You are here
قراءة كتاب Games and Play for School Morale A Course of Graded Games for School and Community Recreation
تنويه: تعرض هنا نبذة من اول ١٠ صفحات فقط من الكتاب الالكتروني، لقراءة الكتاب كاملا اضغط على الزر “اشتر الآن"

Games and Play for School Morale A Course of Graded Games for School and Community Recreation
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 5×7, 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