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+The Project Gutenberg EBook of Games and Play for School Morale, by Various
+
+This eBook is for the use of anyone anywhere at no cost and with
+almost no restrictions whatsoever. You may copy it, give it away or
+re-use it under the terms of the Project Gutenberg License included
+with this eBook or online at www.gutenberg.org
+
+
+Title: Games and Play for School Morale
+ A Course of Graded Games for School and Community Recreation
+
+Author: Various
+
+Editor: Mel (Melvin W.) Sheppard
+ Anna Vaughan
+
+Release Date: March 8, 2008 [EBook #24786]
+
+Language: English
+
+Character set encoding: ASCII
+
+*** START OF THIS PROJECT GUTENBERG EBOOK GAMES AND PLAY FOR SCHOOL MORALE ***
+
+
+
+
+Produced by K Nordquist and the Online Distributed
+Proofreading Team at https://www.pgdp.net (This file was
+produced from images generously made available by The
+Internet Archive/American Libraries.)
+
+
+
+
+
+
+GAMES AND PLAY
+
+FOR
+
+SCHOOL MORALE
+
+
+A COURSE OF
+GRADED GAMES
+FOR
+SCHOOL AND COMMUNITY
+RECREATION
+
+
+
+ISSUED BY COMMUNITY SERVICE, Inc.
+One Madison Avenue, New York City
+
+
+
+ARRANGED BY
+
+"MEL" SHEPPARD
+Department of Recreation and Physical Education
+
+ANNA VAUGHAN
+Director of Recreation Community Council of Michigan
+
+Copyrighted 1920
+
+
+
+
+COMMUNITY SERVICE
+
+
+COMMUNITY SERVICE is the medium through which the residents of a
+community get together and really become members of that community with
+a consequent real interest in community welfare, prosperity and
+stability.
+
+COMMUNITY SERVICE is CITIZENSHIP. It promotes Americanization. It
+denotes PROGRESSIVENESS. Any individual of the community with a real
+and active interest in the community is a better citizen.
+
+COMMUNITY SERVICE provides an opportunity for people to meet as folks,
+as neighbors representing no one but themselves, and the ideas they
+cherish most. The towering advantage of Community Service is that it is
+the one movement to which everybody can belong.
+
+COMMUNITY SERVICE is a community organized for service. This community
+has a real existence with a soul and personality of its own. The
+Community needs something to do as a community.
+
+COMMUNITY SERVICE is an antidote for idle time. The success of a person
+or a community is not determined by the number of hours they are busy,
+but by what they do in their idle time.
+
+COMMUNITY SERVICE offers every stranger who comes to a Community "the
+glad hand," displays true friendship to them and shows that we as a
+community care for his welfare.
+
+COMMUNITY SERVICE promotes good will. There is no ritual for Community
+Service, just as there is no ritual for friendship. Friendship is a
+fact. Most men and women have a talent for it. Community Service
+organizes and develops that talent until it is made to render a world
+service. It makes the community a fact instead of a name.
+
+PEACE TIME service is a war debt that Conscience and Patriotism must
+pay.
+
+
+
+
+FOREWORD
+
+By Anna Vaughan
+ "Mel" Sheppard
+
+
+It is just as essential that the teacher who enters a schoolroom in
+September know how to play with children as to teach them. By no better
+means, perhaps, may the spirit of friendship and co-operation be so
+thoroughly strengthened and firmly established as through games.
+
+The mental, moral and physical growth attained through participation in
+games cannot be overestimated. To listen to directions, to understand
+them thoroughly and to execute them exactly as given require alert
+attention and accurate motion.
+
+To play fair, win honestly and accept defeat cheerfully, remembering at
+all times to be courteous to opponents, are invaluable lessons, and
+conducive to good citizenship.
+
+Active games quicken the sense perceptions. Through them the dull,
+passive mind is aroused to an active interest in external things to
+which the hitherto inert body is forced to respond. As a result the
+child observes more closely, thinks more clearly and moves with greater
+ease.
+
+To rhythmic games may be attributed the freedom of movement, graceful
+carriage and appreciation for and response to rhythm by which the child
+attempts to give expression to his inmost feelings.
+
+By correlation with language, quiet games furnish a successful means
+for establishing correct habits of speech. Correlated with number, much
+valuable drill in the fundamental processes may be secured in a most
+delightful and informal way.
+
+All children love to play, and, cosmopolitan as is the blend of our
+public schools today, in the recreation period is found an opportunity
+for universal expression not afforded in other activities of the day.
+Keenly sensitive to their surroundings, they are quick to catch the
+enthusiasm of their leader.
+
+The child, timid and retiring of disposition, becomes a creature of
+initiative, while not infrequently the forward, self-assured child is
+given a much needed lesson in self-restraint. Through his skill
+displayed in playing games involving contest, a formerly unappreciated
+child compels the respect and admiration of his classmates, a tribute
+that may play no small part in influencing his course in after life.
+
+It is only by getting into the game with the children and encouraging
+them to play naturally, permitting them to get all the joy there is in
+the performance hereof, that games may be made of greatest service. The
+effects of such play cannot fail to dispel the artificial atmosphere
+which for various reasons permeates many of our schools today, and to
+establish, in its place, wholesome and natural conditions, that will
+challenge the child's best efforts and render school life pleasant as
+well as profitable.
+
+
+
+
+Graded Games for Schools and Community Recreation
+
+
+The Indoor Recreation Work is given in the form of plays and games.
+
+While the plays and games listed have been carefully arranged and
+graded with a view to adapting them to the schoolroom, many of them are
+suited to playground, hall and gymnasium use.
+
+It is suggested that at least one game period a day be given out of
+doors during the pleasant weather.
+
+
+Rules to Be Observed in Giving Games
+
+ 1. Teacher should be familiar with the game before giving it.
+
+ 2. Teach by imitation in the story-plays and rhythm, as best
+ results come from the teacher playing with the children.
+
+ 3. Be sure that the air is fresh when giving a game.
+
+ 4. In every rest period give a breathing exercise.
+
+ 5. See that all the children have a part in the game.
+
+ 6. Upon the spirit which the teacher puts into it, depends the
+ success of the game.
+
+Story Plays are imitations of well-known activities. They may be
+experiences related to home activities, the surroundings near the home,
+the season and to school work.
+
+Capitalize the child's imagination and experience as a basis for
+developing Story Plays, keeping in mind the types of exercise necessary
+to give the children the proper amount of exercise.
+
+The following is illustrative of the forms of exercise to be found in a
+story play:
+
+
+A Day in the Woods
+
+ Stretching--Reach up high. Take your coat and hat.
+
+ Leg movement--Walk quickly (skip) to the woods. (Each two rows walk
+ around one row of desks.)
+
+ Head exercise--Look up at the bright autumn leaves.
+
+ Arm exercise--Raise your arms and touch them.
+
+ Trunk and Arm exercise--Rake the fallen leaves. (Lean forward,
+ bending body forward to either side.)
+
+ Knee Bending--Run and jump into the pile of leaves.
+
+ Breathing--Breathe in the fresh air.
+
+
+Suggestive List of Story Plays
+
+Home activities--Washing, ironing, baking, sewing, sweeping, dusting.
+
+Industrial Activities--Fireman, soldier, shoemaker, blacksmith, carpenter,
+etc.
+
+Seasonal Activities:
+
+Fall--Nutting, Thanksgiving, Jack Frost, gathering apples, etc.
+
+Winter--Christmas Toys, Snow Fort, Valentine Day, Washington's
+Birthday.
+
+Spring--Flying Kites, making a garden, trees in a storm.
+
+Summer--The Playground, swimming, picking flowers, a day at the circus.
+
+Correlate rhythmic exercises with the reading language and nature work.
+The movements may be executed to music, Victrola or piano being used.
+
+ Walking fast
+ Walking slow
+ Jumping
+ Running
+ Ringing bell
+ Marching
+ Hopping
+ Clapping
+ Beating drum
+ Blowing bubbles
+ Fairies skipping
+ Birds flying
+ Boats sailing
+ Blowing bugle
+ Blowing up a balloon
+ Climbing a steep hill
+ Imitate a steam engine
+ Smell the pretty rose
+ Galloping horses
+ Hammering
+ Rabbits jumping
+ Ducks waddling
+ Skating
+ Raking garden
+ Rowing boat
+ Bouncing ball
+ Throwing snowballs
+ Elephant's walk
+ Giant striding
+ Goose waddle
+ Turkey strutting
+ Indian walking
+ Walk like a dwarf
+ Crow like a rooster
+ Breathe in the fresh air
+ Blow a feather in the air
+
+
+
+
+FOR THE YOUNGER CHILDREN
+
+
+THE CIRCUS
+
+All ready for the big circus parade. Choose what you want to do or be
+in the parade. Now we are at the circus grounds. The band marches
+around the tent. Choose the instrument you want to play. See the big,
+big elephants in the circus. Let us feed the big elephants. Now look at
+the pretty high-stepping horses. See if we can step as high as they.
+The little baby ponies are coming now. Let us make tiny steps just as
+they do. Now the juggler is ready to play. Throw the ball high, way up
+high, and catch it on your nose. Heads up high. Now let's breathe hard,
+drink in the fresh air and run home to Mother.
+
+Introduce skipping, hopping, running, jumping.
+
+ 1. Stand like soldiers. (Head, eyes, chest, feet.)
+ 2. March like soldiers.
+ 3. Run like fairies.
+ 4. Run like brownies.
+ 5. Fly like birds.
+
+ Fly to the woods in front of you.
+ Fly to the woods in back of you.
+ Fly to the woods to the left.
+ Fly to the woods to the right.
+
+Play you are trees.
+Bend to the left; arms sideward or overhead.
+Bend to the right; arms sideward or overhead.
+Galloping horses: Hold reins--gallop forward.
+Skipping children: Skip--lightly and evenly.
+
+Bursting bag:
+
+ 1. Breathe in.
+ 2. Blow.
+ 3. Clap.
+
+Blow a soap bubble. Keep a feather in the air. Blow out a candle.
+
+Blow a trumpet. Imitate the wind. Imitate a train of cars. Imitate a
+flute. Blow a whistle. Blow a bugle.
+
+
+MOVING DAY
+
+Two adjacent rows, play together. The first of May is moving day. The
+seats are houses. One player is chosen to be "It" and he walks up and
+down the street between the two rows. At a signal, the residents along
+the street change houses before and behind him and he tries to get a
+house while it is vacant. The seats not occupied and one more must be
+marked and not used in the game so that there is at all times one
+person without a house. If the people do not move often enough the one
+who is "It" may number the players and then when he calls, two or three
+numbers may change places.
+
+
+OLD HEN AND CHICKENS
+
+Choose a leader to be the old hen, who goes out of the room. All the
+others sit at their seats, heads bowed on the desk. Touch four on the
+head. Immediately they become little chickens. The old hen is recalled
+and as she says "Cluck! Cluck!" the four wee chicks answer "Peep!
+Peep!" The mother hen tries to locate them by sound. The chick
+discovered first becomes the old hen.
+
+
+GOOD MORNING GAME
+
+One child is chosen as leader. He stands in front of class facing the
+blackboard; the teacher steps lightly down among children and touches a
+pupil on the head who says to the leader "Good Morning John Brown." The
+leader responds by saying "Good Morning, Mary Smith." If the leader
+fails to recognize voice of the pupil speaking, his place is taken by
+that child and the game continues. This game is especially good
+exercise in ear training.
+
+
+BIRDS LEARNING TO FLY
+
+Mother bird and little birds all stretch wings. Look up at the pretty
+blue sky. Fly around lightly. Tuck wings under and hop. Drink from the
+pretty brook. Stretch wings ready to fly back home. Tired, breathe,
+raise and lower wings. Rest in your little nest.
+
+
+AUTOMOBILE
+
+Let us go for a spin in the park. Stoop, crank your automobile. Step
+into the machine. Ride around the track; blow your horn. Pump up your
+flat tire. Bend and stretch arms upward to rest them. Ride home.
+Breathe in the good fresh air. Put your automobile into the garage.
+
+
+A DAY AT THE BEACH
+
+Run down to the beach, one row at a time. Stoop, gather a handful of
+stones. Raise hand, high, throw stones out into the sea. Now dig a well
+with your shovel. Put shovel down hard, throw sand over shoulder. See
+the big wave coming in. Run and see how near you can come to it without
+wetting your feet. Run back quickly as wave comes nearer. Wade out into
+the water. Lift knee high. Mother is calling. Run home quickly. Take a
+long, deep breath.
+
+
+OUT FOR A PICNIC
+
+Pack your baskets. Hang them over your arm. Run down to the street car.
+Give your fare to the conductor. Step down from the car very carefully.
+Look up and down for passing automobiles. Run down to the beach. Ready
+for lunch baskets. Eat your lunch. Drink the cool spring water. Now for
+the whirligig. Choose a galloping horse. Ready--go. Stop, slowly. Get
+off the merry-go-round. Run for the street car. Wave good-bye to your
+friends. Take a deep breath.
+
+
+
+
+First Grade
+
+
+SQUIRREL IN TREES
+
+Three players stand so as to represent a hollow tree, facing center
+with hands on each other's shoulders; a fourth player stoops within to
+represent a squirrel. Let the other players see how this is done and
+they in the same way form groups of four. There must be one extra
+player, who is a squirrel without a home. Upon a signal by the teacher
+all the squirrels must change trees and the homeless squirrel tries to
+get a tree. This leaves another squirrel without a home. And the game
+is repeated. After a time let each squirrel change places with one of
+the players of the tree so as to give all a chance to be squirrels.
+
+
+BEAN BAG PASSING
+
+The class is arranged so that there are the same number of players in
+each row. A bean bag is placed on each front desk. At a given signal
+the occupant of the front seat passes it overhead to the pupil behind
+him, who passes it to the next and so on until it reaches the end of
+the row, when it is returned the same way. The row returning the bag to
+the front desk soonest, wins.
+
+
+CROSSING THE BROOK
+
+Draw two parallel lines on the floor with chalk to represent the banks
+of the brook. The players form in line and take a running jump across
+the brook. Those who step into the brook must run home to put on dry
+stockings. Those who succeed in jumping across the brook continue round
+the course and jump again, this time increasing the width of the brook.
+Standing jump may be used in playing this game.
+
+
+DAYS OF WEEK
+
+Name first row across the room, Monday; second, Tuesday; third,
+Wednesday, etc. Teacher stands in front of room with rubber ball. As
+she bounces the ball, she calls "Thursday." The row named Thursday run
+to the front. The child catching the ball takes place of teacher. The
+children failing to catch ball pass to their seats. The new teacher
+continues game until the ball is caught.
+
+
+WEE BOLOGNA MAN
+
+ I am the wee Bologna Man.
+ Always do the best you can
+ To follow the wee Bologna Man.
+
+A leader resourceful in ideas and brisk in movement stands in front of
+and facing the other players and rapidly repeats this verse, performing
+some action that the other players immediately imitate--such as beating
+a drum, playing a fiddle, sawing wood. Without pausing he varies his
+actions, the others continuing to follow his movements. Rapidity of
+time and vivacity determine the success of the game.
+
+
+DO THIS, DO THAT
+
+All players stand facing one of their number who is the leader. The
+leader assumes any position or imitates any action, at the same time
+saying "Do this," and the others immediately imitate. Should the leader
+at any time say "Do that!" instead of "Do this!" any player who
+imitates the action performed must be seated. The leader may choose any
+positions that are familiar, such as arm movements, head bendings,
+trunk bendings, jumping, hopping, etc., or imitate familiar actions,
+such as sawing, hammering, washing, ironing, sewing, sweeping, flying,
+etc.
+
+
+I SAW
+
+Class stands as for gymnastics. The teacher, beginning with the first
+file, asks the leader, "What did you see?" The leader suggests some
+activity as "I saw a butterfly flying," "I saw a boy beating a drum,"
+"I saw a chicken hopping on one foot," "I saw a drum major leading a
+band," "I saw a horse galloping down the street," "I saw a boy rolling
+a hoop," etc. Each row in turn imitates its leader, following him
+around the room and back to place.
+
+
+SQUIRREL GAME
+
+Players all seated but one, heads on desks, eyes covered, one hand on
+desk with palm up. The odd player is a squirrel. The squirrel passes up
+and down between the rows and puts a nut in some player's hand. This
+one rises and chases the squirrel. If the squirrel is caught before
+reaching his own seat, the one caught becomes squirrel. If the squirrel
+is not caught, he can be squirrel again.
+
+
+I SAY STOOP
+
+One person is chosen leader, taking his place before the class which is
+standing at their seats. Whenever the leader says "I say stoop!" both
+he and the class stoop and quickly rise again. But when he says "I say
+stand!" and stoops as before, the class must remain standing. He
+repeats his commands in rapid succession and any player who makes a
+mistake must be seated.
+
+
+GAME FOR ALERTNESS
+
+Draw a circle on the floor. Call upon a child to run into the circle,
+while you count ten. If he succeeds in getting both feet into the
+circle before you finish counting he is safe. Otherwise he is out of
+the game and must perform some other task before taking his seat.
+
+
+CHARLEY OVER THE WATER
+
+Players stand in a circle, hands joined. One player is chosen to be
+Charley. If more than twenty players have several Charlies. Charley
+stands in the center. The other players, skipping around him, repeat:
+
+ Charley over the water, Charley over the sea,
+ Charley caught a blackbird, can't catch me.
+
+At the last word, the players stoop and Charley tries to tag them
+before they reach that position. If successful, the player tagged
+changes places with him.
+
+
+HICKORY, DICKORY, DOCK
+
+ Hickory, Dickory, Dock,
+ (Move arms to right, left, right, in pendulum fashion.
+ Stamp right--left.)
+ The mouse ran up the clock.
+ (Run four steps forward.)
+ The clock struck "One!"
+ (Pause a moment to listen on "One"--clap hands)
+ And down he ran.
+ (Run four steps back to place.)
+ Hickory, Dickory, Dock.
+ (Swing arms right, left, right. Stamp left, right.)
+
+
+SEE SAW, MARGERY DAW
+
+(Mother Goose Melody.)
+
+ 1. See Saw--Margery Daw.
+ (Arms sideward raise, sway body to left and right.)
+ 2. Jack shall have a new master.
+ (Partners join hands--skip forward four steps.)
+ 3. But he shall have a penny a day.
+ (Step left, point right toe forward, shaking right forefinger
+ at partner and left hand on hip.)
+ 4. Because he won't work any faster.
+ (Join both hands with partner, skip around in place four steps.)
+
+
+THE LEAVES
+
+ 1. The leaves are green, the leaves are brown.
+ They hang so high they will not come down.
+ Leave them alone until frosty weather
+ And then they will all come down together.
+
+Rhythmic--The above is an old English circle game. During the first
+3-1/2 lines skip or run around the circle, stretching arms high
+overhead, and on "Come down together," drop to the floor.
+
+
+RUN FOR YOUR SUPPER
+
+Players in a circle. One player chosen by teacher goes around inside,
+holds out his hand between two players and says, "Run for your supper."
+The two players run around opposite ways outside. The one who returns
+first to the vacant place wins, and may start the next runners.
+
+
+
+
+Second Grade
+
+
+SCARF RELAY
+
+Divide the room into teams of three rows each. In front of each team,
+some six or eight feet distant, place a chair with a scarf tied to
+each. The first child in each team acts as leader. He runs to the
+chair, unties the scarf and returns with it to the child sitting back
+of him. That child in turn runs quickly to the chair and reties the
+scarf and returns to his seat. The next child runs to the chair and
+unties the scarf, runs back with it to the next child and the game
+continues. The object is to see which team finishes first. By keeping
+the feet under the desks and returning by the same aisle as they came
+forward, the game proceeds quickly and quietly.
+
+
+TEACHER AND CLASS
+
+One player is chosen for "teacher". The others stand in a line side by
+side, facing her at an interval of five to ten feet. If there are many
+players, make several groups of this kind, keeping a distinct interval
+between groups.
+
+The teacher starts the game by tossing the ball to each pupil in turn,
+and it is immediately tossed back to her. If a pupil misses, he goes to
+the foot of the line. If the teacher misses, the player at the head of
+the line takes her place, the teacher going to the foot. Make the
+action as rapid as possible.
+
+
+SLAP JACK
+
+The players join hands and form a circle. One is chosen to be "it" and
+runs on the outside. He taps another player, who quickly runs in
+opposite direction. The place he left remains vacant until one or the
+other shall have returned to it first. The unsuccessful player
+continues the running. The players upon meeting may exchange greetings,
+bow to each other or shake hands, before completing the circuit.
+
+
+HAND TAG
+
+The players form a circle facing inward. A tagger stands in the center
+of the circle. The players raise their hands forward, palms upward. As
+soon as a tagger tries to slap a hand it should be quickly lowered. The
+one who is tagged takes the place of the tagger.
+
+
+DROP THE BEAN BAG OR HANDKERCHIEF
+
+Players join hands and form a circle. One is chosen to be the runner
+and runs around the outside of the circle, dropping the bean bag or
+handkerchief on the floor directly behind one of the players. This
+player picks up the bag (or handkerchief) and tries to tag the runner
+before he can reach the vacant place in the circle. If he succeeds he
+returns to his place and the runner drops the bag (or handkerchief)
+behind someone else. If he fails he becomes the runner.
+
+
+CHANGING SEATS
+
+The class is seated in full rows, each two rows playing together. One
+pupil having no seat stands in the aisle between the two rows.
+
+The teacher claps her hands once and all exchange seats as rapidly as
+possible. The pupil in the aisle attempts to secure one of the vacant
+seats. If he succeeds the one left without a seat stands in the aisle.
+
+The game is repeated as before until the teacher claps her hands twice
+when all take their own seats.
+
+
+CAT AND RAT
+
+The players join hands and form a circle. One is chosen "rat" and
+stands inside the circle. Another is the "cat" and takes her place
+outside. The "cat" tries to catch the "rat". The players favor the
+"rat" and allow him to run in and out of the circle, but try to prevent
+the "cat" from following him by raising and lowering their arms without
+bending knees. When the "rat" is caught, both join the circle and the
+next player to the right or left of each becomes "cat" and "rat". When
+there are a large number of players, two cats may be chosen.
+
+
+ROUND AND ROUND WENT THE GALLANT SHIP
+
+Players form a circle, hands joined. Stepping lightly around the
+circle, they recite the following verse, bobbing down quickly on the
+word "sank":
+
+ Round and round went our gallant ship,
+ Round and round went she;
+ Three times round went our gallant ship,
+ Till she sank to the bottom of the sea.
+
+Rhythmic.
+
+
+JACK BE NIMBLE
+
+Place a small object eight to ten inches high upright on the floor to
+represent a candlestick. The players run in single file and jump with
+both feet at once over the candlestick, while all recite:
+
+ Jack be nimble,
+ Jack be quick.
+ Jack jump over the candlestick.
+
+Each player tries to clear the candlestick without knocking it over.
+
+Rhythmic.
+
+
+HUCKLE BUCKLE, BEAN STALK
+
+One row of players leave the room. The others hide some small object,
+placing it in plain sight, but where it would not be likely to be seen,
+as on the top of a picture frame, in a corner on the floor, behind the
+steam pipe, etc. It may be placed behind any other object, so long as
+it may be seen there without moving any object. When the object has
+been placed, the players are recalled, and all begin to hunt. As soon
+as one spies the hidden object, he goes at once to his seat saying,
+"Huckle buckle, bean stalk!" which indicates to the class that he has
+discovered it. When all have discovered the object, another row is sent
+out of the room, and the pupil who found the object first, proceeds to
+hide it. The game continues until everyone has had a chance to locate
+the hidden article.
+
+
+HANDKERCHIEF TAG
+
+One player has a handkerchief, one is chaser. The players are scattered
+about the field. The chaser runs after the one who has the
+handkerchief, who, to save himself from being tagged, gives the
+handkerchief to another, who is chased. Should the chaser tag the one
+holding the handkerchief, that one becomes chaser.
+
+
+ALPHABET GAME
+
+Divide the class into two teams. Cards about 5x7, containing in large
+type the letters of the alphabet, are passed out to each team. The
+teacher flashes a word before the class. The players, holding the
+letters necessary to make the word, come to the front and stand holding
+the cards in front of them, in correct order. The side spelling the
+word correctly first scores a point. Team scoring most points wins. (It
+is advisable to have one letter of the alphabet on one side of the card
+and a different letter on the other.)
+
+
+RUN RABBIT RUN
+
+Class lines up in two groups. One group are rabbits, safe in their
+homes. The other group are foxes, walking about in the woods. The old
+mother rabbit takes her young ones out to look for food. They go
+softly, because they fear the old fox might see them. Suddenly the
+leader of the foxes cries out "Run, Rabbit, Run," at which all the
+rabbits try to reach their homes in safety before the foxes catch them.
+All those who are caught become foxes, and help catch the remaining
+rabbits.
+
+
+FAIRIES AND INDIANS
+
+Let the girls be Fairies. The boys play they are Indians. The Fairies
+are in the woods. They run about and at last fall asleep in the woods,
+all but one Fairy, who keeps watch while the others sleep. The Indians,
+who have been hiding behind the trees, come out from their hiding
+places cautiously, and as they approach the sleeping Fairies, the Fairy
+on guard calls "Indians." At the call the Fairies rush out to catch the
+Indians before they get back to their wigwams. Every Indian caught
+becomes a Fairy.
+
+
+
+
+Third Grade
+
+
+AUTOMOBILE RACE
+
+This game is to be played by the second and fifth, the first and fourth
+rows, or the third and sixth rows.
+
+Place a flag on the front desk of the first row and name that row an
+automobile.
+
+Place a flag on the front desk of the fourth row and name that row a
+different automobile.
+
+At a given signal each child on the front seat rises, runs up one aisle
+and down the next and places the flag on the desk of the second child,
+who quickly takes the flag, runs up the aisle and down the next,
+placing it on the desk of the third child. When the flag reaches the
+child in the last seat he brings it to the teacher. The row which
+succeeds in getting the flag back to the teacher first is the winner.
+
+To vary this game, name one row a steam engine, another an automobile.
+
+Name one a bicycle, another a trolley car.
+
+Insist that in every case the children keep their feet under the desks
+to prevent anyone tripping.
+
+Community excitement.
+
+
+TRIP ROUND THE WORLD
+
+Geographical.
+
+Players form a large circle. Number off by twos. Number one steps in
+front of number two and kneels facing center of circle. Number two
+places finger tips on the head of one kneeling. One player stands alone
+in center. Number ones represent cities. At a given signal, number twos
+face left and run around the outside of the circle. Suddenly another
+signal is given, when all running stop and get safely behind one of the
+kneelers. The center player upon hearing the signal attempts to find a
+place. If he succeeds someone else is left without a place who, in
+turn, becomes center player.
+
+Let the two circles exchange places and repeat the game.
+
+
+CLUB HUSTLE
+
+The players are lined up in files.
+
+The leader of each file has an Indian Club.
+
+At the word "Go" all jump in half stride position and the club is
+passed between the legs, each player passing it on to the next until
+the end of the line has been reached.
+
+The last pupil runs to the front and passes it back along the line
+again. When every player has been at the head of the line and the
+leader is in front again the race is over. The file finishing first
+wins the race.
+
+This game may be played with bean bags, medicine balls or dumb bells.
+
+Speed contest.
+
+
+FLOOR TAG
+
+Players form a circle, placing right or left hand on the floor as the
+teacher indicates. Player who is "it" stands in the center. At a signal
+the players stand and move about promiscuously, the player who is "it"
+attempting to tag one of the others before he gets his hand on the
+floor. If he succeeds, the one tagged becomes "it" and the game
+proceeds.
+
+Off guard.
+
+
+CIRCUS GAME
+
+A leader is chosen who stands before class and says "I went to the
+circus and saw a bear." The next child says, "I went to the circus and
+saw a bear and ----" naming another animal of his own choice. The next
+player repeats all that the previous players have said in exactly the
+same order, adding a third animal. Insist upon exact wording.
+
+Concentrated attention.
+
+
+THE WIND BLOWS
+
+Players stand as for gymnastics. Leader stands in front of class and
+says "The Wind Blows East," upon which all turn to the east. If the
+leader says "The Wind Blows West" all turn to the west. The leader
+continues to give commands and each time the players turn in the
+direction in which the wind blows. Occasionally the command "The Wind
+Blows a Whirlwind" is given, whereupon all make a complete circle,
+returning to original position. Should the order "Whirlwind" be given
+by itself all remain still. Anyone caught moving at this point drops
+out of the game. The players standing longest become next leader.
+
+Following directions.
+
+
+HOOP GAME
+
+Wind six hoops each with a standard color. Make six bean bags a
+corresponding color. This game is played by six files of equal number.
+In front of each file station a player who holds the hoop in a vertical
+position and to his right, shoulder high. Two players, one for
+scorekeeper the other to return bean bags to the place from which they
+are to be thrown, stand a little to the back of player who is holding
+the hoop. Upon a given signal the first player in the file throws his
+bean bag, endeavoring to pass it through the hoop, in which event he
+scores one point for his line. The bean bag is returned to the second
+child in the file, who at the signal throws it through the hoop, if
+possible. The file scoring the greatest number of points wins.
+
+Test of skill.
+
+
+FLAG RELAY
+
+Divide room into two teams, each team holding a flag. Upon a given
+signal the first child in each team runs forward and makes a complete
+circuit of his team and upon returning gives his flag to the player
+behind him, who, upon receiving it, proceeds to make a circuit, giving
+his flag to the third player. The team finishing first wins.
+
+Patriotic.
+
+
+TOUCH GAME
+
+Players form a circle--one player stands in the center. A basketball is
+passed quickly around the circle, moving in one direction only. The
+ball must not be thrown. If the center player succeeds in touching a
+player when holding the ball, he immediately exchanges places with him
+and the game continues.
+
+Speed defiance.
+
+
+KING OF THE RING
+
+A circle is drawn on the ground. The players stand shoulder to shoulder
+inside of the circle with arms folded, either on the chest or behind
+the back. At a signal, the game begins and consists of trying to push
+one's neighbor out of the circle with the shoulders. Players must not
+unfold arms. Anyone doing so or falling down is out of the game. The
+one who remains longest in the circle is king.
+
+Strength test.
+
+
+BLACKBOARD RELAY
+
+Draw a circle on the blackboard directly in front of each row. Supply
+the first child in each row with a piece of crayon. At a given signal
+the first child in each row stands to the right of his desk, runs
+lightly to the board, makes his mark in the circle and returns by the
+left, placing the chalk on the desk of the child behind him as he is
+seated.
+
+The second player stands, runs, makes his mark in the circle, and,
+returning, places the chalk on the desk of the child behind him. The
+others proceed in like manner; the row finishing first wins.
+
+Each child must make his mark within the circle and upon returning sit
+erect, feet under the desk.
+
+Speed.
+
+
+NEW ORLEANS
+
+The players are divided into two groups--A and B. One group (A)
+performs some action representing an occupation, as sewing, picking
+flowers, driving nails, etc. The other side (B) must guess in a limited
+number of guesses what the motions represent. If it fails, one player
+from this group must go over to the other group. Then the A's have
+another chance. If the B's guess correctly they may select one from the
+"A" side and also have another chance to represent an occupation. The
+side having the most players at the end of the game wins.
+
+After the A's have decided what they are to do they approach the B's
+and the following dialogue takes place:
+
+ A's. Here we come.
+ B's. Where from?
+ A's. New Orleans.
+ B's. What's your trade?
+ A's. Lemonade.
+ B's. How's it made?
+
+At the last question, the A's begin the motions previously agreed upon.
+
+Intelligence test.
+
+
+DUCKS FLY
+
+Children stand in files. Leader stands in front of class and gives
+names of various birds saying "Blue birds fly," or "Sparrows fly,"
+etc., raising her arms sideward to shoulder height and down again in
+imitation of wings. The children follow her motions. After giving
+successive birds' names, the leader suddenly changes to the name of
+something that cannot fly, moving her arms as before, while the
+children must keep theirs still. If a child makes a mistake he must
+take his seat. The last child standing is the next leader.
+
+Intellectual alertness.
+
+
+SIMON SAYS
+
+One player chosen to be "Simon" takes his place before the other
+players. He commands some gymnastic movement as "raise arms forward,
+bend knees," etc. As he does so he calls out, "Simon says." If,
+however, he omits "Simon says" before his command, the players should
+not execute the movement, even though he does. Anyone failing in this
+must be seated.
+
+Intellectual alertness.
+
+
+
+
+Fourth Grade
+
+
+FOX AND HOUND
+
+The players stand in rank and file. They join hands across the ranks. A
+fox and hound are chosen. The hound is out to catch the fox. They can
+only run where the passageways are open. At the command "change," the
+players face left or right and join hands in opposite direction. The
+command to change is given often and each time the course of fox and
+hound is changed. There is no limit to the number of players. More than
+one fox and hound can be used for large groups.
+
+Heeding signals.
+
+
+GRAND RIGHT AND LEFT
+
+Players in couples, right hands joined, marching in a circle counter
+clock wise. For convenience call outside circle number two, the inner
+circle number one. Odd player in center. At the command "Grand Right
+and Left," No. 2 swings No. 1 in front of him and to his right, giving
+his left hand to approaching No. 1. Continue around circle in like
+manner until command "change" is given. At this point of the game the
+center player tries to get a partner. If he succeeds someone else
+becomes "it" and the game proceeds.
+
+A challenge alertness.
+
+
+AUTOMOBILE RELAY
+
+Each row represents some popular automobile. The first child in each
+alternate row, at a given signal, leaves by the right side, runs
+forward around his seat, then to the rear of the room on the left side,
+thus completely encircling his own row of seats. As soon as he is
+seated, the next child behind him runs in the same manner, and the game
+continues until the last child has run and has returned to his seat.
+The row finishing first wins.
+
+Community excitement.
+
+
+HOP TOADS
+
+The players form a circle, hands joined. One toad stands in the center
+holding a rope, at the end of which is tied a bean bag. The center toad
+swings the rope first in a small circle gradually enlarging the radius
+until it comes in direct line with the feet of the toads in the circle,
+who must jump to avoid being hit by the bag. Should anyone in the
+circle be hit by the bag he takes the place of the center toad.
+
+Dodge game.
+
+
+BEAR IN THE PIT
+
+The players join hands and form a circle to represent a bear pit. One
+stationed as bear stands in the center. The bear tries to get out of
+the pit under or over or breaking through the bars--(clasped hands).
+Should he succeed in getting out all the rest give chase. The one who
+succeeds in catching him becomes the bear.
+
+Strength test.
+
+
+FOLLOW THE LEADER
+
+One player chosen as leader performs a series of marching activities;
+work-a-day occupations, or gymnastic exercises, the other players
+imitating him accurately--and responding promptly. Anyone failing to do
+so retires to his seat and becomes a spectator. This is an old but ever
+new game.
+
+Imitation.
+
+
+BEAR IN THE RING
+
+One player is chosen as bear, sits in the center of the room on a
+stool. A second player is chosen to be the keeper. The keeper stands by
+the bear holding in his hand a short rope about two feet long, knotted
+at each end to give a firm hold. The rest of the players stand around
+in a circle and attempt to tag the bear without being tagged by the
+bear or his keeper. The players may attack the bear when the keeper
+says "My bear is free." Should a player strike at the bear before the
+keeper says "My bear is free," they change places. The keeper aims to
+protect the bear. As in the case of the bear, if the keeper tags one of
+the players they exchange places and the keeper returns to the ring.
+
+Alert attention.
+
+
+FETCH AND CARRY
+
+Each player is supplied with a bean bag. On the floor directly in front
+of each aisle a circle about eighteen inches in diameter is drawn and
+close up to the blackboard. At a given signal the first player in each
+row runs forward, deposits his bean bag in the circle in front of his
+aisle and runs back to his seat. As soon as he is seated the player
+behind him runs forward, places his bean bag in the circle and returns
+to his seat. The game continues until every player in the row has
+deposited his bean bag. The row finishing scores one.
+
+The game is then reversed. The last player in each line runs forward,
+picks up a bean bag and returns with it to his seat. Upon being seated
+he touches the player in front of him on the shoulder, this being the
+signal for that player to run forward, pick up a bag and return. No
+player is permitted to run before the signal is given. The row
+finishing first scores one.
+
+Speed competition.
+
+
+CORNER SPRY
+
+Divide your players into four stations, one group in each of the four
+corners of the room. Four captains are chosen, who stand in the center,
+each with a bean bag and facing his corner of players. At a signal each
+captain throws his bean bag to each player in his group, who in turn
+throws it back to the captain. As the captain throws to the last player
+in the group he calls, "Corner Spry!" and runs to the head of the row,
+the last player taking his place as captain. The group succeeding first
+in having all of its players in the captain's place wins the game.
+
+Speed competition.
+
+
+SENTENCE RELAY
+
+Have the same number of children in each row. Supply the first child in
+each row with a crayon. Upon a signal from the teacher the first child
+in each row stands, runs to the board, and writes one word, that serves
+as the beginning of a sentence. Upon returning to his seat he gives the
+crayon to the next child, who runs to the board and adds another word
+and returns to his seat and the next child in turn adds still another
+word. The row completing a sentence first wins.
+
+Intellectual competition.
+
+
+FROG IN THE SEA
+
+One player is chosen to be frog and sits in the middle of the circle,
+with his feet crossed tailor fashion. The other players stand in a
+circle around the frog and repeat: "Frog in the sea, can't catch me."
+They dance forward toward the frog, teasing him and trying to keep from
+being tagged by him. Should one be unfortunate enough to be tagged by
+the frog, then the tagged player and frog exchange places. The frog is
+not allowed to move at any time from his position in the middle of the
+circle.
+
+Challenge.
+
+
+HOUND AND RABBIT
+
+The players stand in groups of three, clasping hands to form a circle
+or tree. The other players, one for each tree, are rabbits. An extra
+player, who is the hound, tries to steal a tree from one of the rabbits
+as they exchange places. The hound then becomes a rabbit, leaving the
+slow player to be hound. No two rabbits may dodge into the same tree.
+All rabbits must move at signal.
+
+Physical alertness.
+
+
+
+
+Fifth Grade
+
+
+DODGE BALL
+
+Boys and girls form separate circles. The players form a circle, facing
+inward. Every other player steps inside the circle, facing outward. The
+outside players throw a basket or tennis ball at those in the center,
+trying to hit them. The center players run about in the circle trying
+to dodge the ball. As soon as a player is hit he must step out of the
+circle. The game continues until all have been put out. The game then
+begins over with the other players on the inside.
+
+Make five minutes time limit for each side and permit no one to tag
+above the knee.
+
+Dodge game.
+
+
+FALSE ALARM
+
+Two parallel lines are drawn on the ground, about 40 feet distant. All
+of the players except one stand beyond one of these lines. In the
+middle territory between the lines the one player chosen to be "it"
+takes his place and cries. "Black Tom! Black Tom! Black Tom!" whereupon
+all the other players rush across to the opposite line, being chased by
+the center player, who catches any that he may. Anyone so caught joins
+him thereafter in chasing the others. Sometimes the center player, to
+tantalize or mislead the other players may say, "Green Tom" or "White
+Tom" or anything else he may choose. If a player starts to run upon any
+such false alarm or starts before "Black Tom" has been repeated three
+times, he is taken captive, and must join the players in the center.
+The first one caught becomes "it" for the next game. No one but the
+original "it" is permitted to give the signal.
+
+Challenge.
+
+
+GOT LEFT
+
+The players stand in couples behind each other. One player is chosen to
+be catcher and takes his place about ten feet in front of the other
+players and facing in the same direction. Without turning his head he
+calls "Last couple out, one, two, three," clapping his hands three
+times. The last pair in the line runs forward, the right hand one on
+the right side of the double line, and the left hand one on the left
+side, and try to join hands in front of the catcher. The catcher may
+not chase them before they are in line with him and may not turn his
+head to see when and where they are coming. They should try to vary
+their method of approach, circling in and out on either side of or
+close to the lines. If the catcher succeeds in tagging them before they
+clasp hands, the one he does not touch becomes his partner and they
+take their place at the front of the line. The tagged player becomes
+catcher. If they are not caught they are free and the game continues
+until someone is caught.
+
+
+STATUE TAG
+
+Any number of players may participate in the game. The one who is "it"
+begins the game by striking a posture to be assumed by the other
+players. To escape being tagged, the players must assume this posture,
+but no one may do so in safety more than three times. After that he may
+be tagged. The first one tagged is "it" and sets a new posture.
+
+
+THIRD MAN
+
+Players stand in couples, facing each other, couples scattered in any
+way about the room. One player is chosen as runner, another as chaser.
+The runner is free from being tagged when he steps between the two
+players of any couple, and the chaser now must chase the one toward
+whom the runner turns his back.
+
+
+INDIAN DANCE
+
+The players form in a circle about two steps apart. The leader stands
+in the center holding a cord with a small sand or shot bag attached to
+the end. He swings the cord around the circle so that the shot bag is
+close to the ground. Each player on the approach of the bag must jump
+up to avoid being hit. Each one struck by the bag or cord steps out of
+the circle, and this is continued until all are out. The last one put
+out becomes leader and the game continues as before.
+
+
+JOLLY MILLER
+
+Place the boys on the left and the girls on the right. The class
+marches in a double circle. One child acts as miller, standing in the
+center. With the completion of the song the boys face about. The song
+is then repeated, the boys marching one way and the girls the other.
+The miller claps his hands three times and all run for a partner, the
+pupil not getting one becomes "Miller."
+
+ Jolly is the miller, who lives by the mill,
+ The wheel goes round with a right good will,
+ One hand on the hopper, and the other in the sack,
+ The right steps forward and the left stays back.
+
+
+RELAY RACE
+
+Players are divided into two or more teams, the members of each
+standing one behind the other, directly back of the starting line. The
+first player of each team holds a handkerchief in one hand and at the
+word "Go" runs to a certain goal and returns, handing the handkerchief
+to the second in line and taking his place in the rear. This continues
+until all have run, the team finishing first winning the race. Each
+team has a separate goal, but all must be equally distant.
+
+
+HILL DILL
+
+Players are arranged in two opposite lines facing the center. One
+player is chosen to be "it" and takes his place in the center of the
+playground. The center player then calls,
+
+ "Hill Dill, come over the hill,
+ Or else I'll catch you standing still."
+
+He claps his hands three times, whereupon the players run across to the
+other side. While they are crossing, they may be tagged. Those tagged
+must then help in catching others until all have been tagged. The last
+one tagged begins the game anew.
+
+
+TOMMY TIDDLER'S LAND
+
+A square or circle drawn by Tommy around himself represents Tommy's
+land. Tommy stands in the center trying to protect his supposed huge
+stores of treasure from the enemy. The other players try to invade his
+sacred territory and as they enter they shout,
+
+ "Here I stand on Tommy Tiddler's Land,
+ Picking up gold and silver."
+
+If Tommy can touch or tag any player, that person becomes Tiddler.
+
+
+TEN STEPS
+
+One player who is blindfolded stands in the center of the room. The
+other players stand anywhere they wish and in such positions as seem
+safest to them. The blindman is then told to take ten steps in any
+direction and try to capture a player by groping for him. If
+unsuccessful, he may take ten steps in another direction, and so on
+until someone is captured. The steps may be long or short as the
+blindman wishes.
+
+
+CIRCLE STRIDE BALL
+
+A football or basketball is necessary to the game.
+
+All but one of the players stand in circle formation in stride
+position, with feet touching those of the next players to make a
+barricade for the ball. The odd player stands in the center.
+
+The center player tries to throw the ball outside of the circle between
+the feet of the players. The circle players try to prevent the passage
+of the ball, using only their hands for this purpose. The play
+continues until the center player succeeds in sending the ball through
+the circle, when he changes places with the player between whose feet
+the ball has passed. If a circle player moves his feet in any way he
+must change places with the player in the center. When the ball has
+been sent out of the circle without passing between the feet of a
+player, the players turn outward, and the odd man tries to send it back
+inside, according to the same rules.
+
+The center player may appear to intend sending the ball in one
+direction, turning suddenly and sending it in another.
+
+
+CENTER BASE
+
+One player takes his place in the center, holding a bean bag or ball.
+The other players form a ring around him, standing a little apart from
+each other. The object of the game is for the center player to return
+to the center and touch the ball without being tagged.
+
+The center player tosses the ball to anyone in the outside ring and
+runs out. The player to whom the ball is tossed must catch it, place it
+in the center of the ring and chase the one who tossed it. This player
+tries to get back to the center to touch the ball before being tagged.
+If he is tagged he takes a place in the circle. If he succeeds in
+touching the ball he again throws the ball to some other player and the
+game begins again. If the chase continues too long, time may be called
+by the teacher.
+
+It is permissible to have two or more balls of different kinds used and
+several sets of runners going at the same time.
+
+
+
+
+Sixth Grade
+
+
+THE FLYING BALL
+
+The players stand in a circle facing the center, some distance apart.
+One player called the "center" stands within the circle. A basketball
+is thrown from one player to another, across the circle, or may be
+passed to the nearest neighbor. The center tries to touch the ball. If
+he succeeds, the one who last threw the ball or dropped it, becomes
+center.
+
+
+GUESS WHO
+
+Two files, A and B, stand on opposite sides of the room, facing each
+other. One player of file A stands in the center of the room facing his
+file. A hollow rubber ball or tennis ball is passed to anyone in file
+B, from where the ball is thrown to hit the center player. If he is
+struck he will quickly turn and try to discover the ball thrower. If he
+guesses the right one they exchange places, the one going to the center
+always facing his file. If the center player guesses incorrectly, he
+remains in the center, but faces about so as to give the other rank a
+chance to hit him. In case the thrower fails to strike he must exchange
+places with center.
+
+
+BEETLE GOES AROUND
+
+The players form a circle, facing inward, with hands behind body. One
+player who carries in his hand a towel knotted at one end walks outside
+the circle. After walking or running a short distance, saying "Beetle
+is out, don't face about," he puts the beetle in the hands of someone,
+saying "Beetle move," at the same time taking his place. The one
+receiving the beetle strikes the player to his right, who, trying to
+avoid the beetle, runs quickly around the circle to his place. If the
+one to the right is caught, he becomes the new beetle. The game
+continues until all have had the beetle. Those who have had the beetle
+once fold arms, thus avoiding being given the beetle a second time.
+
+
+HAWK AND HEN
+
+A file of ten or twelve players, so-called "hens," stand in line behind
+each other, hands on shoulders of player in front. The first player
+raises her arms shoulder high to protect those behind her. One player,
+the "hawk," tries to catch one of the hens, not the first and second of
+the file. The first hen must face the hawk throughout all the movements
+and in order to keep out of the hawk's reach, all the other hens must
+keep in line with her. A hen caught is out of the play. Both the hawk
+and first hen take position at rear end of the file, the next two hens
+becoming hawk and hen.
+
+
+BOGEY-MAN
+
+One player, called the Bogey-Man, stands on one goal. All the other
+players stand on the goal opposite. The Bogey-man runs out and calls
+"Are you afraid of the Bogey-Man?" at which the other players run
+forward toward his goal, whereat the Bogey-Man tries to capture one of
+the players. The one caught must follow the Bogey-Man to the opposite
+goal and from here both run, with or without joining hands, to catch
+the rest of the players. When all have been caught, the first player
+caught becomes "Bogey-Man."
+
+
+DAY AND NIGHT
+
+The players are divided into two teams formed in two lines about three
+feet apart, facing in opposite directions.
+
+ Goal
+ ______________________________
+ | |
+ | |
+ |------------------------------| Day
+ Leader | o |
+ |------------------------------| Night
+ | |
+ |______________________________|
+ Goal
+
+The leader has a disk painted black on one side and white on the other.
+A coin may be used in place of a disk. In front of each party at a
+distance of about fifteen paces is a goal. The leader throws up the
+disk. If the white side is up when the disk has alighted, he calls out
+"Day." The day party then rushes toward its goal and the night party
+pursues, catching as many of the "Day" party as possible. These they
+take back to their own goal. The captured members are now out of the
+game. The sides return to their places and the disk is thrown up again.
+The game is continued until all players on one of the sides are out.
+
+
+BOUNDARY BALL
+
+The players are arranged as shown in figure. The length of the space is
+about thirty paces, "a--a" being the outer boundaries and "b" a center
+line. The two parties stand about ten paces from the center line. A
+member of the first party throws the ball. The members of the second
+party catch it or stop it from rolling. The catcher then throws the
+ball back to the first party and so on until either party succeeds in
+passing the ball across the outer boundary line of the other party.
+
+ ----------------------------------------------
+ | ) : b ( |
+ a | ) : ( | a
+ | ) : ( |
+ | ) : ( |
+ ----------------------------------------------
+
+
+FRENCH BLIND MAN'S BUFF
+
+A player blindfolded and furnished with a wand stands in the center of
+the room. The other players join hands and walk or hop around him until
+he signals them to stop, by tapping the floor with his wand. He points
+the wand at some one in the ring. The one at whom he points takes the
+end of the wand, and holding it must answer any three questions the
+blindfolded player may choose to ask. The player who answers may
+disguise his voice. If the blindfolded player recognizes the voice, the
+two players change places.
+
+
+BULL IN THE RING
+
+The players join hands and form a circle. One is chosen bull and
+wanders about in the inside, testing the circle in an effort to get
+out. If he breaks through and escapes the keepers chase him. The one
+catching him in turn becomes bull.
+
+
+CALL BALL
+
+A basketball is needed for this game. The players, 10 to 30, are
+numbered and form a circle, one of the players standing in the center.
+The object is to catch the ball before the second bounce, when one
+number has been called.
+
+The player in the center tosses the ball high up within the circle, at
+the same time calling the number of some player. The one called must
+quickly run and catch the ball on the first bounce. If he catches the
+ball he tosses it up and calls the number of some other player. If the
+ball is not caught the first player again tosses it up. The ball may be
+caught on the fly.
+
+To vary the game, form sides, numbering the players, the odd numbers
+forming one side, the even numbers the other. The odd numbers must call
+on the even, and vice versa. One point is counted for every ball
+caught, and the side with the highest score after twenty tosses wins.
+
+
+ARCH GOAL BALL
+
+Basketball and basket goal are necessary equipment. The players (8 to
+10 on a team) are divided into seven groups and line up in a single
+file in two or more lines, facing a basketball goal. Each line has a
+basketball and stands behind a starting line.
+
+A game is finished when the last man on the team has crossed the
+starting line before the others have finished.
+
+At a signal each leader passes the ball backward overhead and the next
+player takes it and passes it on in the same way, and so on down the
+line. When the last player receives the ball, he runs forward and tries
+to throw it into the basket standing on a line marked from five to ten
+feet from the goal. He is allowed but one throw, when he quickly takes
+his place at the front of his line (the line moving backward in place
+to make room for him), and he at once passes the ball backward
+overhead. The last player in turn runs forward, tries for the goal, and
+this is repeated until each player in line has thrown for goal.
+
+Two points are scored for each team making the goal, one point may be
+given for finishing first. The team having the highest score wins.
+
+Sometimes the game is played with a time limit. In this case each
+player throws until he succeeds in getting the ball into the basket.
+The team wins whose last man finished first.
+
+
+CHICKEN AND FOX
+
+Two players are chosen--one to be the mother hen and the other to be
+the fox, who is after a chicken for his meal. The other players are in
+the brood--each one of them grasps the one in front of him, beginning
+with the largest, and placing themselves in line behind their mother.
+As the fox appears the hen says, "What do you want, Fox?" The fox
+replies, "I want a chicken." The hen in turn says, "Where will you get
+it?" The fox then replies "Out of your flock." The fox then runs to the
+right and left trying to pass the mother and get one of the chickens.
+The one caught becomes fox and the hen takes her place at the end of
+the line. The second in line in turn becomes mother hen.
+
+
+
+
+Seventh Grade
+
+
+CHANGING PLACES
+
+All players but one stand in a circle of about seven yards or more in
+diameter facing inward. The odd player stands in the middle. Each
+player is given a number which he retains all through the game. The
+teacher calls out two numbers (but not, of course, that of the player
+in the middle) and the players so numbered must change places in the
+circle. While they are doing so the odd player must try to get into one
+of the vacant places first, and if he is successful the ousted player
+becomes the odd man in the center.
+
+
+STEAL THE HANDKERCHIEF
+
+Players form in two lines facing each other and about eight yards
+apart. Each line is numbered so that there are corresponding numbers on
+each side. The leader then takes a rag, places it midway between the
+two lines. He then calls a number, and the players on each side having
+that number will rush forward and attempt to steal the handkerchief.
+The one succeeding scores one point for his side. The players return
+and the game continues; the side scoring highest wins.
+
+
+ON THE BANK--IN THE POND
+
+Players form in a single file. An imaginary line to the left of the
+column designated as the Bank and an imaginary line to the right of the
+column designated as the Pond. These lines are about three feet apart.
+Teacher facing column calls out "On the Bank," the players jumping onto
+the Bank. He then calls out, "In the Pond," the players jumping into
+the Pond. At each command the teacher moves his hand to the opposite
+line from which players are located. In order to keep players "on their
+toes," teacher calls "In the Pond" when the men are in the Pond and at
+the same time moves his hand in the direction of the Bank. Those who
+jump across or remain behind when the command is given to do otherwise
+are out of the game.
+
+
+MAZE
+
+All the players except two stand in parallel ranks, one behind the
+other. The distance between each player and each rank is that of
+"double arms' length," so that whichever direction the ranks may face
+with arms extended horizontally a line of players with finger tips
+touching will be formed. The ranks should be drawn up so as to form a
+square as nearly as possible. The chaser has to pursue the runner up
+and down the lines until he catches him, neither being permitted to
+pass under the outstretched arms. The teacher makes sudden changes in
+the lines by calling "right turn" or "left turn," on which all turn in
+the required direction, still keeping the arms outstretched. These
+sudden changes alter the direction of the paths down which the two
+players may run. The interest depends greatly upon the judgment of the
+leader in giving the commands "right (or left) turn." They should be
+given frequently--and sharply, and often just at the moment when the
+chaser is about to catch the runner. The game continues until runner is
+caught, or a time reached when a new chaser and runner are chosen.
+
+The game may be played with hands on hips instead of arms outstretched.
+
+
+BOMBARDMENT
+
+Playground or gymnasium suitable place for this game. Basketball and
+Indian clubs are necessary equipment. Number of players 10 to 40. The
+ground is divided into two equal fields by a line across the center. At
+the rear of each field a row of Indian clubs is set up, there being the
+same number of pins as players. Should the number of pins be so great
+as to require their being closer than two feet, a second row should be
+placed in front of the first so that each club stands opposite a space
+in the preceding row of clubs.
+
+The players are divided into two teams, from five to twenty in each
+team. The players stand behind their clubs and the dividing line in any
+scattered formation. Several balls should be put in play if a large
+number are playing.
+
+The object is to knock down the opponents' clubs. Each player acts both
+as a guard to protect his clubs, and as a thrower. He may throw
+whenever he can secure a ball, there being no order in which players
+should throw. Balls may be made to displace the opponents' clubs by
+being thrown against the wall behind the clubs so that they will
+rebound, knocking the clubs down from the rear. No player is permitted
+to cross the center line. The game is most interesting when several
+balls are in play at once. For each club overturned the side which
+knocked it down scores one. Every club overturned by a player on his
+own side spoils one for the opponents. The game is played in time
+limits of from one to twenty minutes, the side winning which has the
+highest score at the end of that time.
+
+
+JAPANESE TAG
+
+The players are scattered within a limited playing area. This game is
+played like ordinary tag except that "it" must place one hand on the
+spot where he was tagged and hold it there while trying to tag another
+man. Any player running outside of the playing area automatically
+becomes "it".
+
+
+HOOK ARM TAG
+
+Players paired in circular formation, inside arms hooked at elbows,
+outside hands on hips. Two players stand in the center, one is "it,"
+the other is chased by "it". The chased player runs about the circle
+either inside or out and may hook the elbow of any player. The player
+he catches holds fast to him and a third player is then the one to be
+chased. If he tags a player chased, before he can hook an arm, the
+latter must chase "it" or someone set free by "it," and the game
+continues.
+
+
+CROSSING NO MAN'S LAND
+
+Formation--In single line.
+
+A parallel line is drawn about fifty feet in front and the player being
+"it" stands between this line and the players. At a signal, players
+change to the opposite line. "It" tries to catch as many runners as
+possible. Players so caught must help "it" catch the others. After such
+charge those uncaught assemble themselves and try to charge back to
+previous base. Players charge and re-charge until all have been caught.
+
+
+OBJECT RELAY RACE
+
+Players stand in files, an equal number in each file. Opposite and at
+about fifteen and twenty yards respectively from the front player of
+each file, two circles (about eight inches in diameter) are marked on
+the ground, one straight behind the other. In the nearest of each of
+the circles an object (stone, stick, club) is placed. At the command
+"Go" the first player of each file races to the first circle, seizes
+the object and places it in the second circle, five yards off. He then
+races back and touches the outstretched hand of the next player in his
+row. The latter then races to the object and in the same way places it
+back in the near circle, and so alternately until each player of the
+row has had his turn. The last player, having deposited the object in
+the circle, races back to the line which the front players were
+originally "toeing". The first row to finish wins. Each player after
+touching the outstretched hand of the "next to run" places himself at
+the rear of his row, which keeps moving forward so that the next to run
+is always "toeing" the original line.
+
+
+PASS AND TOSS RELAY
+
+This game is suitable for playground, gymnasium or classroom. Equipment
+necessary is Bean Bag or ball. Number of players preferably 8 to 10 on
+a team. The players stand in two or more even ranks, facing sideways
+and numbered consecutively. The players at either end step two paces
+forward of the ranks, to the points marked 1 and 10 respectively, as
+they are to be in a position to catch the ball tossed by some other
+player.
+
+ +-------------------------------------+
+ | O------ O |
+ | 2 3 4 5 6 7 8 9 |
+ +-------------------------------------+
+
+No. 1 of each team tries to return to his original position first.
+
+Player No. 1 has a bean bag (or ball) and at a signal for starting runs
+toward the rear and as he runs tosses the bag to No. 10. The line
+immediately moves forward one place, No. 2 stepping into the place
+vacated by No. 1. Upon catching the bag, No. 10 takes his place in line
+with the rank, and passes the bag to his next neighbor, No. 9. The bag
+is then passed rapidly up the line until it is received by No. 3, who
+tosses it to No. 2. No. 2 in turn, as soon as he receives the bag,
+dashes for the rear, tossing the bag as he goes to the player standing
+at 10, who in this case will be No. 1. The line again moves up--No. 3
+now stepping out to the place marked 1. The play is continued until No.
+1 is back in his original position. The rank getting the bag around to
+No. 1 first after he returns to his original position wins the game.
+No. 1 should hold the bag up at arm's length as soon as he gets its as
+a signal that his rank has completed its play.
+
+
+DOWN AND UP
+
+Players form in column of files.
+
+All spread legs. First player in the column passes some object (stick,
+stone, hat, eraser, bean bag) back between legs to the next player, who
+passes it on. When the last player in the column has received it he
+yells "Down" and runs forward astraddle the other players to the head
+of the column. The other players quickly rise and the object is passed
+back between the legs until all have carried it forward.
+
+
+ZIG ZAG RELAY
+
+Players form in columns of files.
+
+Place four bean bags four feet apart at a distance of ten feet in front
+of each column in direction of depth. At a signal the first player in
+each column runs to the right of the first bag, passes it and then runs
+to the left of the second, to the right of the third, to the left of
+the fourth and around it and then zig-zags back. When he reaches the
+starting line, he touches off a second player who, in turn, proceeds to
+duplicate the first player's performance. Column finishing first
+scores.
+
+
+
+
+Eighth Grade
+
+
+CROWS AND CRANES
+
+Players form in two lines, back to back and at about one yard interval.
+One line is designated "Crows" and the other "Cranes." If the leader
+calls out "Cranes," the Cranes will rush forward about thirty feet
+across a safety line, and the line designated as Crows will turn around
+and attempt to tag his opposing player before he has crossed the
+distance to the safety line. If the leader calls "Crows," the Crows
+will rush forward to their safety zone. Those who are tagged must go
+over to the other side. The team having the largest number of players
+at the expiration of a given time wins. The game can be made more
+intensive by the leader if he drawls out the "r" in either Crows or
+Cranes.
+
+
+JUMPING CIRCLE
+
+Players form a circle about 30 feet in diameter. One player in center
+holds a light rope about fifteen feet long with a soft weight on one
+end. The player in the center swings the rope around so that players in
+the circle have to jump it. Player failing to jump the rope has a point
+counted against him or he may be made to withdraw from the game.
+
+
+HINDU TAG
+
+The players are scattered in a limited playing area, about fifty feet
+square. One player is "it". He chases players about and may tag anyone
+who is in "safe" position (on both knees, forehead on ground). Players
+ought not to remain in one place, but must move about. Any player
+tagged is "it". Players should not go out of playing area. Anyone doing
+so is automatically "it".
+
+
+SWAT TO THE RIGHT
+
+Any number of players may participate. Players form a circle, hands
+behind back, facing in, eyes closed. One player carrying a swatter
+(belt, knotted towel, etc.), runs around outside of circle and places
+swatter in someone's hand. The player receiving it immediately hits the
+player to the right. The player who is being hit, runs around the
+circle until he is back to his starting position. The player with the
+swatter follows the runner and swats him until he is back in position.
+The player with the swatter runs on and places it in the hands of some
+other player.
+
+
+SQUAT TAG
+
+The players are scattered within a limited playing area. One player is
+"it". He can touch anyone who is not in a full squat position. The
+player touched becomes "it" and chases about after some other player.
+Players who for fear of being made "it" remain in the squat position
+should be pushed over. The squat position consists of knees full bent
+with hands on hips.
+
+
+TEN STEPS
+
+One player who is "it" blinds his eyes and counts ten while all the
+other players run for hiding places. As soon as the one who is "it"
+says "ten," the players must stand motionless wherever they may happen
+to be while he turns at once to look for them. Any player whom he sees
+moving must come back to the goal and start over again. The "blinder"
+repeats this five times, and any player not entirely out of sight the
+fifth time the blinder turns must change places with him, while the
+original "it" becomes a spectator.
+
+After counting "ten" and turning to look for moving players five times,
+the hunter counts one hundred to give players chance to reach their
+final hiding places and the game continues as in regular I Spy.
+
+
+HANG TAG
+
+One player is chosen chaser or "it" and changes places with anyone whom
+he can tag. Players may escape being tagged by hanging from anything
+overhead which will enable them to lift their feet from the floor.
+Played out of doors, players will naturally save themselves by catching
+hold of the branches of trees. If played in a gymnasium or playground
+pieces of apparatus may be used for the same purpose. Players are also
+considered safe if instead of hanging by their hands, they throw
+themselves across some obstacle such as a fence, which enables them to
+lift their feet from the ground. No two players may hang from the same
+piece of apparatus. The last one taking possession may keep his
+position, the one before him being obliged to find another place. This
+keeps the players constantly on the move and the game becomes more
+interesting.
+
+
+CLUB SNATCH
+
+A goal is marked off across each end of the playground. An Indian club
+is placed midway between the goals. A starting base is marked on each
+goal line in line with the club. The players are divided into two equal
+teams, each having a captain. Each party takes its place in one of the
+goals. The object of the game is for one of the runners to snatch the
+club and return to his goal before a runner from the opposite side tags
+him, both leaving their starting bases at the same time on a signal.
+The players on each team run in turn, the captains naming the runner
+each time.
+
+
+INDIAN CLUB WRESTLE
+
+Players come up in files not more than eight in a file. Each file forms
+a circle. In the middle of each circle four Indian clubs are placed. At
+the signal "go" each circle joins hands and pulls. When the umpire sees
+that any player in any circle has knocked down a club he calls "Out
+One." That player withdraws from the game. All stop playing and wait
+for the signal "go" and the play is repeated. When any one of the
+circles has been reduced to one player, the game ends, the circle
+scoring that has the largest number of players left.
+
+
+PASS ROUND
+
+Players are in circle formation about four feet apart. They number off,
+odds forming one team and evens the other. A ball, eraser or some
+object is given each team on opposite side of the circle. At a signal
+the teams pass the object to the right to members of the same team
+only. Each player must catch the object in his turn. The team which
+passes its object so that it catches up with the opponent's wins. Any
+player dropping object must regain it himself and pass it on fairly.
+
+
+HUMAN TUG OF WAR
+
+Players form in columns of files facing each other. Players stand close
+together, arms placed about the waist of the player in front (grasping
+the left wrist with the right hand is the strongest grip). Leading
+player of each team grasps the opponent about neck or shoulders, team
+breaking first or having one or more players pulled over the line after
+thirty seconds is the leader.
+
+
+VOLLEY BALL
+
+Ten to thirty players may play at one time on playground or gymnasium.
+Equipment consists of volley ball and tennis net.
+
+For large teams this game is best played on a ground measuring fifty
+feet in length and twenty-five in width. A tennis net or a net two feet
+wide is stretched across the center of the ground from side to side,
+extending one or two feet beyond the boundary on either side. The upper
+edge should be from six feet and one-half to seven feet and one-half
+above the ground. The players are evenly divided into two teams. They
+scatter over their respective courts without special arrangement. A
+captain is chosen for each side. An umpire is desirable.
+
+Each team tries to keep the ball in lively play toward its opponents'
+court, as each team scores only on its opponents' failures to return
+the ball or keep it in the air.
+
+The ball is put in play by being served by a selected member of either
+team, who should stand at the rear of his court with one foot on the
+rear boundary line behind the line. From this position the ball is
+tossed upward lightly from one hand and batted with the open palm of
+the other hand over the net and into the opponents' court. The server
+has two trials. A served ball may be assisted on its course by any
+other player on the server's side using one or both hands (open palm),
+no player so assisting the ball on the serve may strike it more than
+twice in succession, and the server under such circumstances may not
+strike it more than once.
+
+Should the ball then fail to land on the opponents' court, the server
+loses his second serve. In serving, the ball must be batted at least
+ten feet by the server before being touched by any other player on his
+side. If a return ball hits a player on the server's side and bounces
+into the opponents' court, it is considered no play. The players on a
+side take turns in serving. A ball which bounds back into the court
+after striking any other object except the floor or ceiling is still in
+play.
+
+In sending the ball across the net, players should aim for an
+unprotected part of the opponents' court or try in other ways to place
+them at a disadvantage. The service changes to opposite side when the
+serving side:
+
+ 1. Allows the ball to touch the floor.
+ 2. Knocks it out of bounds.
+ 3. Fails to return it to the opponents.
+ 4. The ball hits the net during the service.
+ 5. A served ball falls outside the opponents' court.
+ 6. A player on the serving side touches the net at any time.
+
+Score. The game consists of twenty-one points--only the serving side
+scores.
+
+One point is scored when:
+
+ 1. A good serve is unreturned.
+ 2. Any time when the opponents fail to return the ball which is in
+ play.
+ 3. When the receiving side touches the net.
+
+(Should the serving side fail to return a ball to the opponents' court,
+they are put out. The serve passes to the opponents and no score is
+made.)
+
+Scoring on Fouls.
+
+ 1. Touching the net by a player on the receiving side allows the
+ serving side one point.
+
+ 2. A ball sent under the net counts one for the opposing side.
+
+ 3. If the ball strikes any object outside the court and bounds
+ back, although it is still in play, it counts one for the opposing
+ side. A ball sent out of bounds in returning a service scores one
+ point for the opposing team. One point is scored by the opponents
+ whenever a player catches the ball or holds it for even an instant.
+
+
+
+
+Group Games for Adults
+
+
+CHARIOT RELAY
+
+Players line up at one end of the room. Count off by threes. Each group
+joins hands, and on the command "Go!" they run to the other end of the
+hall and return without letting go of hands. The first group back wins.
+
+
+HURDLE RACE
+
+Place several objects at different distances. Contestants race, jumping
+over them.
+
+
+SONG CONTEST
+
+Song contestants are supplied with pencil and paper. Standing on one
+foot, each writes two lines of a patriotic song. One finishing first
+wins.
+
+Contestants are supplied with paper and crayon, and asked to draw a
+picture representing some popular song. The one whose drawing is the
+best representation wins the prize.
+
+
+LAUGHING RELAY
+
+Line up players in twos. Partners face and march backwards four steps.
+Leaders draw for first chance. One side named Blues, other Reds. If
+"Blues" have first chance, they try for the space of thirty seconds to
+make the "Reds" laugh. All "Reds" found laughing are recruited to the
+other side. Three turns constitute a game. The side having most
+recruits at the finish wins.
+
+
+TELEGRAMS
+
+Give each player a pencil and paper. Ask each to write the name of the
+city (town or state) in which he was born. Then ask each to separate
+the letters in the name of his birthplace and, using each letter as the
+initial of a word, to compose a telegram. Some interesting combinations
+are the result.
+
+
+WHIRLWIND
+
+This is an old English game. Arrange as many chairs as there are
+players in a circle. All the players but one are seated. This odd
+player takes his position in the center of the circle. His object is to
+take the vacant chair, but this the others prevent by hastily moving up
+(to right or left, as the movements of the person standing indicate) so
+as to fill the empty seat whenever the standing player approaches it.
+
+In this manner, the vacancy is kept at the point farthest from him, and
+unless he is agile, the player cannot capture it.
+
+
+THE LAUGHING GAME
+
+Players form a circle. The first player starts with the word "ha," the
+second says "ha, ha," the third "ha, ha, ha," and so on, each one in
+turn adding one more ha than has been made by his neighbor. In each
+case, the ha ha's must be made without laughing, which is almost an
+impossibility. Before the circuit has been completed the entire circle
+is in peals of laughter. Each one guilty of laughing drops out of the
+game. The one remaining longest without laughing wins.
+
+
+GAME OF OPPOSITE
+
+Players stand in a circle. An extra player stands in the center,
+holding in his hands as many pieces of tape as there are players in the
+circle. The tape (or ribbons) are of two colors, red and blue. The
+opposite ends of each tape are held in the hands of a player. When the
+leader says "Reds let go," "Blues, hold on," the blues will let go,
+always doing just the opposite of the command given to be obeyed.
+Commands should be given rapidly and in military tone. When word for
+"all to hold on" is given the entire circle lets go, and so on.
+
+
+MUSICAL CIRCLE
+
+All players sit in a circle. One in the centre is the leader. To each
+one is assigned some musical instrument, which he must play. The leader
+waves his baton, but from time to time he will quickly begin to
+pantomime the instrument of someone in the circle. For instance, he
+plays the cornet, and as soon as he does this, the one to whom the
+cornet was assigned immediately sits back with folded hands until the
+leader goes back to his baton. Should a player fail to remark that the
+leader has taken his instrument he is subject to forfeit.
+
+
+MEMORY TEST
+
+A tray piled high with all sorts of objects, as diverse as possible in
+character is brought into the room. The players are given one minute in
+which to take a rapid survey of same. At the end of that period the
+tray is taken away and the players, with pencil and paper (previously
+supplied them) write down the names of as many of the articles as they
+can remember. The one whose list is largest and most correct is the
+winner.
+
+
+FINDING A PARTNER
+
+An odd number of players participate. At a signal (preferably a musical
+accompaniment), the players, fly or skip promiscuously about the room.
+When the music stops each player attempts to stand back to back with a
+partner. The one left without a partner, as the game proceeds, tries to
+be successful the next time.
+
+
+NOSE AND TOE TAG
+
+This game is played like ordinary tag, with the exception that no one
+can be tagged who has his right hand on his toes and left hand on his
+nose.
+
+
+SPIRITS MOVE
+
+A leader and his accomplice are required in this game. The one
+illustrating the game leaves the room. His accomplice passes among the
+players and stopping before one of the number and with hands
+outstretched says, "Spirits Move." The leader from without replies "Let
+them move." Again the accomplice passes among the number and steps in
+front of another player, saying, as before, with hands outstretched,
+"Spirits Move." Again the reply from his accomplice, "Let them move."
+He proceeds in this manner until finally he takes his stand before
+another one of the group saying "Spirits Move and Rest Upon." The
+leader from without completes the sentence by adding the name of the
+person over whose head the hands are extended.
+
+The trick is simply this: The one over whose head the accomplice's
+hands rest is the one who spoke last before the leader retired from the
+room.
+
+
+HANDS OVER HEAD
+
+A leader and his accomplice are necessary to this mystifying game. The
+leader leaves the room while his accomplice passes around among the
+players, occasionally stopping in front of one of them, and with hands
+extending over the player's head says. "Hands Over Head." The leader
+answers from without "Hands Over Head." He continues around the circle
+in like manner until finally he stops in front of a player and with
+hands extended says "Hands Over Head and Rest Upon" whereupon the
+leader answers "Hands Over Head and Rest upon (John Smith)" naming the
+person over whom the hands are extended.
+
+The trick: The accomplice places his hands over the head of the person
+before whom he has been standing at the time the leader withdraws from
+the room.
+
+
+BOTTLES
+
+Any number of couples may compete in this game. Arrange two files of
+Indian clubs, large bottles or ten pins, five in a file, at a distance
+of four feet apart with an aisle of six feet between files. Each couple
+is comprised of a man and woman. The man is blindfolded and to his
+wrists are attached streamers or reins about three feet long. The
+woman, at a given signal guides her partner by means of these reins on
+and around each bottle in the first file, returning in like manner by
+the second file.
+
+The team succeeding in making the circuit without overturning any of
+the bottles wins.
+
+In no way is the driver permitted to suggest direction except by
+driving with the reins.
+
+
+RELAY SPELLING RACE
+
+This game is particularly interesting if the men and women of the party
+compete. For each team a pronouncer is chosen who takes his place
+directly to the right of the blackboard immediately in front of his
+team, who are standing in file formation, and at a distance of about
+fifteen feet from the blackboard.
+
+Each pronouncer is supplied with a list of words previously agreed upon
+between themselves, and consisting of words commonly used but
+frequently misspelled, as necessary, parallel, embarrass, harass, etc.
+
+At a given signal the first contestant leaves his place in the file,
+runs to the board and as the pronouncer announces the first word to
+him, proceeds to write it on the board, quickly, but legibly, turns and
+runs to the end of the file, tagging as he does so the second player in
+his file. The second contestant in turn, runs to the board, writes the
+word pronounced to him and in like manner returns to the end of the
+file, tagging as he does so the third contestant. No contestant except
+the first leaves his place until tagged by the returning contestant.
+With ten contestants to a file, count finishing first as equal to two
+misspelled words at first, later to one misspelled word. The side
+finishing first is thereafter entitled to consider 2 (or 1) misspelled
+words as correctly spelled in the final count.
+
+
+
+
+SUGGESTION FOR CONDUCTING PLAY LEADERS' TRAINING CLASS
+
+MELVIN W. SHEPPARD
+
+Community Service, Inc., One Madison Avenue, New York, N.Y.
+
+
+THE PURPOSE
+
+The purpose of play leaders' training classes is to develop volunteer
+leaders who will carry on recreational program in various schools,
+churches and industrial plants, and later on who will organize play
+groups on vacant lots in home vicinities. This will lead to
+neighborhood activity. As the schools progress those leaders who
+display more initiative than the others should be noted as a desirable
+source from which paid recreational leaders may be drawn by the city
+recreational commission and other agencies.
+
+
+PROCEDURE
+
+Before starting the class, confer with superintendents of schools,
+churches, and industrial leaders, and send to all institutions in the
+city, which are likely to be interested, invitations to send delegates
+to the proposed class. After organization of the class there should be
+some classification of its members so that the most efficient work may
+be done.
+
+It is desirable in nearly every case that there be separate classes for
+white leaders and colored leaders in order that there may be the utmost
+freedom of expression and the least hindrance to the enthusiastic
+participation in the games.
+
+
+THE COURSE
+
+Experience shows that ten lessons of one hour's duration each will be
+sufficient in which to present a total of thirty games with such
+directions and general suggestions as will enable the leaders to take
+the games taught back to their organizations.
+
+During the first few lessons, the time should be taken up entirely with
+the teaching of games and toward the end of the course train all
+students to act as leaders in turn. This brings out initiative and
+enables the instructor to prepare tentative lists of the most efficient
+leaders. Towards the end of the course, the students should do
+practically all of the game-leading. By dividing them into groups, each
+under a leader, the instructor can increase his own efficiency and help
+more specifically the individual members of the class.
+
+
+RECOGNITION FOR ATTENDANCE
+
+If the instructor deems it advisable, a certificate of attendance
+testifying to the interest shown by the student may be presented at the
+end of the course. It should, however, be made plain that this
+certificate does not indicate that the student is an expert playground
+director. An expert playground director is one who not only can direct
+the games on the playground, but also by his influence makes the
+playground an asset to the neighborhood instead of a liability.
+
+Unless a book on games is provided as a guide to the course, each
+student should receive at each lesson a mimeographed copy of the
+direction for the games taught at that class, to become a part of his
+permanent equipment.
+
+Neighborhood organizations, particularly rural schools and vacant lots,
+can be put in shape for playgrounds through simple and cheap athletic
+equipment such as volley balls and net, basket balls, quoits,
+playground balls and bats, medicine balls, which can be purchased at a
+very reasonable price and will answer all purposes until more elaborate
+equipment can be obtained.
+
+
+
+
+
+
+End of Project Gutenberg's Games and Play for School Morale, by Various
+
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