Divide the class into two teams. Cards about 5x7, containing

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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

Games and Play for School Morale A Course of Graded Games for School and Community Recreation · 第 1 / 3 段