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diff --git a/24786.txt b/24786.txt new file mode 100644 index 0000000..f46016b --- /dev/null +++ b/24786.txt @@ -0,0 +1,2629 @@ +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 + +*** END OF THIS PROJECT GUTENBERG EBOOK GAMES AND PLAY FOR SCHOOL MORALE *** + +***** This file should be named 24786.txt or 24786.zip ***** +This and all associated files of various formats will be found in: + https://www.gutenberg.org/2/4/7/8/24786/ + +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.) + + +Updated editions will replace the previous one--the old editions +will be renamed. + +Creating the works from public domain print editions means that no +one owns a United States copyright in these works, so the Foundation +(and you!) can copy and distribute it in the United States without +permission and without paying copyright royalties. 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