Games And Play For School Morale A Course Of Graded Games For S

Chapter 2

Chapter 24,382 wordsPublic domain

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 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.