From the folklore viewpoint Mrs. Gomme and Mr. Newell have brought to

bear on games a wealth of knowledge of old customs and beliefs,

discerning thereby a significance that might otherwise pass unnoticed

and unappreciated. Thus we have the recognition of old well-worship

rites in the little singing game "Draw a Bucket of Water"; of ancient

house ritual in some of the dramatic games; in others the propitiation

of deities that preside over the fertility of the fields; survivals of

border warfare; of old courtship and marriage observances, and many

other rites and customs. Sometimes this recognition is merely one of

analogy or association, leading to a surmise of the origin of a game;

sometimes it is supported by old records and drawings or references

found in early literature. While often not so exact as the strictly

scientific method, this folklore study throws a flood of light on the

heritage of games that passes from child to child, giving to the

subject added dignity and worth. One comes to appreciate that the

childhood bereft of this heritage has lost a pleasure that is its

natural right, as it would if brought up in ignorance of Jack the

Giant Killer, Beauty and the Beast, or Robinson Crusoe.

The class of games studied by the folklorists mentioned includes

mainly those of active and dramatic character as distinguished from

the board and implement games. Mrs. Gomme sees in their form, method

of playing, the dialogue often included, and the fact of their

continuance from generation to generation, an expression of the

dramatic instinct, and considers them a valuable adjunct in the study

of the beginnings of the drama. The student of games must find of

great interest Mrs. Gomme's classification by formation, the line form

being considered to represent, or to have grown out of, a contest

between people from different countries or localities; the circle

formation a representation of customs prevailing in one village, town,

or tribe, and so on, with the arch form or tug of war, the winding-up

games (as in Snail), etc.

Viewed in this light of their origin, games are especially

fascinating. They take one back to the atmosphere that pervades

romance: to quaint chronicles of kings and courtiers setting forth in

brilliant train for some game that is the heritage of the child of

to-day; to ladies-in-waiting on the Queen playing Babylon; to

shepherds congregating on the moors, or early village communities

dividing, over some forerunner of our college Football; to village

lads and lasses dodging through the cornstalks with Barley Break, or

milkmaids playing Stool Ball with their stools. For while it is

rightly said that the serious occupations of adults at one period

become the games of children at another, the statement omits an

intermediate fact that strongly impresses the student of games:

namely, that these activities, which at first were serious rites have

been used for sport by adults themselves before being handed down to

children; as though the grown folk should masquerade for a time in

their outworn garments before passing them on to following

generations. Considering the varied interests that find expression in

these games, one is further impressed with the fact that humanity

passes thus in review its entire range of experience, transmuting into

material for sport the circumstances of love and hatred, sorrow and

rejoicing, fear and veneration. Nothing is too exalted or humble, too

solemn or fearsome, to be the subject of these frolic events. Nature

in all her panoply is here in dramatized form or reference--earth,

stone, fire, and water; verdure and the kingdom of living things from

beast to man; the seasons and the planets. Industry, love and war,

fiends and deities, death itself and the hereafter, all pass in

review, for one who sees the hidden significance, like a panorama of

existence, as they passed, a plaything and a jest, before the gods of

Olympus. It would seem as though humanity, viewing in long perspective

its own experiences, had found them all at last fit subjects to

"Beget the smiles that have no cruelty."

* * * * *

One dares to hope that this little craft, bearing as it does such a

freight of gladness, may leave behind a wake of cheer, and laughter,

and happiness.

JESSIE H. BANCROFT.

MARCH, 1909.

ACKNOWLEDGMENTS

Detailed acknowledgment is made throughout the volume to various

authors and publishers. A general assurance of most grateful

appreciation is here tendered to many who have responded with material

and suggestions in the research, and to the numerous teachers whose

resourcefulness has led to the adaptation of many games to school

conditions. The author regrets the impracticability of mentioning all

of these by name.

Especial acknowledgment is due Mrs. Marie Talbot Constant for most

valuable and varied assistance, particularly in bibliographical

research and cataloguing of games; and to Miss Lilian M. McConville

for testing and adapting many foreign games collected for the present

volume.

TO THE TEACHER OF GAMES

The following suggestions are made with a view to the use of games

under any circumstances, though many of them apply especially to large

numbers of players under the guidance of a teacher or leader, as in

playgrounds and schools.

The leader or teacher of a playground should approach his or her work

largely in the spirit of the host or hostess whose duty it is to see

that each individual guest is happy and has opportunity to share all

of the pleasures of the occasion. But much more than this is involved

in the relation of teacher and pupil. The teacher of games, or leader

of children's play, needs, like all teachers, to have a sympathetic

personal understanding of the players; a quick insight into character

and motive; a knowledge of what to look for in the child's development

at different periods, as indicated in the Introduction; and to be, in

short, guide, philosopher, and friend.

The teacher should never hesitate, from questions of personal dignity,

to participate in the play of children. Nothing can more quickly gain

the respect and affection of a child than such participation. Every

adult can doubtless recall the extreme pleasure experienced in

childhood when some grown person entered into the childish play. In

schools, where there is necessarily so much of formal discipline and

dealing with large numbers _en masse_, one of the most valuable

effects of games is to produce a more natural and sympathetic

relationship between teacher and pupil, and a fuller appreciation on

the part of the teacher of child nature. This effect from the use of

games has been noted by scores of teachers, even those who were at

first opposed to such use.

Every teacher will have his or her individual methods for teaching,

discipline, and management of games. The following general

suggestions, however, are the result of experience, and may be of

assistance to the novice, at least.

[Sidenote: How to teach a game]

The best method of teaching a game is to make a full explanation of it

before the pupils take their places to play. If this be in a

schoolroom, illustrative diagrams may often be drawn on the

blackboard, and it is sometimes helpful, there or elsewhere, to have a

few pupils go slowly (not running) through the general form of the

game, to illustrate it to the others. In a playground the same method

may be used by having the players sit, if that be feasible, or by

halting them in a march or after gymnastic exercises, to listen to the

explanation. Never try to teach and play a game at the same time. The

only exception to this rule should be where there is a large and

disorderly crowd with which to deal. Then it may occasionally be best

to start a game to gain interest and attention, and then halt for

further explanation.

[Sidenote: Class and group games]

It often becomes necessary for the sake of discipline and unity to

unite all of the players in a playground in one game. Comparatively

few games, however, are successful when played by very large numbers.

A special index has been prepared of such games, however, and will be

found at the end of the present volume. Classes may often be brought

into order and attention in a playground by the simple device of

marching, the march to end in one game for all of the players, or

several games in groups.

An indication that too many players are taking part in a game is

almost invariably to be found in a lack of interest on the part of the

players, arising usually from the infrequency with which each player

gets an opportunity to participate. The ultimate test of any game,

however, from the recreative standpoint must be one of interest, and

this is often found among players who are not participating in the

action if competition be close. A teacher should watch closely for

waning interest, and may often save the situation by dividing the

players into two or more groups. Many games that are commonly listed

for as many as sixty players are given in the present index as useful

for "thirty or more." By this is meant that the best playing values of

the game are lost when played by more than thirty, although it is

possible to use the game with a larger number. Very frequently even

these games are far better played by smaller groups.

A resourceful teacher will find many ways of adapting games to large

numbers. Among such devices may be mentioned (1) increasing the number

of runners and chasers; for instance, in the game of Cat and Rat,

there may be several cats and several rats; (2) in the circle games of

simple character, especially the singing games, the circle may be

duplicated, thus having two concentric circles, one within the other;

(3) in many ball games it will be found possible to put more than one

ball in play, as in Bombardment or Circle Club Bowls. Such suggestions

as this are often made in the present volume in connection with the

description of the games.

Group play, by which is meant the division of a large number of

players into smaller squads or groups, is undoubtedly the best method

for getting the best sport and the greatest playing values out of most

games. Such a division of players is not always an easy matter to

inaugurate, untrained players being inclined to follow the teacher

from point to point in the playground. This may be obviated by

appointing group leaders, each of whom should understand the game to

be played and be appointed to take charge of it. Older children, and

almost invariably the children who are disorderly or inclined to

disturb the general harmony and discipline of the playground, are the

best ones to charge with such responsibility. This method serves the

double purpose of quelling their disorderly propensities by occupying

them in a position of responsibility, and takes care of a group of

players at the same time. When the group method is used in schools, it

is advisable to appoint the leaders of the groups, or allow the

children to elect them, before leaving the class room for the

playground.

[Sidenote: Choice of games]

The choice of games to be played should be left to a vote or

suggestion of the players. The teacher's function in this regard is to

suggest, not to dictate. In schools this choice may generally best be

made in the class room, before a class goes to the playground.

A teacher should be ready with suggestions for new games or occupation

of some sort when interest wanes in a game that is being played; but a

new game should not be suggested until there is evidence that players

are tired of the old one. Do not make the mistake of thinking that

children want to play games incessantly during a half-day session of a

playground. Children like quiet pursuits occasionally as well as do

adults, and it is well to alternate games with such quiet periods and

also with marching, gymnastics, folk dancing, or periods of free

activity. So-called quiet games will be found useful under such

circumstances.

[Sidenote: Discipline]

Each playground leader or teacher should be provided with a whistle.

This saves a great deal of strain on the voice, and should be

understood from the outset to command instant quiet, all play to be

suspended when it is heard. The most joyous play goes always with the

best discipline. Both children and adult players like strength and

decision in a teacher or leader. Indeed, they instinctively place

themselves under the leadership of the decided and dominant characters

among themselves. It has been the experience of the author that

discipline in schools is greatly helped by the playing of games,

partly because the privilege of play or its loss is one of the

strongest incentives to order at other times, but also because of the

happy outlet afforded for normal tendencies and the disciplinary

training of the games themselves.

[Sidenote: Playing values]

Get the playing values out of games. By this is meant, see that every

child gets as much opportunity as possible for participation in the

actual physical exercise of the game and in all the phases of play

that make him a successful, alert, resourceful player. The result of

this and the test of it will be the amount of interest and sport in

the games. _Do not make the games too serious. Get laughter and frolic

out of them._

Encourage timid pupils to give dares and to take risks. No class of

players needs more sympathetic or tactful understanding and help from

a teacher than the timid. Such children often suffer greatly through

their shyness. They should first be brought into play in some form of

game that does not make them conspicuous; one, for instance, in which

they do what all the other players do, or merely take turns. Such

children should be encouraged by praise of their successful efforts,

and especial care should be taken not to call attention to their

failures.

See that the selfish or most capable children do not have the lion's

share of the play; the opportunities should be equally distributed. It

is often necessary for a teacher to distinguish between

self-assertiveness, which is a natural phase of the development of

the sense of individuality, or selfishness and "bullying," which are

exaggerated forms of the same tendency. Both may need repression and

guidance, but only the latter are reprehensible.

Encourage each pupil to be alert to see when it is his turn and to be

quick in play. Every game should be a sense-training game, developing

power for quick perception of external stimuli and quick and expert

reaction to such stimuli.

In chasing games, encourage interesting chases, the runner to take

unexpected turns and dodges, making capture difficult. The shortest

distance between two points for a chase often makes a dull game,

devoid of sport.

Young players will need to be helped to use reason and judgment in

games, as to when to run risks of capture, how to attack the

opponent's weakest point, etc.

Do not treat children as though they were made of glass and fear to

see them tumble down. Every child, boy or girl, ought to be able to

bear a few falls, knocks, and bruises. This is nature's way of

training a child to be more observant or agile. Besides, physical

hardihood is one of the best possible results from the playing of

games. Do not coddle a child who has received an injury. Cultivate a

stoic spirit. If it be a slight injury, have the child go on with his

play and he will soon forget it. If it require treatment of any sort,

take the player at once away from the playground or vicinity of the

other players and apply first-aid remedies until medical assistance

can be obtained.

[Sidenote: Team play]

Team play is one of the highest forms of play. The teacher should look

for the beginning of the tendency toward it as shown in a fondness for

the play of opposing groups, manifest from ten to twelve years of age.

This tendency should be encouraged and developed into more closely

organized types of team games. The greatest value of team play lies in

the coöperation of the players, all working together for a common end,

a player's thought and effort being to do what is best for his team

rather than to use his skill for individual glory.

[Sidenote: Enforcement of rules]

The number and difficulty of rules and regulations governing a game go

through a steady increase as children grow older. The games for very

little children have practically no rules except the following of

turns in rotation. Later come such games as those in which a player's

turn comes only on a given signal, and it is a foul to start before

this signal, as in relay races. Many other types of rules appear as

the games progress. These reach their culmination in ball games where,

amid the excitement of a game, a player must exercise heedfulness and

restraint in the method of playing upon a ball, the range of movement

allowed from a given base, and many other points.

A teacher should understand clearly that the inhibitive power of the

will necessary for the observation of rules is a slow and late

development, and that its training by means of rules is one of the

most important educational features in the use of games. (See

Introduction.) Players should therefore not be expected to take part

in a game that is much beyond their power in this regard. A teacher

should not announce a rule unless sure that it is reasonable to expect

the players to observe it. Having announced a rule, however, enforce

it to the full extent. To condone the infringement of a rule is

equivalent to a lie in its injury to the moral nature of a player. It

is a weak-willed teacher who does not enforce rules. Players will

respect far more a strict disciplinarian than a weak one. Every player

who infringes a rule should suffer the full penalty therefor. Only by

such means can there be trained the strength of will to avoid such

infringement in the future, for it should be repeated that such

infringements are not always the result of intentional cheating. They

indicate very often an undeveloped power of will, and the teacher

should be able to discriminate between the sneaking cowardice that

would win unfairly and mere lack of power. Both causes, however,

should lead to the same result of suffering the full penalty for any

infringement of rules.

[Sidenote: Honor]

Teach players to play to win--with all their might. But with this

cultivate a sense of honor. Have them realize that any victory not

earned strictly by their own merits or those of their team is a

disgrace rather than a cause for congratulation. No better opportunity

can ever be found for inculcating the knowledge that to be trusted is

far greater than to be praised. A player should scorn rewards not

based on merit, and should be led to feel that a defeat resulting from

an honest trial of strength is an honorable defeat; that the real

issue is as much concerned with the amount of effort put forth as with

the comparative results of it measured with some other player. A

defeated player should be led to recognize and do honor to the prowess

of his adversary, and so to congratulate him honestly. A sense of

superior power should never degenerate into gloating over a defeated

adversary or into contempt for his weaker ability. Many thrilling

examples of honest mutual admiration between victor and vanquished may

be gleaned from the history of warfare, as when Grant handed back the

sword of surrender to Lee.

In athletic games players should learn that to question or dispute the

decision of judges or other officials presiding over games is

thoroughly unsportsmanlike and a species of dishonor. Having once

placed themselves under officials, decisions must be accepted without

cavil at the time. The natural desire to learn how a decision was

reached in an athletic event must be held in check until the judges

have opportunity to announce fouls or other features of scoring that

determine the result. It should always be borne in mind, by both

players and coaches, that the officials, who are each concentrating on

some one feature of the play, know what happens far more accurately

than the general observer. It is also thoroughly unsportsmanlike, and

counts as a foul, disqualifying a player, if he receive directions or

coaching of any sort from an instructor during a game.

FLOOR FORMATION.--The terms "formation" and "floor formation" are

commonly used to designate the placing of players in the playground

and gymnasium in the lines, circles, groups, or opposing sides,

necessary for the starting of a game. To accomplish this disposition

of the players quickly and without confusion requires a clear

knowledge of methods on the part of the teacher. Some methods are here

offered, but before giving them in detail a word should be said of the

differing psychological effects of the various formations.

The circle or ring formation has a pronounced tendency toward a spirit

of unity among players. Each player may see and become somewhat

acquainted with all other players in a group, in a way not practicable

in any other formation. Any one who has met strangers at a dinner

party or committee meeting gathered at a round table will comprehend

the significance of this. In the kindergarten, this principle is used

largely, each day's exercises opening with the pupils in a circle. A

game in circle formation is therefore often one of the best means of

making acquainted players who are strangers to each other, and of

giving a sense of united interest to a heterogeneous group.

The sense of being united in a common interest, or _esprit de corps_,

may be gained to some extent in some general forms of playground

activities such as marching. As children grow into the tendency to

enjoy group or team play, the competitive spirit becomes very strong,

and games in which the players work in competitive teams, as in relay

races, or in opposing sides, as in Bombardment, may serve the purpose

of continuous mutual interest. As a rule the competitive spirit is

strong in games in the line and group formations, and, indeed, is

usually the basis of such formations.

For all formations pupils should be trained to move quickly.

Formations made from marching order may often be done on the

double-quick.

RING FORMATION.--For small numbers of players no formal procedure is

needed to get the players into a ring formation. For very little

children the teacher should simply stretch his or her own hands

sideways, taking a child by either hand to show what is wanted, and

telling the others to form a circle. All will naturally clasp hands in

the same way. Children should be urged to move quickly for such

formations. For some games the hands remain clasped. For others the

hands are dropped (unclasped) after the ring is formed. The distance

between players may be gauged by the stretch of the arms when the

hands are clasped, making the ring larger or smaller. With older

players the teacher's participation in the formation of the circle is

not necessary, the mere command to "Form circle!" being adequate.

For large numbers the ring formation is best achieved from a line

standing in single file. The players should march or run, the leader

of the file describing a circle and joining hands with the rear player

of the file, all of the others joining hands similarly with their

neighbors.

CONCENTRIC CIRCLES.--Where players are to be placed in two circles,

one within the other, as in Three Deep, Zigzag Ball, or some of the

singing games for large numbers, players should march in a column of

twos (two by two), and the leaders should describe a circle until the

ends meet. All then face inward.

Another method of forming concentric circles is to form a single

circle, and have every alternate player step inwards. Or the players

may number off by twos, and those bearing the odd (or even) numbers

take one or two steps toward the center of the circle. All

numbering-off methods, however, are comparatively slow.

OPPOSING TEAMS OR LINES.--For assigning large numbers of players

quickly in opposing teams or lines, the following methods are among

the most orderly:--

I. The players "fall in" for a march in single file. They march up the

center of the room or ground; the first player turns to the right and

the next to the left, and so on alternately, taking stations at the

sides of the ground; they are thus separated into two opposing groups,

those which turn to the right forming one group or team, and those to

the left another.

This method is even quicker if players march in columns of twos or

fours, alternate ranks turning to alternate sides.

II. Players may be required to march in columns of twos (two abreast),

halt, and those in one file of the column step to one side of the

playground instead of marching to the front and separating, as in I,

and those in the other file to the opposite side.

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