Section 1.--Speed test, two lengths to be done in 44 seconds; form

[Transcriber’s Note:

In this, the text file, italics delimited by underscores, and bold text

delimited by equal signs.]

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[Illustration: MARY C. MORGAN.]

SPALDING’S ATHLETIC LIBRARY

Group X No. 69R

GIRLS AND ATHLETICS

Giving a brief summary of the activity, rules and

method of administration of the following games

in girls’ schools and colleges, women’s clubs, etc.

ARCHERY, BASKET BALL, CRICKET, FENCING,

FIELD DAY, FIELD HOCKEY, GYMNASTICS, GOLF,

HAND BALL, ICE HOCKEY, INDOOR BASE BALL,

ROWING, SOCCER, SKATING, SWIMMING, TENNIS,

TRACK ATHLETICS, VOLLEY BALL, WALKING,

WATER POLO, WATER BASKET BALL

EDITED BY

MARY C. MORGAN

of Lansdowne Country Club

Philadelphia

(A Member of the Class of 1915, Bryn Mawr College)

PUBLISHED BY

AMERICAN SPORTS PUBLISHING COMPANY

21 WARREN STREET, NEW YORK

COPYRIGHT, 1917

BY

AMERICAN SPORTS PUBLISHING COMPANY

NEW YORK

Contents

PUBLISHERS’ NOTE 5

ACKNOWLEDGMENTS 6

GIRLS AND ATHLETICS 7-10

FIELD HOCKEY 11-33

THE GAME, 12; the team as a whole, 13; how to

hold stick, 13; passing, 14; dribbling, 15; the bully,

16; shooting goals, 16; positions of team, 16-20.

THE REGULATIONS--Field, 23; goals, 23; striking

circle, 24; dress, 24; stick, time, score, officials, 25.

RULES--I., governing bully, 26-27; II., for

goal, 27; III., for sticks, 28; IV., for free hit, 28-29;

for out of bounds, 29-30; VI., for undercutting, 31;

VII., for offside, 31; VIII., running in on the left,

31; IX., turning on the ball, 31-32; X., handling, 32;

XI., kicking, 32; XII., rough play, 32; XIII., time-out,

32-33; XIV., umpire, 33.

BASKET BALL 34-39

The game, 34-39; matches, 39.

GYMNASTICS 40-46

Floor work, 41-42; apparatus work, 42-45; meet or

exhibition, 45-46.

TRACK ATHLETICS 47-63

REQUIREMENTS AND EXPLANATIONS--Track, 49;

distances to be run, 49; distances and arrangement of

hurdles, 50; list of junior and senior track events,

50-51; jumping pits, 51-52; circle for putting the shot,

52.

EVENTS--Sprinting, 53-54; the start, 54-55;

hurdling, 55-56; running broad jump, 57; standing broad

jump, 57-58; running hop, step and jump, 58; running high

jump, 58-59; standing high jump, 59; pole vault, 59-60;

shot put, 60; basket ball throw, 61; base ball throw, 61;

hurl ball throw, 61; javelin throw, 61-62; discus throw,

62.

HOW TO CONDUCT A TRACK MEET 64-67

FIELD DAY 68-69

WALKING 70-72

Tramps or hikes, 71-72; competitive walking, 72.

GOLF 73-78

SKATING 79-81

ICE HOCKEY 82-84

ROWING 85-89

The stroke, 85-86; racing, 86-88; paddling, 88-89.

TENNIS 90-96

The court, 90; the game, 90-95; matches or tournaments,

95-96.

CRICKET 97-100

The game, 97-99; as played at Smith College, 100.

SOCCER 101-107

The game, 101-105; rules, 105-107.

ARCHERY 108-112

The bow and arrow, 108-109; the aim and draw, 109-110;

games, 110-111; tournament, 111; score, 111-112; clubs,

112.

INDOOR BASE BALL 113-117

The game, 113-114; rules, 114-117.

AMERICAN HAND BALL 118-120

The game, 118-119; rules, 119-120.

IRISH HAND BALL RULES 121-122

FENCING 123-128

How to hold the foil, 124; on guard, 125; parries,

126-127; attack, 127-128.

SWIMMING 129-139

Breast stroke, 130-131; side stroke, 131-132; trudgeon,

132-133; crawl, 133; plain back stroke, 133-134;

floating, 134; plunge for distance, 134-135; diving,

135-136; the racing turn, 136; treading water, 137;

swimming meets, 137-138; all-around swimming test, 139.

WATER BASKET BALL AND WATER POLO 140-148

WATER BASKET BALL--The game and rules, 141-143.

WATER POLO--The game, 143-144; rules, 144-148.

VOLLEY BALL 149

PHILADELPHIA HOCKEY LEAGUE 150-151

ACTIVITY OF MISSOURI COLLEGES 152-153

GIRLS’ BRANCH OF THE PUBLIC SCHOOLS ATHLETIC LEAGUE 154-155

INTERCOLLEGIATE ALUMNAE ATHLETIC ASSOCIATION 156-157

Publishers’ Note

Miss Mary C. Morgan, who has been chosen to edit the volume, “_Girls

and Athletics_” is an all-around athlete of remarkable ability. As

a student at Friends Central School, Philadelphia, and at Bryn Mawr

College Miss Morgan played on basket ball, track, water polo, and field

hockey teams and participated in the gymnastic events. At Bryn Mawr

she held the individual cup in 1913 and 1914 for the highest number of

points in the Interclass Track and Field meet. On the track she shares

the world’s record for women of 12 seconds in the 100-yard dash and

she holds the world’s record of 15-2/5 seconds in the 100-yard hurdle

race of eight hurdles each 2 feet 6 inches high. Both of these records

were made on cinder track with rubber-soled shoes in the cumbersome

bloomer and jumper costume (cumbersome as compared to the scanty attire

of male track and field athletes). Miss Morgan also shares the Bryn

Mawr College record of 6-1/5 seconds for the 50-yard dash and holds the

college record for the standing broad jump--7 feet 9 inches.

AMERICAN SPORTS PUBLISHING CO.

Acknowledgments

The editor is very much indebted to the following persons for their

kind interest and assistance: Miss Harriet Ballintine, Director of

Physical Training at Vassar College; Mr. Philip Bishop, Instructor in

Gymnastics at the Haverford School and Advisory Swimming Coach at Bryn

Mawr College; Dr. Frances Boynton of the New Haven Normal School of

Physical Training; Miss Elizabeth Burchenal, Executive Secretary of

the Girls’ Branch of the Public Schools Athletic League, New York, and

to the committee of the League: Dr. Florence Gilman of Smith College;

Miss Josephine Katzenstein, a member of the Lansdowne Country Club and

the All-Philadelphia Hockey teams; Miss Lorena L. Parrish, Physical

Director of Howard Payne College; Miss Lillian Schoedler, Honorary

President of the Intercollegiate Alumnæ Athletic League; Miss Dorothy

Wooster of Smith College, and Mr. A. M. Gillam.

The editor also wishes to thank the schools, colleges and country clubs

who so kindly replied to the _questionaire_ sent out.

BIBLIOGRAPHY.

Spalding’s Official Athletic Handbooks (American Sports

Publishing Company, New York).

Official Handbook of the Girls’ Branch of the Public Schools

Athletic League, New York. Handbook of Athletic Games (Bancroft

and Pulvermacher; Macmillan, New York). A Survey of Track

Athletics for Women (Reprinted from the American Physical

Education Review, January, 1916). Dr. Harry E. Stewart, Physical

Director New Haven (Conn.) Normal School of Gymnastics.

Girls and Athletics

BY MARY C. MORGAN.

In gathering information for this volume a _questionaire_ was sent to

some three hundred schools and colleges. Replies were received from

two hundred and thirty-seven of these. Of this number only one school

went on record as opposed to athletics for girls and women. All of the

others make provision for athletics or some form of physical education.

Some schools provide little or no supervision, it is true, but the

great majority provide for or realize the necessity for provision of

adequate control of this form of training.

The impression one receives from scanning the replies to the

_questionaire_ is undoubtedly that general athletics for girls are

becoming more and more popular, and that development is slowly but

surely broadening out to include eventually almost every form of

athletics for almost every girl.

From the physical standpoint, any exercise under favorable

circumstances is beneficial in that it develops and brings into play

the muscles of the body and stimulates the whole system. But all forms

of athletics should be carefully supervised, particularly for growing

girls. Every participant should have a thorough physical examination

and if any limitations are placed upon her athletics, the reasons for

such restrictions should be carefully explained. It is natural that

some people are more delicate than others--absolutely unfit for some

of the more strenuous games--but there are always less strenuous

exercises which may be indulged in.

The physical condition being assured, the girl should be watched

so that she does not enter into the sports or games with too much

intensity. It is a common tendency of the average American girl to

throw her whole soul into the particular matter at hand. If it happens

to be athletics, often her enthusiasm helped out by a thoroughly

admirable spirit and by quite a lot of “grit”--as her brothers term

it--keeps her playing when she is really tired out physically. This is

the time where a coach--or if there is no coach, friendly advice--will

show the girl that she is not getting any benefit out of the exercise,

and she is running the risk of injuring herself.

This excess is as wrong in athletics as it is in anything else. Be

temperate.

My advice to every girl is: Know your physical condition; use common

sense and gauge the amount of exercise you take by your physical

condition and stamina.

Athletics as a builder of character _are_ just as important as a

builder of physical strength. _Fair play_ and _good sportsmanship_

are the two maxims kept constantly before the eye. A girl who has won

the reputation of being a clean, square player is happy herself and

is admired by all with whom she comes in contact. There is no higher

compliment than to be called a “good sportswoman.” A girl who can lose

and smile, or win and not exult over her opponent’s defeat, is quite

apt to get something bigger than mere physical development out of her

athletics.

Training

A few girls have asked me, “How can I learn to play this or that game

well?” Athletics are just like almost every phase of life; it requires

practice and experience before one becomes skilled. If, then, a girl

wishes to be successful it is best to make a thorough study of the

branch of sport she is going to take up and practice, assimilating each

detail carefully. The amount of time it takes to become proficient

depends upon the natural ability of the person--some people are much

more talented in athletics than others.

The best advice I can give is to know your game thoroughly, so that

you may play with your head as well as your body. Practice until you

have confidence in your ability. Do not practice so constantly and

continually that you become “stale.” A little practice taken regularly

is often more beneficial than a lot of practice which tires you out so

that you are unfit for more the next day. Do a little bit, so that you

are not tired, increasing the practice slowly.

Some people believe in set training rules; others do not. It is best

to be in good physical condition all the time if it is possible; it

stands to reason, however, that for especial speed and endurance the

physical condition should be nearly perfect. Sleep is a very necessary

factor; therefore, every athlete should have a long and sound sleep

every night. As for diet, there is a difference of opinion. It seems

reasonable that no heavy food, nor rich food that is indigestible,

should be eaten. In particular, just before a contest, a light meal

should be eaten with the proper time for digestion allowed before

playing. Some people make the mistake of eating heavily and then

playing immediately afterward. The most sensible training seems to be,

eat the most nourishing and easily digested food.

What to Wear

Dress sensibly. For track and field games, basket ball and other games

that require speed, agility and the freest play of all muscles, by

all means wear bloomers and a middy blouse. For tennis, golf and the

other less strenuous games, wear shirtwaist or middy blouse and a skirt

wide enough and short enough to give the most play of the leg muscles.

For instance, there is nothing so ridiculous as to see a girl athlete

togged with more regard for the impression she is making on the male

part of the gallery than for getting the most physical benefit out of

her game. I have great sympathy for every girl who takes pride in her

appearance at all times. I maintain that it is both possible to present

a neat and an agreeable appearance and at the same time to dress

sensibly for the business at hand. In each of the following chapters

on the various forms of sports I have endeavored to say a word about

dress specifically for that sport, unless it is evident what costume

is suitable. Back of it all I will repeat this fundamental: Dress

sensibly.

Field Hockey

Field hockey, next to basket ball, is the most popular team game

played by girls; and it is a comparatively new game here, as it has

been played in America only since 1901. Miss Harriet Ballintine,

Director of Physical Training at Vassar College, in her pamphlet, “The

History of Physical Training at Vassar College,” gives an account of

the beginning of hockey in America: “Until 1901, English field hockey

was comparatively unknown in this country. Before this it had been

played by men at the Springfield Training School, and to some extent

at Mount Holyoke College. Dr. J. H. McCurdy of the Springfield School

in writing of the game says: ‘The men at Springfield first played the

game of field hockey in 1897. Regarding where field hockey was first

played in this country (by girls), the girls at Mount Holyoke College

had begun playing the game, I think, before Miss Applebee’s arrival in

this country. They had been down to a number of our championship games.

Arrangements had been made for some of our students to coach the Mount

Holyoke girls in hockey, when I found Miss Applebee was in this country

and recommended their getting her.’”

Many hockey players owe their interest in the game to Miss Applebee,

notable for her inspiring coaching and the knowledge of hockey that she

has imparted to her pupils.

To the devotees of this game, there is no other sport that quite

comes up to it. In a game of hockey there is a spirit of freedom, of

exhilaration, of gladness that comes from a true love of sport. And it

has other advantages--absence of roughness, plenty of vigorous exercise

in the open air, and yet not extraordinarily violent. It is a game that

may be played by all types; a game that is played by a large number on

each team.

THE GAME.

Hockey is played on a level field of turf similar to a football or

lacrosse field. There are eleven players on each team, thus there are

twenty-two players on the field at one time. Each player is equipped

with a stick with a curved head. A cricket ball is used. The eleven

players are divided into groups: forwards, halfbacks, fullbacks and

goal. Each group calls for a different type of player. The teams line

up (according to illustration) in the center of the field. The forwards

are the attackers, whose duty it is to advance the ball into their

opponents’ territory and score a goal (Rule II). The halfbacks assist

the forwards in attacking and with the fullbacks and goal keeper defend

their own goal.

The umpire blows the whistle and the game begins with the two center

forwards bullying. The ball has been placed in the middle of center

line, the center forwards stand with one foot on each side of center

line directly opposite each other, right shoulder toward their own

goal. (See Rule for Bully.) After the bully is completed, the ball hit

out, then play commences. The forwards of the team in possession of

the ball rush it down toward the opponents’ goal and try to shoot a

goal while the opposing defense tries to prevent any score. Each time

the ball is fairly hit over the goal line, one point is made by team

scoring goal. Two halves, length of which is agreed upon by captains,

are played. The team scoring the greatest number of goals by the end of

second half wins the game.

THE TEAM AS A WHOLE.

The main factor in hockey is team play. There may be one or two

players of stellar ability on the team, but if the team does not play

well together it is not well balanced. It is not an individual but

eleven individuals welded together that form a team. Every girl should

consider--when playing hockey--that her stick is her best friend;

therefore it should be chosen carefully and with due consideration.

There are three important qualities a stick should have: balance,

weight and length. The balance should be even, not in the handle, but

more in the curved head of stick; not too heavy there however. The

weight of the stick should be 21 or 22 ounces for a forward, 23 or 24

for a halfback, 24 or 25 for a fullback or goal keeper. Never carry a

stick that is too heavy. The stick should be just long enough for a

comfortable grip. It should be neither too long nor too short.

HOW TO HOLD STICK.

The stick should be firmly held in both hands, with the left hand

gripping the handle at the end (top) of stick with the fingers forward;

the right hand grips the stick directly below the left hand, touching

but not overlapping the left hand. The hands should never be separated

because this tends to make a player stoop over, thus losing in strength

of stroke. At the beginning of the stroke, the stick should be carried

back toward the right (the right arm must be kept straight to avoid

“sticks”--a foul, see Rule III) until the left arm is straight; then

the stick should be carried forward, striking ball squarely. At the

finish of the stroke, the right arm should still be kept straight and

the end of stick turned in (i.e., toward body) and down to avoid making

“sticks” at end of stroke.

While the stick is not in use or while player is running it should be

carried in both hands horizontally at comfortable height, as long as it

is below the shoulder.

Let us consider the forward line. It is made up of five positions:

left wing, left inside, center forward, right inside, right wing.

Players for these positions should be selected for the following

qualifications: ability to run with average speed; ability to shoot

hard, clean goals; endurance and wind necessary for constant sprints.

It is up to the forwards to keep the ball in the opponents’ territory;

for this, there are two ways of advancing the ball--passing and

dribbling.

PASSING.

Passing, since it is less individual and makes for more team play,

should be ranked first. There are short and long passes. The short are

generally quick passes between a forward and her nearest teammate, that

is, between an inside and center or between an inside and wing. The

long pass is across the center from the left side of the field to the

right, or _vice versa_. All passes should be quick, clean and accurate.

Here are a few things to avoid: Don’t pass the ball straight ahead

so that it goes to one of opposing team. _Don’t pass behind your own

forward line._ Don’t pass to a guarded player. Don’t wait to pass until

you have been attacked, thus hurrying your pass. Don’t (especially when

passing to the wings) put all your strength in the stroke, sending the

hardest ball you can.

DRIBBLING.

Next to passing comes dribbling. Every forward should know how to

dribble. In dribbling the ball, both hands should be kept close

together at the top of the stick; the stick is sometimes turned so

that the flat side is forward; the wrist and hands are adjusted to any

position of the stick. Only a few players are skilled enough to dribble

with one hand. The ball should be kept close to the stick, slightly

in advance of the runner. The most common fault is that the dribbler

follows the ball instead of sending the ball just where she desires.

The player who is a good dribbler keeps the ball under control, no

matter how speedily she is running. If the ball is sent ahead too far

then the dribbler is apt to lose control, but if it is kept close to

the stick and just barely touched each time it is easier to manage. The

dribbler should remember: never crouch over the ball, but stand erect;

never let the ball get too far ahead; never permit an opponent to get

so close that you cannot pass the ball to a teammate quickly. _Never

keep the ball selfishly._

THE BULLY.

The forwards are called on frequently to bully--the start and

twenty-five-yard bully (see Rule I)--so the bully should be practised

until each forward is quick and accurate. There should be an

understanding among the forwards and halfbacks as to which way the ball

will be hit out on the bully so that some one is always ready for it.

The right hand should grip almost three-quarters way down the stick,

the player then must bend over the stick. The feet are wide apart,

planted firmly on the ground. (See Rule for Bully.) After the three

separate “grounds and sticks” the ball is hit out. It is here that

quickness and skill count. The halfbacks--one from each team--always

back up a bully to help their forwards.

SHOOTING GOALS.

It is not necessary to say that it is most important for a forward to

shoot goals. She should shoot as often, as hard and as accurately as

she can, and she must follow her shots in. This is her main duty and no

forward is up to the mark unless she _can shoot goals_.

CENTER FORWARD.

Center forward is the keystone position. Her duties are to bully off

at the center (for start and after each goal), to keep the forwards in

a straight line, to shoot goals, _to distribute passes to the left and

right sides evenly_. If a center forward has a clear field it is all

right for her to dribble, but, as a rule, she should play a passing

game. _She also has many opportunities to shoot._

[Illustration: Field Hockey--The bulley-off. The players are in

position and the opposing center forwards are in the act of putting the

ball in play.]

[Illustration: Field Hockey--A corner. The defending team is lined

up on the goal line. The attacking forwards are lined up along the

striking circle, ready to return the hit and convert it into a goal.]

RIGHT INSIDE.

The right inside is governed by the same dribbling and passing rule as

the center. She should be particular to receive the passes of the left

wing. Also a lot of the shooting falls to her. Both insides should play

close to the center if the center has the ball, or close to the wing if

the wing has the ball.

LEFT INSIDE.

The left inside is a more difficult position to receive passes and to

shoot from. It is often wiser for a left inside to allow a ball to go

to another forward if she is not in a good position to receive it. As a

rule, the best balls for her are from the right.

RIGHT WING.

The wings should be fast players. In particular, the right wing has a

splendid opportunity for dribbling and passing. It is mainly the duty

of the wings to advance the ball; if, however, the opportunity arises,

they should shoot. The wing should be careful never to send the ball

too far ahead; never to let a ball go outside the side lines if it is

possible to stop it; never dribble farther than the twenty-five-yard

line; always send the ball toward the center of the field.

LEFT WING.

The left wing should be careful to dribble only when she has a clear

field. In receiving a ball, the wing, if possible, should stand with

her left shoulder toward the goal she is attacking. Three common faults

of a left wing are: Letting the ball go out of bounds on her side too

often, thus giving the other side a roll-in; getting into an off-side

position; turning on the ball. (See Rules VII and IX.)

HALFBACKS.

All of the halfback positions are extremely hard to play because they

require great endurance, a moderate amount of speed, hard hitting, and

a fighting spirit. The halfbacks are both attackers and defenders.

First, in attacking they feed the forwards by passes to them. They

should follow up the forward line closely and when the forwards are

inside the circle should be ready to shoot if a chance comes. On the

defensive they should stick to the opposing forwards closely. The

fullbacks and halfbacks should work together on defense.

CENTER HALFBACK.

The center halfback backs up the bullies in the center of the field and

she feeds primarily the center and insides. In defending she guards

the opposing center forward and the insides if they are playing close

to the center. The half should always watch to see which forwards

are free. She should not send the ball to the spot from which it has

just come, as that spot is apt to be guarded, but should change the

direction.

RIGHT HALFBACK.

The right halfback feeds the right wing and the right inside. If both

of these are carefully guarded, then she should send ball to center or

to the other side of field. In defense she guards the left wing or the

left inside--if the inside is near the wing. She also backs up all the

bullies on her side of the line.

LEFT HALFBACK.

The left halfback feeds the left wing and the left inside unless they

are guarded, then she changes the direction of the ball. The left half

should send very careful, well-placed balls to her wing and inside,

balls that slant a little bit, not straight ahead. As the right wing

is apt to dribble, the left half should be very quick and should be

careful to avoid running in on the left. (Rule VIII.)

The halfbacks should remember: Never to give up; if your opponent gets

away, run after her and stop her; never hit through the forward line,

always hit the ball to somebody; never run out of position to tackle an

opponent. Each half should stick closely to the girl she is guarding.

Never interfere with the work of the fullback or the goal keeper.

FULLBACKS.

The fullbacks are primarily defensive players although they have

opportunities for long shots to the forwards. The fullbacks and the

halfbacks should never mix up, by guarding the same girl. The fullbacks

stay near their own goal. If the right half is guarding the left wing

and the center half the center forward, then the left inside remains

for the right fullback to guard. When one fullback is up the field,

that is, near the fifty-yard line (she must never go beyond the

fifty-yard line), the other fullback should be back toward the goal.

The players on the defense should never be bunched in front of the

goal, and in hitting the ball away from the goal, they should hit out

toward the side lines--never across the center. In a corner or a bully

the fullbacks should guard the goal closely.

GOAL KEEPER.

The goal keeper should be very cool--not get rattled if a goal is made

by the opposing side. It is well for the goal keeper to watch the

eyes of the opposing forward; often in that way she can tell where

the forward is going to shoot. The goal keeper should never be drawn

away from her goal line. She should stand about a foot in front, but

no farther away. _Above all, the goal keeper should have courage; she

should not step back from any ball, afraid to stop it._

Not only should she rely on her stick, but she should remember that she

may kick and stop the ball with her body. The main object is to keep

the ball out of the goal and get it in less dangerous territory. This

often requires quick, clear thinking on the part of the goal keeper.

The fullbacks should never leave the goal keeper alone and unprotected;

nor should they stand so close to her, nor so directly in front of her,

that they impede her playing or obstruct her view of the play. _The

goal keeper must never lose sight of the ball._

There are a few general directions that might be given for playing.

Keep your own position--don’t run out of your place to interfere in

someone else’s. Use your head--flighty playing merely ends in wildness

and nothing accomplished. Save your strength--do not use it up in the

first mad rushes and terrific hits. It is the consistent, steady,

dependable player who wins the game.

A great deal of time is wasted in the roll-in, that is, when the

ball is put in play after going over the side line. The team taking

the roll-in should have signals, that is, an understanding as to the

line-up. The halfback generally takes the roll-in unless the point

where roll-in occurs is near the goal line being defended, then the

roll-in is taken by the fullback. The ball should be sent to the person

best prepared to receive it the wing if she is free or the inside or

halfback; sometimes it even may be rolled back toward the fullback.

The opponents never leave any player unguarded. As soon as the roll-in

is called, it should be taken quickly.

Just as quickness is an advantage in taking the roll-in so it is in the

free hit. The halfback in whose territory the foul occurred should take

the free hit quickly, before her teammates may be guarded. Every delay

means that the opponents have an opportunity to guard more closely. In

taking the free hit, be careful to hit to an unguarded player. Make the

free hit count.

In the corner play the hit should be carefully taken by the halfback,

or sometimes it is taken by the wing. The attackers line up around the

edge of the striking circle ready to stop the ball and shoot for the

goal; the defenders are behind the line ready to rush out and get the

ball away from dangerous territory. The player taking the free hit

should be careful that the ball goes within the circle; that it is hit

hard and cleanly--never send a ball that hops; that the ball is sent

to a particular player, preferably the center forward or either of

the insides. It is not often advisable for a wing to stop a ball hit in

from the corner hit.

[Illustration: DIAGRAM OF FIELD WITH NECESSARY MARKINGS AND SHOWING THE

PROPER LINE-UP OF TEAMS AT START OF GAME.]

To decide a championship or the winner of a hockey tournament, it is

advisable to play three games, the winner of two being the winner of

the series. If one team wins the first two games it is unnecessary to

play the third; if there are more than two teams contesting, it is

advisable to have preliminary rounds, the winners meeting the winners,

etc.

The Field of Play

THE FIELD.

The dimensions of the field are: maximum length, 100 yards; minimum, 85

yards; maximum breadth, 60 yards; minimum, 55 yards. The field of play

is marked by boundary lines; the end are “goal lines,” and the side,

“side lines.” Flag posts, four feet in height, one yard outside the

field of play, are placed at each of the four corners and at each end

of the twenty-five-yard lines.

There are three lines across the field, i. e., parallel to the end

lines, running from side line to side line--one in the center of field,

the fifty-yard line; one at each end of the field, each twenty-five

yards from the goal line.

THE GOALS.

The _goals_ are marked by upright posts, equidistant from the corners

of the goal lines, four yards apart, connected by a cross-bar seven

feet from the ground. The space between the posts is known as the goal

area. The maximum width of the posts and the cross-bars is two inches;

the maximum depth, three inches. There is a goal at each end of the

field.

THE STRIKING CIRCLE.

In front of each goal is a striking circle marked by the following

lines: A line parallel to goal line, fifteen yards distant from,

directly in front of the goal area, four yards in length. The ends of

this line are joined to the goal line by a quarter circle fifteen yards

in diameter measured from the nearest goal post.

A line parallel to the side line, five yards distant, is drawn the

length of the field. This is called the alley.

It is important that the lines be distinctly marked in white. If

there are nets behind the goal to catch balls, it aids the umpire in

determining if a goal is scored. Goal posts and bar may be painted

white. The ball is a leather cricket ball painted white.

DRESS.

Bloomers and jumper are the most comfortable form of dress. If a skirt

is worn it must be at least eight inches from the ground. Stopping the

ball with the clothing is not good hockey. _Light shoes_ with rubber

soles, fitted for running, should be worn by the forwards and halves.

Heavier shoes are worn by the fullbacks. The feet of the player ought

to be well protected, in order that she may stop the ball with her

feet. All players should wear _shin-guards_; the forwards and halves

light ones, the fullbacks heavier. The goal keeper will find that the

shin-guards used in cricket are not too heavy.

_If a hat_ is worn, it should be without pins and must have a soft brim.

Many players prefer wearing _gloves_ in order to protect their hands.

THE STICK.

The _stick_ should be a regulation stick, curved on one side, flat on

the other. No stick must weigh more than 28 ounces.

_Time._--The time of halves (usually 35 minutes) with the intermission

should be determined by the captains.

_Score._--Each goal made counts one point. Highest number of goals at

end of game wins. There is no other score except by goals.

_Officials._--There is an umpire, who makes all decisions of goals,

fouls and disputes. She is responsible for the good conduct of the

game. There may be an umpire for each half of the field. Also a scorer,

a timekeeper and two linesmen, who call the ball out of bounds and give

decisions when appealed to.

Each team has eleven players; for each side there is a _captain_, who

tosses for choice of goal, protests to the umpire, governs the team on

the field. They must notify the referee of any change of line-up.

Field Hockey Rules

I. RULES GOVERNING BULLY.

(_a_) The Bully is the method of putting the ball in play. A bully is

played by two players, one from each team, who stand squarely opposite

each other (each facing a side line), each with her right side toward

her own goal. The ball is placed between them, each player having

a foot on either side of the ball. Both first touch the ground on

their right side of the ball, then they touch sticks. This is done

alternately for three times, then either may touch the ball. After the

ball is touched by either or both of the two players bullying it may be

played by anyone.

(_b_) The game is started at the beginning of the first and second

halves by a bully-off on the center line.

(_c_) After each goal is scored the ball is brought back to center line

for bully-off, as in (_b_).

(_d_) The teams line up in a bully on the side nearest their goal line

and never step over the line of the ball, i. e., an imaginary line, if

ball is not on center or twenty-five-yard line drawn across field. This

is known as standing behind the ball.

(_e_) After time-out is called, the ball is put in play again by bully

on the spot where time-out is taken.

(_f_) If a foul is called on both teams, a bully is taken on the spot

where the foul occurred.

(_g_) If any rules of bully are not observed, bully is taken over again.

(_h_) _Penalty-Bully._--A penalty-bully can only occur when a defender

inside the circle deliberately breaks a rule, thereby directly

preventing a goal from being scored. The bully is played on the spot

where foul occurred by goal keeper and a chosen player from the other

team. All other players stand beyond the nearest twenty-five-yard

line until the bully is completed. The bully is only completed when:

First, a goal is scored; second, the ball is sent out of bounds by an

attacker--if sent out by defender, penalty-bully is repeated; third,

the ball is sent out of striking circle. In either of the first two

cases the ball is put in play by a twenty-five-yard bully in the center

of the nearest twenty-five-yard line. Any foul (except Rule I, _a_) by

offender counts penalty goal or one point for opponents; any foul by

attacker (except Rule I, _a_) the defender is given a free hit. The

goal keeper in a penalty-bully may play only with the stick; she may

not kick or stop ball with hands. If time is called, bully must first

be completed.

II. RULES FOR GOAL.

(_a_) To score a goal the ball must have been hit by or have touched

the stick of an attacker within the striking circle.

(_b_) The ball must pass entirely over the goal line between the goal

posts and under the cross-bar.

(_c_) If a ball, after touching the stick of an attacker within the

circle, glances off the stick or person of a defender, it is a goal.

(_d_) If a ball hit fairly glances off a goal post across the goal

line, it is a goal.

(_e_) The umpire must judge fairness of goal.

III. RULES FOR STICKS.

(_a_) The stick must never be raised above the shoulder in any part of

the stroke while hitting the ball, nor may it be carried over shoulder.

When this rule is broken within the striking circle by a defender,

the penalty is a penalty-corner; if deliberately broken, it is a

penalty-bully.

(_b_) The flat side, never the rounded, should be used in striking the

ball.

(_c_) A player should never catch the curved part of her stick in that

of her opponent’s, thereby hindering her opponent’s play. This is

hooking.

(_d_) A player should never strike or hit her opponent’s stick.

(_e_) A player should never lift her opponent’s stick from the ground

or in any such manner mar her stroke.

(_f_) A player should never trip an opponent with stick.

(_g_) No player without a stick may take part in play.

(_h_) For any infringement of rules, a free hit to opposing side where

foul occurred is granted, unless referee deems the foul rough, thus

liable to disqualification.

IV. RULES FOR FREE HIT.

(_a_) When a team is accorded a free hit by an umpire, through a foul

by opponents, the captain of the team shall designate the player

(generally a halfback or fullback) who is to take the hit, and no other

player may be nearer the player taking the hit than five yards. The

ball must be hit squarely, not scooped. The free hit is taken again if

this rule is not complied with.

(_b_) The player who has taken the free hit may not touch the ball

again until it has been touched by another player.

(_c_) A foul by a defender in the striking circle upon taking a free

hit is punished by a penalty-corner.

(_d_) If the player misses the ball entirely upon taking the free hit,

she may hit it again.

(_e_) If there is any infringement of the rule, the free hit is given

to the other side except when the ball is scooped by the defender

inside the circle, when the penalty is a penalty-corner.

V. RULES FOR OUT OF BOUNDS.

(_a_) When the ball is sent over the side lines it shall be rolled

in (by hand) by one of the team opposing the player who last touched

it. In rolling in, the player taking the roll-in must stand--feet and

stick--outside the side line at the point where ball went out. No

player may stand inside the alley (or five-yard line) next to the side

line over which it went out. The ball must be _rolled_, not thrown or

bounced. It may be rolled in any direction, provided it touches within

the five-yard space. The player who has taken the roll-in may not touch

the ball until it has been touched by another player. The other players

may step in the alley as soon as ball touches.

(_b_) First, if the ball is sent behind the goal line by an attacker;

second, if a ball is unintentionally sent behind goal line by a

defender more than twenty-five yards away from her goal line, it is

a twenty-five-yard bully. The ball is placed on the twenty-five-yard

line, exactly opposite the spot where it crossed the goal line.

(_c_) If a ball is unintentionally hit across the goal line by a

defender or glances off her stick over the goal line, it is a corner.

In a corner, the attackers line up around the outer edge of the

striking circle--feet and sticks--behind the line, with one of their

team hitting the ball to them from the corner of the field (on the

side or back line not more than three yards away from the corner) on

the side of the goal line where ball went out. The defenders must

stand--feet and sticks--behind their goal line at least five yards away

from the player taking the corner hit. The defenders may rush out as

soon as the ball is hit. Before the attackers may hit the ball toward

the goal, the ball must be stopped--not necessarily dead. The player

taking the corner hit may not hit the ball again until touched by

another. (Penalty, free hit for opposing side.) If an attacker shoots

for goal before ball has been stopped, it is a free hit for opposite

side. If the player taking the corner hit misses it entirely on the

first stroke, she may hit it again.

(_d_) If a ball is deliberately hit over goal line by a defender, it

is a penalty-corner. Both teams line up as in an ordinary corner. The

hit is taken, however, from a point on the goal line at least ten yards

from the nearest goal post and no opposing player may be nearer than

five yards. Ball must be stopped before replayed by attacker teammate

unless it has been touched by defender.

VI. RULES FOR UNDERCUTTING.

(_a_) The ball may not be so hit that it is lofted or raised

intentionally above the shoulder.

(_b_) The ball may be “scooped” so that it may be raised moderately in

air.

(_c_) Penalty for intentionally lofting is a free hit for opposing side.

VII. RULES FOR OFFSIDE.

(_a_) In the opponents’ territory, no player may receive a ball from

one of her own team standing farther from the goal than she, the

receiver, unless there are at least three of her opponents between her

and the goal. Violation of this rule is called offside.

(_b_) A player is not penalized for offside if she does not touch the

ball; if it was touched last by an opponent; if one of her own team

nearer the opponents’ goal than she hits the ball; if she is in her own

half of the territory.

(_c_) Penalty for offside is free hit for opposing side.

VIII. RUNNING IN ON THE LEFT.

No player shall run in on the left side of her opponent in order to

gain possession of the ball so that any part of her person or stick

touches any part of the person or the stick of the opponent. Penalty is

free hit for opposing side.

IX. TURNING ON THE BALL.

No player having possession of the ball shall interpose her person

between the ball and an opponent, nor shall she turn around the ball

in order to obtain a more favorable position for her stroke. Penalty is

free hit.

X. HANDLING.

The ball may be caught or stopped by the hands, but must be immediately

dropped perpendicularly to the ground so that no advance is made nor

direction changed. It may not be picked up, carried or thrown. There

shall be no shoving, pushing, or holding. If the ball stopped by goal

keeper rebounds from her hand it is not a foul. Penalty is free hit.

XI. KICKING.

_No player may kick the ball_ except the goal keeper within her own

striking circle. The foot may be used to stop the ball, but must be

withdrawn and not used to block opponent’s stroke at the ball. Penalty

is a free hit.

XII. ROUGH PLAY.

There should be no charging (rushing or running into), shinning,

tripping, personal handling, impeding progress, or hitting with stick.

No player may obstruct, i. e., prevent opponent from reaching the ball

or prevent opponent from attacking teammate. Penalty is free hit or

disqualification if umpire decides the play is rough.

XIII. TIME-OUT.

Time-out may be called by the umpire at the request of either captain

only in case of injury or accident to clothing or stick. Time-out

should be called by umpire in case of loss of ball or dispute in regard

to decision.

[Illustration: Field Hockey--1, A scrimmage for possession of the ball.

2, Getting the ball out of scrimmage. 3, Passing the ball to a teammate

and away from an opponent. 4, A goal! 5, A shot. The attack has “run”

the ball down the field to the striking circle--once inside the shot

will be gotten off.]

[Illustration: Basket Ball--1, The referee tosses the ball up between

the opposing centers to put it in play. 2, A free trial for goal. A

foul has been made and the penalized team must stand and see their

opponents try for a single point.]

XIV. UMPIRE.

The umpire, or umpires, have control of the game, and are responsible

for it. They must see that there is no rough play, and that the game is

played according to rules. The umpires judge goals, roll-ins, bullies,

corners. They also have the power to punish players for intentionally

delaying the game. The ball is in play until umpire’s whistle blows.

Basket Ball

Basket ball needs no introduction. It is probably the most popular game

played by girls. Through the work of the Executive Committee on Basket

Ball Rules, headed by Mrs. Senda Berenson Abbott, chairman, the playing

rules and the conditions under which the game may best be played have

been thoroughly studied and set forth in the Spalding Official Basket

Ball Guide for Women, No. 7A.

The game may be played either outdoors or indoors, depending upon

conditions. When the circumstances permit it is always desirable to

play out of doors. The writer is a firm believer in outdoor exercise

wherever and whenever possible, but there is a decided need for a

wholesome, interesting game for indoors during the long winter months.

Basket ball undoubtedly fills this need.

The game is played by two teams consisting of either five, six, seven,

or nine players each. If the teams play with five on a side, there are

two forwards, a center and two guards each; if with six on a side,

there are two centers each; if with seven, three centers; if with nine,

three forwards, three centers and three guards.

The court (floor or field) is divided into three equal parts. The

lines dividing the court are parallel to the end lines. They are known

as field lines. The reason the court is thus divided is to define

the space in which the various players may operate. Thus each set of

players can operate only on their third of the court, so that the line

game makes a minimum physical demand upon the player. That is, the

forwards of Team A and the guards of Team B may run only in the third

of the floor before the former’s basket; the centers of both teams in

the space in middle, and the guards of Team A and the forwards of Team

B in the third of the floor before the latter’s basket.

The three general positions call for three different kinds of skill.

The forwards should possess a good eye, should have the knack of

handling the ball well and should have agility and speed. The center

should have height, ability to get possession of the ball and the knack

of feeding well, that is, passing the ball to her forwards. The center

rarely shoots for the basket in the line game. The guards, as their

name implies, must prevent the opposing forwards from shooting a goal,

so must be quick, active and able to jump well.

The game begins with each team in position. The referee puts the ball

in play by tossing it up between the centers, who jump and bat it (they

must not catch it). When once in play the ball must be passed from

one player to another--not handled, nor rolled, nor kicked. Nor may

any player carry it, but she may bounce it once, taking not more than

two steps during the bounce. Thus the game is essentially one of team

play, which calls for fast, clever, clean co-operation in playing. The

play continues until a score is made, or a player fouls, or the ball

goes out of bounds. A score is made when a player shoots the ball into

the basket from the field, which counts two points for the score of

her team. A foul is made when a player of one side transgresses a rule

of the game--running with the ball, holding the ball more than three

seconds, touching over the line with some part of person, guarding too

closely, etc. When a player fouls, a free throw from a mark fifteen

feet from and directly in front of the basket is allowed to a forward

of the opposing side. When the ball passes through the basket, rim and

net, one point is added to the score of the team.

When the ball goes over the boundary lines, the game is stopped and the

ball is given to the nearest opponent of the girl who touched it last.

She then passes the ball to one of her teammates, thus starting play

again.

The winning of the game is determined by the scoring of the most

points (both field goals and free throws) in a given time--usually

fifteen-minute halves with a ten-minute intermission. Baskets are

exchanged at the end of the first half.

From my own experience and observation I find the average player is

weak in passing. One of the faults is inaccuracy. Every pass should

count; but if the pass is wild, thrown _at_ a teammate rather than _to_

one, much strength and time is wasted. Throw directly to an unguarded

player, or if she signals to send the pass to a certain spot, send

the pass there. Think carefully what results come from a careless,

inaccurate pass. It may end in fumbling, or the ball out of bounds, or

the ball obtained by opponent, waste of time, delaying the game.

The passing is apt to be slow. Get the ball out of your hands as

quickly as possible. To do this, every player must know the relative

positions of all her teammates. She must decide the moment the ball

touches her hands to whom she is going to pass, then pass quickly and

carefully. By quickly I do not mean hurriedly; I mean the player should

not hold the ball an undue length of time deciding what to do with it.

Many players have but one way of throwing the ball, always using the

same pass. Vary your passing according to the need. If a high ball

with a drop to it can be used, use it when your teammate is in a good

position to receive. But do not use this style of pass exclusively.

Try a short, swift pass. If when you are guarded for one pass, quickly

change to another, such as, from an overhead pass--both arms holding

ball high over head--to a low side pass--the arm held out toward the

side, the palm of hand around the ball, which rests on the flexed hand

and wrist. It takes a great deal of practice and team work to make the

passing perfect, but remember always be wide awake and alert, ready to

receive the ball.

Needless to say, the team work is the main factor. It is the way the

team plays, not the way one player stars, that counts.

Each of the different players has a different duty to perform. The

forwards have to shoot both field and foul goals. In shooting baskets,

it is of prime importance to have some chosen point on basket or back

board to aim at. Of course, there are many forwards who shoot at

random; goals are made, but many more are missed. Once this spot for

the aim is made definite--through much practice--the aim becomes surer.

Many a game has been lost through the inability to shoot foul goals.

The feet should toe the 15-foot line, slightly apart, fixed firmly

on the ground. The ball is held in both hands, palms flat on opposite

sides of the ball; the lace is turned toward the basket. The knees

are bent; the ball is carried forward and down, arms straight.

Simultaneously the knees are straightened, the arms are carried forward

and up, the ball leaves the hands. Just as the ball leaves the hands an

“English” is put on it. That is, the ball is twirled as it leaves the

hands. The advantage of the “English” lies in the fact that it serves

to make the ball shoot through the basket instead of bounding out,

as is often the case when it is tossed up a little off the true and

without the spin.

Good passing is necessary for the forwards. The forward should remember

never to shoot unless she is in a favorable position; one forward

should always stick close to the basket. Always try to keep free; pass

to your opponent whenever possible; never keep the ball selfishly in

order to gain a shot for yourself.

The center should realize the importance of this position. Naturally

the forwards cannot score goals unless the ball is sent to them. Thus,

the center should be alert and quick, free to receive the pass from the

guards and quick to send a good pass to her forwards, who should be

dodging their guards, trying to get in a favorable position. Often the

center can well make use of the bounce and step to get away from the

opposing center.

The guard has to remember that every time the forward gets the ball, if

she is good, she has a chance to get it in the basket. Thus, it should

be the main object of the guard to get the ball away from her end of

the field. Every guard should try to get the ball and send it out of

dangerous territory. Then she should stick closely to her forward,

guarding her as closely as the rules allow.

One fault of the guards is over-guarding. This is generally done

through over-anxiety. The guards should watch carefully so as not to

foul.

Jumper or middy blouse, bloomers and rubber-soled shoes make up the

accepted costume.

Above all, the element of good sportsmanship and fair play should enter

into every game, no matter how strenuous the playing, and the slogan of

the whole team should be, “Put the ball in the basket.”

BASKET BALL GAMES OR TOURNAMENT.

An umpire who is competent and fair should have entire jurisdiction

over the game. The game should be conducted in an orderly fashion,

according to the rules.

For a series or tournament, a set number of games should be played,

such as two out of three; the winner is then the champion. If more

than two teams play, the winners should play the winners, etc. Let me

impress the importance of set rules agreed to and known thoroughly by

every player; this saves much dispute and sometimes bitter feeling.

Leagues of basket ball teams, such as are to be found in some cities,

etc., organized for the purpose of clean sport and good fellowship,

have been extremely successful. Each team may play a set number of

games with every other team, the winner of the most games being the

champion of the league.

Gymnastics

Gymnastics, or work in a gymnasium, indoors or out, is recognized the

world over for its utility. The term gymnastics usually applies to a

group or class drilled by an instructor or coach. Gymnastic exercises

may be, however, adapted to fit an individual, prescribed for her by a

competent authority (which may be herself).

The very great and growing popularity of gymnastic exercise is due

to several facts. First of all, there is a general awakening to the

need for organized exercise at most schools and colleges and within

the ranks of many social organizations. Aside from walking, gymnastic

exercises, as they have been developed by the Swedes and the Germans,

are possibly the most obvious form of beneficial physical exercise.

Then this form of physical training has the very decided advantage

of being susceptible to the widest kind of application. It may be

graded so as to be beneficial to various groups of individuals of

varying physical development. It may be given in the most scientific

quantities--more so than any other form of exercise save walking.

It may be used as a drilling force to instill discipline--against

fire, for instance--in great groups of persons, for ability and

sufficient knowledge in handling one’s body quickly and efficiently in

a crowd under abnormal conditions is quite an important and necessary

accomplishment. In fact, everyone, no matter at what age, could do well

by her or his body to indulge in some form of calisthenics or gymnastic

exercise.

There are two main divisions of gymnastics--floor work and apparatus

work.

The floor work consists mainly of tactics, calisthenics, drills with

hand apparatus, such as wands, dumb bells, Indian clubs, etc., dancing

and posturing exercises.

The tactics consist mainly of marching by ones, twos, threes, fours,

etc., of flank marching, and of circle marching. Form in this counts

for a great deal together with quick execution of commands and memory

of the proper method by which the figure is to be executed. Perfect

form in marching consists of the head erect, the eyes straight ahead,

the shoulders back, the arms down straight at the sides, the palms of

the hands turned toward the body, the fingers close together; the toes

should be pointed and reach for the floor, so that the muscles of the

leg and the thigh can feel the effort made. Also the marchers should

observe carefully the space between each one and the straightness or

regularity of the line. Watch the person ahead of you and beside you.

This keeps the marching from being ragged.

In the calisthenics and drills--Indian clubs excepted--the most

used exercises are: the arm stretching or raising upward, downward,

sideward, forward; the bending of the head, trunk, arms, or legs; the

bending of the knees; the stretching of the legs; the lunges sideward

and forward; the raising and sinking on the toes. These are the

fundamental exercises and may be combined to form the different drills.

To attain perfect form in these, it is best to watch a competent

gymnast; after so doing it is possible, by careful imitation, to attain

good form yourself. These exercises may easily be practised in any

sufficient space, in front of a mirror when possible. It is well to

remember that form and grace are very important factors. Always keep in

mind that the lines of the body should be kept symmetrical; that a lot

of snap in executing the exercises is a help.

The Indian club drills consist of full arm swings, circles, dips, etc.

These can best be taught by a teacher. Form is the all-important factor

here also.

Dancing is divided into three separate groups: æsthetic, social,

and folk dancing. The æsthetic develops the natural grace of the

body; social dancing does this, too, but not to such a great extent.

There are many girls who feel ungainly and unnatural in the æsthetic

and social dances. For these are the folk dances. These dances are

a natural expression of joy and good humor. The girl who is most

unsuited to other types of dancing may enjoy and ultimately become very

efficient in folk dancing.

Posturing may be added here. This is practising and attaining the

correct poise and positions of the body.

Apparatus work consists of exercises on the following: stall bar,

horizontal bar, parallel bar, trapeze, swinging rings, traveling rings,

ropes, rope ladder, horizontal ladder, side horse, buck, etc.

The secret of success in apparatus work lies in the knowledge of

muscular control and of the balance of the body. By muscular control,

I mean the power to exert the proper amount of strength at the exact

moment; by balance, I mean adapting the weight of the body to the

strength. Apparatus work should be undertaken carefully--if possible,

under the supervision of an instructor; mats should always be placed

to break any fall. Too continued exercises tire even the best gymnast;

sometimes the girl does not realize she is tired. Between exercises

give yourself plenty of rest and relax your muscles.

As the subject is so extensive and so varied I can only mention a few

exercises. The most popular pieces of apparatus seem to be the side

horse, the parallel bars, and the swinging rings.

_The Side Horse._--The most elementary exercises on the horse are

the rests. The girl grasps the pommels of the horse and jumps to a

straight-arm position; the body is straight, weight on the arms. Or she

may jump to a kneeling position between the pommels; or she may jump to

her toes. There are different ways of ending these exercises, either

jumping back to the first position or jumping to the other side of

horse. Another exercise is to run, grasp the pommels with both hands,

arms straight, draw the legs up and shoot them between the pommels,

landing on opposite side of the horse. The landing may be straight or

by retaining a grip with one hand on the pommel, you can turn either to

the left or the right, according to the hand on pommel.

Next comes the vaults. In vaulting you must remember always to jump

from both feet from the center of the springboard. The best form in

vaulting is gotten by keeping the arms as straight as possible; the

body should be straight with toes pointing and together, the legs

thrown high in the air. The different kinds of vaults which may be

taken on either side are: The front vault; the face and front of the

body are turned above the top of the horse, the landing is made facing

the side. The flank or side vault; the side of the body is above the

horse, the landing is made between the pommels with the back toward the

horse. The back vault; the back of body is over the horse, the landing

is the same as the side vault. The wolf vault; for the right side, the

left leg passes through pommels, the right leg passes over the right

pommel; as the right leg passes over the pommel, the right hand is

taken away so that leg may pass; the hold is kept by the left hand.

Same for left side, except leg and hand used are the left instead of

the right.

Besides the vaults there are cuts, circles, dives, and inversions,

which may be acquired by practice.

_Parallel Bars._--As on the horse, the most elementary are the rest

positions. Jumps to straight arm position at sides or ends accompanied

by lifting of arms and legs, etc. It is important that every gymnast

know how to swing and vault well on the bars. For the swing, the

hands grasp the bars directly opposite each other. You then jump to a

straight-arm position. To start to swing, the heels are drawn back, the

legs brought forward and upward with free movement from the hips. The

head should be held up, trunk kept erect, legs straight, toes pointed

and together. For the front vault, the front of body faces the bar; for

the back vault, the back of the body is over the bar.

On both the horse and the parallel bars are a multitude of cuts and

circles combined with each other and with vaults.

_Flying Rings._--The proper way to swing on the rings is to have the

rings at such a height so that the arms are straight and the feet touch

the ground comfortably. Then step backward, grasping the rings, one

in each hand, until the tips of the toes just touch the ground; run

forward, swing the legs forward and upward from the hips. As the body

swings backward, touch the floor with both feet as if stepping; do the

same on the forward swing. The legs in swinging should be kept straight

both forward and backward, toes together. Another popular exercise on

the rings is the inversion, that is, hanging head down, feet in air,

the body straight.

There are many exercises on these three pieces of apparatus together

with those on the other apparatus, for which there is not room in this

book.

GYMNASTIC MEET OR EXHIBITION.

An interesting event at many gymnasiums is a meet or exhibition--in

case of school, college, or club, generally the results of the year’s

work. If these events are competitive or non-competitive, it is, for

the most part, the most carefully practised work by the most proficient

girls.

If these events are judged, the judges, as a rule, have a certain mark,

such as 10, for each event. If the performance of the event is perfect,

then the number won for that event is 10; if nearly perfect, then 9 is

given, etc. The judges consider entrance; general appearance, such as

neatness, regularity of order, etc.; manner of executing the exercise,

such as form, position, memory, rhythm, etc.; the finish or exit. All

of these factors are taken into account by the judges in scoring.

Whether for individual or group prizes, it is advisable to have

competent judges who have a decided system of marking. Usually there

are three judges, each marking the score independently of the others.

Comparisons are made at the end of each event. The scores of all judges

for each performer are added together and divided by three (or as

many times as there are judges) and the result is the score for the

performer.

Track Athletics

Everybody knows that a certain amount of exercise is beneficial to all

persons physically able to indulge. But there are still many protests

against more active competitive exercise. In particular, track and

field athletics for girls and women have been criticised. Of course,

it is only reasonable to admit that for a girl physically unfit,

over-indulgence in track work is a mistake. But in these days when the

majority of schools and colleges have competent teachers for their

athletic work, and when the girls are allowed to participate in events

only after a thorough medical examination, the danger from track work

seems to be rapidly diminishing.

Tennis, basket ball and battle ball were the first competitive sports

to be widely participated in by the colleges. Miss Harriet Ballintine,

Director of Physical Culture at Vassar College, thus tells of the

beginning of track and field sports for women in her book, “The History

of Physical Training at Vassar College”: “Following basket and battle

ball a demand was made for other out-of-door activities. The students

became interested in hurdling, running and jumping, etc. They organized

an athletic association and in November, 1895, the first field day

was held. This was the beginning of track and field sports for women.

Before this time there was no record of girls taking part in such

competitive events. In 1896 at the Harvard Summer School a course in

athletic training was opened to women. This first class was composed

principally of teachers from schools and colleges whose students had

asked for instruction in athletics. After Vassar’s first field day many

schools and colleges became interested in such contests. Previous to

1896 a course in athletics had been offered to women at the Chautauqua

Summer School, but as there was no demand for it, the Harvard Summer

School was, therefore, the first school to give systematic instruction

to girls in track and field sports. This first class in athletics for

women was in charge of Mr. James Lathrop, for many years athletic

trainer at Harvard and instructor in the Theory and Practice of

Athletics at the Summer School. He ordered for Miss Eva G. May, then an

instructor in the gymnasium at Vassar, the first pair of spiked running

shoes ever made for a woman. The Vassar College Athletic Association

provided these running shoes for every student who entered field day.”

One of the main difficulties in track work at the present time is that

there is no set standard for coaches and participants to use. A very

creditable attempt has been made by Dr. Harry E. Stewart, Physical

Director of the New Haven Normal School of Gymnastics, to collect the

records made by girls and women. (See Spalding’s Athletic Almanac,

published annually.) However, it is not the exceptional girl who is of

the record-breaking ability that should be considered entirely. Track

work should be first regarded from the point of view of exercise. The

equipment for track work should be supervised carefully. The clothing

worn should be the lightest and the least harmful to the limbs. Light

shirt waist or middy blouse, bloomers, spiked or rubber-soled shoes

should be adopted. The track itself should be level and smooth, the

jumping pits soft so that there is no jar, and the throwing events

should have plenty of room.

[Illustration: One of the hardest faults to overcome in shot putting is

to stay within the circle. The girl in the picture does not get all of

the ground in the circle that she might, nor is her left hand helping

her get the shot “up” with her right.]

[Illustration: The last relay! The runner on the outside gives a slight

advantage to her teammate. Perhaps it is enough to counteract the

advantage gained by the other team when they won the “pole.”]

[Illustration: Over the bar in the high jump. In order to successfully

complete her try this jumper will have to “scissors” her left foot

over.]

[Illustration: Field Day--An exciting hurdle race.]

TRACK.

The track, if possible, should be a straight 100 yards. If the work is

done inside it is necessary to work on the circular track or on the

floor of the gymnasium. A cinder track is the most desirable if it can

be procured. First the earth is dug up, then mixed with coarse ashes;

the earth and coarse ashes are then packed down; fine ashes are mixed

on the top layer. The whole track is then wet thoroughly and rolled

until level and smooth. The track is generally divided into lanes,

three feet six inches in width, and is made wide enough to have four

lanes.

DISTANCES.

There are a variety of distances from 25 yards to the 100 on the

straight track, and the 220 and the 440 on the circular track. A few

coaches still believe that the long sprints--220 and 440--are not

injurious, while others contend that the half-mile is not so harmful.

However, the 50, 75, and 100-yard dashes seem to be most common at

different schools and colleges. According to the records collected

by Mr. Stewart, 12 seconds is the best time for the 100-yard; 8-3/5

seconds for the 75-yard; 6 seconds for the 50-yard. The other dashes

noted by him are the 25-yard, 3-4/5 seconds; 30-yard, 4-3/5 seconds;

40-yard, 5-1/5 seconds; 60-yard, 8 seconds; 80-yard, 11 seconds. Also

the 220-yard, 30-3/5 seconds, and 440 yard, 1 minute and 16 seconds.

There is also a short relay, 300 yards, four girls, each running 75

yards. This race is very popular at the colleges.

HURDLES.

As in the running races so in the hurdles there is a wide difference of

opinion as to length and as to height of hurdles and number of hurdles.

The 100-yard hurdle race seems very popular, 8 hurdles, varying from

1-1/2, 2 or 2-1/2 feet in height. There is also the 120-yard, 10

hurdles, 14 inches high; 90-yard, 7 hurdles, 1-1/2 and 2-1/2 feet in

height; 80-yard, 6 hurdles, 2-1/2 feet; 65-yard, 6 hurdles, 2-1/2

feet; 60-yard, 4 hurdles, 2-1/2 feet; 60-yard, 3 hurdles, 2-1/2 feet;

50-yard, 4 hurdles, 2 feet; 40-yard, 5 hurdles, 2 feet; 40-yard, 4

hurdles, 1-1/2 feet. There is a great variety of choice.

The hurdles should be arranged: First hurdle, 15 yards from start and

each hurdle 10 yards apart, allowing 15 yards between last hurdle and

finish line.

In a pamphlet reprinted from the American Physical Education Review,

January, 1916, “A Survey of Track Athletics for Women,” Mr. Stewart has

made the following selection in order to standardize track events.

_Junior Events:_ 50-yard dash

75-yard dash

60-yard, four 2-foot hurdles

Standing broad jump

Running broad jump

Running hop, step and jump

Base ball throw

Basket ball throw

_Senior Events:_ 50-yard dash

100-yard dash

100-yard, eight 2-1/2-foot hurdles

Standing broad jump

Running broad jump

Running high jump

Running hop, step and jump

8-pound shot-put

Base ball throw

Basket ball throw

Mr. Stewart also says: “Only the exceptional girl should pole vault,

run the 220-yard race, or put the 12-pound shot. Hurl ball (Sargent),

discus (free style), javelin throw, standing high jump, and many other

events are good, but the above groups seem sufficient and best adapted

to competitive work.”

JUMPING.

While all jumping may be done in one pit, where the space is available

it is better to have one pit for the high jumps, one for the running

broad, one for hop, step and jump, another for the pole vault.

The pits should be soft. All pits are made the same way but differ in

size. The earth should be dug up to a depth of at least a foot and a

half. If ground is hard, pits should be deeper. This soft dug-up earth

should be equally mixed with sand or sawdust or both. Pits should be

kept well raked up and not allowed to become packed.

For the high jump the pit should be wide, at least eight feet in width

and six or seven feet long. For high jumping, two adjustable standards

and a bamboo or thin cross-bar are required. These standards are placed

six feet apart, directly opposite each other in a straight line. The

standards are perforated by little round holes into which the pegs (not

more than 3 inches long) are inserted to hold the cross-bar. There

should be a runway or approach of at least twenty yards. There is _no

take-off_.

For the running broad jump there is a runway--cinder track, if

possible--20 to 30 yards in length, 3 feet in width. A take-off is

sunk, marking division between runway and pit. This is a planed joist,

5 inches wide, sunk into ground so that top is on a level with runway,

and painted white. The pit should be at least 25 feet long and about 6

feet wide. This may also be used for standing broad. The pit for the

hop, step and jump is constructed in the same way.

For the pole vault the uprights should be 10 feet apart, placed

opposite each other. There is a runway--cinder track, if

possible--about 20 or 25 yards long, 10 feet wide. Between the two

uprights a plank 16 inches deep should be sunk, 2 inches of which

should be above ground level. In front of plank, in center, a hole 5 or

6 inches deep should be dug.

PUTTING THE SHOT.

The contestant stands in a 7-foot circle and the put or throw must be

made from within the circle. It is a foul for either foot to touch

the ground outside until the shot has landed. A toe board raised 4 or

5 inches above the ground and sunk firmly into the earth should form

about one-quarter of the circle. Spalding’s official 8 and 12-pound

shots are used.

SPRINTING.

From my own observation, I have seen few girls that really know how to

run. One great trouble is that the instinct is to run as speedily as

possible from the minute you get on the track. First of all you should

learn to run well in good form. I shall try to give a few hints to the

runner which may be helpful.

_Head._--The head should be up, the eyes looking straight ahead and

firmly fixed on the finish line.

_Shoulders._--The shoulders should be kept straight up and back, not

allowed to wiggle from side to side.

_Body._--The whole trunk from waistline up, however, should be bent

slightly forward.

_Arms_.--The arms should be held loosely in a bent position, the

forearm at right angles with the upper arm. The movement of the arms

should be controlled; they should be allowed to swing forward and

backward in accordance with the motion of the rest of the body. Many

runners do not control the swinging of the arms, letting them flap

sideward, downward, thus wasting energy. Some runners use cork grips

for the hands; personally, I prefer to run with my hands clenched into

a fist.

_Legs._--Many runners make the mistake in thinking the longer your

stride, the better your form and the faster you run. If you have a long

stride it is often apt to be very helpful, but the runner should not

try to take an abnormally long stride. By that I mean take only as long

a stride as you can manage without strain, or without appearing to be

running in leaps and bounds. Neither should the knees be dashed high in

front.

_Feet._--A great deal in running depends upon the way the feet are

placed. The toe of the foot should reach out for the ground; the toe

should be pointed straight ahead and each foot should be put down on

the ground directly in front of its former position. The runner should

take care not to run heavily, and she should, whether in practice or

competition, always stride well up on her toes.

In running you should always think of yourself as a unit, running

with the smoothest possible action. Some runners are not units, but

arms, legs, body and knees, all wobbling in different ways, giving the

general appearance of falling apart. Yet you must not go too far the

other way, that is, don’t run tensely. Be limber but not loose. Try to

get all the spring and lightness possible. To do this get the balance

over the feet; don’t run with balance too far forward or too far back.

_The Start._--The crouch start is conceded to be the best. This should

be practised until the runner learns to get away at the word “go,”

to get the proper push with the rear leg, and to rise to an upright

position gradually. There are three counts for the crouching start:

“Get ready.” The fingers are placed just behind starting line; the

arms should be carried straight down from the shoulders, thus making

the hands shoulder width apart; the runners then kneel on one knee,

either right or left, according to preference; the toe of the forward

foot should be as close to starting line as is comfortable for runner;

the knee of rear leg should be on a line with front leg, close up to

it, with lower part of leg (that is, below the knee) reaching back

as far as possible in a straight line from the knee. A hole should be

dug for the toe of each foot. “Get set.” The rear knee is raised, the

whole body tense ready for the spring; the weight is thrown over the

front knee so that the toe of front foot feels the weight and can get

a good push over; the head is up; the whole strength of the body seems

concentrated in the muscles used in springing forward. “Go” (or the

pistol shot). The sprinter springs forward with all the force possible

from the front foot. But she should not assume an upright position at

once, but gradually, after three or four strides have been taken. In

other starts you stand upright with one leg back, other leg front.

Front leg is slightly bent, weight of body is over front leg.

HURDLING.

In hurdling, the crouching start is very important. All the form of

sprinting should be considered and also there should be perfect form

over the hurdles. A girl may be a fast runner, but if she cannot take

the hurdles well and quickly she will be defeated by a slower girl

who can. Many hurdlers twist toward the side, or, in landing, land

too far to one side of hurdle. First the approach from the start to

the first hurdle should be carefully measured by strides. The runner

should always take just this number of strides. The strides between

each hurdle should be counted also. Then a mark should be made in front

of each hurdle, from which point the hurdler should always rise to

the hurdles. The long low stride is the best over the hurdles. There

are two forms of hurdling, that of the leg bent sideways, usually

recommended for girls, and the “straight-leg.” For the first, the

front leg--leg first over the hurdle in the stride--is bent across the

other leg; the arms are stretched out toward the side; the rear leg

is trailed over the hurdle; the front foot reaches the ground first,

the hurdler landing squarely on the ball of the foot, the toe pointed

straight ahead. Personally, I prefer the “straight-leg” hurdle to the

“side-leg” style. In the latter the rise over the hurdle is greater,

the upright position of the trunk meets more resistance from the air,

the landing is made with more of a jar. In the “straight-leg” the

stride over hurdle is long and as low as possible; the body is bent

as far over the front leg as possible; the front leg shoots over the

hurdle straight, for as great a distance as possible, the arm (on

same side of body) is forward when leg is; the rear leg is trailed,

extending slightly to the side from the thigh to the toe; the weight

of body is as far forward as possible, thus enabling a longer stride;

the front foot should land on ground, on the ball, toe pointed forward;

the rear foot should be ready to shoot out for next stride. My advice

is for hurdlers to practice until they are sure of themselves before

running in a race. They must not hesitate before hurdles, thus forced

to jump off both feet. The rise should be with the least possible

effort; the landing should be light, the runner immediately resuming

the stride. Never be afraid of a hurdle. Practice until you are perfect

and sure of yourself, and sure of the hurdle. Confidence makes you

successful.

RUNNING BROAD JUMP.

There are two important parts to the running broad jump--the run and

the jump. The run should not be so long as to tire the jumper. The

first few strides are slow, then at a mark placed by the jumper the

speed increases until the take-off is reached. The momentum gathered

in this run aids in the jump greatly, thus it is important that a mark

be made the proper number of strides away from the take-off. The foot

which takes the jump from the take-off should always be the same one,

therefore the strides before the take-off should be carefully observed.

A spring is made when the foot lands on the take-off. It is a foul

to step over the take-off. After the jumper has given the best leap

possible from the ball of the foot on the take-off, she tries to

augment this leap by drawing her legs up under her, throwing her arms

up and forward. When nearing ground the feet should shoot forward, the

whole body thrown so that the balance is forward. This insures a better

landing. The jump should be high. Many coaches teach the girls to jump

over a bar, thus forming a habit of getting height. It is always well

to fix your eye on a point about four feet high and beyond the distance

you can jump. Fix your eye on this at the beginning of the run and keep

it there until a landing is made.

STANDING BROAD JUMP.

The jumper stands with both feet on the take-off, toes overlapping the

outer edge to get a grip. Many jumpers like to rock back and forth on

the toes, knees slightly bent; the arms also are swung gently backward

and forward. When the jumper is ready to spring, the arms should be

held above the head and brought back with a snap as the spring is made,

with the knees bent forward and all the strength concentrated for the

jump. As in the running broad, the jump should be high, thus the eyes

should be fixed on a spot high and beyond the distance you expect to

jump. While in the air, shoot the arms, legs and body as far forward as

possible in order to gain distance.

RUNNING HOP, STEP AND JUMP.

The run is the same as in the running broad jump, except at the end

instead of jumping you first take a hop, immediately followed by a

step and then a jump. The hop ends on the same foot which landed on

the take-off; then the step, the opposite foot landing on the ground;

then the jump is taken from the foot then on the ground. The greatest

effort should be in the jump; the other two should not take such a lot

of effort that the speed is slowed up.

RUNNING HIGH JUMP.

As in the running broad jump, the girl should have a mark by which she

can tell the point where her speed should be increased. The same foot

should always be brought to the same position for jumping; thus, the

number of strides should be carefully taken from the mark to the bar

every time. Some jumpers approach from the left, some from the right.

The spring is taken from the ball of the foot nearest to the bar at

a distance determined by practice, usually three to four feet. The

nearer leg is thrown over the bar. As the nearer leg is thrown high,

the far leg with a strong push leaves the ground; thus, as the near leg

is coming down the far leg is going up and over the bar. It is often

advisable to throw the body away from the bar.

It is bad form to touch or knock the cross-bar.

STANDING HIGH JUMP.

The form of the standing high is the same, except that the jumper

stands about a foot away from the bar, side turned toward it. As in the

broad jump, she may gather speed by swinging the arms and rocking on

the toes until strength is summoned for the spring. The feet must not

leave the ground until the spring is made.

POLE VAULT.

As in the jumps, the pole vaulter must determine her run to the point

where the foot makes the spring. She should run slowly until the point

for the faster run is marked, then she should gather speed and come to

the spot from which spring is taken. The spring should always be taken

from the same foot, and the run should always start with this foot.

The pole should be grasped with both hands, the palm of the lower hand

facing inward and the top hand outward. The vaulter should grasp the

pole at the height of the cross-bar, which she measures on pole at each

increase of height and at each trial.

During the run the pole is held across the body, with the hands

gripping the pole at proper spot; then the pole is placed in the hole

in front of cross-bar and a spring is taken from the foot; the arm

underneath should be straight, the one above bent; as the pole swings

to a vertical position the body swings up, and if the vaulter is strong

enough in the arms she should slide the lower hand up to the top one;

an extra push is given to propel the body over the bar as the pole is

released. While crossing the bar the body should be arched; in falling,

the face should be downward. The landing should be easy and light.

SHOT PUT.

The competitor must stay within the circle and must not step over the

toe board. If the shot is held in the right hand, the left side of the

body is turned in the direction shot is going; the weight is on the

right foot, the left foot and left arm are raised to help the balance

of the body; the shot is carried in right hand, which is held up

slightly above the shoulder, elbow of right arm bent and well back, and

held as close as possible to the ribs. A quick hop forward is taken,

the same position is retained; then the body is turned, the weight

transferred to the left leg, and as this is done the shot is thrust

forward, with the weight and entire strength of body behind the throw;

the right foot comes forward to preserve the balance; the toe should be

against the springboard.

It is important to learn the correct form in shot putting, thus it is

advisable to practice with a light weight.

BASKET BALL THROW.

This throw is similar to the shot put in form, the ball being held

high over the body. It is a foul to step outside the circle, 6 feet in

diameter. The ball also may be thrown from the flexed wrist position,

that is, the ball rests in palm of hand and on the bent wrist. In both

the throws the ball is thrown after a spring on the right foot is

taken. It is better to throw the ball high.

BASE BALL THROW.

As in the basket ball throw, the base ball throw should have height.

The throw must be an overhand throw and the competitor must not step

out of the circle. The ball is grasped by some people by the first two

fingers and the thumb, the other two fingers are bent into the palm.

HURL BALL THROW.

The regulation hurl ball has a short strap on it. This strap is grasped

in one hand; the side of body is turned in direction the ball is going;

the ball is carried high overhead and then down, describing a circle; a

hop forward is taken, the ball released as it is starting up--this then

insures height.

JAVELIN THROW.

The javelin is grasped by one hand or by both hands. The center of

balance is found on the javelin; here it is gripped by the hand, the

first and second fingers and thumb holding it; the hand should be over

the shoulder; a short run should be taken; then, with right foot back

and all the weight on it, the javelin is carried back; then the arm,

shoulder, and body come quickly forward, the hand releases the javelin

and the weight is on the left (forward) foot. The competitor may not

cross the board or the mark.

DISCUS THROW.

The discus is thrown in two ways:

1. Free Style.--The discus is held in the palm of the right hand, the

edge resting between the first and second joints of the fingers. The

flight is guided by means of the index finger. The right hand is swung

down and across the body; the right foot is at the rear of circle, the

left a little forward; when the right hand has been swung back to the

maximum reach of the arm, the thrower should pivot on the left heel,

then she should crouch, straighten body and throw the discus, making

a spring so that the feet are changed; thus, right foot is back, left

forward.

2. Greek Style.--This is generally from a block or pedestal; the

competitor, right leg forward, holds the discus in both hands overhead,

then the discus is shifted to the right hand, which is brought down

and back as far as possible. The knees are bent. Now the knees are

straightened, a jump forward is taken and discus is hurled in the air.

* * * * *

The main difficulty with track athletics is that they are overdone,

that is, a girl does not consider her strength. In training a horse,

the trainer does not urge it to tear over the course two or three

times at full speed. This is just the way some girls think they are

improving their running or jumping, getting to the top form sometimes

two or three times a day.

It is advisable to practice for form slowly at first, then increase

your effort. In this way then your maximum effort can be made when you

are perfect in form and condition; not too jaded by overwork to do your

best or so used to hurried efforts that your form is neglected.

One of the great troubles with girls in athletics is that they pitch

in too strenuously, with too much enthusiasm. This exuberance should

be carefully diverted into the proper channels by the coach. Confine

yourself to a few events, all of which you can do well. It is a useless

waste of energy to spend your strength in events for which you are

too tired to perfect your form. Not only do you owe to your coach and

your school or college the responsibility for your good health, but to

yourself. Therefore never over-exert in track work.

A coach plays a very great part in track athletics and should watch

closely over the girls. If any of them seem tired or stale, let them

rest for three or four days. Don’t, in your desire and enthusiasm,

forget that more harm may be done through overwork and too strict

training than in more obvious ways.

How to Conduct a Track Meet

THE COMPETITORS.

Every athlete should be entered in the meet a sufficient time before in

order that the places, events and handicaps may be arranged. Handicaps

may be granted if a mediocre runner is running with one of stellar

ability. Every athlete should have a number.

THE OFFICIALS.

_Referee._--The referee has entire charge of the meet and is

responsible for the good conduct of the meet. All fouls are dealt with

by her. She may disqualify an offender and give the runner fouled

another trial, or allow a new race to be run.

_The Clerk of the Course._--This position deals mainly with the

executive part of the meet. The clerk of the course sees that the

events are run in order and on scheduled time. She sees that the

contestants are called on time for their events. She also assigns the

contestants to their places--1st, 2nd, 3rd lane, etc.--for the races.

_Starter._--The starter gives the signal. As a rule, the pistol is the

signal for the start. The starter should have a blank cartridge pistol,

which she fires up into the air. The signals are: (1) “On your mark!”

(2) “Get set!” (3) “Pistol.” The starter may penalize for a false start

or for beating the pistol, that is, anticipating the pistol shot. She

may disqualify if a runner deliberately starts ahead of the mark.

_Inspectors._--These officials watch for fouls in a race, such as,

impeding a runner; coaching during the race; crossing into another

lane; grasping tape in hands; knocking over a hurdle.

_Judges at Finish._--These judge the order of the runners at finish

line--1st, 2nd, 3rd, etc.

_Timekeeper._--The timekeeper must use a stopwatch and must stand at

the finish line. As soon as a runner touches tape or crosses line the

timekeeper stops her watch, which was started at pistol shot. There

should be at least one timekeeper for each of the first three runners.

_Field Judges._--These judges have entire charge of field events.

_Scorer._--Scorer keeps the official places and times of the

participants.

RACES.

_The Start._--First false start is penalized a yard; second, a yard

more; third, disqualifies. Any foul during race or start disqualifies.

A tape or strand of worsted is stretched (about four feet high) across

the track; the winner must breast this tape, arms raised. Every other

runner must cross the finish line.

In a hurdle race the hurdles are placed 15 yards from start and 15

yards from finish line, allowing 10 yards in between each hurdle. The

hurdler may knock down or over two hurdles and still win, but she is

disqualified for the third. No record stands if a hurdle has been

knocked over. All other rules for racing hold.

In the relay race the first girl to run starts at pistol; she or each

succeeding runner must touch the hand of or hand the baton to the

following runner. The last girl running must cross the finish line. No

runner may run twice in a relay. All other rules for races are the same.

_Jumping._--Each competitor may have three trials, but she may take but

one or two of those if she prefers.

_Running Broad Jump._--It is a foul to touch the ground with the foot

on the farther side of the take-off. This counts as one trial. It is a

foul to balk, that is, to run over the take-off without jumping. The

longest jump is scored. The distance is measured by a field judge from

the take-off to the nearest mark left by jumper.

_Standing Broad Jump._--It is a foul to take a preliminary spring

or jump or to touch the earth in front of take-off with the foot.

Measurement same as running broad jump.

_Running Hop, Step, and Jump._--Fouls and measurements same as running

broad.

_Running High Jump._--Each competitor has three trials for each height.

Unless she clears the bar without knocking it off it is a failure. It

is counted a trial if the runner balks and does not jump. It is counted

a trial to grasp the cross-bar. The bar is fixed at different heights;

it is also well to measure bar in middle to determine exact height.

_Standing High Jump._--No preliminary jump or spring may be made.

Measurement is the same as in running high jump.

_Pole Vault._--Each has three trials for each height. A vaulter is

allowed to balk--that is, run without vaulting--but two balks count as

a try. If the cross-bar is knocked off it is a failure.

_Weight Throwing._--Each has three trials. The distance is measured

from the toe board to the nearest mark left by shot. It is a foul to

touch with any part of person over the toe board or out of circle. It

is a foul to throw the shot instead of putting it straight out from the

shoulder. It counts as a try to drop the shot.

_Base Ball Throw._--Same as shot put.

_Basket Ball Throw._--Same as shot put.

_Javelin Throw._--Same as shot put.

_Discus Throw._--Same as shot put.

_Score._--The score for first place is generally 5 points; second

place, 3 points; third, 1 point. If there is a tie the competitors

divide the points. If tied for first place, the sum of first and second

points is divided; same for tie for second place.

Field Day

Field Day is essentially one on which field sports are participated

in. It is usually held annually. By field sports are meant the throws,

the weight and jumping events described in the chapter on Track

Athletics. Field Day, however, has various interpretations; it may be

for celebration, or for exhibitions, or for competition. As the title

indicates, Field Day is an out-of-door function.

If it is a gala day for celebration, there may be different kinds of

dances--interpretative dances, æsthetic dances, May pole dancing,

and folk dances; there may be drills of various kinds, such as are

mentioned in the chapter on Gymnastics; there may be tournament meets

or games.

Field Day as an exhibition may consist of different dances, drills and

sports, or games that have been practised during the year and that are

displayed now in order to show the results obtained.

The Field Day in which dancing and drills play an important part is

often enlivened by the use of colors. Scarfs, streamers or bands of

striking colors lend an effective note to a dance. For the drills a

uniform costume with a distinguishing streak of color is the most

suitable. As modern people like to be entertained, mock games,

“stunts,” and such races as three-legged, sack, and potato, may be

used. The object of the “mock games” and “stunts” is to amuse as much

as possible. There is very little element of sport that enters in.

In the games, players used to certain positions may play entirely

different ones; or they may be dressed up in popular “take-offs”

(imitations).

The third interpretation of Field Day is one for the purpose of holding

competitive sports or games. In fact, Field Day is often held annually

to decide the winners or the champions in the sports indulged in during

the year; or Field Day is the day of the annual track and field meet.

A method for competition in each sport is suggested at the end of each

respective chapter.

Walking

There is a vast amount of difference between a real walk and a

so-called walk. A saunter along the city streets in high-heeled pumps

and clothing too restricted to allow a free stride and room for deep

breathing is not a real walk, especially as it usually consists of

stops, such as gazing at shop windows or sampling the confections

of the various stores. A real walk is entirely different, with the

walker reaping all the benefits derivable from fresh air and muscular

activity. There are two kinds of real walking--non-competitive and

competitive.

To deal first with non-competitive walking, which is for the sheer joy

of exercise and fresh air, there are three maxims to be remembered by

the walker, namely, distance, form and clothing.

_Distance._--The walker should have an objective point, but the

distance should never be longer than can be accomplished without

extreme effort. It never pays to over-exert. When tired, the walker

should rest or stop, but never give up when the tired feeling is merely

imaginary. Cover up well when resting or upon stopping. The main

trouble often is that an unaccustomed walker will try to keep pace with

a walker of long experience. The unaccustomed walker is then apt to

walk too fast, too far or too long. Be conservative in the distance at

first, then increase it as your experience increases.

_Form._--Many walkers fail to derive entire benefit from their exercise

because they walk badly. The head should be up, shoulders erect, chest

forward, so that there is plenty of room for deep breathing. How many

walkers fail to breathe deeply and gloriously! How many walkers gasp

for breath and puff and plod along the way! Then the arms often are

allowed to swing too violently, thus wasting a lot of energy. Watch

your arms; don’t let them imitate pump handles. Let them move freely

but gently. The legs, of course, are kept straight; the foot should be

put down so that the toe and ball of foot are on the ground a fraction

of a second before the heel. Be careful that you don’t come thundering

down on your heels or come down with the whole foot flat.

_Clothing._--The importance of clothing is often disregarded, for

the most part through thoughtlessness. The shoes worn should be

comfortable--low-heeled, broad toes, a medium rubber or leather sole.

The skirt should be short enough and wide enough to allow perfect

freedom of stride. The clothing around the body should be loose enough

to allow free play of the muscles and ample chest expansion. Dress

warmly, but do not start with so much clothing that you will soon

become overheated.

TRAMPS OR HIKES.

One of the most enjoyable forms of walking is a weekly series of tramps

or hikes. This is an extremely beneficial form of outdoor exercise

for a school or a club to indulge in. Everybody can join in. A leader

should be appointed or elected and a committee chosen to arrange a

schedule of tramps. Start out with an objective point of local or

historical interest that will make a walk of not more than four

or five miles for the first attempt. The distance can be gradually

increased as the walkers become accustomed until finally they can take

all day trips. Such a day spent by a jolly group of girls gives not

only valuable physical development but also combines exercise with

social enjoyment.

Good advice to the walker is: Breathe deeply; walk briskly; take a walk

as often and as regularly as possible although it may be but a short

one.

COMPETITIVE WALKING.

Competitive walking may be for distance--greatest distance in a

set time; or for time--fastest time for a set distance. As in all

competitive sports, competitive walking should be watched for

over-exertion, nerve strain and exhaustion. In the walk the arms are

bent; one foot must be on the ground when other is off or the official

will call a foul for running. The form is called the “heel and toe”

walk, the heel of one foot leaving the ground as the toe of other foot

comes down.

The rules for walking are very similar to those of running or

sprinting. The competitor must start from behind a starting line, at a

given signal, usually a gun. The distance of the race is measured and

there is either a tape to be breasted or a finish line on the track to

be crossed. False starts are penalized as in track (Page 65). Two fouls

making the offender liable to disqualification are: running, i. e.,

having both feet off the ground at the same time; interfering with or

impeding another competitor.

[Illustration: A hike in the open is one of the best ways for a group

of girls to spend a day. These girls are not hampered by cumbersome

clothes--doubtless they are all enjoying themselves and learning the

wonders of nature.]

[Illustration: Ice Hockey--Dribbling the puck down the ice, defending

players have covered the teammates of the dribbler to prevent a

successful pass. At the same time the defense is alert to stop the

dribble.]

Golf

Golf, like tennis, is a favorite outdoor game. It is essentially an

open weather game, but it may be played all the year around. It is

deservedly popular because it combines cross-country walking, with all

of its many benefits, and a peculiar skill with a variety of implements

or clubs.

Anybody--woman, girl or child in her teens--who has perseverance can

make a golfer. No great strength is necessary. The only requisites are

a good eye, persistence, a good teacher and the facilities of a course.

Fortunate is the person who at an early age learned his or her golf

from a competent instructor, and fortunate is the person who has the

facilities of a golf course either public or private.

The standard golf course is of eighteen holes. The average hole is

300 yards or more, although the distances usually vary from 125 yards

to 600 yards and of a total length of upward of 6,000 yards. Should

a player play straight over the course it will be seen that a single

round would usually require a walk of four miles. Play is started from

a driving green--a leveled mound of earth. The ball is teed-up on the

driving green by placing a pinch of fine sand on the green and the

ball upon it so that it is a half inch or more above the surface. The

driver, a wooden club with a heavy head or sole, is used and the ball

sent with a full stroke as far on its way to the hole as possible.

Usually the space immediately in front of the tee for 50 or 75 yards

is rough ground, terminating with a bunker and sand pit or some other

form of hazard such as a brook, etc. Then comes the fair green, a more

or less level grassy stretch extending to within a few yards of the

putting green, which contains the hole or cup. On either side of the

fair green is the rough, which is long grass, sand, water and other

hazards. Usually the putting green is surrounded by traps such as sand

pits, bunkers or mounds of earth and water hazards, while often a brook

trickles through the fair green. The object of the game is to negotiate

the course in the fewest number of strokes.

The drive from the tee should carry one over the first rough and over

the first bunker or trap and well on to the fair green. On the fair

green, if the hole is a long one and the lie of the ball favorable,

the club used to send the ball again on its way is the brassie, which

is a wooden club quite similar to the driver. It has a wooden head or

sole, but the bottom of the head is plaited with a strip of brass to

protect the wood, as the ball must be picked up off the ground without

the aid of teeing. The drive for a girl should net a hundred yards,

more or less, and the brassie stroke about the same. Often the lie of

the ball on the fair green is not favorable to a brassie stroke, in

which case an iron club with a pitch to the head of the club with which

to loft the ball is used. This may be the mid-iron, the cleek, the

mashie-niblic, or the mashie. The last named club is sometimes called

the lofter and is used mainly for approaching the hole from off the

green from distances of a hundred yards or less. The putting green is

a very well levelled surface of extremely fine grass in which the cap

is sunk. Putting greens vary from very fine levels likened to billiard

tables to undulating slopes. The club to use on this green is the

putter.

When a player is unfortunate enough to send the ball into the rough or

long grass, a heavy iron club such as the mashie-niblic or mid-iron is

used. And when the ball is sent into the sand or in a bunker the niblic

is played. This club has a very heavy sole with a decided pitch for

lofting and sends the ball high into the air out of trouble and on to

the fair green when the stroke is played properly.

In learning to putt, the game of Clock Golf, found on most good

courses, is a great help for it means that a girl may get diversion

while _grasping_ the fundamentals. The first question in putting, as

with every club, is _to establish the most efficient grip_. There

are two classes of grips--the overlapping grip and the regular or

two-handed grip. The _former is the more modern grip and is, I believe,

the more efficient_. The left hand is placed nearly at the end of the

club. The right hand is so placed that the little finger of the right

overlaps the first finger of the left, and the left thumb is almost

entirely covered by the right hand. This grip brings the wrists closer

together than the two-handed method and so produces greater harmony of

action in the swing.

With the grip established, the next fundamental is the stance and

address. Draw an imaginary line from the ball to the hole; stand behind

the line with heels together--feet at right angles to each other, the

left foot pointing toward the hole; the player stands bending slightly

from the hips with arms stretched down full length; the right elbow

points to the right thigh; the left points toward the hole; the club

swings as a pendulum; the sole of the club addresses the ball at right

angles to the imaginary line. The player’s eye should be right above

the ball. The secret of the putt is two-fold--the swing, which should

be in direct proportion to the distance (and state of the green) from

the hole, and the impact of club and ball at a perfect right angle. The

follow through should be along the imaginary line still preserving the

right angle. With the fundamentals established, practice will develop

astonishingly accurate putting.

When the beginner has become adept at putting, the next step is to

place the ball back on to the fairway twenty yards or so and take up

the mashie. Here again the fundamentals are important. The grip is

already mastered. The stance however differs in that the heels are not

together--the feet being farther apart, the right foot farther behind

the ball. The stance and address are important and the player should

obtain the advice of a professional or seasoned player. The best advice

the writer can give is to study the club and let it do its work. The

mashie can be used for a chip stroke for short distance and for a full

stroke when the ball lies farther from the hole. It is an extremely

important club and when mastered can save the player many strokes.

The next club to study is the brassie. The stroke with the brassie is

the same as with the driver on the tee. The stance and address for the

drive and the brassie shot finds the player with feet well apart, the

right foot well behind the ball, the arms extended, the body upright

and flexible, the weight evenly on both feet and the head down with

the eye somewhat behind the ball. The club addresses the ball at right

angles. In the upward swing of the club the forearms are turned and

the left knee shifts so as to bring the weight on to the right foot;

the club descends down through the arc it has described; the right

foot pivots, the forearms turn, the weight comes almost wholly on the

left foot and the club returns to the ball exactly at right angles.

The club head is ahead of the hands and the ball is hit cleanly, the

power coming from the right arm. The follow through finds the weight on

the left foot, the right having only enough to preserve the player’s

balance.

It is on the drive and brassie stroke that “pressing” is a severe

fault. It is more important to hit true and to preserve the right angle

by following through than to hit hard. Most girls do not hit a long

ball. A far surer game is the short game. Accurate strokes down the

middle of the fair green is sounder golf, so do not “press” and do not

try to kill the ball.

After the brassie and driver are mastered, one can take up the

mid-iron, cleek, niblic, spoon, and jigger in the order named. These

clubs are for special service, and cannot be described in detail here.

An excellent practice to follow when taking up the game for the first

time is to devote a day or even a week to each club, although it takes

will-power to resist playing with the whole set instead of one club.

As you master a club practice with it continuously. You will find

such practice invaluable. Do not take up your second club until you

have thoroughly mastered the first. And as I have said before, I would

recommend that the game be learned backward--so to speak--with putter

first, then with mashie, brassie, driver and down through the other

clubs.

An adjacent golf course is a welcome requisite to a girls’ school

or club. It is desirable for athletic associations or faculties to

organize tournaments, as competition usually heightens interest. Where

skill is unequal handicaps may be arranged by averaging a player’s

scores and allowing the differences between the average score and par

as a handicap. In this way evenness in competition is assured. Usually

matches are decided by the winning of holes, although many competitions

are decided on medal score or the total strokes for 18 holes. There are

several kinds of tournaments possible in golf--two-ball or four-ball

matches, or best ball matches. The last is where four players go around

the course, two playing against the other two and counting only the

best ball on each hole. Possibly the most satisfactory form for a

tournament to take is the round robin tournament, where the number of

entries is not too great, as each player meets everyone entered. Where

the entry list is big the elimination tournament is most efficacious,

and when there is still a larger entry list it is well to divide the

players into first and second flights by first playing a qualifying

round, counting medal scores, the lowest scores being grouped together

in the first flight. A match may be made even by handicaps when players

of varying skill are entered.

Skating

There are few forms of exercise that are more exhilarating than

skating. There seems to be a peculiar fascination that holds you. There

is a pleasing restfulness and a soothing feeling while you are gliding

over the smooth ice. Surely there is nothing so interesting to watch as

good skating. An intangible quality seems to draw you to it, to make

you want to put on a pair of skates and try it yourself. Out-of-doors

skating is, of course, preferable to rink skating, but the latter is a

very acceptable substitute.

“I have weak ankles. I can’t skate.” How many times have girls offered

this trite excuse! If anyone really wants to learn to skate, with a

little patience and perseverance it can soon be accomplished.

The skates should be the right size for the shoe in order to avoid any

accident. The shoe should be high, and not too stiff at the ankles. It

is advisable to have the shoe and skate fastened together. The skates

should be always well wiped, sharp and in good condition.

The skater must learn straight skating, that is, moving forward by long

slides on each foot alternately while the foot not on the ice is held

up backward and outward from the ice, before attempting intricacies.

To learn the elementals of straight skating, start with the left foot.

This foot slides forward on the flat of the skate, the toe turned

out; the left knee is bent, the weight of the body is forward, thus

giving momentum to the slide. The right foot is back, raised a few

inches. When the momentum is almost gone, then gripping the ice with

the toe of the left foot, the right foot starts its slide. As the right

starts, the left foot is lifted ready for the glide, and so on, skating

straight ahead.

Skating backward is learned in the same manner, except that the back of

the foot is turned out instead of the toe.

It requires practice in order to perfect these two forms of straight

skating. They should be acquired and thoroughly mastered, so that the

skater glides over the ice with ease and skill before any dancing or

continental skating is attempted.

There are several points of form that should be brought to mind. The

slides or strokes should always be of equal length and as long as

possible. If one foot is stronger than the other, then particular

attention should be paid to the weaker foot. The skating knee is always

bent. The foot not in use is stretched outward and downward, toe

pointed downward. The body is carried well forward, head erect; the

arms move rhythmically, but not in an exaggerated position. The body

must not be stiff. There should be no rigid muscles at all.

It is not the hurried, quick strides with a body bent over in a

grotesque fashion that constitutes good skating, but the long, even

glides, with the body poised naturally and responding to the rhythm of

the motion.

Continental skating has in the last few years proved to be very

popular. It is impossible to give a detailed account of all the

intricate figures in a comparatively limited space. The more

elementary school figures, however, can easily be explained. The skate

has an inside and an outside edge, and progress may be made either

forward or backward on either edge. Thus, there are four edges: forward

outside edge, backward outside edge, forward inside edge, backward

inside edge.

For the forward outside edge a circle is described on the outer edge of

the skate. The first stroke is on the right foot. The start is obtained

by a push from inside edge of the skate of the left foot. The body

leans toward the circle.

For the backward outside edge, the circle is described on the outer

edge of the skate. This is like the forward outside edge, only much

more difficult; the body leans in toward the circle and backward.

The forward inside edge is a circle described on the inside edge of

the skate; the outer shoulder is turned as far out and forward, the

inner shoulder is turned back, the body leans toward the middle of the

circle. When the circle is almost complete, the free foot is brought

forward, the shoulders straightened.

The backward inside edge is more difficult, but the theory is the same

as the forward inside edge. The foot at completion is carried back, not

forward, however.

These are fundamentals for figure skating and should be practised

carefully. After the edges, the five threes, the loops, the brackets,

the four rockers, and the four counters are learned. These are easily

learned if the four edges have been perfected.

Ice Hockey

One of the most enjoyable and thrilling of the skating pastimes is ice

hockey. For this a special hockey skate is made.

HOW THE GAME IS PLAYED.

The game is played by two teams with six or seven players. The players

hit a small piece of rubber, called the puck, with sticks especially

made. These sticks are long and slender, flat at the blade, which is

at an angle from the handle. The ball is advanced up and down the

rink or playing area. A point is scored when one team shoots the puck

through the opponents’ goal. The team wins which has the highest number

of points at the end of the game, which is divided into two halves of

twenty minutes each with a ten-minute intermission between the halves.

The playing area is usually 112 feet long by 58 feet wide. There are

two goal posts at each end of the playing area, 10 feet from the edge

of the ice; the posts are 4 feet high and are 6 feet apart. A sloping

net should be placed in back to catch the balls.

The game is started with the puck in the middle of the ice, i. e., the

referee places the puck between the sticks of two opposing players,

each of whom tries to get possession of the ball or pass it to one of

her teammates. The game is a very fast one. The four forward players,

the rover (right center) and the left center, and the right and left

wings, are essentially attackers, although the rover may be called

upon to defend. Cover point, point, and goal keeper are the defense

players. The goal keeper should stick close to her goal; the point

plays in front of the goal, some distance from her; the cover point

plays some distance in front of the point and can often aid the

forwards by feeding them and assuming an aggressive play.

If the puck goes out of bounds over the end lines it is faced, by the

referee, five yards within the goal line and at right angles to it. If

it goes over the side lines it is faced five yards within the line and

at right angles to it.

The puck is played by means of the stick. It is not permissible to

touch it with any part of the body, except to stop it dead or block

it. The puck may be pushed, shoved, or lifted, i. e., by inserting the

blade of the stick under the puck. You may hit your opponent’s stick.

You may body check, that is, shove from the side or front with the

shoulder or hip.

You may block an opponent or you may block the puck with the skates,

stick, or body.

An important rule is that of off-side. No player, if she is between the

puck and her opponent’s goal, may receive a pass from one of her team

unless it is touched by an opponent, or unless one of own team with the

puck is between her and the opponents’ goal. The penalty for off-side

play is facing the ball where the foul occurred. This rule does not

hold in defense directly in front of the goal. One point is scored when

the puck passes between the goal posts lower than their highest point.

The teams change goals to begin the second half.

The fouls are:

To lift the stick above the shoulder except when lifting the puck.

To throw a stick.

To hit, trip, or block a player by holding the stick in a horizontal

position.

To body check or charge from behind, to trip, kick, push, hold with

hand or stick.

For the goal keeper to sit, kneel, or lie.

To grasp, carry, or push the puck with any part of the body.

To interfere with a player not in possession of the puck.

The penalty for a foul is: The offender may be ruled off the ice for a

certain time.

OFFICIALS.

There is a referee who controls the game and inflicts the penalties.

There are two umpires, one at each end, to decide whether a goal has

been made. There are two timekeepers to keep the time of the game and a

penalty timekeeper who keeps the time of players ruled out and notifies

the player when she may return to the game.

There is for each team a captain, who makes the decisions for her team,

and she is responsible for the good sportsmanship of her team.

There are many little tricks in ice hockey that may be acquired with

practice, but the object of the game should be to have as clean and

fast a game as possible, where skillful playing holds greater sway than

roughness.

Rowing

Very lucky is the school or college that has the necessary facilities

for rowing. Wherever this form of sport is indulged in, it is generally

popular. It deserves its popularity, for not only is it one of the most

pleasant outdoor recreations but it is also very beneficial, since it

brings into play practically all the muscles in the body.

In rowing, as in other sports, there is a great difference between

competitive and non-competitive work. Whether racing or merely taking a

pleasure row, the stroke is, however, fundamentally the same.

First, the position in the boat is to be considered. The oarsman sits

in the center of the boat with her back toward the bow, facing the

stern, with her feet planted firmly on the bottom of the boat, knees

bent, slightly apart. An oar is grasped firmly in each hand, the oars

having previously been adjusted in the oar-locks. There is a difference

in the racing stroke, as shown under Racing.

_Position of the Hands on the Oar._--Next to be considered is the

stroke itself. The blade of the oar is just above the water and

perpendicular to it. The arms and hands are straight, so that the hands

holding the oars are just above the toes.

_Catch._--Then the blades enter the water, turned forward so that they

are held in the water vertically. The body is then swung backward from

the hips; all the strength and weight of the body are put to the oars.

_Pull._--As the body is swinging backward, the arms are bent into the

chest. The blade of the oar is kept under water during the entire

length of the pull.

_Recovery._--As the hands touch the chest, the forearm is dropped

quickly, thus causing the blade to leave the water.

_Feathering._--The blade is carried a few inches above and horizontal

to the water. It is gradually turned, as the catch is reached, to

a perpendicular position, ready to enter the water as the arms are

straightened ready for the catch.

_Legs._--Where a sliding seat is used the object is to combine the use

of the arms and legs in making the sweep of the oar longer, at full

reach the body being doubled up with the knees under the chin, the

stroke consisting of catching the water with the back and forcing it

through to the finish by combined action of back and legs. When the

finish is reached the legs are straight, the hands and oar are against

the chest, and the body slightly back of the perpendicular.

Racing

The racing stroke is the same, except that for the four and eight-oared

crews each oarsman pulls one oar, known as a “sweep,” holding it in

both hands--the inside hand at the end of the oar, the outside hand a

hand’s breadth away. The boats used for racing are known as “shells,”

especially made for the purpose. These have sliding seats and are

equipped with either oar-locks or thole pins (according to the belief

of the coach) and stretchers, or boards against which the feet rest.

When the body is forward, the sliding seat is forward toward the bow;

as the pull is starting, the seat comes back until the body is back,

then it moves forward as body swings forward.

In racing, the shell is steered by a coxswain, who sits in the stern

facing the oarsmen and holds the lines which guide the rudder. This is

very important, since she tries to choose the best and most favorable

course. She must observe all conditions closely. She alters the course

as little as possible, taking care not to jerk or in any way interfere

with running of the boat. She also judges the stroke, that is, when the

stroke should be faster or slower.

The stroke oar is the most important position in the boat, since all

the others time their strokes according to _hers_, either faster or

slower, according to the necessity.

Above everything necessary in racing is a good coach, who watches

carefully for any signs of fatigue or over-exertion. It never pays in

the long run to overdo. The crew should work smoothly, harmoniously and

with perfect mastery of the stroke. This can be obtained through the

supervision of the coach, who criticises the individual and the whole.

In arranging a crew the heavier girls are in the center, the lighter at

either end; the coxswain should be as small and light as possible, thus

not adding much unused weight.

In the single and double sculls--that is, boats rowed by one or two

oarsmen--an oar is grasped in each hand. The sculler steers by pulling

evenly on both oars for a straight course, or more strongly on one or

the other oar for a variation of the course.

RULES FOR RACING.

Boat races, or regattas, are held on fixed courses for measured

distances. In choosing a course, the natural and local conditions have

to be considered. The most desirable are straightaway over inland

waters with no, or little, current. If the course is in tidal water,

the race should be so timed that it is not necessary for the crew to

row against the tide.

The start and the finish are marked by flags. The stern must be on a

line with the start. The bow first crossing the finish line wins. A tie

is usually rowed over again.

The start is generally made at the pistol shot, fired by the official

starter. Each boat has been assigned to a course, decided by lot. The

winner has first choice and should make the most of the opportunity,

considering position, tide, wind and other local conditions. No crew

may go into another’s course.

If the course is not straightaway, each boat must turn around the

turning stake in its own course.

Besides an official starter, there is an umpire who judges the races; a

judge or judges of the finish.

The different kinds of crews are: Single--one oarsman; doubles--two

oarsmen, each pulling two oars; pairs--two oarsmen each pulling one

oar; fours--four oarsmen each with one oar; eights--each with one oar.

Paddling

Closely allied to rowing is paddling. This is done in a canoe by one,

two, or more people. If by one, she seats herself in the stern,

facing the bow; if two, one is in the stern and one is in the bow, back

toward the stern. There are rarely more than three or four in a canoe,

the average being two people to a canoe.

[Illustration: Rowing is eagerly participated in by the girls at

Wellesley College. The formation of the star shows how proficient they

have become in handling the oars.]

[Illustration: The tennis enthusiast will not admit there is a more

fascinating, healthful or elevating sport in the whole world. Wellesley

College provides plenty of tennis courts and the setting is ideal.]

The Indians of the Canadian backwoods usually delegate the

responsibility of steering to the bow man because of rough water or the

danger from submerged rocks in swift running streams. Usually, in more

civilized waters, the steering is done by the paddler in the stern,

who, by a twist of the wrists, turns the blade of the paddle toward the

canoe or away, according to the direction desired. The paddle is held

in both hands; the near hand is held pretty far down the blade, more

than shoulder’s width from far hand, which is held over the top of the

paddle. There are many forms of paddling; some prefer straight, others

bent arms. The reach with the paddle should not be so far ahead of

the paddler that she is forced to lean forward. The paddle is brought

out of the water when both arms are straight back, body in a normal

position. It is carried forward but a few inches above the water with

blade flat.

An Indian custom that has come down to us is the double paddle. The

paddle is fashioned with a handle in the middle and paddles at either

end. The paddler sits in the center of the canoe. First the paddle is

dipped in the water at the left and then to the right. Steering is done

by turning the paddle, in or out, as you would go, left or right. The

double paddle is fascinating, but hardly so safe for the novice as the

single.

Practice and experience are the two best teachers.

Tennis

Tennis scarcely needs an introduction. It is one of the finest

games--for girls or men--we have, and it has proved its worth through

years and years of play.

Tennis is played on a rectangular court, either of turf, clay or

cement, provided that it is level. The dimensions of the court for

doubles are 36 by 78 feet. The 78-foot lines are known as the side

lines; the others as the end or base lines. Parallel to each base line

and 18 feet distant from are two service lines, drawn from side service

line to side service line. Parallel to each side line and 4-1/2 feet

distant from them is a side service line, drawn from end line to end

line. A line exactly in center joins the two service lines, thus making

four service courts. The net is stretched exactly across the center of

the court, and should be 3 feet high in the middle. It is desirable

that there be no obstructions within 3 feet of the court on the side

and 12 feet at ends, and that there should be backstops of considerable

height. The posts to which net is attached should be 3 feet away from

the court.

The game may be played by two, three or four players, who bat a ball

across the net with a racket until one or the other fails to return the

ball. If only two play (or, as it is termed, “singles”), the side lines

are dispensed with and the side service lines are the boundary lines

(27 × 78 feet).

The ball is put in play by the server. The courts and service are

determined by a toss; the winner may choose either the end of court

or the serve, but not both. The server, standing on the right-hand

side of her base line, with feet behind the line, sends the ball into

her opponent’s right-hand court. The player receiving ball after it

has bounced must return it over the net so that it touches inside the

court; then the server returns, etc., until there is a failure to

return the ball. This counts a point for opposing player of the one

who makes the fault. Then the ball is again served, this time from the

left-hand side, next from the right, continuing to alternate until the

game is finished. A game is always begun by serving from the right-hand

court.

The game is won when a player has scored four points, except in the

case of deuce, when more are necessary. The first point is “15;” the

second, “30;” the third, “40;” the fourth, “game.” If both players

have “15,” it is “15-all;” if one, “15-love (or naught).” The server’s

score is always called first. If both have 30, 30-all; if one has 30,

the other none or 15, it is 30-love, or 30-15. If both have 40, it is

“deuce.” In deuce it is necessary to play extra points. The first point

won is “advantage in” (server) or “out” (striker), as may be the case;

the next point if won by the same player is game, but if won by the

other player it is deuce again, and so on until one player wins two

points in succession.

The server, after the first game, becomes the receiver, and the serve

is alternated with each game until the end of the set. A set consists

of six games won by one player, unless the opposing player is less than

two games behind, that is, a set cannot end at 6/5, but must be played

until one or the other obtains a two-game lead. Ends of the court are

exchanged after each set. The server should always keep the score.

It is the aim of the players to return as many good balls as possible.

A ball is “good” when it is sent within the court. It is a “fault” when

it hits outside the boundary lines, or does not clear the net--a ball,

however, which touches net but still falls on the right side (a “let

ball”) is “good.” Faults count one point for opponent or opponents.

Other faults that count for opponent are: Server serves two faults in

succession; volleying the ball before it has touched the net; volleying

a served ball before it bounds (any other ball may be volleyed);

failure to return a ball. It is a fault to touch net while ball is in

play, or to touch the ball with any part of person except the racket,

or to touch ball with racket twice.

The receiver may hit the ball in the air (except serve) or after the

first bounce, but may never hit after the second bounce.

A player in tennis must never be caught napping. Tennis calls for wide

awake, quick playing. It is best to stand either near the net or back

farther toward the service line. For most girls I would recommend

the base line game. Never stand where your opponent can drop a ball

directly at your feet; always be ready for her. You must always watch

where she is and try to place the ball in the spot most difficult for

her to reach.

In order to be ready the racket should be held firmly and easily so

that it may be prepared for any stroke. Above all, keep your eye on the

ball; if you look at the place you want to hit the ball and not at

the ball, you do not hit it squarely and you give your play away. When

you receive, do not stand too far away or too near. If you are too far

away, you are apt to tip it; if too near, you bend your arm and do not

get a good stroke.

The game of tennis is divided into two main divisions, serving and

receiving. First, let us take up serving. This is the method of putting

the ball in play. The server must stand behind the base line of the

court. She must serve her ball into the diagonally opposite service

court. She is allowed two balls; if the first is a fault she is allowed

to serve the second. To be a good ball it must touch the ground in the

service court, fairly clearing the net. A double fault on the part

of the server counts a point for the opposing side, that is, it is a

fault to serve two balls which do not clear the net, or do not touch

inside the service court. When the ball touches the net but goes into

the proper service court, it is called a “let ball” and does not count,

but is served over again. Failure to return the ball after it is served

counts one point for the server. The server must not step across the

base line while serving, nor must she step, hop, walk or run.

In serving it is important to study the grip of the racket, the method

of hitting the ball, and the way to toss the ball into the air. The

racket is held tightly in the hand by what is known as the long grip,

hand at the end of the racket--usually the right hand. There are

many different swings and twists used. It is best to adopt one that

brings into play the full strength of the arm and shoulder, thus an

overhead swing of the racket is most often used. The ball is tossed

into the air and the racket, in its exact center, should hit the ball

directly over the net into the opposite service court. Before a cut or

a speedier serve is developed, the player should make sure of a steady

ball that as a rule is good. After that is acquired, practice the cuts

and put as much speed as possible into the serve. It is very important

that the ball and the racket should meet at the psychological moment.

If the ball is hit too low, it does not clear the net; if it is hit

while too high in the air, it goes out of the service court. The follow

through of the stroke should be natural and never chopped.

In receiving and returning the ball there are many different strokes

to use. It is advisable for the beginner to perfect both forehand and

backhand strokes. For these strokes, the racket should be held in

the short grip, that is, the end of the racket is at the wrist, hand

reaching up the handle; the forearm should be in a line with the racket.

One stroke, the drop stroke, the arm is back of the body, extended to

full length; then move--rather sweep--forward to meet the ball as it is

about waist high, giving a little upward turn to your racket. Always

follow through. The arm should be straight in this stroke.

Besides a forehand stroke, a backhand stroke is also necessary to

learn. In the forehand, the weight is on the right foot, but in the

backhand it is on the left foot. There are many different kinds, but

the most natural is the best for the beginner to use. The arm and

racket, of course, are across the body. Swing back and meet the ball

squarely, with body turned greatly to that side. Be careful to follow

through.

A great many people spoil their game of tennis by wild playing and

smashes. It is much better to be deliberate and calculating, carefully

placing your shots out of reach of your opponent. Try to make every

play count. In other words, use your head rather than brute strength.

A good racket--carefully chosen for weight and balance and to which you

have become accustomed--practice, a deliberate study of the game and

your playing--these will help the average player.

The most suitable dress for tennis is a light weight waist or a middy

blouse; a short, wide skirt, and rubber or felt-soled flat-heeled shoes.

TENNIS MATCHES OR TOURNAMENTS.

For a tennis match there should be an official referee, who determines

questions concerning the rules; an umpire, who judges all balls except

those on the lines, which are judged by the linesmen; a linesman for

each of the seven lines, whose duty it is to judge the ball near her

line. There may be a scorer, but this duty is generally assumed by the

umpire, who announces each point, the score of each game, and how the

sets stand.

Each player should enter her name in advance; then each draws for

opponent, the winner of one match meeting the winner of another, etc.,

until the final match is played. This is an elimination tournament. In

doubles, the pair may be entered or the partner may be drawn for.

A favorite form of tournament where the number of entrants is small is

the round robin tournament, where each contestant meets every other,

irrespective of victories. The championship with its trophy is given to

the girl winning the greatest number of matches.

Tournament play is greatly to be recommended, especially for schools or

clubs. Match play adds considerably to the pleasure of the sport and

usually has beneficial results, both physical and physiological. I have

seen diffident girls taught to gain self control and composure at all

times by competitive athletics. A tennis tournament can be made a gala

social event as well as one of keen and interesting sport.

Cricket

Cricket is not widely played by girls, but there is no game which might

be adopted to better advantage. It may be played without any danger

of over-exertion. A cricket crease may be placed on any level grassy

field, usually a ground 100 yards square, although a smaller field

may be utilized. The equipment required includes two sets of wickets,

a cricket ball, at least two bats, the wicket-keeper gloves and leg

guards, and a leg guard for each of two batsmen who are in. There are

eleven players on each team and the game is divided into innings; that

is, a side has its inning when it is at the bat. Two batsmen are “in”

at a time.

The wickets are set in the middle of the field, opposite, parallel and

22 yards apart. On a line with the wicket is the bowling crease, 8

feet 8 inches in length. Four feet in front and parallel to it is the

popping crease, of unlimited length.

The batsman who is first striker takes her position with bat on the

popping crease, the bowler at the opposite wicket, well behind bowling

crease; also the second batsman, bat in hand, ready to run when hit

is made. The bowler delivers the ball. It must be bowled, not thrown,

tossed, or jerked. The bowler is allowed a run in her delivery, but she

must keep one foot on the ground behind the bowling crease and within

the return crease, otherwise it is no ball.

The bowler must deliver the ball so that it shall come to the batsman

on the ground. If it is delivered high or wide, the umpire shall call

“wide ball.” Six good balls make an “over;” the bowler shall be allowed

to change ends when she pleases, provided she has not bowled two

“overs” consecutively in one inning. The captain of the outs places the

field as she deems wise, depending upon the skill of the batsman.

[Illustration: DIAGRAM OF FIELD OF PLAY.]

[Illustration: SAMPLE SCORING SHEET.]

The striker hits the ball; if it is caught before it touches the ground

she is out; if the wicket is knocked down by a bowled ball she is out.

If she hits it safe she runs to the return crease and the other batsman

runs to the opposite popping crease and a run is scored. If the hit is

long enough the batsmen continue to run, and each time they exchange

creases a run is counted. The fielders endeavor to get the ball and

throw in to the wicket-keeper in order to knock off the bails before

the batsman touches her bat to the ground within the crease. When the

bail is knocked off in this manner the batsman is out. When a batsman

is out for any cause she is retired for the inning, and the side is

retired when ten of the eleven strikers are declared out.

Usually in the matches for girls only one inning for each team is

played, although the rules call for two and three-day matches. The game

affords ample opportunity for outdoor exercise and muscular activity.

For a full description, see Spalding’s “How to Play Cricket.”

Cricket has been successfully played by girls. Miss Dorothy Wooster

writes the following short article and gives a diagram and score card

showing how the game is played at Smith College.

Cricket as Played at Smith College

BY DOROTHY WOOSTER.

In order to adapt cricket for practical use, the following additions

and changes have been made in the official rules, as published in the

Spalding Athletic Library.

_A. Additions_:

1. Diagram of Field: Use center line, “_x_,” drawn between wickets.

Cross this line by another line, “_y_,” drawn parallel to the popping

crease.

2. There shall be 3 innings to a game, each inning consisting of 3

“outs” on a side.

3. There shall be a definite batting order.

4. If a batter touches the ball with the bat she must run, or take her

“out.”

_B. Changes in Rules_:

10. ... and to be a good ball, the ball must hit the ground on or

across the center line “_y_.”

13. A “Bowling Over” shall consist of six “good balls,” or four “wide

balls,” or four “no balls.”

33A. ... except in case of a “Caught Ball.” The ball is then in play

until it is settled in bowler’s or wicket-keeper’s hand. This change

gives an opportunity to put two runners out on one play; i. e., “Caught

Out” and “Run Out.”

The scoring has been simplified. For practice games, when full teams

are not present, an individual score is kept. Using these changes the

game progresses rapidly and holds the interest of both players and

spectators.

Soccer

Soccer or association football is a particularly suitable game for

girls and women, since it furnishes splendid outdoor exercise without

unnecessary roughness. It resembles field hockey in that it is mainly

a running game, although there are many essential differences. The

popularity of the game is rapidly increasing and it is played by many

schools and colleges.

The game is primarily a running and kicking game. No player but the

goal keeper in her own goal area is permitted to touch the ball with

the hands. Two teams of eleven players each line up in their half of

the field. The captains toss for the choice of end or for the choice of

the kick-off. In making the choice, the wind and the position of the

sun should be considered. The ball is put in play by a kick-off. To

advance the ball to the opponents’ goal and to kick the ball between

the goal posts and under the bar is the object of the game. Each goal

counts one. The team having the highest score at the end of the two

halves--time of which is determined by the captains--is the winner.

Thus the two opposing teams are either attacking or defending. If one

side has possession of the ball it should advance toward the opponents’

goal, thus attacking; if the ball is not in their possession they are

checking their opponents’ advance, thus defending. The players who do

most of the attacking are the five forwards, assisted by the halfbacks.

It is their duty to advance the ball by short and long passes, by

dribbling, by a volley, i. e., hitting the ball with head or chest,

or kicking it before it has touched the ground. The fullbacks and goal

keeper, assisted by the halfbacks, do the defensive work.

The positions are: center forward, inside right and inside left, outer

right and outer left; left, center, and right halfbacks; right and left

fullbacks; goal keeper.

The beginner in soccer should pay particular attention to the

following: kicking, tackling, heading, and dribbling. The ball is not

kicked with the end of toe, but rather the toe is inserted under the

ball, the instep bearing the brunt of the work. The leg should be drawn

back to get a good drive. Kicking is not merely sending the ball as far

and hard as possible, but kicking as accurately as possible so that

each shot tells. Therefore, particular attention and practice should be

given to kicking until the proper amount of control can be exercised

over the ball. Every kick should be gotten off quickly and cleanly, toe

well under the ball so that it is raised.

In shooting for the goal the kick should be hard, with all the force of

the toe behind it. In all defensive work the kicks should be carefully

sent to the forwards; not too hard, since the ball then may go too far.

The player should learn to kick with either foot so that the ball does

not have to be maneuvered into a suitable position for kicking.

Every player--the forwards in particular--should know how to dribble,

since it is frequently a handy art. Often, if a player wishes to get

in a better position for a kick, a few dribbles will put her there. To

dribble successfully, the ball is moved forward, just touching the

toe, thus insuring complete control. For the inexperienced player,

control in dribbling and speed seem a hard combination to achieve; but

by practice, dribbling slowly at first, control is acquired and speed

soon follows.

A common fault sometimes due to dribbling is the monopoly of the ball

by one player. Any individual should be self-sacrificing for the good

of the team.

Stopping the progress of an opponent, or “tackling” as it is termed,

should be carefully practised, particularly by the defense. The best

policy seems--to run directly toward the player with the ball, thus

making her pass hurriedly or fumble. Never give up if your opponent

gets away, dodges or slips past you.

Many times it is an advantage to “head” the ball, that is, hit it with

the head before it touches the ground. When the players are massed

together, a jump in the air and good “heading” may save the day.

Remember that the ball ought to be hit with the forehead, not the top

of the head. This makes for accuracy.

There should be, as in all other team games, team work. The forwards

should bear the responsibility of the attack. They should carry the

ball down the field by passing, dribbling and volleying, i. e., hitting

the ball in the air before it has touched the ground. Forwards should

know how to shoot hard and accurately. It is well for a forward to know

how to shoot and pass with the inside of the foot. In dribbling and in

passing, the forward must remember to pass quickly to some one of her

team who is unguarded. You should always be waiting to receive a pass.

The outsides are generally fast players with great skill in the

dribble; the insides, like the center, are fine offensive players, fast

and capable of shooting goals.

The halfbacks feed and help the forwards attack, shooting for the goal

if the opportunity arises. The attack should be constantly varied

by these players. The halfbacks are also the first line of defense,

necessarily they have a great deal of running to do. These three

positions are generally filled then by players physically fit, with

speed and with stamina for endurance. Center half is a particularly

strenuous position. The halves should always try to keep the ball in

the opponents’ territory; when on the defense, they should be quick to

tackle, to intercept passes and to guard their opponents.

The fullbacks are the mainstay of the defense. They are cool-headed

players who use great judgment. It is up to them to block any opponent

who has gotten by a halfback. Often the fullbacks have so carefully

studied their opponents’ play that they know exactly what the forward

will do under certain circumstances. Above all, the fullbacks should

never give up.

The goal is a very vital point. To be a goal keeper, you must think

quickly, keep your nerve, be cool and act instantly according to your

judgment. In fact, a goal keeper should be able to cover every inch of

the goal in an instant; she must be able to move rapidly, jump, and

reach into the air. Two points a goal keeper should remember: Never

kick when you can use your hands--you can get rid of the ball quicker

and for better distance. Get the ball out of dangerous territory as

soon as possible.

[Illustration: Cricket--Well hit! A good free swing with the ball well

met often means a “boundary.”]

[Illustration: Soccer is a splendid action game. The forward is well up

on the ball while the fullback is coming up fast.]

Dress is an important consideration. The essentials are a middy blouse,

a short, wide skirt or bloomers, with heavy enough shoes to allow for

kicking and yet light enough to permit of speed in covering ground.

SOCCER RULES.

[From Spalding’s Athletic Library No. 358--Official College Soccer

Guide.]

I. There are eleven players on a team.

II. The field of play is a quadrangle. Its dimensions vary from 130

to 100 yards in length and from 100 to 50 yards in breadth. A smaller

field, as near these dimensions as possible, may be used. The lines,

areas, etc., do not vary with any change in size of the field, however.

Flags on five-foot staffs are placed at each of the four corners. The

lines are distinctly marked with whitewash if possible. The quadrangle

is bounded by two end or “goal” lines and two side or “touch” lines

which are at right angles with the goal lines. The field is exactly

halved by a cross line. In the center of the field of play is a circle

with a ten-yard radius. The goals are marked by goal posts, eight feet

apart, in the middle of the goal line, equidistant from the side lines.

The posts are joined by a cross-bar eight feet from the ground, and

neither the posts nor cross-bar are more than five inches in width. At

each end of the field in front of the goal is a goal area. Lines are

marked six yards from each goal post at right angles to the goal line,

extending in field for six yards. These two lines are connected by a

line parallel to the goal line. The enclosed space is a goal area.

There is also a penalty area in front of each goal. Lines are marked 18

yards from each goal post at right angles to the goal lines, extending

in field for a distance of 18 yards. These two lines are joined by a

line parallel to the goal lines.

A mark 12 yards distant from and opposite the exact center of each goal

designates the penalty kick mark.

The ball should be a regulation association football.

III. The game is divided into two halves, each 45 minutes long, with an

interval of five minutes between the halves unless a different length

of time is agreed upon by the captains. Ends are changed at half time.

IV. The choice of end or kick-off is decided by the toss of a coin.

The game is started by a place-kick, i. e., the ball is placed on the

ground and kicked from this position in the center of the field. All

opponents are more than ten yards away; no player may cross center of

the ground until the ball is kicked. After a goal is scored the ball is

kicked off by the team which did not score the goal. At the beginning

of the second half the ball is kicked by the opposing side from the

side that kicked first.

V. A goal is scored when the ball passes between the goal posts under

the bar, provided that it has not been thrown, knocked, or carried.

VI. When the ball goes out of bounds over the touch line, a player of

the opposite side from that playing it out, throws it in. She must

stand on the touch line facing the field of play; the ball may be

thrown in any direction, provided it is thrown over the head with both

hands. A goal may not be scored from a throw-in. The thrower-in may not

touch the ball until it has been touched by another player.

When the ball goes out of bounds over the goal line, played over by an

attacker, it is kicked off by a defender, within the half of the goal

area nearest the point where the ball went out. If it was sent out by a

defender, it is kicked by an attacker from a point within one yard of

nearest corner flag. No player in either case may be within 10 yards of

the ball until the kick-off is taken.

VII. If, after the ball has been played or thrown in, it is touched by

a player on the same side as the person last touching it, who at the

moment of playing is nearer her opponents’ goal than the person last

playing the ball, she is off-side and may not interfere with the ball

or opponent. _She is not offside_, however, if at the time of play

there are at least three of her opponents between her and the goal, or

if she is within her own half of the field, or in a corner kick, or if

the ball was last touched by an opponent.

VIII. The goal keeper may use her hands to catch or to throw the ball

if she is within her own penalty area.

IX. There should be no tripping, kicking, striking, jumping at,

handling (except in Rule VI), holding, pushing, obstructing, or

charging from behind. The goal keeper may be charged if she is holding

the ball, or obstructing or outside her own goal area. The penalty for

a foul is a free kick.

X. A free kick is taken for any infringement of a rule. The ball must

roll over--travel the distance of its circumference--to be considered

played. No opponent may stand within 10 yards unless standing on own

goal line. The kicker may not touch the ball a second time until it has

been touched by another player. A goal may be scored from a free kick

if it is granted for any breaking of Rule VII.

XI. Any intentional infringement by either the attackers or defenders

outside the penalty area, a free kick is awarded to opposing side.

If, however, there is an intentional foul by the defenders within the

penalty area, a penalty kick is granted to the opposing side. All

players except the goal keeper and a player from the opposing side who

is to take the kick remain outside the penalty area. The goal keeper

must not advance beyond the goal line. The ball is kicked forward and a

goal may be scored from a penalty kick. The ball must be kicked and may

not be touched again by the kicker until it has been touched by another

player.

XII. There is a referee who controls the game and enforces the rules.

Her power in the game is supreme. The ball is in play until the

decision is given.

There are two linesmen who decide when the ball is out of play, what

player has the corner kick, goal kick, or throw-in.

The referee acts as timekeeper.

To restart the game stopped temporarily, the referee drops the ball to

the ground on the spot where it was when play was suspended. The ball

is in play when it touches the ground.

Archery

Archery might be classed as a pioneer sport for women. The art of the

bow and arrow has been exploited ever since the written records of man.

At the present time, when such sports as basket ball, field hockey,

track athletics, etc., are the popular games, archery has been less

in favor. There is no reason why any athletic girl who can run the

hundred in good time, and acquit herself creditably in any of the more

strenuous sports, should smile a supercilious smile at _Archery_--mere

child’s play in her mind. In fact, it is far from child’s play, and it

has all the advantages of wholesome outdoor competition.

In order to be successful at archery two things are

necessary--perseverance and a trained eye. Any girl without particular

athletic ability can learn how to hold the bow and take aim. Both

requisites may be acquired through practice. There is no need for great

strength or for any violent exertion. It is particularly good for

growing girls where more violent exercise might be harmful.

The archer should look first to her bow, which should be neither too

heavy nor too strong. A beginner should not use a bow that is heavy.

The bow together with the arrow should be tested and if it can be

raised and drawn without strain it has the proper weight. Another point

to be considered is steadiness; no bow should kick or jar after the

string is released.

The arrows should also be chosen carefully according to weight and

length. An arrow that is too heavy will weaken the bow; an arrow that

is too light will not fly truly. Arrows vary in length and should be

chosen according to length of arm, so that when the arrow is drawn the

proper form can be maintained. A right-handed archer extends the left

arm full length holding the bow, while the right hand (grasping the

string with the notch of the arrow adjusted) should be at the right

cheek; therefore the length of the arrow should be governed by the

length of the left arm.

Bows vary from three feet to five feet six inches and arrows from

fifteen inches to twenty-five inches. The arrows should be carefully

kept when not in use. A quiver and belt is a desirable added equipment.

Some archers find a bracer or arm guard necessary.

In shooting the arrow the first consideration is the position of

standing. The side of body should be directly toward the target (or the

point aimed at), the head turned toward the target, looking over the

shoulder. The feet--heels slightly apart--should be at right angles to

an imaginary line drawn directly from target.

Next to be considered is nocking the arrow. The bow should be held in a

horizontal position, the arrow is laid across the bow and the nock or

notch of the arrow is fitted on the string by the right hand.

The position of the hand is important. The string is held by three

fingers, the string resting near the tips of the fingers above the

first joint; the arrow rests between the first and second fingers; the

thumb and little finger should not touch the arrow or the string.

Next comes the draw. Raise the bow hand, drawing on the string

slightly; take a preliminary sight; then the draw is taken almost the

full distance, the full aim is caught, and the arrow is released when

drawn to the fullest extent. Another way is to raise the bow, draw to

the fullest extent, take aim by moving the hand on the bow handle up

or down as the need dictates; loose the string by straightening the

fingers while the hand is drawn entirely back.

The archer should never shoot more than three arrows in succession

without resting. The fourth and succeeding flights are apt to be

inaccurate if the arms are the least bit tired. Always be sure to shoot

every arrow carefully--never hurry.

The bows and arrows should be well taken care of. They should be

cleaned and wiped thoroughly after each use. Never use a blunt arrow;

it will not hold in the target. The bow should always be unstrung after

it is used and strung before using again.

The arrow should be uniformly nocked at the same point upon the string

in order to insure accuracy. Thus, it is desirable to wrap the string

at the proper point with a different colored thread.

GAMES.

The most ancient form of archery is the so-called roving game, which

consists of roving about and shooting at marks from various distances.

Another form is flight shooting--seeking to cast an arrow the greatest

possible distance.

Modern archery, however, is practically confined to target shooting.

A target is a flat disc, varying from eighteen inches to forty-eight

inches in diameter. It is marked by concentric rings or bands of

different colors. From center to the outer ring the colors are gold,

red, blue, black, and white; the latter is usually banded by a narrow

strip of green. The dimensions are: gold nine and six-tenths inches,

and the width of each of the other rings is exactly half that amount.

TOURNAMENT.

The archer standing at a prescribed distance shoots at the target,

trying to make as many hits as possible and to place the arrows in the

gold. Three arrows are usually shot at a time, then three more. The six

arrows form an end. A given number of ends form a range, while two or

three ranges form a round.

THE SCORE.

A hit is counted if the arrow pierces the target. The values of the

different bands are: gold, 9; red, 7; blue, 5; black, 3; white, 1. An

arrow cutting or touching the line between rings counts for the higher

value. Also one hit is counted if the arrow rebounds from face of or if

it passes through the body of the target; this adds one point to the

score.

The Rounds for Ladies are:

I.--National Round.

48 arrows at 60 yards.

24 arrows at 50 yards.

At the double of this the National Championship is decided.

II.--Columbia Round.

24 arrows at 50 yards.

24 arrows at 40 yards.

24 arrows at 30 yards.

The Ladies’ Interclub team and mid-range matches are contested with 96

arrows at 50 yards.

ARCHERY CLUBS.

The sport of archery gives a splendid opportunity for the formation of

clubs with weekly or bi-weekly tournaments. Groups of girls can adopt

a color designating teams where there are no other means of rivalry;

thus, team and individual trophies may be contested for.

The grounds for archery should be carefully chosen. The most suitable

ground is a level, grassy space with a uniform background. It is well

to see that no danger can come to anyone through a flying arrow.

[Illustration: Soccer at Wellesley College before a large gallery.

Soccer is a growing sport in America and an exceedingly healthful one.]

[Illustration:

Archery: 1, A target match at 50 yards. 2, The firing line, showing

“nocked” arrows and drawn bows. 3, Retrieving arrows and counting

scores. 4, A close up showing good form in “nocking” the arrow and

drawing the bow.]

Indoor Base Ball

Indoor base ball, like basket ball, is a game that may be played in the

winter months in the gymnasium and it may also be played outdoors in a

comparatively small space. When well played, it may become as exciting

as the outdoor game. Its similarity to the outdoor game makes it easier

for a majority of the players to understand it quickly. The ball is

pitched by a pitcher to a batter who tries to hit it, in order to run

to first base. Each batter in turn tries to advance her teammates and

herself so that they each may touch each of the four bases in turn,

thus making a run. There are nine innings. In each inning each team

has a turn at bat, or an opportunity to bring in runs. The three main

points are batting, pitching and fielding.

The pitcher throws the ball with a straight arm and with an underarm

throw. Of course, she endeavors to find the batter’s weak spots and

pitch accordingly. The fewer hits made by the batter, the greater the

glory of the pitcher.

The batter must use common sense, and not let the pitcher fool her.

To make every hit count is the rule for the batter; thus she must

judge the ball, hit to a favorable spot in the field, working with the

object of advancing such of her teammates already on the bases. The

base runner should always be wideawake, ready to take advantage of any

opportunities offered to her.

The fielders must be quick to judge a ball, quick to catch it, and

throw immediately to the necessary spot to head off any incipient

scoring by a base runner.

A quick, well-played game of indoor base ball is lots of fun.

INDOOR BASE BALL RULES.

THE DIAMOND OR INFIELD.

The game is played on an indoor floor. The diamond or infield is marked

out at one end, the remaining floor is the outfield. At each of the

four corners of the diamond is a base, usually made of canvas and half

filled with sand. The distance along the sides is 27 feet if possible.

There should be a box for the pitcher, 7 by 3 feet, and 23 feet distant

from center of home base. A batsman’s box, one on each side of the home

base, six inches distant from the base. The boxes are each 4 by 3 and

extend a foot in front of a line drawn through center of the base and

3 feet behind. Foul lines should be drawn from the home base to first

and from third to home, outside the side lines, so that the bases are

inside the foul lines.

THE BALL AND BAT.

The regulation indoor base ball and bat are used.

THE PLAYERS.

There may be seven to nine players on a side, placed in position by the

captain. There must be one player who stands within the pitcher’s box

and pitches the ball according to rule. A substitute may be put in to

run for a player by consent of both captains.

THE GAME.

The game has nine innings for each side. If there is a tie the game is

continued by innings until one side has won, or game is discontinued.

Choice of innings is decided by the toss of a coin.

THE SCORE.

One run, i. e., one point to the side making the run, is scored when

a base runner runs to and touches each of the three bases and touches

home base before three players of her side are out.

THE PITCHER.

The pitcher delivers the ball with the arm parallel to the body. The

pitcher may not take more than one step.

THE BALL.

The ball is good if it passes over any portion of the home plate no

lower than the batsman’s knee and no higher than her shoulder.

It is counted a balk by the pitcher if she makes any motion to deliver

the ball without doing so or holds the ball so long as to delay the

game.

An illegal ball is delivered by the pitcher if she steps out of box or

takes more than one step while pitching that ball.

A dead ball is a pitched ball which strikes the batter.

A batted ball is fair unless it strikes outside the foul line first.

A blocked ball is a ball batted or thrown that is stopped or handled by

a person not playing. The ball is returned to the pitcher and runners

remain on the same bases.

A strike is:

1. A ball struck at by the batter without her touching it.

2. A foul tip caught.

3. A good ball, legally delivered by the pitcher, not struck at by the

batter.

4. A good ball which the batter deliberately interferes with.

A foul strike is a ball batted when the batter is out of her position.

The batsman is out:

1. If she bats out of turn.

2. If she fails to take her position one minute after umpire calls for

batter.

3. If a foul hit made by her is caught by the catcher before the ball

touches the floor or the wall.

4. If she makes a foul strike.

5. If any attempt be made to hinder the catcher or if the ball is

intentionally fouled.

6. If, first base being occupied by a base runner, the batter has three

strikes, except when two players are already out.

7. If, on the third strike, she is hit by the ball. The base runner

must touch in regular order first, second, third and home bases.

The batter is a base runner immediately after:

1. A fair hit.

2. Four balls.

3. Three strikes.

4. Illegal delivery by pitcher.

The player is granted one base for the above, also the player may

advance one base if:

1. Succeeding player is granted a base.

2. If umpire is struck by a batted or thrown ball.

3. If she is prevented from making a base by an adversary.

If the ball is fumbled on the third strike or fourth ball the base

runner may take as many bases as she can get.

The base runner may only leave her base when the ball has been struck,

or, if it is not struck, it has reached the catcher.

The base runner is brought back if:

1. She starts too soon.

2. For a foul strike.

3. A dead ball.

4. A foul hit not legally fielded. The pitcher must wait for her to

return.

The base runner is out:

1. If having made a fair hit, this is fielded before it touches the

wall or floor.

2. If there is any intentional interference with the ball just batted.

3. If the third strike is caught before touching the ground.

4. If, after three strikes or a fair hit, the base runner before

touching first base is touched by a fielder with the ball in her

hands, or if the ball is securely held by fielder touching first base

before the base runner touches first base.

5. If she does not run directly.

6. If she obstructs the fielder.

7. If she fails to touch the bases in regular order.

The base runners may be coached from the coacher’s box.

There are two umpires who control the game. One judges all balls,

strikes, blocks, dead balls, balks, illegal deliveries, fair and foul

hits, ground hits, foul strikes. All decisions at the home plate are

made by her. Time and play are called. She stands in a position behind

the catcher.

The other judges the base plays. She stands near base line where she

can best see field of play.

The two change positions at the end of each inning.

A regulation score card should be used.

American Hand Ball[1]

Hand ball is a game suitable for either indoor or outdoor playing, in

which two or four persons may participate. The game is divided into

two parts--offensive and defensive. The server, or, if there are four

playing, the server and her partner, constitute the offensive; the

receiver or the receiving side, the defensive. The score is made by the

serving side upon an error by the receiving side; if the server makes

an error she loses the serve, thus also the chance to score. The ball

is batted with the cupped hand against a wall or back board so that it

bounds within a given territory.

The server drops or bounces the ball and then hits it on the rebound

with the palm of hand against the wall, so that it rebounds as far

from the receiver as possible. Control and speed are two important

factors. In order to obtain good control, the player should practice

and endeavor to place the ball where her opponent isn’t. This requires

careful observation of your opponent’s tactics. After control comes

speed; a speedy ball is always hard to return.

For the defensive, the player should always try to be in a good

position to return any ball; thus, it is imperative to be able to play

the ball with either hand. It is safer for the defensive player to play

a conservative game rather than a speedy one, for any error counts for

the other side.

[1] For further details see Spalding’s “American Hand Ball.”

Every player should learn to serve well, to use control and speed;

every player should learn to become equally efficient with either

hand, batting the ball with straight aim; every player should always

remember to outmaneuver her opponent and place the ball where it is

most difficult for her to return it.

RULES FOR AMERICAN HAND BALL.

A hand ball court consists of a floor, a wall or back board, and field.

The floor is usually 20 feet wide and 26 feet long, with a service

line, distinctly marked, drawn across the floor at the middle point,

13 feet away, between the front line (end line 26 feet away from the

board) and the board. The floor is smooth but not polished. The wall

or back board is 10 feet high and 20 feet wide. The field is the

whole space including the floor and is 55 feet wide and 40 feet long

including the court.

A regulation hand ball (small hard-rubber ball hollow inside) and

gloves are used.

Points may only be scored by the side serving. Twenty-one points are

a game. Should each score twenty points, either side must score two

consecutive points on one serve to win.

There are two officials--a referee and an umpire--who have control of

the game, who decide all questions of balls, time, unfair play, etc.

The choice of serving or receiving is decided by tossing a coin.

The ball is struck with the palm of either hand--one hand only--by no

other part of body, nor by both hands simultaneously.

The ball is dropped or bounced to the floor by the server on that side

of the service line farthest from the court. The served ball after

touching the board must cross to the far side of the service line and

land within the court. If it touches the floor on the near side of the

service line, it is short; if it touches out of the court on the far

side of the service line, it is long.

The server may serve these balls over again, but if one “short” and one

“long;” or two “short” or two “long” balls are served consecutively by

the same player, the server (or the side, if doubles) is out. Then the

receiver becomes the server.

If a served ball touches the floor outside the side lines, the server

or the side is out.

A served ball is played on the first bounce only. A returned ball

may be played on the first bounce or on the fly. _All balls served

or returned must touch the board before touching the floor._ A ball

leaving the hand of a player striking opponent before touching wall

or floor is a “hinder.” Two hinders by one player in a service is a

put-out or a point scored. A ball leaving the board which strikes the

player who returned it, or partner, is a put-out or a point for the

side struck. A ball leaving the board striking an opponent is a point

or put-out in favor of the opposing side of person so struck.

All balls are played until decided by the referee.

A returned ball must be within the dimensions of the court.

Players may block each other fairly, that is, a player may so place the

ball that he blocks his opponent, but this must be done before the ball

has left his hand. In doubles, no blocking may be done after the ball

has left the board.

For unfair blocking, a penalty--subtracting from one to five points

from score of the offender--may be imposed by the referee.

In doubles, the sides alternate in service as well as receiving. No

player shall serve or play the same defensive position all the time.

Irish Hand Ball Rules

I. A ball may be batted with either hand.

Foul--Never with both hands.

Penalty--For server, loss of hand; for receiver, ace for server.

II. The server may stand anywhere in space between ace line and front

line.

Foul--She must not step over inner line twice in succession while

serving.

Penalty--Server loses hand.

III. A served ball must hit the front wall _before_ it hits either side

wall, roof or floor.

Foul--If served ball hits side wall, roof or floor before hitting

front wall.

Penalty--Server loses hand.

IV. A served ball may be so played that after hitting front wall it

rebounds from a side wall or the back wall, before touching the floor

behind ace line.

V. Short ball.--If a served ball touches the floor inside the ace line

(between that line and the front wall) it is called a short ball. Any

number of short balls may be served with good balls in between.

Foul--To serve three short balls in succession.

Penalty--Server loses hand.

VI. If a short ball is served the receiver may or may not play

according to her desire.

VII. A ball may never be batted or touched in any way twice by either

server or receiver before it touches front wall.

Foul--To touch a ball twice in succession.

Penalty--Server loses hand; receiver, point to server.

VIII. If receiver fails to send back the ball to the front wall it

counts ace for server. If server fails she is hand out.

IX. A server after retiring must be given time to get into position for

receiving.

Foul--To use foot to strike ball.

Penalty--Server loses hand; receiver, point to server.

X. Hinder.--To stop a ball going to front wall, if unintentional, ball

is dead and must be served again.

Foul--If intentional, hinder.

Penalty--Server loses hand; receiver, point to server.

XI. Ball to be fair must strike at least six inches above floor, that

is, above the tell board.

Foul--Intentional.

Applying to doubles.

XII. Served ball strikes server’s partner; called a hinder.

Foul--Hit, hinder for serving side.

Penalty--Loss of hand.

XIII. Server’s partner interferes with the ball before it is played by

either of the two opposing players.

Foul--Hit, hinder by server’s partner.

Penalty--Loss of hand.

XIV. If a receiver strikes ball so that it strikes partner it is a

hinder.

Foul--Hit, point for receiver.

XV. If a receiver strikes either of opponents with ball, a hinder.

Foul--Hit, point for receiver, decided by referee.

Fencing

To some, the practice required to develop good form in fencing may at

first seem tedious. This practice, however, not only rounds out the

form of the fencer, but also is very beneficial in that it exercises

the muscles of the entire body and in that it cultivates quick thinking

and stimulates mental alertness. From the physical point of view

fencing tends to develop symmetrically all the muscles of the body, to

give a lightness and quickness of movement, gracefulness, and generally

to strengthen the body. To fence well it is necessary to think quickly

and act calmly. The fencer must judge what is best suited for her to

do. She must divine her opponent’s attack. Thus she must be mentally

alert all the time.

For the beginner and inexperienced fencer, it is necessary to have

a good foil, one that is the proper weight for the strength of the

fencer. Never use a foil that is too heavy; it is better to have a

light than heavy one. A foil must also have the proper balance. To

test the foil lay the blade across the finger about an inch below the

hilt. If the weight is properly distributed it will balance. To avoid

any accidents a fine-meshed mask and plastron or jacket should always

be worn. If a glove is worn it should be loose enough to allow perfect

freedom of action, but not so loose as to be cumbersome.

Rubber-soled shoes or a shoe that will not slip should be worn.

HOW TO HOLD THE FOIL.

The handle of the foil has two sides, the concave and the convex. The

foil is held, generally in the right hand, so that the concave of

the handle rests in the palm; the convex is then the upper side; the

fingers are closed around the handle, the thumb rests on the upper or

convex side, without touching the hilt; the fingers must not overlap

the thumb. The foil is held correctly when, i. e., for the right-handed

fencer, the thumb nail faces upward and the finger nails toward the

left. This position of the foil is called supination.

Another position is pronation. For this the back of hand is turned up,

the fingers are drawn closer together and the thumb is closer to the

fingers.

Form and skill count for the most in fencing, hence strict attention is

paid to the different positions until the form is perfect. Quickness

and good judgment are acquired with practice and experience. It is of

course desirable to procure the services of a competent instructor when

a beginner.

The fencer should remember to use mainly the fingers and wrist; the

part played by the arms is subordinate.

Think quickly. Thrust and parry coolly and make every movement count.

If your movements become hurried and flustered, the result is slashing,

which is not good fencing--good headwork counts. Try to fathom your

opponent’s methods and take advantage of every opening she gives.

Consistent practice and confidence will enable you to be ready for any

situation which may come about.

ON GUARD.

This is the elementary position in fencing. Stand at attention, body

turned facing opponent outwardly, feet at right angles, the left foot

pointing forward, the right foot outward toward opponent.

1. Raise the arm holding foil lightly, extend toward opponent, hand at

height of and opposite the eye.

2. Drop the arm and foil, point outward, until it is a few inches from

the floor.

3. Sweep the foil across the body so that the foil is horizontal. Grasp

the blade close to the guard with fingers of the left hand, palm up.

The right hand is reversed.

4. Bend arms over head in a circle, carrying foil upward so it is kept

horizontal.

5. Lower right hand to height of the right breast, with foil directed

outward toward opponent at the height of her eyes. Drop the left elbow,

curving the hand over the left shoulder.

6. Bend the legs, separating them at the knees.

7. Advance the right foot in a direct line from the left heel to

opponent. The right knee should be bent over the right foot, both feet

should be flat on the floor.

After these seven movements have been practised and the position

on guard reached quickly and accurately, the fencer may take up

more advanced work. The natural instinct is to defend oneself, so a

scientific means of defense is taught. Any movement that turns away an

opponent’s foil is called a parry. As the fencing jacket is divided

into different lines of engagement, there is a set parry for each. In

all parries, it is important to turn the point of the opponent’s foil

away from your body. Parries are divided into two main classes, simple

and counter. The following are the simple parries:

THE PARRY OF QUARTE.

Using the fingers and wrist, the foil is carried across body from right

to left, turning the point of opponent’s foil away from the attack; the

right forearm protects the left side, the elbow is close at side and in

a line with the hip bone; the tip of foil points up; the foil is held

in supination.

THE PARRY OF SIXTE.

The foil moves from left to right, protecting the right side. The hand

is held in supination.

THE PARRY OF SEPTIME.

The hand is moved as in quarte; the hand is held in supination; the

point is dropped to the waistline by a semi-circular movement outward.

THE PARRY OF OCTAVE.

With the hand similar to that of septime the foil is moved outward in a

semi-circle and the point is dropped.

PARRY OF QUINTE.

For this, the hand from quarte is lowered toward the hip, point upward.

PARRY OF TIERCE.

The foil is held in pronation. The parry of Sixte covers the same line

of engagement except in the difference in holding the foil.

PARRY OF PRIME.

From quarte, the hand is moved toward the left shoulder, the point

dropped, the back of hand is turned upward and outward.

PARRY OF SECONDE.

The hand is in pronation; it covers the same ground as octave.

Besides these simple parries are counter parries, which are circles

described with the tip of the foil around the opponent’s foil, holding

the foil as close as possible to hers.

In all the parries it is practice, so that the movements are smooth and

the recovery from the parry to the on-guard position is instantaneous.

The fingers and wrist should be used mainly in the parries, the arm

movement should be as slight as possible.

THE ATTACK.

A fundamental of the attack first to be learned is the thrust. The tip

of the foil is aimed at the point to be hit, the arm is straightened.

Added to the thrust in the attack is the lunge. The right foot is

carried forward (about twice its length), the left leg is straightened,

the weight of the body is on the right leg, which is bent at the

knee. The left arm is carried straight down at the side, palm of the

hand turned outward. The thrust and the advance with the foot are

simultaneous. The lunge requires much practice to develop a quick

attack and recovery. One important factor to be remembered in the lunge

is never to get the balance too far over the right knee. Also never

let any part of the left foot leave the floor. Immediately after the

lunge and the thrust, the fencer should quickly resume the original

position, i. e., the on guard position.

There are many different methods of attack, divided into two main

classes, primary and secondary. Primary attack is one that is begun by

yourself; secondary attack is one when you attack in an opening your

opponent gives in her attack. Besides these are false attacks to decoy

the opponent’s attack.

_The Direct Lunge._--This is one form of attack, though the straight

attack is generally preceded by disengages. A riposte is a thrust

unaccompanied by a lunge; this is important in secondary attack.

_The Disengage._--In order to attack in a center line, it may be

necessary to raise the point of your foil over or drop it under the

point of your adversary’s.

_The Counter Disengage._--This is a disengage (or more than one)

followed by a circling of the tip of your foil around your opponent’s

foil, followed by an attack on your part.

_The Coupe_ (cut over).--The point of the foil is raised by the

fingers and carried down on the opposite side of your opponent’s foil,

accompanied by the lunge.

In the attack the fencer should remember to keep the right arm

straight, to aim at the line carefully, to always be in a position to

guard closely.

In a match or competitive bout, the umpire decides the hits, but it is

courtesy to acknowledge a hit yourself.

Swimming

A graceful swimmer is as fascinating to watch as a graceful dancer.

Anyone with a thorough knowledge of the strokes and with sufficient

confidence in her own ability may develop into a graceful and competent

swimmer. Everyone should learn to swim well, because it is not only one

of the best physical exercises, but also is a useful accomplishment

in case of emergency. Swimming is an all-around exercise, since it

brings into play all the muscles of the body. Not only is swimming good

from the above points of view, but also as a rule it stimulates and

refreshes, and combined withal there is generally an element of fun

which lends zest to the sport.

Those girls who fail to enjoy their swimming do so because they have

no confidence in their ability. It is foolhardy to venture into deep

water when one cannot swim well, but if there are good swimmers in

the proximity and a float or some other object close by which can be

reached by merely stretching out the arm, then is the time to gain

confidence and corresponding ability and endurance.

Never swim in dangerous water alone. Never swim when tired.

Over-exertion in swimming, much more so than in other sports, should be

watched for, especially in racing and long distance swims, and if any

of the contestants tire, they should leave the water.

There are two faults the mediocre swimmer--even the average swimmer--is

apt to have, namely, poor breathing and hurried strokes. It is

important to learn to breathe well. The breathing should be regular and

is varied according to the different strokes. The common tendency is

to hold the breath until it is a physical impossibility to hold it any

longer, then let it out through the mouth with a gasp, hold the breath

again, etc.

In haste to reach the objective point, the swimmer is sometimes apt

to hurry her stroke. Thereby she fails to execute her strokes in good

form, usually floundering and splashing without deriving any force

or impetus from her efforts. This is not only ineffectual, but it

is exceedingly exhausting and tiring. The strokes should always be

completed in perfect form and rhythm.

There are varied types of strokes; often one stroke is more suited to

an individual than another. Swimming is just as individual as walking,

for it is rarely that two people swim in identically the same manner.

Often bad habits become fixed, unconsciously, even in the strokes of

the best swimmers, so it is well to watch one’s form carefully.

_The Breast Stroke._--In the breast stroke, the swimmer is lying in

the water flat upon the breast. The feet should be but a few inches

below the water; the head is carried so that the mouth is just under

the water; the legs are together and straight, toes pointing back; the

arms are stretched straight in front, hands just touching each other,

palms down, fingers together; with elbow stiff, the arms are circled

back close under and parallel to the surface until they are at right

angles to the body; the hands are turned in the beginning of the stroke

so that the palms are outward; then the elbows are bent so that they

are drawn back and close to the body, and the hands, palms down, are

brought together at the chest, ready to shoot forward to the starting

position; when the arms are drawn back the mouth is carried above the

water, then the swimmer should inhale through the mouth; when the

arms shoot forward then exhale, preferably through the nostrils; the

beginning of the kick is made as the arms are drawn up to the chest;

the legs are drawn up, heels together, knees bent out; simultaneously

as the hands are shot forward, legs are kicked outward, then the heels

are brought quickly together.

In this stroke the body gets its impetus from the reach of the arms

and the kick. Thus the body should glide through the water until the

momentum is used up, then the arms are circled back, etc. Always try to

utilize the momentum. All the parts of the stroke quickly follow one

another, so that the entire stroke is smooth.

_The Side Stroke._--In this stroke the kick is very important. The

scissors kick is used. The body lies with shoulder and side flat in the

water, usually the right side; the upper leg is kept straight, almost

stiff, and is kicked forward; the under leg is bent backward from the

knee; then the legs are brought together and closed with a snap; the

arms are stretched overhead, palms out; the upper arm, kept rigid, with

the hand slightly cupped, circles just under the surface to the thigh,

then the elbow is bent and the arm carried above the water to the first

position; the under arm starts as the upper finishes and is carried

to lower thigh; then, the elbow bent, it is shot forward _under_ the

surface of the water, palm of hand down.

The whole stroke is: Upper arm starts the pull, the legs are opened,

and breath is inhaled; then as the upper arm finishes the under arm

starts, the legs are snapped together; breath is exhaled as the under

arm goes forward.

_The Trudgeon._--The scissors kick as described in the side stroke is

used also in the trudgeon. This kick is very important and should be

practised carefully until the swimmer is perfect.

It is always better to swim on the right side if it is possible,

as it relieves the pressure the heart is apt to be subjected to if

the swimmer prefers the left side. The body rests in the water, arm

stretched at full length, the palms are turned down; the upper arm

catches the water and is brought down, the elbow is fairly stiff,

palms turned slightly outward, fingers together; when arm is straight

alongside the body, then the elbow is bent and the arm carried forward

above the water to the first position; as the upper arm finishes, the

under arm executes the same stroke as the upper arm; the body is rolled.

The whole stroke should be practised together, so that it is smoothly

and accurately done. First, the upper arm catches the water, the body

is slightly rolled, head twisted so that breath may be inhaled during

the pull, the legs are opened at start of pull and closed at the end of

pull. Then under arm catches the water, the body is rolled so that the

face is in the water, and during the pull the breath is exhaled slowly

under the water. Then, as under arm finishes the pull, the upper arm

enters the water, etc.

_The Crawl._--The crawl is the racing stroke. The best-way to begin

is first to perfect the movement of the arms. The body is flat in the

water, face down, arms slightly bent at the elbow, stretched over head

so that wrists are a little beyond the head; the hands cut and are

driven through the water, elbows still bent, until the hands reach the

hip, then they are carried out the water and forward, elbows in air.

The arms alternate, so that while one arm is traveling back under the

water, the other is traveling forward in the air to resume the stroke.

The breathing in this stroke is hard to master. As the face is in the

water, the breath is taken only every two or three strokes by turning

the head quickly as the upper arm is being brought down; the exhaling

is done under water, while the under arm goes forward. This is for

racing; a breath may be taken at each stroke when the stroke is slower.

In the kick, the legs are stiff from the hip, knees close together,

then they are moved up and down alternately with the feet close

together. It is difficult at first to maintain the leg drive, to make

the whole stroke smooth, and to breathe easily, but these difficulties

may be conquered by practice.

_Plain Back Stroke._--The body is flat on the back in the water, the

arms are straight over the head, the palms of hands upward; the palms

are turned outward, then the arms, stiff at the elbow, are circled

down close to the surface and parallel to it; after the arms are

straight by the body, they are carried to the first position, perfectly

straight, and clear of the water; the legs are straight, then as the

arms clear the water for the recovery, they are bent as in the breast

stroke kick, kicked out straight, then the heels are brought together.

This stroke is almost the same as the breast stroke.

Another stroke is the same positions for the arms as the plain back

stroke combined with the leg drive of the crawl.

Still another is the same, except that the arms move alternately as in

trudgeon stroke.

_Floating._--In order to float on the back, the balance of the body

must be determined; hence it is often necessary if the feet sink to

throw the head back and raise the arms over the head. In some cases, if

the legs are bent, it helps the balance. After practice, the swimmer

soon learns to float. Short breaths, keeping the lungs as full of air

as possible, are better than long ones.

_Plunge for Distance._--In reality this is floating with the face flat

down in the water. The first part of the plunge is the dive, which

gives the impetus. The dive taken is the shallow dive. As the breath

is held from the minute the head enters the water until the plunge is

finished, it is necessary that the lungs be well filled. After the

body is in the water, the muscles should be relaxed, and the swimmer

should keep the air in the lower part of the lungs. The plunge should

be as straight as possible; the direction may be changed by moving the

arms (which are stretched straight out in front) or the head in the

direction desired. This motion should be slight, as the least friction

impedes progress, and distance is the desired result.

Diving

As diving is a very large subject, it is impossible to give in detail

all the varied dives. There are three important dives everyone should

know--the front, back, and shallow or racing dive. The beauty of diving

is in the form.

_The Front Dive._--The diver stands erect at the end of the spring

board, falls forward, then as the body passes the balance point, the

arms are raised straight over the head, knees bent; then spring out so

that the body is parallel to water, arms above head; the body is curved

downward and enters the water, arms, head, body, and legs forming a

straight line.

In springing, jump out parallel to the water. The running dive is very

similar.

_Back Dive._--The diver turns with back to the water, heels over the

edge of board into space; the arms are over head, body is curved

backward; as the balance point is reached, spring out, turning body as

it enters the water.

The position of the head is important. Ducking the head or throwing it

too far back, added to stiffness of the body, makes the dive awkward.

The legs should never be apart, but together; toes pointed, so that

feet are not flat; the fingers should be together.

The shallow dive, known as the racing dive, is important for those

interested in speed swimming, as is the racing turn.

_The Racing Dive._--The swimmer stands with the body bent forward, arms

back; then, as body falls forward, the knees are bent and the spring

out is taken; the body strikes the water arms over head, the whole body

in a straight line with the arms and legs. Do not dive so that you sink

into the water, but try to strike it at the right angle, so that you

will sink only a few inches. The arms start the stroke as soon as they

reach the surface, then the legs commence as the arms are recovering.

_The Racing Turn._--The wall is touched by the arm that the turn is

to be made on. The previous strokes must be timed so that the arm may

touch the wall stretched straight out in front. The hand touches the

wall (above the water line) palm against the wall, fingers pointing the

way the body is to turn.

The body is swung along the wall so that bottoms of the feet touch the

wall (a little below the water); then with a backward stroke of the

arms, which have been brought to the hip, palms pointing in front,

fingers down, the body is brought right against the wall, nearly

touching; then the arms are forward, the legs straightened, thus

gaining impetus; the arms start the stroke, then the legs commence as

the arms start the recovery.

For racing, constant practice of the start, stroke and turn is

necessary. First the swimmer should perfect her form of stroke, then

the speed may be increased by practice swims of a short distance at

first, which may be increased slowly. A swimmer should always be in

good condition. Never swim so much as to get stale; never over-exert.

It doesn’t pay in the end.

Choose the event you are the most proficient in and stick to that one

until you are perfect in it.

TREADING WATER.

It is necessary for the water polo player to know how to tread water,

that is, to remain stationary in the water with the least effort. The

body is upright in the water, as in a standing position. The legs are

moved up and down, the arms are spread out, bent at the elbow, and

moved up and down gently. The whole movement should be as slight as

possible, so that the greatest possible amount of rest may be obtained.

SWIMMING MEETS.

For swimming meets there should be a set program of events. The

contestants should be entered ahead of time. Handicaps may be granted

if the swimmers are unevenly matched.

There should be a referee to conduct the meet; a clerk of the course,

who sees that the participants are notified of the events; a scorer,

who keeps an official score; three judges, who watch for fouls; three

timers, a starter, and an announcer.

_Score._--The score is, as a rule, 5 for first place, 3 for second, 1

for third. Relay races are often counted in different ways: 5 points,

6 points, or 8 points are the most common for the first place.

The signal for the start should be: 1. “Get- on your marks.” 2. “Get

set.” 3. “Go.” (Pistol shot.) There should be no stepping over or back

from starting line.

Three false starts disqualify a competitor.

Each swimmer should keep in her own course. If she crosses into

the course of another swimmer and touches her she is liable to

disqualification.

In turning the swimmer should touch the end of the pool with one or

both hands.

The swimmer must touch the finish line with a hand out of the water.

If the stroke is judged for form the competitor must dive into the

water, swim a given distance, turn, all in perfect form.

In the plunge for distance the dive should be made from a firm

take-off. The body must be kept motionless, face down, no longer than

sixty seconds, however. The distance is measured from a line parallel

to the diving base, at right angles to base, to the farthest point

reached by any part of the body.

A certain number of plunges, usually two or three, is allowed to each

competitor.

In diving there are usually a list of required and voluntary dives. The

judges consider the form with which the dive was executed. (Form is

treated under diving.) The scale of points usually is:

Unsuccessful attempt, 0; Poor dive, 3; Fair dive, 6; Good dive, 8;

Excellent dive, 10.

SWIMMING TEST.

The all-around swimming test as practised at Bryn Mawr College in a

68-foot pool, the details of which have been contributed by Mr. Philip

Bishop, Athletic Director of the Haverford School and Advisory Swimming

Coach at Bryn Mawr College, is given herewith.

All-Around Swimming Test for Women

BY PHILIP BISHOP.

This test is taken in three sections: diving, plunge and object dive in

one section; form and speed in another; endurance and underwater swim

in the third.

Section 1.--Speed test, two lengths to be done in 44 seconds; form

swimming, breast stroke, back stroke and trudgeon, or crawl stroke.

Girls and Athletics Giving a brief summary of the activity, rules and method of administration of the following games in girls' schools and colleges, women's clubs, etc.: archery, basket ball, cricket, fencing, field day, field hockey, gymnastics, golf, hand ball, ice hockey, indoor base ball, rowing, soccer, skating, swimming, tennis, track athletics, volley ball, walking, water polo, water basket ball. · 第 1 / 3 章