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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"

‏اللغة: English
Games and Play for School Morale
A Course of Graded Games for School and Community Recreation

Games and Play for School Morale A Course of Graded Games for School and Community Recreation

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دار النشر: Project Gutenberg
الصفحة رقم: 5

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

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