High Kick Stand (basketball net could be used or broom
attached to a stepladder) with string and target (bone, beanbag, etc.).
For practice, one student can hold a hat, mitt, beanbag, etc. at arms
length for a partner to kick.
Stance and Start: Start from a standing position in front of the target
with two feet together. Older or more advanced players may have a
running start.
Movement: Jump from both feet and keeping feet together, kick
target. Land on two feet and maintain balance (hop if necessary).
Competition: The starting height is established by the players and the
teacher so that pretty much everyone can succeed at the first level. The
target must be clearly hit with two feet together, the landing must be
made with two feet together and balanced. Each player gets two tries at
each height. The target is raised a little bit at a time once everyone has
taken their two jumps, eliminating the players that missed the target.
Alaskan High Kick
Equipment: High Kick Stand (basketball net could be used or broom
attached to a stepladder) with string and target (bone, beanbag, etc.).
Stance and Start: Sit on the ground with one hand placed on the floor
behind the bum, and one knee up. Grab the opposite foot (right hand-
left foot or vice-versa) with free hand, and lift bum up off the floor,
supporting the body with one hand and one foot.
Movement: Player lifts the body off the floor and kicks the target with
the foot they’re not holding, holding their weight on one hand. The
kicking foot must return to the floor before the bum hits the ground.
Competition: The starting height is established by the players and the
teacher so that pretty much everyone can succeed at the first level
(although that’s a tougher call with this one). The target must be
clearly hit with the foot, and the landing must be made on the kicking
foot. Each player gets two tries at each height. The target is raised a
little bit at a time once everyone has taken their two jumps, eliminating
the players that missed the target.
Musk-Ox Push
Equipment: none
Stance and Start: Competitors get on all fours and in the middle of a set
circle (or in the middle between 2 lines). The middle circle in the gym
works well, or mark one out of similar size in the snow. Place heads
down under the shoulder (and armpit) of opponent so that the
opponents press shoulder to shoulder with head tucked under close to
the ground.
Movement: Using body weight and strength, opponents try to push
each other out of the circle (or across a line), or until the other person
gives up. They must move forward in a straight line, not turn and
twist. Hands and knees must touch the ground, only lifting one at a
time in order to move forward. Players may not push with their feet
while their knee is in the air. Players must also keep their heads down
so as to not lift their opponent’s arm up.
Competition: The player that pushes their opponent outside the
circle (or past the line) wins. If a player raises their head, hands,
or knees incorrectly, or turn their body to the side, they are
eliminated. Players challenge each other tournament-style.
Back Push
Equipment: none
Stance and Start: Both opponents sit on the floor with backs together.
Place right hand on floor between legs and the left hand on the outside
of left leg. Knees are bent with feet flat on the floor. Opponents may be
in a circle or between two lines at either end.
Movement: Using leg, arm, and body strength, try to push opponent out
of circle or over the line. As soon as one player’s foot crosses the line
or goes out of the circle, the other player wins.
Competition: Start off one against one, winners continue to
challenge each other tournament-style. Best 2 out 3 event.
Round 1 – Right hand, Round 2 – left hand, tie breaker – both
hands on outside.
Kneel Jump
Equipment: none
Stance and Start: Kneel on floor with feet on the floor and toes
outstretched (no tippy toes), players sitting on their feet. The bum is
not allowed to leave the feet until the actual jump. Knees should be
even with a clearly marked line.
Movement: Using upper body momentum and agility, thrust body
forward to land on your feet and as far ahead as possible.
Competition: Best out of three attempts. Measurement is taken from the
heel landing closest to the line, or any part of your body that falls
backwards, like a regular long jump.
Figure 1 Figure 2 Figure 3 Figure 4
Kneel on floor with toes flat Swing arms back Launch body up and forward Land on both feet
against the floor.
Neck Pull
Equipment: Strap or belt
Stance and Start: In pairs, players face each other lying in a cobra
position - stomach on the ground, legs outstretched behind, head up
and arms straight with palms on the ground. A line can be marked
between players.
Movement: On signal, opponents pull back with their neck and use
their hands and upper body to push themselves back. The object is to
try to pull their opponent over the line or pull the strap over
opponent’s head.
Competition: Start off one against one, winners continue to
challenge each other tournament-style.
Arm Pull
Equipment: None
Stance and Start: In pairs, players face each other sitting on the floor.
One leg is bent and the other is straight. Competitors lock legs and
hook right arms at the elbow. The other hand is holding the ankle of the
opponent’s bent leg.
Movement: On signal opponents pull slowly and steadily at the elbow.
The object is to try to pull the opponent over or until opponent’s hand
touches the chest of the winner.
Competition: Start off one against one, winners continue to
challenge each other tournament-style.
Leg Wrestling
Equipment: none
Stance and Start: Two students lie on their back side by side with heads
in opposite directions. The pair link inside arms at the elbow and put
their hand on their chest (not down beside their body). Lifting their
inside legs, the pair lock knees. You can also start with legs down and
have players count as they lift and drop the leg, locking legs on the
count of 3 (“pingasut”). The free leg is bent at the knee with the foot on
the floor.
Movement: Pushing with the inside leg, players attempt to flip their
opponent over backwards.
Competition: Best out of three. Start off one against one, winners
continue to challenge each other tournament-style.
Knuckle Hop
Equipment: None
Stance and Start: From a push-up position place knuckles on floor,
elbows tight at the side, not flared out.
Movement: The player lies face down on the floor in push up position
with hands making fists, putting all the weight on the knuckles. Keeping
legs and back straight and lifting the legs off the floor the player
bounces forward on their fists. The player who goes the furthest
distance wins.
With students, this works with mitts on in the snow; for a less painful
variation indoors, you can do this with palms on the ground and just
make it a palm hop.
Airplane
Equipment: none
Stance and Start: Form teams of 4. One Player lies on stomach with
arms straight out at sides and feet firmly together. The other three
place themselves around, one at each arm and one at the feet.
Movement: Player is lifted by three people, one holding the feet, and
the other two on each arm. The player must remain rigid so that the
body is raised 2-3 feet above the floor. As a good measure of height, the
stomach should not touch the floor when the body sags. Competitor
should keep the body as stiff as possible while being carried in this
position for as far as possible.
Competition: Body must not sag. Shoulders should not drop below
arms or bend at the elbow. The team that travels furthest in proper
position wins.
For elementary students, a variation is to have the player being carried
bend their arms and be carried either by their arms on the inside of the
elbows or at the biceps.
Stick Jump
Equipment: Broom handle or hockey stick with no blade, preferably
with marks every 5cm.
Stance and Start: With feet together, grab broom handle in
overhand grip about the distance of shoulders apart.
Competition: Each jump is measured by the distance of grip on broom
handle. If the jump is completed, move hands in together 5cm. This
makes the jump harder. Hands keep moving together until hands join up
and jump must go through the loop in arms. Two tries per grip.
Back Bend
Equipment: Broom handle or hockey stick with no blade.
Stance and Start: Standing, spread feet as far apart as you can. Feet
must be in a straight line. Measure the distance from the armpit to the
tip of the middle finger on the broom handle. Grip the broom handle
on this spot with both hands on top of each other.
Movement: Bend backwards and touch the handle to the floor behind
you. Return to starting position. Feet should remain on the floor in the
same position. If successful, measure in decreasing distance from the
thumb to the nose, wrist to the nose, elbow to top of head, then
decrease every 5cm.
Competition: The player who can do the back bend with the shortest
length of broom handle wins. If players reaches the floor with no more
length of broom handle left, then player places a quarter on the ground
behind them and has to bend back and pick it up as an extra challenge.
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