Chapter I: Part 1
GAMES AND PLAY
FOR
SCHOOL MORALE
A COURSE OF GRADED GAMES FOR SCHOOL AND COMMUNITY RECREATION
ISSUED BY COMMUNITY SERVICE, Inc. One Madison Avenue, New York City
ARRANGED BY
"MEL" SHEPPARD Department of Recreation and Physical Education
ANNA VAUGHAN Director of Recreation Community Council of Michigan
Copyrighted 1920
COMMUNITY SERVICE
COMMUNITY SERVICE is the medium through which the residents of a community get together and really become members of that community with a consequent real interest in community welfare, prosperity and stability.
COMMUNITY SERVICE is CITIZENSHIP. It promotes Americanization. It denotes PROGRESSIVENESS. Any individual of the community with a real and active interest in the community is a better citizen.
COMMUNITY SERVICE provides an opportunity for people to meet as folks, as neighbors representing no one but themselves, and the ideas they cherish most. The towering advantage of Community Service is that it is the one movement to which everybody can belong.
COMMUNITY SERVICE is a community organized for service. This community has a real existence with a soul and personality of its own. The Community needs something to do as a community.
COMMUNITY SERVICE is an antidote for idle time. The success of a person or a community is not determined by the number of hours they are busy, but by what they do in their idle time.
COMMUNITY SERVICE offers every stranger who comes to a Community "the glad hand," displays true friendship to them and shows that we as a community care for his welfare.
COMMUNITY SERVICE promotes good will. There is no ritual for Community Service, just as there is no ritual for friendship. Friendship is a fact. Most men and women have a talent for it. Community Service organizes and develops that talent until it is made to render a world service. It makes the community a fact instead of a name.
PEACE TIME service is a war debt that Conscience and Patriotism must pay.
FOREWORD
By Anna Vaughan
"Mel" Sheppard
It is just as essential that the teacher who enters a schoolroom in September know how to play with children as to teach them. By no better means, perhaps, may the spirit of friendship and co-operation be so thoroughly strengthened and firmly established as through games.
The mental, moral and physical growth attained through participation in games cannot be overestimated. To listen to directions, to understand them thoroughly and to execute them exactly as given require alert attention and accurate motion.
To play fair, win honestly and accept defeat cheerfully, remembering at all times to be courteous to opponents, are invaluable lessons, and conducive to good citizenship.
Active games quicken the sense perceptions. Through them the dull, passive mind is aroused to an active interest in external things to which the hitherto inert body is forced to respond. As a result the child observes more closely, thinks more clearly and moves with greater ease.
To rhythmic games may be attributed the freedom of movement, graceful carriage and appreciation for and response to rhythm by which the child attempts to give expression to his inmost feelings.
By correlation with language, quiet games furnish a successful means for establishing correct habits of speech. Correlated with number, much valuable drill in the fundamental processes may be secured in a most delightful and informal way.
All children love to play, and, cosmopolitan as is the blend of our public schools today, in the recreation period is found an opportunity for universal expression not afforded in other activities of the day. Keenly sensitive to their surroundings, they are quick to catch the enthusiasm of their leader.
The child, timid and retiring of disposition, becomes a creature of initiative, while not infrequently the forward, self-assured child is given a much needed lesson in self-restraint. Through his skill displayed in playing games involving contest, a formerly unappreciated child compels the respect and admiration of his classmates, a tribute that may play no small part in influencing his course in after life.
It is only by getting into the game with the children and encouraging them to play naturally, permitting them to get all the joy there is in the performance hereof, that games may be made of greatest service. The effects of such play cannot fail to dispel the artificial atmosphere which for various reasons permeates many of our schools today, and to establish, in its place, wholesome and natural conditions, that will challenge the child's best efforts and render school life pleasant as well as profitable.
Graded Games for Schools and Community Recreation
The Indoor Recreation Work is given in the form of plays and games.
While the plays and games listed have been carefully arranged and graded with a view to adapting them to the schoolroom, many of them are suited to playground, hall and gymnasium use.
It is suggested that at least one game period a day be given out of doors during the pleasant weather.
Rules to Be Observed in Giving Games
1. Teacher should be familiar with the game before giving it.
2. Teach by imitation in the story-plays and rhythm, as best
results come from the teacher playing with the children.
3. Be sure that the air is fresh when giving a game.
4. In every rest period give a breathing exercise.
5. See that all the children have a part in the game.
6. Upon the spirit which the teacher puts into it, depends the
success of the game.
Story Plays are imitations of well-known activities. They may be experiences related to home activities, the surroundings near the home, the season and to school work.
Capitalize the child's imagination and experience as a basis for developing Story Plays, keeping in mind the types of exercise necessary to give the children the proper amount of exercise.
The following is illustrative of the forms of exercise to be found in a story play:
A Day in the Woods
Stretching--Reach up high. Take your coat and hat.
Leg movement--Walk quickly (skip) to the woods. (Each two rows walk
around one row of desks.)
Head exercise--Look up at the bright autumn leaves.
Arm exercise--Raise your arms and touch them.
Trunk and Arm exercise--Rake the fallen leaves. (Lean forward,
bending body forward to either side.)
Knee Bending--Run and jump into the pile of leaves.
Breathing--Breathe in the fresh air.
Suggestive List of Story Plays
Home activities--Washing, ironing, baking, sewing, sweeping, dusting.
Industrial Activities--Fireman, soldier, shoemaker, blacksmith, carpenter, etc.
Seasonal Activities:
Fall--Nutting, Thanksgiving, Jack Frost, gathering apples, etc.
Winter--Christmas Toys, Snow Fort, Valentine Day, Washington's Birthday.
Spring--Flying Kites, making a garden, trees in a storm.
Summer--The Playground, swimming, picking flowers, a day at the circus.
Correlate rhythmic exercises with the reading language and nature work. The movements may be executed to music, Victrola or piano being used.
Walking fast
Walking slow
Jumping
Running
Ringing bell
Marching
Hopping
Clapping
Beating drum
Blowing bubbles
Fairies skipping
Birds flying
Boats sailing
Blowing bugle
Blowing up a balloon
Climbing a steep hill
Imitate a steam engine
Smell the pretty rose
Galloping horses
Hammering
Rabbits jumping
Ducks waddling
Skating
Raking garden
Rowing boat
Bouncing ball
Throwing snowballs
Elephant's walk
Giant striding
Goose waddle
Turkey strutting
Indian walking
Walk like a dwarf
Crow like a rooster
Breathe in the fresh air
Blow a feather in the air
FOR THE YOUNGER CHILDREN
THE CIRCUS
All ready for the big circus parade. Choose what you want to do or be in the parade. Now we are at the circus grounds. The band marches around the tent. Choose the instrument you want to play. See the big, big elephants in the circus. Let us feed the big elephants. Now look at the pretty high-stepping horses. See if we can step as high as they. The little baby ponies are coming now. Let us make tiny steps just as they do. Now the juggler is ready to play. Throw the ball high, way up high, and catch it on your nose. Heads up high. Now let's breathe hard, drink in the fresh air and run home to Mother.
Introduce skipping, hopping, running, jumping.
1. Stand like soldiers. (Head, eyes, chest, feet.)
2. March like soldiers.
3. Run like fairies.
4. Run like brownies.
5. Fly like birds.
Fly to the woods in front of you.
Fly to the woods in back of you.
Fly to the woods to the left.
Fly to the woods to the right.
Play you are trees. Bend to the left; arms sideward or overhead. Bend to the right; arms sideward or overhead. Galloping horses: Hold reins--gallop forward. Skipping children: Skip--lightly and evenly.
Bursting bag:
1. Breathe in.
2. Blow.
3. Clap.
Blow a soap bubble. Keep a feather in the air. Blow out a candle.
Blow a trumpet. Imitate the wind. Imitate a train of cars. Imitate a flute. Blow a whistle. Blow a bugle.
MOVING DAY
Two adjacent rows, play together. The first of May is moving day. The seats are houses. One player is chosen to be "It" and he walks up and down the street between the two rows. At a signal, the residents along the street change houses before and behind him and he tries to get a house while it is vacant. The seats not occupied and one more must be marked and not used in the game so that there is at all times one person without a house. If the people do not move often enough the one who is "It" may number the players and then when he calls, two or three numbers may change places.
OLD HEN AND CHICKENS
Choose a leader to be the old hen, who goes out of the room. All the others sit at their seats, heads bowed on the desk. Touch four on the head. Immediately they become little chickens. The old hen is recalled and as she says "Cluck! Cluck!" the four wee chicks answer "Peep! Peep!" The mother hen tries to locate them by sound. The chick discovered first becomes the old hen.
GOOD MORNING GAME
One child is chosen as leader. He stands in front of class facing the blackboard; the teacher steps lightly down among children and touches a pupil on the head who says to the leader "Good Morning John Brown." The leader responds by saying "Good Morning, Mary Smith." If the leader fails to recognize voice of the pupil speaking, his place is taken by that child and the game continues. This game is especially good exercise in ear training.
BIRDS LEARNING TO FLY
Mother bird and little birds all stretch wings. Look up at the pretty blue sky. Fly around lightly. Tuck wings under and hop. Drink from the pretty brook. Stretch wings ready to fly back home. Tired, breathe, raise and lower wings. Rest in your little nest.
AUTOMOBILE
Let us go for a spin in the park. Stoop, crank your automobile. Step into the machine. Ride around the track; blow your horn. Pump up your flat tire. Bend and stretch arms upward to rest them. Ride home. Breathe in the good fresh air. Put your automobile into the garage.
A DAY AT THE BEACH
Run down to the beach, one row at a time. Stoop, gather a handful of stones. Raise hand, high, throw stones out into the sea. Now dig a well with your shovel. Put shovel down hard, throw sand over shoulder. See the big wave coming in. Run and see how near you can come to it without wetting your feet. Run back quickly as wave comes nearer. Wade out into the water. Lift knee high. Mother is calling. Run home quickly. Take a long, deep breath.
OUT FOR A PICNIC
Pack your baskets. Hang them over your arm. Run down to the street car. Give your fare to the conductor. Step down from the car very carefully. Look up and down for passing automobiles. Run down to the beach. Ready for lunch baskets. Eat your lunch. Drink the cool spring water. Now for the whirligig. Choose a galloping horse. Ready--go. Stop, slowly. Get off the merry-go-round. Run for the street car. Wave good-bye to your friends. Take a deep breath.
First Grade
SQUIRREL IN TREES
Three players stand so as to represent a hollow tree, facing center with hands on each other's shoulders; a fourth player stoops within to represent a squirrel. Let the other players see how this is done and they in the same way form groups of four. There must be one extra player, who is a squirrel without a home. Upon a signal by the teacher all the squirrels must change trees and the homeless squirrel tries to get a tree. This leaves another squirrel without a home. And the game is repeated. After a time let each squirrel change places with one of the players of the tree so as to give all a chance to be squirrels.
BEAN BAG PASSING
The class is arranged so that there are the same number of players in each row. A bean bag is placed on each front desk. At a given signal the occupant of the front seat passes it overhead to the pupil behind him, who passes it to the next and so on until it reaches the end of the row, when it is returned the same way. The row returning the bag to the front desk soonest, wins.
CROSSING THE BROOK
Draw two parallel lines on the floor with chalk to represent the banks of the brook. The players form in line and take a running jump across the brook. Those who step into the brook must run home to put on dry stockings. Those who succeed in jumping across the brook continue round the course and jump again, this time increasing the width of the brook. Standing jump may be used in playing this game.
DAYS OF WEEK
Name first row across the room, Monday; second, Tuesday; third, Wednesday, etc. Teacher stands in front of room with rubber ball. As she bounces the ball, she calls "Thursday." The row named Thursday run to the front. The child catching the ball takes place of teacher. The children failing to catch ball pass to their seats. The new teacher continues game until the ball is caught.
WEE BOLOGNA MAN
I am the wee Bologna Man.
Always do the best you can
To follow the wee Bologna Man.
A leader resourceful in ideas and brisk in movement stands in front of and facing the other players and rapidly repeats this verse, performing some action that the other players immediately imitate--such as beating a drum, playing a fiddle, sawing wood. Without pausing he varies his actions, the others continuing to follow his movements. Rapidity of time and vivacity determine the success of the game.
DO THIS, DO THAT
All players stand facing one of their number who is the leader. The leader assumes any position or imitates any action, at the same time saying "Do this," and the others immediately imitate. Should the leader at any time say "Do that!" instead of "Do this!" any player who imitates the action performed must be seated. The leader may choose any positions that are familiar, such as arm movements, head bendings, trunk bendings, jumping, hopping, etc., or imitate familiar actions, such as sawing, hammering, washing, ironing, sewing, sweeping, flying, etc.
I SAW
Class stands as for gymnastics. The teacher, beginning with the first file, asks the leader, "What did you see?" The leader suggests some activity as "I saw a butterfly flying," "I saw a boy beating a drum," "I saw a chicken hopping on one foot," "I saw a drum major leading a band," "I saw a horse galloping down the street," "I saw a boy rolling a hoop," etc. Each row in turn imitates its leader, following him around the room and back to place.
SQUIRREL GAME
Players all seated but one, heads on desks, eyes covered, one hand on desk with palm up. The odd player is a squirrel. The squirrel passes up and down between the rows and puts a nut in some player's hand. This one rises and chases the squirrel. If the squirrel is caught before reaching his own seat, the one caught becomes squirrel. If the squirrel is not caught, he can be squirrel again.
I SAY STOOP
One person is chosen leader, taking his place before the class which is standing at their seats. Whenever the leader says "I say stoop!" both he and the class stoop and quickly rise again. But when he says "I say stand!" and stoops as before, the class must remain standing. He repeats his commands in rapid succession and any player who makes a mistake must be seated.
GAME FOR ALERTNESS
Draw a circle on the floor. Call upon a child to run into the circle, while you count ten. If he succeeds in getting both feet into the circle before you finish counting he is safe. Otherwise he is out of the game and must perform some other task before taking his seat.
CHARLEY OVER THE WATER
Players stand in a circle, hands joined. One player is chosen to be Charley. If more than twenty players have several Charlies. Charley stands in the center. The other players, skipping around him, repeat:
Charley over the water, Charley over the sea,
Charley caught a blackbird, can't catch me.
At the last word, the players stoop and Charley tries to tag them before they reach that position. If successful, the player tagged changes places with him.
HICKORY, DICKORY, DOCK
Hickory, Dickory, Dock,
(Move arms to right, left, right, in pendulum fashion.
Stamp right--left.)
The mouse ran up the clock.
(Run four steps forward.)
The clock struck "One!"
(Pause a moment to listen on "One"--clap hands)
And down he ran.
(Run four steps back to place.)
Hickory, Dickory, Dock.
(Swing arms right, left, right. Stamp left, right.)
SEE SAW, MARGERY DAW
(Mother Goose Melody.)
1. See Saw--Margery Daw.
(Arms sideward raise, sway body to left and right.)
2. Jack shall have a new master.
(Partners join hands--skip forward four steps.)
3. But he shall have a penny a day.
(Step left, point right toe forward, shaking right forefinger
at partner and left hand on hip.)
4. Because he won't work any faster.
(Join both hands with partner, skip around in place four steps.)
THE LEAVES
1. The leaves are green, the leaves are brown.
They hang so high they will not come down.
Leave them alone until frosty weather
And then they will all come down together.
Rhythmic--The above is an old English circle game. During the first 3-1/2 lines skip or run around the circle, stretching arms high overhead, and on "Come down together," drop to the floor.
RUN FOR YOUR SUPPER
Players in a circle. One player chosen by teacher goes around inside, holds out his hand between two players and says, "Run for your supper." The two players run around opposite ways outside. The one who returns first to the vacant place wins, and may start the next runners.
Second Grade
SCARF RELAY
Divide the room into teams of three rows each. In front of each team, some six or eight feet distant, place a chair with a scarf tied to each. The first child in each team acts as leader. He runs to the chair, unties the scarf and returns with it to the child sitting back of him. That child in turn runs quickly to the chair and reties the scarf and returns to his seat. The next child runs to the chair and unties the scarf, runs back with it to the next child and the game continues. The object is to see which team finishes first. By keeping the feet under the desks and returning by the same aisle as they came forward, the game proceeds quickly and quietly.
TEACHER AND CLASS
One player is chosen for "teacher". The others stand in a line side by side, facing her at an interval of five to ten feet. If there are many players, make several groups of this kind, keeping a distinct interval between groups.
The teacher starts the game by tossing the ball to each pupil in turn, and it is immediately tossed back to her. If a pupil misses, he goes to the foot of the line. If the teacher misses, the player at the head of the line takes her place, the teacher going to the foot. Make the action as rapid as possible.
SLAP JACK
The players join hands and form a circle. One is chosen to be "it" and runs on the outside. He taps another player, who quickly runs in opposite direction. The place he left remains vacant until one or the other shall have returned to it first. The unsuccessful player continues the running. The players upon meeting may exchange greetings, bow to each other or shake hands, before completing the circuit.
HAND TAG
The players form a circle facing inward. A tagger stands in the center of the circle. The players raise their hands forward, palms upward. As soon as a tagger tries to slap a hand it should be quickly lowered. The one who is tagged takes the place of the tagger.
DROP THE BEAN BAG OR HANDKERCHIEF
Players join hands and form a circle. One is chosen to be the runner and runs around the outside of the circle, dropping the bean bag or handkerchief on the floor directly behind one of the players. This player picks up the bag (or handkerchief) and tries to tag the runner before he can reach the vacant place in the circle. If he succeeds he returns to his place and the runner drops the bag (or handkerchief) behind someone else. If he fails he becomes the runner.
CHANGING SEATS
The class is seated in full rows, each two rows playing together. One pupil having no seat stands in the aisle between the two rows.
The teacher claps her hands once and all exchange seats as rapidly as possible. The pupil in the aisle attempts to secure one of the vacant seats. If he succeeds the one left without a seat stands in the aisle.
The game is repeated as before until the teacher claps her hands twice when all take their own seats.
CAT AND RAT
The players join hands and form a circle. One is chosen "rat" and stands inside the circle. Another is the "cat" and takes her place outside. The "cat" tries to catch the "rat". The players favor the "rat" and allow him to run in and out of the circle, but try to prevent the "cat" from following him by raising and lowering their arms without bending knees. When the "rat" is caught, both join the circle and the next player to the right or left of each becomes "cat" and "rat". When there are a large number of players, two cats may be chosen.
ROUND AND ROUND WENT THE GALLANT SHIP
Players form a circle, hands joined. Stepping lightly around the circle, they recite the following verse, bobbing down quickly on the word "sank":
Round and round went our gallant ship,
Round and round went she;
Three times round went our gallant ship,
Till she sank to the bottom of the sea.
Rhythmic.
JACK BE NIMBLE
Place a small object eight to ten inches high upright on the floor to represent a candlestick. The players run in single file and jump with both feet at once over the candlestick, while all recite:
Jack be nimble,
Jack be quick.
Jack jump over the candlestick.
Each player tries to clear the candlestick without knocking it over.
Rhythmic.
HUCKLE BUCKLE, BEAN STALK
One row of players leave the room. The others hide some small object, placing it in plain sight, but where it would not be likely to be seen, as on the top of a picture frame, in a corner on the floor, behind the steam pipe, etc. It may be placed behind any other object, so long as it may be seen there without moving any object. When the object has been placed, the players are recalled, and all begin to hunt. As soon as one spies the hidden object, he goes at once to his seat saying, "Huckle buckle, bean stalk!" which indicates to the class that he has discovered it. When all have discovered the object, another row is sent out of the room, and the pupil who found the object first, proceeds to hide it. The game continues until everyone has had a chance to locate the hidden article.
HANDKERCHIEF TAG
One player has a handkerchief, one is chaser. The players are scattered about the field. The chaser runs after the one who has the handkerchief, who, to save himself from being tagged, gives the handkerchief to another, who is chased. Should the chaser tag the one holding the handkerchief, that one becomes chaser.
ALPHABET GAME
Divide the class into two teams. Cards about 5x7, containing in large type the letters of the alphabet, are passed out to each team. The teacher flashes a word before the class. The players, holding the letters necessary to make the word, come to the front and stand holding the cards in front of them, in correct order. The side spelling the word correctly first scores a point. Team scoring most points wins. (It is advisable to have one letter of the alphabet on one side of the card and a different letter on the other.)
RUN RABBIT RUN
Class lines up in two groups. One group are rabbits, safe in their homes. The other group are foxes, walking about in the woods. The old mother rabbit takes her young ones out to look for food. They go softly, because they fear the old fox might see them. Suddenly the leader of the foxes cries out "Run, Rabbit, Run," at which all the rabbits try to reach their homes in safety before the foxes catch them. All those who are caught become foxes, and help catch the remaining rabbits.
FAIRIES AND INDIANS
Let the girls be Fairies. The boys play they are Indians. The Fairies are in the woods. They run about and at last fall asleep in the woods, all but one Fairy, who keeps watch while the others sleep. The Indians, who have been hiding behind the trees, come out from their hiding places cautiously, and as they approach the sleeping Fairies, the Fairy on guard calls "Indians." At the call the Fairies rush out to catch the Indians before they get back to their wigwams. Every Indian caught becomes a Fairy.
Third Grade
AUTOMOBILE RACE
This game is to be played by the second and fifth, the first and fourth rows, or the third and sixth rows.
Place a flag on the front desk of the first row and name that row an automobile.
Place a flag on the front desk of the fourth row and name that row a different automobile.
At a given signal each child on the front seat rises, runs up one aisle and down the next and places the flag on the desk of the second child, who quickly takes the flag, runs up the aisle and down the next, placing it on the desk of the third child. When the flag reaches the child in the last seat he brings it to the teacher. The row which succeeds in getting the flag back to the teacher first is the winner.
To vary this game, name one row a steam engine, another an automobile.
Name one a bicycle, another a trolley car.
Insist that in every case the children keep their feet under the desks to prevent anyone tripping.
Community excitement.
TRIP ROUND THE WORLD
Geographical.
Players form a large circle. Number off by twos. Number one steps in front of number two and kneels facing center of circle. Number two places finger tips on the head of one kneeling. One player stands alone in center. Number ones represent cities. At a given signal, number twos face left and run around the outside of the circle. Suddenly another signal is given, when all running stop and get safely behind one of the kneelers. The center player upon hearing the signal attempts to find a place. If he succeeds someone else is left without a place who, in turn, becomes center player.
Let the two circles exchange places and repeat the game.
CLUB HUSTLE
The players are lined up in files.
The leader of each file has an Indian Club.
At the word "Go" all jump in half stride position and the club is passed between the legs, each player passing it on to the next until the end of the line has been reached.
The last pupil runs to the front and passes it back along the line again. When every player has been at the head of the line and the leader is in front again the race is over. The file finishing first wins the race.
This game may be played with bean bags, medicine balls or dumb bells.
Speed contest.
FLOOR TAG
Players form a circle, placing right or left hand on the floor as the teacher indicates. Player who is "it" stands in the center. At a signal the players stand and move about promiscuously, the player who is "it" attempting to tag one of the others before he gets his hand on the floor. If he succeeds, the one tagged becomes "it" and the game proceeds.
Off guard.
CIRCUS GAME
A leader is chosen who stands before class and says "I went to the circus and saw a bear." The next child says, "I went to the circus and saw a bear and ----" naming another animal of his own choice. The next player repeats all that the previous players have said in exactly the same order, adding a third animal. Insist upon exact wording.
Concentrated attention.
THE WIND BLOWS
Players stand as for gymnastics. Leader stands in front of class and says "The Wind Blows East," upon which all turn to the east. If the leader says "The Wind Blows West" all turn to the west. The leader continues to give commands and each time the players turn in the direction in which the wind blows. Occasionally the command "The Wind Blows a Whirlwind" is given, whereupon all make a complete circle, returning to original position. Should the order "Whirlwind" be given by itself all remain still. Anyone caught moving at this point drops out of the game. The players standing longest become next leader.
Following directions.
HOOP GAME
Wind six hoops each with a standard color. Make six bean bags a corresponding color. This game is played by six files of equal number. In front of each file station a player who holds the hoop in a vertical position and to his right, shoulder high. Two players, one for scorekeeper the other to return bean bags to the place from which they are to be thrown, stand a little to the back of player who is holding the hoop. Upon a given signal the first player in the file throws his bean bag, endeavoring to pass it through the hoop, in which event he scores one point for his line. The bean bag is returned to the second child in the file, who at the signal throws it through the hoop, if possible. The file scoring the greatest number of points wins.
Test of skill.
FLAG RELAY
Divide room into two teams, each team holding a flag. Upon a given signal the first child in each team runs forward and makes a complete circuit of his team and upon returning gives his flag to the player behind him, who, upon receiving it, proceeds to make a circuit, giving his flag to the third player. The team finishing first wins.
Patriotic.
TOUCH GAME
Players form a circle--one player stands in the center. A basketball is passed quickly around the circle, moving in one direction only. The ball must not be thrown. If the center player succeeds in touching a player when holding the ball, he immediately exchanges places with him and the game continues.
Speed defiance.
KING OF THE RING
A circle is drawn on the ground. The players stand shoulder to shoulder inside of the circle with arms folded, either on the chest or behind the back. At a signal, the game begins and consists of trying to push one's neighbor out of the circle with the shoulders. Players must not unfold arms. Anyone doing so or falling down is out of the game. The one who remains longest in the circle is king.
Strength test.
BLACKBOARD RELAY
Draw a circle on the blackboard directly in front of each row. Supply the first child in each row with a piece of crayon. At a given signal the first child in each row stands to the right of his desk, runs lightly to the board, makes his mark in the circle and returns by the left, placing the chalk on the desk of the child behind him as he is seated.
The second player stands, runs, makes his mark in the circle, and, returning, places the chalk on the desk of the child behind him. The others proceed in like manner; the row finishing first wins.
Each child must make his mark within the circle and upon returning sit erect, feet under the desk.
Speed.
NEW ORLEANS
The players are divided into two groups--A and B. One group (A) performs some action representing an occupation, as sewing, picking flowers, driving nails, etc. The other side (B) must guess in a limited number of guesses what the motions represent. If it fails, one player from this group must go over to the other group. Then the A's have another chance. If the B's guess correctly they may select one from the "A" side and also have another chance to represent an occupation. The side having the most players at the end of the game wins.
After the A's have decided what they are to do they approach the B's and the following dialogue takes place:
A's. Here we come.
B's. Where from?
A's. New Orleans.
B's. What's your trade?
A's. Lemonade.
B's. How's it made?
At the last question, the A's begin the motions previously agreed upon.
Intelligence test.
DUCKS FLY
Children stand in files. Leader stands in front of class and gives names of various birds saying "Blue birds fly," or "Sparrows fly," etc., raising her arms sideward to shoulder height and down again in imitation of wings. The children follow her motions. After giving successive birds' names, the leader suddenly changes to the name of something that cannot fly, moving her arms as before, while the children must keep theirs still. If a child makes a mistake he must take his seat. The last child standing is the next leader.
Intellectual alertness.
SIMON SAYS
One player chosen to be "Simon" takes his place before the other players. He commands some gymnastic movement as "raise arms forward, bend knees," etc. As he does so he calls out, "Simon says." If, however, he omits "Simon says" before his command, the players should not execute the movement, even though he does. Anyone failing in this must be seated.
Intellectual alertness.
Fourth Grade
FOX AND HOUND
The players stand in rank and file. They join hands across the ranks. A fox and hound are chosen. The hound is out to catch the fox. They can only run where the passageways are open. At the command "change," the players face left or right and join hands in opposite direction. The command to change is given often and each time the course of fox and hound is changed. There is no limit to the number of players. More than one fox and hound can be used for large groups.
Heeding signals.
GRAND RIGHT AND LEFT
Players in couples, right hands joined, marching in a circle counter clock wise. For convenience call outside circle number two, the inner circle number one. Odd player in center. At the command "Grand Right and Left," No. 2 swings No. 1 in front of him and to his right, giving his left hand to approaching No. 1. Continue around circle in like manner until command "change" is given. At this point of the game the center player tries to get a partner. If he succeeds someone else becomes "it" and the game proceeds.
A challenge alertness.
AUTOMOBILE RELAY
Each row represents some popular automobile. The first child in each alternate row, at a given signal, leaves by the right side, runs forward around his seat, then to the rear of the room on the left side, thus completely encircling his own row of seats. As soon as he is seated, the next child behind him runs in the same manner, and the game continues until the last child has run and has returned to his seat. The row finishing first wins.
Community excitement.
HOP TOADS
The players form a circle, hands joined. One toad stands in the center holding a rope, at the end of which is tied a bean bag. The center toad swings the rope first in a small circle gradually enlarging the radius until it comes in direct line with the feet of the toads in the circle, who must jump to avoid being hit by the bag. Should anyone in the circle be hit by the bag he takes the place of the center toad.
Dodge game.
BEAR IN THE PIT
The players join hands and form a circle to represent a bear pit. One stationed as bear stands in the center. The bear tries to get out of the pit under or over or breaking through the bars--(clasped hands). Should he succeed in getting out all the rest give chase. The one who succeeds in catching him becomes the bear.
Strength test.
FOLLOW THE LEADER
One player chosen as leader performs a series of marching activities; work-a-day occupations, or gymnastic exercises, the other players imitating him accurately--and responding promptly. Anyone failing to do so retires to his seat and becomes a spectator. This is an old but ever new game.
Imitation.
BEAR IN THE RING
One player is chosen as bear, sits in the center of the room on a stool. A second player is chosen to be the keeper. The keeper stands by the bear holding in his hand a short rope about two feet long, knotted at each end to give a firm hold. The rest of the players stand around in a circle and attempt to tag the bear without being tagged by the bear or his keeper. The players may attack the bear when the keeper says "My bear is free." Should a player strike at the bear before the keeper says "My bear is free," they change places. The keeper aims to protect the bear. As in the case of the bear, if the keeper tags one of the players they exchange places and the keeper returns to the ring.
Alert attention.
FETCH AND CARRY
Each player is supplied with a bean bag. On the floor directly in front of each aisle a circle about eighteen inches in diameter is drawn and close up to the blackboard. At a given signal the first player in each row runs forward, deposits his bean bag in the circle in front of his aisle and runs back to his seat. As soon as he is seated the player behind him runs forward, places his bean bag in the circle and returns to his seat. The game continues until every player in the row has deposited his bean bag. The row finishing scores one.
The game is then reversed. The last player in each line runs forward, picks up a bean bag and returns with it to his seat. Upon being seated he touches the player in front of him on the shoulder, this being the signal for that player to run forward, pick up a bag and return. No player is permitted to run before the signal is given. The row finishing first scores one.
Speed competition.
CORNER SPRY
Divide your players into four stations, one group in each of the four corners of the room. Four captains are chosen, who stand in the center, each with a bean bag and facing his corner of players. At a signal each captain throws his bean bag to each player in his group, who in turn throws it back to the captain. As the captain throws to the last player in the group he calls, "Corner Spry!" and runs to the head of the row, the last player taking his place as captain. The group succeeding first in having all of its players in the captain's place wins the game.
Speed competition.
SENTENCE RELAY
Have the same number of children in each row. Supply the first child in each row with a crayon. Upon a signal from the teacher the first child in each row stands, runs to the board, and writes one word, that serves as the beginning of a sentence. Upon returning to his seat he gives the crayon to the next child, who runs to the board and adds another word and returns to his seat and the next child in turn adds still another word. The row completing a sentence first wins.
Intellectual competition.
FROG IN THE SEA
One player is chosen to be frog and sits in the middle of the circle, with his feet crossed tailor fashion. The other players stand in a circle around the frog and repeat: "Frog in the sea, can't catch me." They dance forward toward the frog, teasing him and trying to keep from being tagged by him. Should one be unfortunate enough to be tagged by the frog, then the tagged player and frog exchange places. The frog is not allowed to move at any time from his position in the middle of the circle.
Challenge.
HOUND AND RABBIT
The players stand in groups of three, clasping hands to form a circle or tree. The other players, one for each tree, are rabbits. An extra player, who is the hound, tries to steal a tree from one of the rabbits as they exchange places. The hound then becomes a rabbit, leaving the slow player to be hound. No two rabbits may dodge into the same tree. All rabbits must move at signal.
Physical alertness.
Fifth Grade
DODGE BALL
Boys and girls form separate circles. The players form a circle, facing inward. Every other player steps inside the circle, facing outward. The outside players throw a basket or tennis ball at those in the center, trying to hit them. The center players run about in the circle trying to dodge the ball. As soon as a player is hit he must step out of the circle. The game continues until all have been put out. The game then begins over with the other players on the inside.
Make five minutes time limit for each side and permit no one to tag above the knee.
Dodge game.
FALSE ALARM
Two parallel lines are drawn on the ground, about 40 feet distant. All of the players except one stand beyond one of these lines. In the middle territory between the lines the one player chosen to be "it" takes his place and cries. "Black Tom! Black Tom! Black Tom!" whereupon all the other players rush across to the opposite line, being chased by the center player, who catches any that he may. Anyone so caught joins him thereafter in chasing the others. Sometimes the center player, to tantalize or mislead the other players may say, "Green Tom" or "White Tom" or anything else he may choose. If a player starts to run upon any such false alarm or starts before "Black Tom" has been repeated three times, he is taken captive, and must join the players in the center. The first one caught becomes "it" for the next game. No one but the original "it" is permitted to give the signal.
Challenge.
GOT LEFT
The players stand in couples behind each other. One player is chosen to be catcher and takes his place about ten feet in front of the other players and facing in the same direction. Without turning his head he calls "Last couple out, one, two, three," clapping his hands three times. The last pair in the line runs forward, the right hand one on the right side of the double line, and the left hand one on the left side, and try to join hands in front of the catcher. The catcher may not chase them before they are in line with him and may not turn his head to see when and where they are coming. They should try to vary their method of approach, circling in and out on either side of or close to the lines. If the catcher succeeds in tagging them before they clasp hands, the one he does not touch becomes his partner and they take their place at the front of the line. The tagged player becomes catcher. If they are not caught they are free and the game continues until someone is caught.
STATUE TAG
Any number of players may participate in the game. The one who is "it" begins the game by striking a posture to be assumed by the other players. To escape being tagged, the players must assume this posture, but no one may do so in safety more than three times. After that he may be tagged. The first one tagged is "it" and sets a new posture.
THIRD MAN
Players stand in couples, facing each other, couples scattered in any way about the room. One player is chosen as runner, another as chaser. The runner is free from being tagged when he steps between the two players of any couple, and the chaser now must chase the one toward whom the runner turns his back.
INDIAN DANCE
The players form in a circle about two steps apart. The leader stands in the center holding a cord with a small sand or shot bag attached to the end. He swings the cord around the circle so that the shot bag is close to the ground. Each player on the approach of the bag must jump up to avoid being hit. Each one struck by the bag or cord steps out of the circle, and this is continued until all are out. The last one put out becomes leader and the game continues as before.
JOLLY MILLER
Place the boys on the left and the girls on the right. The class marches in a double circle. One child acts as miller, standing in the center. With the completion of the song the boys face about. The song is then repeated, the boys marching one way and the girls the other. The miller claps his hands three times and all run for a partner, the pupil not getting one becomes "Miller."
Jolly is the miller, who lives by the mill,
The wheel goes round with a right good will,
One hand on the hopper, and the other in the sack,
The right steps forward and the left stays back.
RELAY RACE
Players are divided into two or more teams, the members of each standing one behind the other, directly back of the starting line. The first player of each team holds a handkerchief in one hand and at the word "Go" runs to a certain goal and returns, handing the handkerchief to the second in line and taking his place in the rear. This continues until all have run, the team finishing first winning the race. Each team has a separate goal, but all must be equally distant.
HILL DILL
Players are arranged in two opposite lines facing the center. One player is chosen to be "it" and takes his place in the center of the playground. The center player then calls,
"Hill Dill, come over the hill,
Or else I'll catch you standing still."
He claps his hands three times, whereupon the players run across to the other side. While they are crossing, they may be tagged. Those tagged must then help in catching others until all have been tagged. The last one tagged begins the game anew.
TOMMY TIDDLER'S LAND
A square or circle drawn by Tommy around himself represents Tommy's land. Tommy stands in the center trying to protect his supposed huge stores of treasure from the enemy. The other players try to invade his sacred territory and as they enter they shout,
"Here I stand on Tommy Tiddler's Land,
Picking up gold and silver."
If Tommy can touch or tag any player, that person becomes Tiddler.
TEN STEPS
One player who is blindfolded stands in the center of the room. The other players stand anywhere they wish and in such positions as seem safest to them. The blindman is then told to take ten steps in any direction and try to capture a player by groping for him. If unsuccessful, he may take ten steps in another direction, and so on until someone is captured. The steps may be long or short as the blindman wishes.
CIRCLE STRIDE BALL
A football or basketball is necessary to the game.
All but one of the players stand in circle formation in stride position, with feet touching those of the next players to make a barricade for the ball. The odd player stands in the center.
The center player tries to throw the ball outside of the circle between the feet of the players. The circle players try to prevent the passage of the ball, using only their hands for this purpose. The play continues until the center player succeeds in sending the ball through the circle, when he changes places with the player between whose feet the ball has passed. If a circle player moves his feet in any way he must change places with the player in the center. When the ball has been sent out of the circle without passing between the feet of a player, the players turn outward, and the odd man tries to send it back inside, according to the same rules.
The center player may appear to intend sending the ball in one direction, turning suddenly and sending it in another.
CENTER BASE
One player takes his place in the center, holding a bean bag or ball. The other players form a ring around him, standing a little apart from each other. The object of the game is for the center player to return to the center and touch the ball without being tagged.
The center player tosses the ball to anyone in the outside ring and runs out. The player to whom the ball is tossed must catch it, place it in the center of the ring and chase the one who tossed it. This player tries to get back to the center to touch the ball before being tagged. If he is tagged he takes a place in the circle. If he succeeds in touching the ball he again throws the ball to some other player and the game begins again. If the chase continues too long, time may be called by the teacher.
It is permissible to have two or more balls of different kinds used and several sets of runners going at the same time.
Sixth Grade
THE FLYING BALL
The players stand in a circle facing the center, some distance apart. One player called the "center" stands within the circle. A basketball is thrown from one player to another, across the circle, or may be passed to the nearest neighbor. The center tries to touch the ball. If he succeeds, the one who last threw the ball or dropped it, becomes center.
GUESS WHO
Two files, A and B, stand on opposite sides of the room, facing each other. One player of file A stands in the center of the room facing his file. A hollow rubber ball or tennis ball is passed to anyone in file B, from where the ball is thrown to hit the center player. If he is struck he will quickly turn and try to discover the ball thrower. If he guesses the right one they exchange places, the one going to the center always facing his file. If the center player guesses incorrectly, he remains in the center, but faces about so as to give the other rank a chance to hit him. In case the thrower fails to strike he must exchange places with center.
BEETLE GOES AROUND
The players form a circle, facing inward, with hands behind body. One player who carries in his hand a towel knotted at one end walks outside the circle. After walking or running a short distance, saying "Beetle is out, don't face about," he puts the beetle in the hands of someone, saying "Beetle move," at the same time taking his place. The one receiving the beetle strikes the player to his right, who, trying to avoid the beetle, runs quickly around the circle to his place. If the one to the right is caught, he becomes the new beetle. The game continues until all have had the beetle. Those who have had the beetle once fold arms, thus avoiding being given the beetle a second time.
HAWK AND HEN
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Games and Play for School MoraleChapter I: Part 1
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