Use sight cards with the combinations on them. Have a race. The child
making the fewest mistakes wins.
Six circles are drawn with chalk on the floor arranged so there will
be three circles in the front row; two in the second; and one in the
third. The number two is placed in each circle of the first row; number
three in the second and number four in the third. About four feet in
front of the first row place a line. Each child is to stand on the line
and throw two bags, one at a time. A score is made when a bag falls in
a circle. The child writes the number of the circle in which his bag
fell, opposite his name on the board. When each child has had several
turns and the game is finished he adds his score and the children
compare the total scores.
Two colored circles are drawn on the floor. A line is marked at a
certain distance, from the rings. The children stand on the line to
throw the bags. The children are divided into groups, the Reds and the
Blues. The score is kept on the board, making as many squares for the
score as there are players. Each player has one turn. If the bags fall
between the two circles count 2; if they fall within the small circle
count 4, and the big circle, 0. The score is counted by the children.
Measuring may come in here if the children are allowed to make their
own bean bags.
Place a large pasteboard box on the floor. Remove the cover and put a
string of little bells across the middle of the box. The children stand
about eight feet from the box and take turns trying to throw bean bags
into it. One child stands near the box to take the bags back to the
one who throws next. If a player throws the bean bag so that it goes
into the box without ringing the bells, he scores nine. If the bag
hits the string of bells and then falls into the box the player scores
six. Scores should be kept on the blackboard by the pupils. The number
counted for each throw may be changed from time to time. The child with
the highest score wins.
One child is the witch. All the children run across the line and if
the witch catches a child, she places him in a small circle containing
a number combination. If he can answer the combination in the small
circle as soon as he is placed in it, he may go. The children who are
never caught are the winners.
Draw a circle on the floor about twelve inches in diameter. Draw three
more circles around this one. Have each circle about eight inches
larger in diameter than the preceding one. Beginning in the center
number the circles 1, 2, 3, 4 and 5. Give each child a bean bag and let
each have two trials. Let the child stand on a chosen line and throw
for circles. If the first time he threw the bag in circle 4 and the
next time in circle 2 his score would be 4+2--6. Have each child keep
his own score.
Children form semi-circle; ring toss placed in open space. Two children
are given a ring each. Center peg counts (5); the outer counts (1);
second (2); third (3); fourth (4.) They toss the ring aiming at one
of these pegs; if they ring a peg they put down their score; if they
get none, no score is put down. The aim is to see who can get the most
fives. They should stand at the distance an average child in the first
grade can toss.
Have several wooden pegs on the floor. Then have three rings. Each
child is allowed three throws. The object of the game is to see which
child can throw the rings over the pegs the most times. If a child
rings two pegs one time and one peg the next time, he will add his
sums. Then they will see who has made the most rings.
Draw a number of circles on the floor so that the child may hop from
one to another easily. In the circle at the starting point put the
number which you are going to add to the others. In the other circles
put numbers, whose combinations, added to the first number will not
exceed ten. The child starts on the first circle. As he hops to each of
the others he calls out the sum. The object of the game is to see who
can make the most combinations.