GA 300 .1 1938 ~6 ,y IN EDUCATION '-r---~ Official Manual for Teachers GEORGIA STATE DEPARTMENT OF mUCATlON ATLANTA e 1938 ,. No D. COLLINS. State Super1nteDc18Dt of Schools ,, , ~" f ". GEORGIA STATE BOARD OF EDUCATION B. D. BIVIBS. aa "Ei'" PLAY IN EDUCATION OFFICIAL MANUAL FOR TEACHERS Prepared by THE DIVISION OF INFORMATION AND PUBLICATIONS L. L. PERRY. Director GEORGIA STATE DEPARTMENT OF EDUCATION AnANTA 1938 .::---1..: THIS PUBLICATION IS DEDICATED TO ALL THOSE LONELY BOYS AND GIRLS WHO THROUGH NO FAULT OF THEIR OWN HAVE NEVER LEARNED TO PLAY We hope that throuqh some wise and earnest teacher these children may yei find experiences that will unfold new worlds filled with the fraqrance of re-creation - without which no life is complete. .''''~ WHAT CONSTITUTES A SCHOOL Not ancient halls and ivy-mantled towers, Where dull traditions rule With heavy hand youth's lightly springing powers; Not spacious pleasure courts, And lofty temples of athletic fame, Where devotees of sport Mistake a pastime for life's highest aim; Not fashion, nor renown Of wealthy patronage and rich estate; No, none of these can crown A school with light and make it truly great. But masters, strong and wise, Who teach because they love the teacher's task, And find their richest prize In eyes that open and in minds that ask; And boys with hearts aglow To try their youthful vigor on their work, Eager to learn and grow, And quick to hate a coward or a shirk: These constitute a school, A vital forge of weapons keen and bright, Where living sword and tool Are tempered for true toil or noble fight! But let not wisdom scorn The hours of pleasure in the playing fields: There also strength is born, And every manly game a virtue yields; Fairness and self-control, Good humor, pluck, and patience in the race Will make a bad heart whole To win with honor, lose without disgrace. Ah, well for him who gains In such a school apprenticeship for life; With him the joy of youth r~mains In later lessons and in larger strife! -Henry van Dyke. 3 ..::---1..: FOREWORD This manual has been prepared, in compliance with. Georgia law, at the direction of the State Superintendent of Schools and the State Board of Education. A few copies of a more elaborate textbook on physical education have been furnished the office of each school system superintendent and can be secured for reference by faculties and individual teachers upon request. A small book of games with music has also been supplied each teacher as a source-material of rhythmic activities. Safety education has not been completely covered in this manual. It will be more fully treated in a manual, similar to this in nature, to be issued at a later date. Improved health conditions and character development present a prime challenge to the educational program of today. Play education affords an opportunity for the development of proper attitudes and the growth of character unsurpassed by any phase of our public school curriculum. The content of this manual is sound in its philosophy and should prove adequate for at least a minimum educational program in play and recreation, which is essential to the perfection and completion of the teacher's task. Many teachers have been bewildered for years because they were not able to bridge the chasm between strictly formal studies and the leisure-time life belonging to every pupil. It is now commonly agreed that a properly directed play or recreation program can serve the useful purpose of preparing for wholesome activity during leisure hours and at the same time develop desirable character traits as well as certain valuable skills and health habits. M. D. COLLINS, State School Superintendent. 4 Coyer Paqe ~friIe Paqe TABLE OF CONTENTS ;Dedication Paqe What Constitutes a School? Foreword A Letter to Teachers-By Dr. Paul Morrow Introduction Table of Contents' Supervised Play As An Inteqral Part of the Curriculum The Educative Value of Play Play As a Means of Character Development and Emotional Balance Aims and Objectives of a Play Education Proqram The Teacher As a Leader What is Expected of Teachers With Reqard to the Play Proqram in Georqia Schools Overcominq Obstacles Defects For Correction Precautions To Be Observed Conditions Under Which Children Should Be Closely Observed On the Playqround Normal Outcomes and Ways To Evaluate Play General Suqqestions To Teachers How To Set a Play Proqram in Motion Suqqestions for "Bad-Weather" Days Hobbies Planninq a Yearly Proqram Planninq a Daily Proqram Outline of Eiqht-Week Proqram Proqram for the Primary Level Proqram for the Elementary Level Sample Yearly Proqram-Elementary Level All Grades Physical Education in the Hiqh School Games Classified Creative and Social Activities Index To Games Biblioqraphy Recommended for School Libraries Wanted-A Sheltered World 5 ..~.-:t...: INTRODUCTION By The Author The greatest responsibility of the teacher is to convey to the pupils under her charge the highest possible degree of inspiration, aspiration, factual knowledge and wholesome character. We must reach the inner spirit of the individual if we would elevate him to a higher, a more complete, and happier existence. Play education has come to be accepted as a method of education rather than a mere means of bringing about physical development and entertainment of children. This means of education has been too long neglected and it is hoped that the content of this book will prove helpful to teachers, not only in broadening the perspective as to the possibilities of this phase of instruction, but as a source of readable, usable material which will guide them in their approach to the broad problem of training the whole child for a full and well ordered role in the society of which lie is a rightful member. The material herein presented is intended as a basal guide for the inauguration of a minimum program in Georgia schools, and not necessarily as a complete course of study in the field. It is to be hoped that from the use of this manual there will arise a state-wide interest sufficient to prompt the building of a fuller course of study by those persons actually engaged in teaching and leading play education activities in the schools of Georgia. The schools and school systems which are financially able should immediately employ persons trained in this field for leaders and directors, in case they have not already done so. It will probably prove advisable for superintendents to appoint certain teachers as leaders of this work, in the event specialists are not employed, in order to promote coordination of effort on the part of all individual teachers. The manual has been prepared for the purpose of serving what the author considers to be a wide-spread need-that of building a recreational program in the schools of our state. This accounts for the relative abundance of philosophy bearing upon play education, and for the repetition of thought under separate headings. In other words, the guiding thought has been to afford material designed to aid those teachers who have had little or no training along this line. These are considered to be in the 6 majority, taking the state as a whole. Big things grow from _s_JPall ones, if the life germ is sound. This program in Georgia -schools should develop gradually, keeping pace with the larger school curriculum of which it is a vital portion. The two should grow together and should change as needs become different. The use of the manual should promote some degree of uniformity in the physical education program within the various school systems of the state. Correlating play education with the various subjects to be taught in the elementary school curriculum will require study, but teachers are to be encouraged in this connection. Play education implies physical activity, largely, but all activity does not necessarily involve what is commonly termed physical, bodily action. Action is a plan of life to be followed if Nature's demands are to be met; and life itself is created and enriched through the exercise of energies. All energy outlet, however, does not necessarily call for "big muscle" activities. We need more music, more "good fellowship," more skills, crafts, hobbies, with pupils permitted to work at their OWN rate in pursuit of their OWN ideas insofar as possi. ble. We need more Nature study, handicraft, dramatics, recreational reading, festivities, pageants, museums, arts, linguistic and mental activities, and the like. This manual should serve to spur teachers on to a more enjoyable and more educative use of the "hundred and one" activities conducive to the development of cultural attitude and talents, particularly those things which can be undertaken indoors during inclement weather and which have been neglected in hundreds of Georgia schools through many years. The question of a method of conducting these activities will, as in other forms of teaching, be fairly well discovered when the pupils are found to enjoy them and improve in the desired skills. The author is of the opinion that our teacher training institutions can contribute more largely than in the past to the preparation of teachers for good teaching by lending more attention to the development of principles and knowledge of subject matter related to what is taught, rather than a precise method. This means that to prepare teachers for conducting play, recreational, and physical education activities- the student teacher should have more experience in doing just those things. In other words more of such experience should be injected into the life of the student teacher and in turn the in-service teacher should spend 7 more of her leisure time in activities that carry unique and yet ~"''; ".. cultural and educative appeal. Too many teachers are themselves -- physically illiterate and have not "fully found the way to skills, interests, attitudes and appreciations fundamental to a wellrounded life. This manual will have served its purpose if it causes the rank and file of Georgia teachers to lend themselves to the discovery, development and exercise of those interests which relieve monotony, provoke satisfying neuro-muscular activity, and stimulate a mutual yet ardent response between the mental-physical life and the soul. Georgia teachers are DEEPLY devoted to their task, and we have full faith in their ability to get better results as they are afforded better aids through a more flexible curriculum based upon objectives more in conformity to the life program of the present-day individual. The content of this manual, it is hoped, will aid in the enrichment of the curriculum and the improvement of the efficiency of the teachers at large. We are deeply indebted to a number of persons who have so generously given of their time and effort toward aiding us in the preparation of the manual. Among these are: Dr. Paul Morrow, Director of Curriculum Research for the State Department of Education, who very kindly prepared an analysis of the work; Miss Fannie Shaw, Director of Health Education for the Georgia State Department of Health, who offered many helpful suggestions as to the philosophy of the text; Mrs. Mary Lundy Soule, Director of Physical Education for Women, University of Georgia, who aided greatly in determining the nature of the content, but who is not to be held responsible for any deviation from accepted professional thought; Dr. Gertrude Manchester, Director of Physical Education, Georgia State College for Women, whose very splendid criticism prompted us to abandon our original manuscript and start over again; Mrs. Annie J. Burns, who aided in collecting much of the material for study; and Dr. W. F. Melton, whose critIcism of the composition and checking of the proof adds to our feeling of security. We are also indebted to A. S. Barnes and Company, Publishers, and to the Pennsylvania State Department of Public Instruction, who so kindly permitted us to adapt a limited amount of their materials. L. L. P. 8 A LETTER TO THE TEACHERS By Paul R. Morrow The Manual, Play in Education, is a rich source of play activities for the curriculum. The teacher will need to guide in the selection of activities that are most desirable for her pupils and community. If she is to be a wise guide she must have a sound philosophy of the function of play in edueation; she will need to study carefully the interests, needs, purposes and problems of her pupils and community; she must learn to work with pupils and community rather than for pupils and community. Proper inclusion of educational and recreational play activities in the curriculum, briefly, upon: 1. A continuous study by the teacher of individual and group needs, interests and purposes, for pupils and community. 2. The fitting of activities to maturity and experience levels of individuals and groups. 3. The ability of the teacher to make fine distinctions between play activities that are most significant for education and the play activities that are more nearly recreational. (There is a place for both in the curriculum.) . 4. Adequate knowledge and good judgment by the teacher to secure the values of play activities in learning situations, and to avoid the dangers and failures of misuse of play in the learning process. 5. Keen recognition by the teacher of the truth that play activity, like any other activity of the curriculum, may be fairly empty of educational worth. The waste and futility of "activity that is merely activity" applies quite as well to play activity as to more serious activities of the school. 6. Possession by the teacher of a sound philosophy of the function of play in education, not only for use as a guide to selection of play activities, but particularly and practically as a protection and defense for the teacher who may pioneer in play and education in the more traditional community where play in the school and community program is an innovation. Play has the most important place in education for learning, for physical and mental health, and for recreation. The teacher, pupils and community should learn to work together to put play into that place. 9 .::'-:z~ SUPERVISED PLAY AS AN INTEGRAL PART OF THE CURRICULUM American democracy undertakes to guarantee to every child the inherent right to be well taught. To be well taught implies that the child is offered the full advantage of a well rounded educational program. Such a program, according to the best modern theory and practice, entitles th child to be taught to play. A well organized program of play education, designed to include every child in the school, will tend toward the all round development of the pupils and the strengthening of a wholesome spirit on the part of the entire student body. The best way for the pupil to learn how to live in the future is to learn how to live in the present. It is natural for children to play. This has been true since the dawn of civilization. Self-expression, which is exercised through free play, serves as a basis for natural growth and development of the individual. The school is responsible for the conduct and welfare of all children throughout the school day, and a well directed school will provide proper supervision of all time periods. Pupils of themselves will generally engage in those forms of recreation that are conducive to the development of the body, the mind, social expression, and personality as a whole. The school, however, must give to the child this opportunity; and in addition to giving the opportunity, the school must be responsible for both the type of opportunity and the use the child makes of it. Many children are timid, reserved, and not given to free, full expression of their own personalities. Many children come from homes where "seldom is heard an encouraging word," and it behooves the teacher to provide for every child under her care those character-developing influences which are not offered by the home. One of the elements in the full development of a personality is self-confidence coupled with the art of self-expression. Another element is the ability of th individual to realize his relationship to his fellow beings, and the faculty of cultivating this relationship so as to. make possible the interchange of experiences which are mutually beneficial. IT IS THE TEACHER'S PROBLEM AND THE TEACHER'S RESPONSIBILITY TO BRING INTO SOCIAL AND PHYSICAL ACTIVITY THOSE TIMID, BACKWARD SOULS UNDER HER CHARGE WHO 10 NEVER PARTICIPATE IN ANYTHING OF THEIR OWN ACc.,QORD.. These pupils should be led to find themselves socially; and the playground program probably affords greater opportunity for spontaneous, true, wholesome and natural expression than any other activity. THE SPIRIT OF FAIR PLAY, THE ROLE OF HONESTY, THE TRAIT OF COURAGE, THE QUALITY OF PERSEVERANCE, THE HABIT OF STABILITY, AND SIMILAR QUALITIES ARE FUNDAMENTAL TO A SUCCESSFUL LIFE. It is the function of the public school to provide situations in which the above can be applied and tested. Formalism is not an end in itself, but some degree of it is necessary in order properly to carryon activities with groups. Activity is the principal motive for recreation. This implies physical activity, largely, but all activity does not necessarily involve physical action as such. Activity has a higher degree of value if it is joyful and free and springs from an inward impulse which carries its own drive. The instinctive neuron patterns of the child's nervous system furnish the urge to activity. The school should provide a program which will afford an outlet for this urge. A responsive mental and emotional attitude is essential if play is to be of value; but since play provides activity, it behooves the teacher to arrange for play of a type that is mental, sensory, and neuro-muscular. There is too much "passive" activity in the recreational program of our present day life. Many people are physically illiterate. The experience of industry and our present day unemployment problems indicate definite trends . toward shorter working hours and more time for leisure. Weare commercializing too much upon recreation through the "movie" and other forms of inactive recreation and need to provide more avenues for natural activities. Play is necessarily creative and is motivated by current interest and satisfaction. Play should not give mere simple amusement. The school should provide a real play program in order that there may be vigorous activity for the physical development of the child, together with the teaching of skills and attitudes in the use of leisure time. Another reason for having a play program as one phase of the educational set-up is to formulate standards of social behavior and proper ideals of citizenship together with character ideals. A well ordered play program provides cultural appreciation of others as well as of physical laws, rhythms, and nature in general. Since play activity is so essential to the constructive ex- 11 perience, and so essential to the establishment of personal enjoy~2": .. ment and happiness, the school should employ this method of enriching such qualities as self-control, courtesy, and friendliness. IT IS AGREED THAT THE SCHOOL SHOULD BE THE CENTER OF COMMUNITY CULTURE AND LEISURETIME LIFE. SINCE THIS IS ACCEPTED AS ONE OF THE FUNCTIONS OF THE PUBLIC SCHOOL, SHOULD NOT THE SCHOOL BE THE IDEAL TRAINING CENTER ALONG THESE LINES, CULTIVATING ON THE PART OF ITS OWN PUPILS A HIGH DEGREE OF TRAINING FOR PARTICIPATION IN CULTURAL ACTIVITIES? Mter the school has established factual knowledge as to the value of a wholesome recreation program, it naturally follows that home play and community interest in recreation will be promoted. Environmental conditions conducive to the leisuretime needs of a community will be shaped and patterned after the school program. The church has an interest in recreation. The commercial world and the industrial world have an interest in recreation. Various elements of our citizenry look to the school to furnish trained leaders, and it consequently follows that if the school is to fulfill its function as a training center for future citizens, it should attend to the full development of a play program. LIFE AND EDUCATION SHOULD MEET AT THE FRONT DOOR OF THE SCHOOL, AND PUPILS DEPARTING FROM THE SCHOOL SHOULD CARRY INTO THE LIFE OF THE COMMUNITY THOSE QUALITIES THAT MAKE FOR ENRICHED LIVING. A play program should be established for the purpose of cultivating on the part of the pupil a desire for experience, recognition, public approval, beauty, the response of friendship, a feeling of security and equality. 12 .::-::--1..= THE TEACHER AS A LEADER Good teaching involves a knowledge of the subject, an understanding of youth and a love for teaching. Without these qualities a teacher will likely fail-and her success will be gauged by the degree to which she possesses them. Play education requires a full understanding and an ardent interest on the part of the teacher, without which this opportunity to develop well rounded personalities on the part of pupils will be missed. Bare "doing" of activities on the playground is not enough. Neither will indoor "procedures" serve the purpose unless they are accompanied by all the intelligence and interest a teacher can command. On the other hand, the teacher will find in the play activity period an opportunity really to enjoy teaching and to develop her own personality. She will also derive a tremendous degree of satisfaction as she observes the growth of youthful character, the display of all human characteristics, and a verit- able unfolding of myriad personality qualities which are pleas- ing and challenging in their very nature. The success of group cooperative experiences depends largely upon the attitude of the leader (teacher). The teacher's personal qualities will promote greater response than her knowledge of skills. Her sincere interest and the spirit of friendliness prevailing with the group will prove to be the basis of all cooperative accomplishment. The teacher should remember that it is her function to aid the child in shaping himself, rather than for her to shape the child. She should remember that quick, intrinsic, and spontaneous interest on the part of pupils must characterize any successful activity, especially on the play court, and that it is her job to arouse it by wisely guiding activities which are purposed by the pupils themselves. All play activities should be purposeful, and they cannot be forced. The child must be led to develop a "mind set" for the thing to be done and the imagination of the teacher may be often taxed by this undertaking. Her imagination, how- ever, coupled with a fair degree of enthusiasm, will promote a variety of responses on the part of the group members, and free participation will follow. She should not expect the same response from all pupils but some from all. She should bear in mind that pupils often labor upon the basis of "deferred satisfaction"- that is, engage in an activity expecting the reward to come later. For example, a boy may practice jumping as if it were work, 20 expecting someday to be a champion. A jubilant, gleeful spirit c-llbes not therefore have to prevail at all times as evidence of a wholesome activity. Play differs from work in that the person who participates nurses the feeling that the activity may be dropped at will. It becomes work when he feels it cannot be dropped. Much has been written about "free" play. The author of this manual takes the position that all play is "free" and that when activity ceases to be "free" it ceases to be play. The teacher should bear in mind therefore that it is her task to guide pupils in the selection of an activity based upon a purpose and encourage them to give it a trial before rejecting it. Should the plan fail, the pupils should see for themselves that it is failing and improve it if possible. Some of those who did not accept the purpose of the activity wholeheartedly will become interested with the execution of the undertaking if only its success is kept evident. The teacher should be on hand at all times to encourage individual group members to accept and make use of the suggestions of others. She is guiding active, growing human beings and her task is to help them make choices that will contribute most to their wholesome development. She should be generous in her interpretation of play attitudes and practices, but should be firm as necessity demands. Children are generally conscientious and usually behave as they do because they believe it to be right. She should have a desire to build up confidence of individual members of a group and to point out to other members errors that frequently cause a feeling of self-consciousness. The leader will do well to restore this confidence by calling attention to things that have been done well, thus making each individual feel that he has something to contribute to other members of the group. She should also show sympathy for and a willingness to listen to the troubles of group members; however trivial these may seem, they are important to the child, and may be indicative of other things which are of greater importance to the leader. By and large the teacher should lead pupils to choose and execute their own activities. She should "sell" them on a wholesome and deeply purposeful program. They should always be led to see the immediate objectives, while she should have in mind ultimate objectives based upon the aims of education in general and play education in particular. She is responsible for their making a choice of activities, and also responsible for the choice they make. Much planning will be necessary. A sign of poor 21 play leadership is to allow a need for equipment to arise with~".,out the equipment being on hand. Another poor leader is a -- teacher who provides all equipment and materials through her own effort. Pupils should be led to provide for themselves with the advice and help of the teacher, and should not be allowed to depend entirely upon her. It is the leader's responsibility to develop leaders in the play group. Some pupils will prove natural leaders, and the uninterested teacher will permit them to lead at all times. Ways should be found to give all pupils experience in leadership and responsibility from time to time and in various capacities. Democracy should be the watch word, and it is the teacher's responsibility to see that each pupil is offered equal opportunity for experiences befitting his nature. It is easy for the teacher to complain about shortage or inadequacy of equipment, small or rough playgrounds, small playrooms for indoor activities, weather interference, etc. The competent teacher, however, will plan her program to suit the facilities and will anticipate the difficulties before they arise, and be prepared. The success of any program depends upon the degree of interest manifested in its execution, and the truly interested teacher will not abandon her play program on a rainy day, but will instead use this opportunity to bring into play some activity suitable to the circumstances. Teachers will soon learn that there is not a best method for handling pupils on the playground. There are good methods and bad methods, just as there are for formal classroom procedures. She must learn the art of making quick decisions and lead the pupils to like it. She must also learn to be a quick observer, being able to determine when interest is lagging and when fatigue is at hand. The leader will soon learn that one secret to the success of her program is to keep every child active throughout the entire play period. Some degree of organization will prove advisable so that each pupil will feel a loyalty to some team or leader and in turn will have the leader and his teammates interested in his participation in whatever activities are being carried on. 22 Safety is an important factor in which the teacher is primarcejly responsible. Every school should have its first aid kit and no injured pupil should be permitted to be neglected. On the other hand the teacher should remember that "an ounce of prevention is worth a pound of cure" in regard to safety on the playground. Do not expect to abandon your pupils during play hour without tragedy resulting. It may be slow or indirect but it will certainly come. A wholesome teacher-child relationship is essential to a successful school program. The play program is the supreme force which influences the mutual understanding of teacher and child. The spirit of a well rounded school must be the working together of individual members for the welfare of all. The teacher should be the child's "guide post". Additional qualities of a good teacher are indicated in the following "pointers": 1. The teacher should be willing to learn from her pupils. The professional leader may know about the psychology of play but often the pupils can present new problems and solutions best. 2. Every leader should have patience. She should not expect too much from the pupils. Let the members of a group conduct themselves naturally. 3. Re-Iearning play. The teacher must not forget that in reeducation the children have to leave off habits to which they have been accustomed and surrender beliefs~they hold very dear. The teacher knowing this should do everything she can to help pupils to translate new ideas into practice, with a feeling of understanding and self-acceptance. 4. The teacher should be cautious and modest in expressing herself and should encourage pupils to ask questions if anything is not understood. 5. A willingness to make an effort to have a constructive program is important. Very few persons are "born" leaders and possess skill and understanding of leadership. Success will usually depend upon planning and effort. 6. The teacher should practice leadership and at all times be able to act in situations so as to show that wholesome and sound thinking has preceded action. 23 7.. The leader should analyze the school needs, and plan a play "~--1_ ness of the respective actitvities for the various age-groups. (This suggestion is especially for schools in which a specialist is not available for consultation.) 10. Arrange for teachers to exchange groups wherever it appears that this would give better results. (Transfer pupils from one play-group to another when it appears that their social needs would be better suited.) 11. Have each teacher keep a permanent record of any play equipment belonging or assigned to her group. (Probably physically handicapped children can be used in this connection.) 12. Wherever playground facilities and. the number of pupils permit, the play period for all should be held at the same hour. Pupils should be grouped preferably by age-levels and sexes rather than by grade groups. This affords the pupil a wider range of social contact. 13. The wide awake teacher is a more valuable teacher and records of experiences should prove very profitable to the person who writes such records, to the principal in charge of the school, and to teachers who may have access to such files in studying what to do next year. It will prove worthwhile for principals to keep a systematic file from year to year on the activities of each teacher and the results obtained. SOME FURTHER SUGGESTIONS FOR "BAD-WEATHER" DAYS 1. Never "skip" the play period. 2. Take three minutes of intense calisthenics in the classroom with all windows open. 3. Devote the remainder of the period to group singing, such stunts as space permits, handicraft work for the classroom museum, drawing, story telling, instrumental music, showing of slides, table games, dramatics, guessing games, etc. 4. Pupils can be marched orderly to the door, and allowed to run to some point and back again if the weather is not unfavorable and underfoot conditions permit. A race around the building, at a walk often proves interesting. (Running around the building or in hallways is often dangerous.) Teachers will find that pupils can usually be kept under full 36 discipline on such occasions if they themselves are given the opportunity to choose the activity of the hour. Team captains and monitors can even be trained to lead the entire group so as largely to relieve the teacher if this policy of encouraging pupils to organize under leaders of their own choice is followed generally in connection with the recreation period. In fact the activities should be purposed by the pupils themselves and they should be able to see the reason for the choice of a certain activity. 5. Teachers should take turns in order at using the gymnasium and auditorium and other vacant rooms for music, singing, and rhythmical activities whtre a piano is available. Rainy weather may require the use of the entire space in such room for pupils of a number of teachers to take calisthenics, practice drills, group singing, or some other activity under a chosen leader. HOBBIES Teachers have every opportunity to encourage children to pursue hobbies. Some avocation is essential to the well-balanced use of leisure time. A hobby is often the beginning of a very definite vocation, and wise teachers will doubtless find the recreational period more profitable and more easily conducted during inclement weather if she permits the pursuit of hobbies on the part of her pupils. The keepers of scrap books, stamp books, leaf and flower botany books, as well as the displayers of arts and crafts may often enrich the "play" period, breaking the tension of the formal classroom, and inspiring many to become interested in wholesome occupations. Hobbies can and should be correlated with the home life of the pupils and with the curriculum, but even more can the home life be made to supplement the school when pupils are encouraged to pursue hobbies based upon facts learned in school. Flower gardens, vegetable gardens, poultry raising, hog and cattle raising may well be encouraged as hobbies in rural schools where the homes are adaptable to such avocations. Urban boys and girls can well carryon machine work, newspaper writing, and any form of handicraft if only encouraged at school. Why could not rainy day recess be given to learning the interests and accomplishments of each other, as varied as they may be? This can be done as supplementary to the things of this nature brought out under the regular classroom procedure. 37 '::---:f~ PLANNING A YEARLY PROGRAM Suggestions for planning a yearly program were made under the section "Setting the Program in Motion." Also a typical list of activities may be found on page 44. The teacher should base her program on seasonal games and should by all means plan for culminating programs at the end of the year. Such programs should produce a demonstration of the principal features of the various activities carried on during the year and should serve as a means of testing the merit of the work so conducted. The play education program should be planned with the same thoroughness and taught with the same regularity as subject matter is taught in the classroom. One of the teacher's greatest problems will be finding material for use during inclement weather, and one of the school's greatest problems will be keeping the program going and well balanced without abandoning it during extreme weather and busy seasons. Pupils will be kept under much better control if some activity is conducted with regularity each day. If the program is aban- doned even one day, pupils will not respond so promptly upon re- entering the activitites. They become disorganized from the . . standpoint of discipline. Equipment and material is sometimes found to be missing, and the program of the school as a whole sometimes encroaches upon the recreational program, if neglect or abandonment is allowed for even a short period. The program undertaken should be based upon the interests and the needs of the community. A greater degree of cooperation can be expected if this is done. Activities having no value and hastily put into the schedule should not be tolerated. Build your program upon the basis of sound psychology, philosophy, and sociology. It should also be based upon experiences that are known to be satisfying to children. PUPILS CAN NOT AND SHOULD NOT BE COERCED INTO PLAYING. PLAY IS NOT PLAY UNLESS IT IS FREE AND UNLESS PUPILS PARTICIPATE LARGELY OF THEIR OWN ACCORD. This attitude, however, will grow out of a well planned and well directed program. Pupils should be allowed to choose many of their undertakings and should have a part, under the leadership of the 38 teacher, in planning the yearly program as well as the daily pro- gram. i) ~- Festivals and other seasonal events should be carefully pre- ~. pared. A Play Day should probably be held in the spring, but care should be taken to see that all activities have an educative value. PLANNING A DAILY PROGRAM The daily program should cover several periods. In many schools, pupils who arrive early like to play before school hours. Extreme care should be exercised in this connection to keep pupils from overindulging in activities before entering the school room. There is usually some time in connection with the lunch period during which formal or informal activities may be brought into use. Many schools also have pupils who remain after school hours while waiting for "buses," or for other reasons. Activities directed at this time serve to afford relaxation from the strain of the school room, and also afford wholesome employment during this period which can be used for little else. The principal period, however, during which teachers conduct their play program should fall toward the middle of the morning. Other schedules may be found desirable on the part of some schools, but some of the most successful programs have been conducted by dividing the school day somewhat as follows: 8 :OO-School opens. 10 :OO-Recess for play period. (Two or three minutes freedom allowed for water and toilet.) 10 :03-Play bell rings at which time teachers and pupils promptly assemble on their respective play territories. 10:19-Bell rings for end of play period. (Free periods before and after the play period should be of such lengths as is actually necessary. No time should be allowed for pupils to loiter or congregate. In some schools, two minutes may be ample, while in other schools four minutes may be necessary.) 10 :22-School reassembles for cnapel or assembly program. 10 :40-Classes. 12:10-Lunch period. (Pupils when they finish lunch, if left free, will likely be found to return to their respective playgrounds and engage in the same games that were followed during the 39 . regular morning play period. In a ten-teacher school, ~-,.-:!~ three or four teachers (fewer number in small school) patrolling the grounds during the latter half of the noon play period probably will be all that is necessary to keep order. Pupils should be permitted to follow their own desires during this period of freedom as long as there is no confusion or misconduct.) 12 :40-Class resumed. 2 :10 or 2 :40-School dismisses. (If an afternoon recess is desired for small children, the school day should be extended. If afternoon play periods are conducted on the same basis as the morning period, they may be conducted as a part of the five and one-half or six hours devoted to classes. If these afternoon periods are arranged purely to allow a "break," the time should not be counted as a part of the school day. An extended play period may be conducted following the close of the classroom program, as a laboratory period in which teachers may test results of the morning instructional period.) Teachers will note that in this suggested outline supervised play periods and chapel periods carried out under planned programs are conducted as a part of the school day proper. Free periods in which there is no planned or directed activity, however, .are not counted under this schedule as a part of the school day proper. One or more supervisors should be on the school grounds at all times when children are free-the number varying with the size of the school. 40 \JU.l.-.....,.I...I..,~ V.I.' x".I.ui..I..J.-"D"':.U.~ ... .I."VU;U.'O'.Lf.l.~UUUi::.lU... .a:;,..&.I .: v.....J.,:a. (Make forms on sheets of sufficient size to permit writing in columns.) (Copy to be filed with Principal or Director of Physical Education Program and preserved for future' as well as current reference) \,~ Date Period Begins Ends _ Name of Teacher Grade or Grades _ No. Pupils: Girls Boys TotaL _ Age range of Pupils: Girls _ Boys ACTIVITIES PLANNED First Week: Monday Tuesday Wednesday Thursday Friday Second Week: Monday Tuesday Wednesday Thursday Friday Etc. General Aims and Objectives Necessary Equipment On Hand Not On Hand Plan for What Program Will Acquiring Equipment Not On You Substitute if Weather Hand or Other Hindrances Interfere? ~ Was Activity a Success? RESULTS Chief Value of Activity Failure-- Reasons for Failure (If Any) Do You Recommend This Activity As Highly Suitable for This Age Level of Pupil? - II I I ""--2_ PROGRAM FOR THE PRIMARY LEVEL (Grades 1-3) 1. Rhythmical Activities 25% Farmer in the dell, Looby Loo, mulberry bush, Chimes of Dunkirk, Old Roger is dead, The Swing, Carousal, Jolly is the Miller, Oats, peas, beans, etc. 2. Mimetics and Story Plays 20% Animal imitations, mechanical imitations, athletic imitations, driving automobile, circus, nutting, fire- men, cowboys, gathering wood, aeroplanes, etc. 3. Hunting Games 20% Cat and mice, Jack be nimble, squirrel in trees, cat and rat, hound and rabbit, midnight, lame fox and chickens, etc. 4. Relays . 15 % Cross over relay, bean bag passing relay, stoop and stretch relay, eraser relay, tag the wall relay, etc. 5. Stunts and Self Testing Aetivities_------------------l0% Duck walk, rabbit hop, human rocker, crab walk, forward roll, frog hand stand, etc. 6. Athletic Games of Low Organization ~ 10% Boundary ball, dodge ball, hand polo, kick ball, bound ball, etc. Total 100% Note; Descriptions of above typical activities will be found in most game books and elementary school manuals, such as Neilson and Van Hagen, Physical Education for Elementary Schools. The time allotments indicated in percentages are approximate, merely to indicate the relative importance. These will vary somewhat with grade,-relays receiving emphasis from the second grade on, and athletic games from the third grade on. In many cases the activities included under the several headings will be selected from the subject matter of a given unit of work or center of interest around which the entire program of a given grade may be centered. It is very important that the physical education activities be integrated with the rest of the program of this level. 42 PROGRAM FOR THE ELEMENTARY LEVEL (Grades 4-6) .::;-,.-:!- 1. Athletic Games of Low Organization 25% Basketball Type: captain ball, captain basketball, corner ball, line basketball, nine-court basketball, newcomb, six-court basketball, six hole basketball, quadruple dodge ball. Playground Ball Type: bombardment, bat ball, circle strike, end ball, fongo, hit pin baseball, one and two old cat, triangle ball, and work up. Soccer Type: advancement, circle soccer, corner kick ball, field ball, kick ball, punt back, rotation soccer, simplified soccer, soccer dodge ball, and soccer keep away. Volleyball Type: bound ball, feather ball, net ball, school room volleyball, and sponge ball. 2. Rhythmical Activities (including social games) 20% Broom dance, Dutch couple dance, Pop goes the Weasel, Bleking, Virginia Reel, Sellenger's Round, Ace of Diamonds, Gustaf's Skoal, Seven Jumps, Nor- wegian Mountain March, Lottie is Dead, etc. 3. Hunting Games 15% Bears and cattle, circle chase, gathering sticks, two and three deep, catch of fish, last man, pom porn pullaway, all stand, club snatch, cross tag, dare base, duck on a rock, prisoner's base, etc. 4. Individual Athletic Events (self testing) 10% Batting for accuracy, base running, baseball throw for accuracy, basketball pass for accuracy-for goal -for distance, pull up, push up, broad jump, high jump, soccer kick for goal-for distance, etc. 5. Mimetics and Free Exercises 10% Sports imitations, such as archery, rope jumping, skating, broad jump, high jump, batting, baseball throw, basketball throw, etc. 6. Relays 10% Arch ball relay, hopping relay, stunt relay, all-up Indian club relay, over and under relay, shuttle re- lay, stride ball relay, skin the snake relay, etc. 7. Tumbling Stunts 10% Head stand, forward roll, backward roll, cartwheel, 43 heel click, wooden man, jump the stick, Indian wres- tle, Eskimo roll, front foot flip, knee and toe wrestle, .:;---:z.,:- hand wrestle, knee spring, elephant walk, triple roll, etc. Total 100% (Note: Descriptions of the above typical activities can be found in most game books and elementary school manuals.) The time allotments in percentages are approximate, to suggest relative importance. The selection of activities as in the primary level should be adapted closely to the center of interest or culture area being studied at the time in a given grade. It is suggested that the self-testing athletic events be practiced as an integral part of the corresponding game of low organization and that many of the relays be composed of elements of the same game. Tumbling stunts should be kept very simple, and rhythmical activities should include good variety.-From the Physical Education Curriculum. SAMPLE YEARLY PROGRAM-ELEMENTARY LEVEL ALL GRADES 1st. 2nd. 3rd 4th 5th 6th 1. Athletic Games of Low Organization (25%) Similar plan for other grades Corner Ball Bat Ball Bound Ball End Ball Long Ball Soccer Dodge Ball Etc. Similar plan for other grades 2. Rhythmical Activities (20 % ) Broom Dance Children's Polka Dutch Couple Dance Hansel and Gretel Pop Goes the Weasel Etc. 44 3. Hunting Games (15 %) Bears and Cattle ~--:!- Circle Chase Link Tag Oyster Shell Two Deep Etc. 4. Individual Athletic Events (10%) Soccer Kick for Distance Baseball Throw for Accuracy Baseball Throw for Distance Broad Jump High Jump Etc. 5. Mimetics and Free Exercise (10%) Archery Jumping Rope Skating Chopping Wood Etc. 6. Relays (10%) Arch Ball Relay Hopping Relay Soccer Relay Stunt Relay Walking Relay Etc. 7. Tumbling Stunts (10%) Forward Roll Head Stand Cart Wheel Etc. 45 PHYSICAL EDUCATION IN THE HIGH SCHOOL --,.-:!- The fact that this publication is limited to the elementary school in its scope does not in any wise mean that the subject treated herein should not be given equal attention in high school. High school games and activities are omitted for lack of space and for lack of time for assembling the necessary materials. Teachers and superintendents may well regard the basal plan set forth in these pages as equally applicable in high school. A program of physical education is fully needed in the high schools of Georgia and every school having high school pupils should see that the play or recreation period is observed every day with the same care, planning, and execution as in the elementary division. No pupil should be omitted from the program and no class should be overlooked. Physical education should be treated each and every day with the same seriousness as any other subject. The problem of the proper use of leisure time and vocational guidance combine themselves definitely with the physical education program of the secondary school. Georgia high schools have for many years been leaning toward very undemocratic practices in that a few pupils have been given training in special sports while the rank and file of the student body has gone unattended. One needs only to visit a small number of schools to get a bird'seye view of the state-wide conditions. The matter presents a rather discouraging spectacle, when we realize the vast number of high school boys and girls who are leaving school before they graduate without being fully trained in the art of self-control, partly because the school offers no outlet for the thousand social impulses which daily tug at the hearts of these young people. It has been found on every hand that some boys and a fewer number of girls have been held in school by the athletic program. So many school leaders have taken pride in this phase of their program. Does it not, however, enlarge the challenge when we stop to consider the vast number who though they may not qualify for participation in interscholastic athletics, can be equally helped through a complete recreational program built around the needs of growing beings who are eager for the enriched life? Plan a high school schedule to provide: (a) Interest in healthful and wholesome relations for both boys and girls. (b) Physical recreation facilities which have not been pre- viously available. 46 (c) Democratic activities, designed to reach all students. (d) Provide activities which will furnish training for recrea- --:f_ tionalleadership after the pupils leave school. (e) Schedule all recreation activities in such way as to have all interscholastic participants selected through the pro- cess of elimination from the school as a whole, rather than to select a few "raw" candidates and offer them special training. GAMES FIRST GRADE A. Story Plays. BROWNIES. Players are in threes in a circle. Two players make a swing by joining hands, the third player faces counterclockwise around circle, resting hands on swing. All swing in rythm to music, and players run under swing and on to next one at the end of each line, remaining in place during the last two lines. 1. Brownies come out at sunset-Creep out of their desks. (Desk is Brownie's home.) 2. They exercise their legs which are cramped from inactivity -Skip around. 3. Creep very quietly into woods to see if anyone is near. If they hear anyone coming they stoop quickly. 4. Peep into the windows of an old hut-Stretch high. 5. See poor old lady asleep with house in disorder-Tell each other of their surprise. Decide to help. 6. Brownies help-Gather wood, sweep floor, wash soiled clothes, wring them out, hang them up to dry, wash dishes, wash windows. 7. Day breaks-Brownies skip home to trunks of trees. CHRISTMAS TOYS. 1. Jack-in-the-Box. Teacher makes downward motion with hand as if closing lid of box and all children stoop down. Hand is raised quickly and children jerk up to standing position. 2. Wooden Soldiers-March, beating drums. 3. Each group forms a train ef cars-First child in each group has his hands on his hips. Those behind place hands on shoulders of child in front. Short steps around on toes, making "choo-choo" sound of engine. 47 4. J@1ping" Jacks-:-Teacher makes motion as if pulling a string. Children jump into air with feet apart; bring them together when they land. Arms are brought straight out to side and down again while jumping. Repeat. 5. Rocking Horse-One foot well in front of other, hands on hips. Stiff wooden legs. Rock forward, lifting back foot. Rock backward, lifting front foot. 6. Jointed Doll-One child may be the leader and show the class the variety of positions the doll can assume. Head, arms and legs. As each new position is demonstrated the leader says, "Like this" and the class imitates the same position. DEAR OLD SANTA. 1. Santa makes toys-Children seated go through motion of hammering, pasting, sewing and printing. 2. Toys finished-Santa stretches and stands. 3. Packing toys-Stoop to right and left to gather toys for pack. 4. Santa runs to the barn for his reindeer-One group at a time runs and returns to place. 5. Reindeer prance and shake their heads-Place thumbs on head with fingers spread like antlers. Shake heads and dance from one foot to the other. 6. Put the pack into the sleigh-Bend to gather the pack, then slowing rise as if the pack were heavy; stretch hands over head, and standing on tiptoes give a little jump as if pushing the pack into the sleigh. 7. Santa rides away-Same as number 4. FIREMEN. 1. Firemen asleep-Heads on desk, faces toward open windows. 2. Gong! Gong! The fire bell goes!-Pupils jump out of seats and make motions of dressing quickly. 3. Slide down the pole-8toop and stand several times to imi- tate many firemen sliding down. 4. Drive to the fire-Run around in a circle and back to place. 5. Unwind the hose-With hands clasped together, both arms, describe large circles in front. 6. Playing hose-Teacher points to a corner and says, "There is the blaze." Children grasping hose, work arms" up and down, throwing streams of water. Make soft hissing sound. Teacher points to different places saying, "There is smoke," 48 or "There is another blaze." Children play the hose on it. c--'1:'7. Have some of the blazes in the ceiling. Raise the ladder-Both hands pushing up. 8. Climb the ladder-Alternate raising of arms and knees. 9. Wrap valuables in a sheet end, throw them out of the win- dow. 10. Climb down ladder--Same as climbing up, except with deep knee bending. 11. Wind up the hose-Reverse of unwinding. 12. Drive home-Same as driving to fire. HALLOWE'EN. 1. Jump over the fence into the field where the pumpkins grow. 2. Bend over and hunt for big pumpkin for your Jack-O-Lantern-Bend forward and downward. 3. Stoop down and lift one up-Run home with it. Stoop, lift pumpkin and run in place. 4. Make lantern-Sit down, cut off top, take out seeds and light candle. 5. Playing with lantern-Run to window. Hold lantern high up to the window. Hear some one coming, stoop down quickly to hide. Creep along to the next window. Can hardly reach this window, stretch up on toes. 6. Run home-Softly on tiptoes. 7. Blowout candle. I SAW. (Any number of players.) The children stand wherever they will. The leader asks one of them, "What did you see?"This one answers, mentioning some action which he and the others can imitate. For example, he says, "I saw a horse trotting down the street." Then he trots around the room while the others follow him. The leader then asks this question of someone else, and the second one gives a different answer and starts an action which the others imitate. Here are some good answers: I saw a butterfly flying over the flower beds. I saw a man walking up the street pushing a cart. I saw a drum major leading a band. I saw a lame chicken hopping. Another way to play is for the child who is asked a question not to make an answer but to start some action, while the others guess what he means before they imitate him. THE OCEAN IS STORMY. Arrange all but two players in 49 pairs in scattered positions about the playing area. Have each c-1_ pair draw a circle three feet in diameter about their position. Have each pair join hands and secretly choose the name of some fish. Appoint the extra players "Whales" and place them in the center of the playing area holding hands. At signal the "Whales," continuing to hold hands, walk about the playing areas calling the names of fish. Each pair that has the name of the fish that they have adopted, if called, falls in behind the "Whales" and follows after them. When the "Whales" can think of no more fish they call the "Ocean is Stormy" and all run for the empty circles. The pair left without a circle becomes the "Whales" for the next game. GARDEN SCAMP. Arrange all but one of the players in a circle twenty feet in diameter, players facing in. Appoint the extra player "Gardener" and place him in the center of the circle. At signal the "Gardener" points at a player in the circle and says, "Who let you into my garden?" The player pointed at says, "Nobody," and runs. The "Gardener" chases him. The "Scamp" runs about the circle as he wishs performing various stunts such as crawling through a player's legs, doing a forward roll, running on all fours and so on. The "Scamp" may go outside of the circle, but must stay within five feet of it. The "Gardener" must do each stunt the "Scamp" sets. This continues until the "Scamp" is tagged. Upon being tagged the "Scamp" becomes "Gardener" and takes position in the center of the circle. The old "Gardener" takes position in the circle and at signal the game continues. BLUEBIRD. 1. Bluebird, bluebird, in and out my window-Repeat. 2. Oh, Johnny I am tired-Repeat. 3. Take a little boy and tap him on the shoulder-Repeat. 4. Oh, Johnny I am tired-Repeat (Substitute Jenny for girls). Players in single circle with hands joined. On 1 and 2 "It" winds in and out of circle. On 3 and 4 "It" stands behind a member of the circle and taps him continuously on the shoulder. On repetition of song the player chosen leads, with "It" following holding his shoulders. Game continues until all are chosen. ROUND AND ROUND THE VILLAGE. 1. Go round and round the village; go round and round the village; go round and round the village, as we have done before. 50 2. Go in and out the windows ... Repeat as in 1. 3. Now stand before your partner ... Repeat as in 1. "~. Now follow me to London ... Repeat as in l. Players in single circle with hands joined. On 1, "It" skips around outside of circle, on 2, players encircled hold joined hands high and "It" skips in and out of circle under arches. On 3, "It" chooses a partner and stands facing him; on 4, "It" and partner skip together around the inside of the circle and players in the circle skip in opposite direction. Game may be repeated, with two players in the line being "It", and so on until all are chosen. B. Rhythmical Activities. LOOBY LOO. The players are arranged in a circle. The following rhythm begins as follows: Here we dance looby 100, here we dance looby light, Here we dance looby 100, all on a Saturday night. Put your right hand in, take your right hand out, Give your right hand a shake, shake, shake, And turn yourself about. Repeat first two lines, repeat last three lines, substituting in order left hand, right foot, left foot, head, whole self. Group in single circle, hands joined, skip to left during first two lines of song. During remaining three lines stand in place and suit action to words of song. Repeat, substituting different parts of body, and end with first two lines. HOW DO YOU DO, MY PARTNER? 1. How do you do my partner, how do you do today? 2. Will you dance in a circle? I will show you the way. Chorus: Tra-la-la-la-la-la-la throughout. Partners face each other in a double circle. On line 1, shake right hands, then left hands, keeping hold of hands. On 2, turn to face in counterclockwise direction. On chorus all skip forward around circle. At end of chorus outside person skips forward to meet a new partner, and game is repeated. This game is a good social mixer for any age group. FOLK DANCE. Formation: In a circle around room, partners facing .each other, hands on hips.. Measures 1 - 2. Stamp R., L., R. Measures 5 - 8. Partners take hands and turn each other once around, with running steps, in place. 51 Measures 1- 8. Repeat. If desired, at end of turn partners may change going forward oc:f_ once. Balance Test~forward close-walk standing position. (Hold balance position for fifteen seconds.) GALLOP STEP. Step forward with the left foot; at the same time draw the right foot up to the left and repeat. Same with right foot. SKIPPING. The feet are alternately placed forward; as the rear foot is raised from the floor a short hop is executed on the front foot. C. Hunting Games. CROSSING THE BROOK. Two lines are marked off one foot apart to represent the "brook". If he can do this, he turns and makes a standing jump back. Anyone who fails to make both jumps is out. Wider places in the "Brook" are marked for those who have been successful, and the one wins who makes the longest jump both ways. Children may be divided into groups according to size, and the width of brook may be varied. A twoby-four board, or balance beam, may be used as a "Bridge," which the players must walk along without stepping into the water. HUNTSMAN. Choose a leader: This leader marches around in any direction he wishes and announces, "Who would like to go with me to hunt ducks" (or bears, rabbits, foxes, etc.)? All the players fall in line behind him and march as he does. When the leader sees that all are in line and away from their seats, he calls "Bang," when all scamper for their own seats. The first one to be seated in his own seat may be leader next time. BOW-WOW. The children sit in a circle with a child in the center as a "dog". The child in the center is blindfolded and has a ball by his side. The teacher signals to one of the players to try to get the ball without "It" hearing him. If "It" hears him, that child becomes "It" until some one can get the ball without him knowing it. If "It" hears the person trying to get the ballhe says "Bow-Wow". FIND THE OBJECT. The children are seated. Select a small object such as a coin or a pi~ce of colored chalk to be hidden. Have all but one child leave the room. The child left in the room hides the object in plain sight; that is, it must be visible without moving anything. At signal the other children return 52 to the room and hunt for the object. As each child finds it he continues hunting for a moment so as not to give its hiding place eRway, and then returns to his seat. This continues until all have found it. The child who found it last is the "Dunce" and must remain in his seat during the next hunt. The child who found it first hides it for the next game. FROG IN THE SEA. Mark a spot about one foot square on the floor. Appoint one player to be the "Frog" and place him sitting tailor-fashion (with legs crossed) on the spot. The other players stand about him just out of reach.. At signal the players tantilize the "Frog" by dancing toward him and calling "Frog in the Sea, can't catch me" and at the same time trying to avoid being tagged. The "Frog" must retain his sitting position but tries to tag one of the tantalizing players. Any player tagged by the "Frog" becomes the "Frog". The old "Frog" joins the players; the new "Frog" sits on the floor and the game continues. DROP THE HANDKERCHIEF. The children all stand in a circle, spreading out so that it is easy to run between the different players. One is chosen as "It" and goes around the outside, carrying the handkerchief and saying or singing the rhyme: A tisket, a tasket A green and yellow basket, I sent a letter to my love And on the way I lost it, I lost it, I lost it- The final phrase is repeated until the child drops the handkerchief behind another without giving any indication that it has been done. Players are on the watch for this, however, and as soon as it falls, the one behind whose back it has been dropped must run after the one who dropped it. The one who is "It" flees and may run straight around or in and out of the circle as he or she wishes, the one in pursuit being obliged to follow exactly. The dropper of the handkerchief is safe upon reaching the vacant space without being tagged. In that case, the other one who has lost the place becomes "It". If, however, the dropper is tagged, the other goes back to the vacated place and the game continues as before. Sometimes the game is played with children all seated, to give "It" more chance to get well away before the other player starts. 53 D. Mimetics. ----:!- FLOWERS AND WIND. The group is divided in halves, flowers and wind. They stand on goal lines at opposite ends of the playing area. The flowers choose a flower and advance toward the wind. They may give an appropriate pantomime or name the first letter of their flower. If the wind guesses the flower correctly the flowers run back to their goal line and any player tagged must join the wind group. Sides may alternate in choosing flowers, or one- may remain a flower until all are caught. CAT AND MICE. A cat hides behind the teacher's desk. A number of mice creep up to the desk and scratch on it. Immediately the cat gives chase to the mice, who run for safety to their holes (seats). Any mouse caught becomes cat for the next game. HOW ANIMALS GET READY FOR WINTER. 1. Squirrels gather nuts and bury them. Jump on toes, get nuts, put in mouth, stoop down, dig hole, put in ground. 2. Birds fly south-with arms raised high, fly about. 3. Bears look for cave-walk around swaying from side to side; find and crawl into own cave. (Seat.) 4. Deer in north woods make tracks in snow-Run, making a zigzag trail. 5. Pony is shod-Hammer horse shoes. Every other child act as a pony and the others as blacksmiths. 6. Pony breaks loose and runs away-Gallop around free areas,. 7. Snake wiggles slowly into hole-Glide toward a seat and wiggle into it. PLAYING IN THE WIND. 1. Skip out to play-Two rows form one circle and skip. 2. Look up and point to wind clouds-while skipping. 3. Weathervane-Stretch arms out at sides. Slowly twist trunk to right and left. 4. Flying kites-Toss kite into air, run back a few steps, pull string and watch the kite. Haul it in and wind string. 5. Windmill-Stretch right arm overhead. Let arms describe motion of windmill. 6. Trees swaying in wind-First the fluttering of leaves (fin- gers) , next the bending of branches (arms), and finally the swaying of the entire tree (body). 7. Toss some light object into the air, as feather or leafWatch the wind carry it away. Run and blow to keep it floating. 54 8. Teacher calls-Run into the house. . BRLL RINGING. Separate the feet and at the same time exC~-tend the arms diagonally forward and upward with hands closed as if taking hold of a rope. Keeping the back erect and heels tight on the floor, bend and separate the knees and pull the arms in front bending the elbows. Return to starting position. SWINGING. 1. "How would you like to go up in a swing, up in the air so blue? 2. Oh, I do think it the pleasantest thing ever a child could do. 3. Up in the air and over the wall till I can see so wide. 4. Rivers and trees and cattle and all, over the countryside. 5. Swinging, swinging, swinging, swinging, over the country- side." SECOND GRADE A. Hunting Games. DAYS OF THE WEEK. Each row is named for a day of the week. The teacher stands in the front of the room, calls a day and throws a bean bag or ball to the child in the front of the row representing the day she has named. The child catches it, throws it back to the teacher and then runs around the room. Immediately the other players in his row move forward one place. Another row is then called, etc. CLAP IN, CLAP OUT. The players divide into two groups, one of which stays in the room, the other going out. The players in the room sit down, each with an empty chair on one side. Each player then decides which one of the absent players he wishes to have occupy his vacant chair, and when all are chosen, the word is given and one by one the other players come in. As a player comes to the door, he surveys the waiting chairs and sits in the one he thinks he was intended to occupy. If his guess is right, everyone claps once and he stays there. If he is wrong, everyone keeps on clapping -till he leaves. This player must then go to the end of the line, while another takes the turn. When all the chairs are finally filled, those who had to guess their way in, stay seated and the .others go out to repeat the process. PEANUT HUNT. (Any number of players.) The object is to gather peanuts which have been hidden in every nook and corner, 55 in the desks and chairs under book shelves, on tables, behind cc:rl()ors, etc. Each hunter is given a dish or a cup. As fast as the peanuts are found they are placed in the cups. When the hunting has kept on long enough the hunters are recalled to the room from which they started, and each hunter counts his peanuts. The winner is the hunter having the largest number of peanuts. Children may work in teams. IMITATION TAG. (Girls.) This game is played as ordinary tag with this exception: the player who is "It" may choose the style of travel. This may be hopping on one foot, jumping, walking, running, frog jumping, duck-waddling, or any other method he may devise. When a player becomes "It" he immediately takes up the style of travel he desires; the others conform at once. Any player who fails to travel in the indicated manner becomes "It." Likewise any player who runs out of bounds becomes "It." B. Rhythmical Activities. THE SNAIL. "Hand in hand you see us well, Creep like a snail into its shell, Ever nearer, ever nearer, Ever closer, ever closer, Who'd have thought this little shell Would have held us all so well?" Players form a line with hands joined. The leader who is on one side of the line leads group round and round until they are in a small mass representing the snail shell with the leader in the center. While doing this winding they sing the first stanza over and over. The leader then leads the group in unwinding as they sing the second stanza, which is a duplication of the first stanza except for the second line which goes: "Ever farther, ever farther, ever wider, ever wider." Use new leader and repeat. THE MUSIC lJOX. "Now the music box will play, Grandma took the key and wound it. All its tunes are bright and gay; Don't they mostly sound it?" Grandma says: " 'Twas made in France; That is where she found it, 56 Hear that queer old-fashioned dance. Amaryllis is its name. -,er is on the board for each group and the first player of each group goes to the board and multiplies that number by two. After he is in his seat the second player multiplies the result by two and so on. The first group that finishes and their multiplication is correct, wins. You may use the game in studying addition, subtraction, or division. SKIP TAG. All players but one form a circle. The odd one skips around on the outside of the circle and tags another player. The one tagged skips after the tagger, trying to catch him. If he is caught, he must be "It" again, but if he reaches the vacant place first, he is safe, and the other player becomes "It" and skips around the circle and tags some one else. MIDNIGHT. One player is the fox and has a den in one corner of the playing area. The others are sheep with a den in the opposite corner. The sheep approach the fox den and their leader calls "What time is it, Mr. Fox?" The fox replies giving any time of the day. The dialogue is repeated until the fox says "Midnight," when the sheep run for their den pursued by the fox. Any sheep caught become foxes and the game continues until all are caught. D. Stunts. SHOT PUT. A basket, perhaps a wastebasket, is placed ten feet from a line, and each one tries to throw six marbles into it. 74 HAMMER THROW. Try to see who can throw balls of cotton the farthest. ther base area. An area 60 ft. by 30 ft. may be used for general playing. Organization: Divide players into two teams, one team scattered over the field while the other team is at bat. One player stands behind home base. First batter up, stands at home base, drops ball and kicks it into the field from the ground. Kicker has three tries and if he fails on the third he is out. Having kicked the ball run around post base, he returns to home base. Fielders secure the ball and attempt to hit the runner with the ball before he returns home or throws it to the catcher at home base. One point is scored for each one returning home safely. Fouls: Runner with ball can only take one step after ball is caught. Holding ball longer than five seconds-passing ball back and forth between two players over three times before being thrown to another player-Penalty-give score to runner. Outs: Three outs and sides change. The runners are out: If a fly is caught-If runner is hit with ball-If ball is held by an opponent on home base before he reaches home. GERMAN BAT BALL. Playground or gymnasium. The same as Schlag ball except batter hits the ball with the open hand, fingers extended. 93 LONG BALL. Playground or gymnasium. Any number of -:z..: .. players above six. Equipment: Playground baseball and playground baseball bat. Playing area: A long base 65 ft. from home base to left or right of pitcher's position. First and third bases are designated by players only to define fair area. Pitchers box is 30 ft. to 40 ft. from home base. How played: The players are divided into two equal teams, selecting a catcher and pitcher for each team. The other players are fielders. One fielder stays at long base. Players must run to base on anything that touches the bat-fouls, foul tips or fair balls. Player continues at bat until touch is made. If players get to long base on any touch other than fair strike he must remain at long base until another player makes a fair strike. On a fair strike batter must run to long base and return if he can. All players held at long base may run on fair strike. Three outs changes sides. Twenty-one points constitutes a game. All players returning home must tag base. One point is made every time a batter makes a run to long base and returns home on a fair ball. Outs-Any fly caught-Any person tagged out at long base or at home base-Any person tagged running between bases. If all players of one team are held at long base this constitutes a side out. Any player who slings a bat when starting for base adds another foul to his side. VOLLEY BALL. Draw off a court approximately thirty by sixty feet. Divide it in half by stretching wire (as described in tennis preparation)-see index page. Place wooden poles in the ground-stretch net or wire at the height of seven feet. Place poles in ground at least three feet. Divide the court in half by placing the poles thirty-two feet apart. Players: Twenty-ten on each side. Divide players into two teams and each team to one side of the ball court. The object is to bat the ball back and forth over the net. Number one is given the ball. He stands with both feet behind the end line. He tosses the ball into the air and strikes it with his hand in a way that the ball will go over the net into the opponents' court. Only one trial is given to the server. The player must bat the ball over the net on the opponents' side. The player on the opposite side must bat the ball back to the opposite side. This play is continued until the ball falls to the ground or is caught. If the ball falls on the side from which 94 it has been served, that side fails to score. Then the ball is given to the opposite side, and is served by player number one. When the ball changes from one side to another the players rotatenumber one goes to number ten-ten to nine-nine to eighteight to seven-seven to six-six to five-five to four-four to three-three to two-two to one. When the ball is first served over the net and the opponents side bats it back, the players on the server's side may also keep the ball from falling to the ground. A player cannot hit the ball .twice in succession but must wait until it has been hit by another player, then he is eligible to strike it again. How to score: A team scores only when serving. Points are not scored when the opposing team fails; and the serve is then given to the opposing side. Twenty-one points make a game. A volley ball should be used in this game-a basket ball is too large. When a player serves the ball and it hits the net and then goes over it is called a "net ball" and does not count, but the player gets another trial. KING BALL. (24-48 players.) Draw off a playing area of thirty feet square. Arrange the players equal distance apart about the square. Players facing to inside square. Have one player stand on each corner-the corner players are "Kings". Have each player use a stone, a circle, or a hole to mark his position. If indoors, chalk marks may be used. Give one of the "Kings" a ball. At signal the player with the ball passes it to one of the players on any side of the square. The player receiving it passes it to another player on any side but his own. The ball is passed about in this manner-no player passing a ball to any player on his own side of the square. Any player dropping the ball or making a throw that cannot be caught must recover the ball. King 0 X X X X 0 King X X X X X X X X King 0 X X X X 0 King While the player is recovering the ball the other players on his side of the square move one place to the right. The player 95 who threw the ball also drops back to the left on his side. The ----~..: player recovering the ball and the player who throws the ball must take the place vacated on the extreme left of his line; from this position, the player who recovered the ball puts it in play again. The place of honor is that of "King". Each player seeks to secure and hold it. B. Individual Athletic Events. CHINNING. A horizontal bar is the only equipment needed for this event. The bar must be high enough so that the contestants feet clear the ground or floor. The contestant places . his hands on the bar, palms forward and thumbs under the bar. Then with his arms straightened at full length, he pulls himself up without a kick, jerk, or swing, \}ntil his chin touches the bar. Lowering himself again until his arms are straight, he repeats the pull-up and continues until forced to stop. His score is made by counting each time his chin touches the bar. STANDING, HOP, STEP, AND JUMP. The pupil stands on one foot on the take-off board, he hops forward and lands on the same foot, forward on the other foot, and jumps forward landing on both feet. No pauses are permitted in the procedure. The jump and step is measured with a tape from jumping line to the nearest point at which the jumper breaks the ground, whether with feet, hands or body. STANDING BROAD JUMP. The pupil stands flat on both feet on a line or take-off board, jumps and lands on both feet. The score is determined by measuring the distance from the jumping line to the point where the ground is first broken by the body or feet. BASEBALL THROW FOR DISTANCE. Game for playground or gymansium. In preparing for this event, first establish a throwing line three feet long, 30 yards away from this line and parallel to it, mark a line on the ground twenty yards long. Similar lines are drawn every ten yards up to 100 yards; there will thus be lines at 30, 40, 50, 60, 70, 80, 90, 100 yards-See diagram on next page. 96 -t>e e- w. IV. (1). "'. "'. ()'je -Je ~ -..... I' o. ~ I,'tt W IV, -+- Wtv.. I I I I I 4,-- ----------- ' - - - - - -,-0-9- - - - - - - ? The pupil stands behind the three-foot throwing line and throws the ball without running. The point where the ball first hits the ground is marked; the distance is measured with a tape from this point to the nearest distance line. Balls falling outside the ends of the distance lines, or balls thrown by pupils who step over the throwing line, are not measured, but count as trials. Each individual is given three throws and his score is his best distance throw. PUSH UP. The pupil lies on the floor, face downward, hands open and placed close to the shoulders. He straightens himself, supporting his weight on hands and toes with back stiff and then lowers his body again until his chin and only his chin touches the floor. He continues as long as possible, each push-up counting one point. Touching the floor with any part of the body except the chin, hands or toes or failure to straighten the arms or keep the back stiff, or failure to touch the chin-are fouls and the push-up does not count. VOLLEY BALL SERVE FOR ACCURACY. A volley ball net or piece of cord may be stretched at a height of eight feet across the center of the playing space. Twenty-four feet distant a parallel line may be drawn on the floor or ground. The pupil with the volley ball in hand should stand facing the net and toeing the line with either foot. The player should toss the ball with one hand, and strike it with the other hand over the net so that it will fall within a square, ten by ten feet. This square should be marked on the floor or ground ten feet from the net and at right angles to it. If the player steps forward over the line before the ball strikes the ground, no score is made, but it counts as one serve. Six serves should be counted as one trial. The score may be made either underhand or overhand. 97 BALL BOUNCING. A wall with no window space or the back of a basketball goal is necessary for this event. Give the player ---:!- a soft ball or a rubber ball which will bounce. The player is not limited to one position. He throws the ball against the wall, runs and attempts to catch it. He is given three trials and if he catches it three times, his farthest catch from the wall or goal is his final score for the three attempts. C. Relay Races. CHAIN TAG. "It" selects another player to help him and the two join hands. Either one may tag a third player, who takes his place between the two original players. Every player who is tagged must join in line, but the two original players remain at the ends and do the tagging. Players may throw the chain; if the chain is broken, it must be joined together again before further tagging is allowed. The game is completed when all are included in the line or chain; then the last two players caught restart the game. BRONCHO TAG. One player stands behind his partner and clasps him around the waist, thus making a "broncho". All players form bronchos except one player who is "It", "It" attempts to attach himself to the rear of a broncho and when he succeeds in doing this, the person on the front of that broncho becomes "It". Bronchos are free to move about within a limited area. If the game moves slowly or if there are a great many players, two or more players may be "It" at the same time. CIRCLE CHASE. The players form a single circle and coont off by fours. The leader calls a number between one and four and all the players with that number step one step back and run around the circle to the right, each attempting to tag the runner ahead of him. Any runner tagged must drop out of the game. After each number has been called, players close in and count off again. As a variation players may run more than once around the circle. ODDS AND EVENS. Like Black and White except that odd or even numbers are called and sides are named "Odds" or "Evens". Simple addition, subtraction, etc., may be used. ROLYPOLY. A line is drawn as in diagram and each player digs a hole in front of the line about 4 inches deep and eight inches across. Players stand behind a throwing line about 10 feet away. A player starts by rolling his ball (a soft playground 98 ball) for his hole. If it enters the hole the player runs forward, secures the ball and calls "Stop". In the meantime all other play-:L ers have run away, but must stop when "Stop" is called. The player then throws his ball at one of them, and if he succeeds in hitting player, one point is scored against that player. If he misses, a point is scored against the thrower. When a player has three points scored against him he stands in front of a wall and each player may throw at him from a line twenty feet away. This game may be played indoors with circles of chalk on the floor and bean bags for balls. 000 0 AISLE PASS RELAY. Players sit facing aisles. The first player in each row has an object to be passed. At the leader's command he passes it back in the aisle, with his left hand, to the pupil seated beside him, who, in turn, passes it with his left hand and so on to the end of the row. The last pupil in the row changes the object to the right hand and then passes it forward to the next pupil. The row getting the object back to the starting point first wins. Variations. 1. Pass several balls, books, Indian clubs, or other objects in quick succession. 2. The first pupil receiving the object passes it to the next pupil, who receives it with his left, changes it to his right hand and then passes it to the next pupil. Continue to the end of the row. The object is then sent forward in like manner. (Pieces of paper with English sentences may also be used. Let sentences be read and correlated with English work.) BOUNDARY BALL. Draw two parallel lines sixty feet long and sixty feet apart. Draw a center line halfway between these lines. Divide players in two teams of equal numbers and place each in opposite ends of the field facing the center. The line back of each team is that team's goal line. Give each team a ball (vol-. ley or soccer): At signal, each attempts to throw the ball so it will cross the other team's goal line. To cross the goal line fairly, it must cross on the bounce or roll across. Balls going across on the fly do not count. Each team tries to prevent the ball thrown by the other from crossing its goal line. The players may move about freely within their own ends of the field but cannot enter the opponent's half. After the first throw, the balls are thrown 99 back and forth at will. The team which succeeds in throwing across the opponents' goal line first, wins. TIN CAN BOWLING. Punch holes in six one-quart tin cans. Place them on level ground with one can in the center and the other five in a circle around it. The circle should have a radius of eighteen inches. The bowling line should be about twenty feet from the cans. You may use croquet balls to knock them down. The players bowl two balls in their turn. The game constitutes twenty-one points. The center can counts five points and the others count two points each. D. Rhythmical Activities. FOLK DANCE. Formation: Single circle-any number, by counts. I. Measure. (1-8) All join hands and skip to left. (9-16) All jump high on both feet and skip to right. (17) Hands on hips-lift right knee. (18) Return right foot to floor and stand still. II. (1-16) Repeat (1-16) above. (17-18) As in 1. (17-18) Repeated-lift left knee and replace. III. (1-16) Repeat (1-16) above. (17-18) Right knee. (17-18) Repeated, left knee. (17-18) Repeated, kneel on right knee. Repeat A & B of I each time. Add one new movement each time repeating Measure 17-18 and extra time. HIGHLAND SCHOTTISCHE (Scotch). Music: Sheet music, "Loch Lomond"-price 25c or Lena Schottische Victor record No. 20253-obtained from Cable Piano Co., Peachtree St., Atlanta, Ga.-price 75c. Formation: Partners facing in single circle with left arm overhead and right hand on hip. I. Measure. (1-4) Standing on left foot touch right toe to right and hop on left foot; lift right foot back of left knee and hop on left foot; again. touch right toe to right and hop left; lift right foot in front of left knee and hop left. (5-8) Schottische to right. ,Repeat left, right arm up and left hand on hip. 100 (Schottische step-slide sideward right-close left to right-slide sideward right-hop right swing left diagonally forward.) II. (9-16) Hook right arm with partner and schottische 4 steps turning. Repeat left, right, on last measure run forward to new partner and repeat dance from beginning. MINUET. Music: Minuet in G-Victor record No. 20169obtained from Cable Piano Co., Peachtree st., Atlanta, Ga.price 75c. Formation: Double circle, boy on inside-hands joined. I. Measure. (1-6) A. Both step inside, outside, inside, point inside and step inside, point outside, step inside, outside, point inside. (7-8) With three steps (inside, outside, inside) make a small circle in own place. When facing partner again, step sideward, lady curtseys and gentlemen bows. (1-8) B. Repeat A. II. (9-12) A. Join right hand with partner, hands held high and walk around partner-stepping inside, outside, inside, point outside, step outside, inside, outside, point inside. (13-16) Repeat A (1-4) moving forward again and starting outside foot. (9-16) B. Repeat A and end with bow and curtsey. SKOBOBANSEN-Swedish. Music: Trekarlspolska BookDances of The People, by Buchenal-Vol. n.-price $1.50-Cable Piano Co., Peachtree St., Atlanta, Ga. Usually danced by boys-first part slow. Formation: Partners facing in a double circle. 1. Measures. (1) With both hands joined partners walk around in small circle with three walking steps. (2) Stamp right foot-hold. (3-8) Repeat (1-2) moving in same direction. (9-16) Repeat (1-8) moving opposite direction. n. (17) Partners drop hands and turn to right in place with three steps. (18) No.1 bends and No.2 swings left leg over No. 1's head. (19) Both turn as in (17). 101 (20) No.2 kicks over No. 1. -1_ (21) Both turn as in (17). (22) Partners lean toward each other and touch foreheads. (23) With heads still together turn until face to face again. (24) With a quick movement partners push each other away. Repeat (17-24). KULL-DANSEN (Swedish). Music: Gotlands Quadrille BookDances of the People, by Burchenal-obtained from Cable Piano Co., Peachtree St., Atlanta, Ga.-price $1.50. Formation: Partners beside each other in single circle all facing center. Couples are numbered around circle (1-2-1-2), partners numbered 1-2, No.1 is on left of No.2. I. A. (1) Partners make turn away from each until back to back and bow to next person in circle (right foot back and right knee bent, left foot out in front). (2) Turn toward partner and bow-left foot back. (3) Repeat (1). (4) Repeat (2). Repeat (1-4). B. (1-4) Facing partner, jump on right foot and kick left foot forward-continue alternating right and left. (12 steps.) (5-6) Partners facing, clap own hands and stamp left. Join both hands and walk around in small circle finishing in place. II. A. (1) Partners joint right hands and put left foot for- ward, heel on floor. (2) Springing, change foot and hands. (3-4) Same as (1-2). Repeat (1-4). B. Same as I-B-but on end all No.1 couples finish with backs to center of circle, No.2 couples finish facing No.1 couples making a square. III. A. (1-8) Each group of four join right hands across in a wheel and repeat steps of II-A. B. Repeat steps of I-B-ending in original places with No. 1 behind No.2. IV. A (1) No.1 puts hands on hips of No.2 and No.2 puts her hands on her own hips. No.1 puts left foot to side heel to floor-both look over shoulders toward 102 ..~:!~ V. each other swinging body away from extended foot. (2) Repeat (1) but with opposite foot. (3-4) Repeat (1-2). Repeat (1-4). B. Repeat I-B-ending as In II-B but with hands joined in a circle. A. (1-8) Moving in circle of 4, stamp left foot forward, close right to left and lift left forward with left straight, hop right and bend left knee bringing left foot to right knee. B. Repeat I-B. PACK UP YOUR TROUBLES (20 or more players). Let us suppose there are more boys than girls. The boys choose girl partners. The extra boys stand in the center, and the rest march around in a circle with their partners, while they sing or someone plays the chorus of "Pack Up Your Troubles." At the phrase "What's the use of worrying?" the boys right-about-face and march in the opposite direction, while the girls keep on as before. When the music stops suddenly or the leader shouts "Partners!" each boy must try to find a partner and those in the center try to take a partner. Those who get no partners go into the center for the next round. ACE OF DIAMONDS. Victor record No. 20989. The dancers form in a circle of couples facing each other, No.1 of each couple facing the center. A. (1) On first count, all clap hands and immediately hook right elbows and, starting with left foot, swing partners around 8 counts. (2) Clap hands, hook left elbows and swing partners around the other way-finish with hands on hips 8 counts. B. (1) No.1 steps forward on the right foot (1) and hops on right foot; swinging left foot forward-(2); same left and repeat right and left, 8 counts. At the same time No.2 steps backward and executes the same step, but begins on left foot. (2) Same at 1, except that No.1 steps backward and No.2 steps forward, 8 counts. C. Partners turn so as to stand side by side, both facing in the same direction, with inside hands joined and outside hands on hips, and polka around the circle, turning back 103 to back when starting with the inside foot and face to :;:--,.-"" face when starting with outside foot, 16 counts. RHYTHMIC STEPS. Step-Hop. Step forward (sideward) with the left foot-I; hop on the left foot; raise the right foot close to the left ankle, pointing the toes to the floor-2; same right-3,4. Glide-Hop Same as Step-hop except the foot glides forward on"1". Swing-Hop. Same as Step-hop except when hopping on left foot the right leg swings in front of left, and same opposite. E. Stunts. BODY REACH. Kneel on a starting line holding piece of chalk in one hand. Reach forward with chalk and make a mark at farthest point possible, without touching any part of body in front of line, and without bearing weight on hand with chalk. Return without touching. Do as contest between individuals, or as group contest in relay formation, successive players starting on chalk mark just made. PINWHEEL. Squat down, place weight on hands, jump both feet backward; then turn so that weight is on left hand and left side is toward floor, body stretched out straight. In this position walk forward making a complete circle around left hand as a center. Repeat with weight on right hand. HUMAN WICKET. Stand, bend forward with knees straight and place hands on ground. Hold this position. WICKET WALK. Walk in human wicket position. . MEASURING WORM. From human wicket position, walk forward on hands until body is straight, then walk forward with feet until body is again in human wicket position. Repeat, stretch. ing out, then doubling up completely like an inch-worm. FISH-HAWK DIVE. Kneel on ground; place handkerchief or small piece of paper in front of body. Lift one leg from ground, bend forward with leg and arms outstretched and pick up paper without touching ground or losing balance. Place foot on ground whn finished. Repeat on other side. CRANE DIVE. Like Fish-Hawk Dive, but start from a standing position and use folded newspaper. TIP-UP. Squat on floor. Place elbows under thighs just above the knee, place hands on floor, and swing body forward so that 104 weight rests on hands and body is balanced in this position. Hold .for several seconds. HEADSTAND. May be done from Tip-Up by placing head on mat and raising legs. May be done also as follows: With a partner to help, place hands on mat or grass, well separated and with fingers pointing forward. Place head forward from hands so that a triangle is formed by head and hands. Place weight on forward part of top of head. With feet on floor, raise hips up over head and walk feet as close as possible up toward head. Then bend knees and slowly raise legs to a balanced position. In dismounting, duck head and roll down exactly as in a Forward Roll. This is most important! Do not dismount by arching back and placing feet on ground. Helper should see that triangular base is formed; should place one knee in center of back as support, and help lift legs upward; help in securing and maintaining a balanced position, then hold body during dismount until correct form is established. Never do a handstand against the wall! HANDSTAND. Bend forward placing both hands on the ground. Lift legs sharply from hips in scissor fashion, bringing them together over head and holding for an instant in balanced position. This should not be attempted unless arms are strong enough to support body in wheelbarrow position. It is helpful to have a partner to catch feet and to help secure balance. In dismounting never go over into an arched position, but come down by bending hips. If balance is lost and body starts to fall over, keep head up, bend sharply at hips, and twist body to side. CARTWHEEL. Bend sideward taking weight on one hand; transfer it quickly to other hand and to foot on same side, then to other foot, and so on. Keep a steady rhythm and keep body outstretched as much as possible. WHEELBARROW WALK. No.1 bend forward and place hands on floor, No.2 support No.1 by holding body outstretched with hands on thighs. Walk forward in this manner. If No.1 can support this position without bending arms and without letting body sag, No.2 can move support out toward feet. The stunt becomes progressively more difficult for No.1 as support is moved away from center of body. BEAR DANCE. Squat facing partner and take hold of hands. Hop, alternately stretching legs forward and changing quickly. CHINESE GETUP. Sit down back to back with partner and 105 take hold of arms. With feet on floor push against partner's back e:Z,,: .. and come to a standing position. Go up and down several times quickly. F. Hunting Games. POISON CIRCLE. A circle is marked on the ground, and players form a circle, about 4 feet, outside and join hands around. A soft ball is placed in the center of the circle. At a signal everyone in the circle tries to pull or push other players into the circle. When a player steps in the circle breaks up, calling "Poison Circle" and all run away. The player who steps in must pick up the ball, throw it at one of the players, attempting to hit him. If two players step in simultaneously both try to get the ball for the throw. After the throw the game is repeated. GOING TO JERUSALEM. This game is one of the type which aptly illustrates the old expression "the more the merrier". Given a large number of children of any age and one to play the music, "Going to Jerusalem" is good for almost the entire afternoon or evening. Chairs must be set up in a long row, alternately facing opposite walls. There are as many chairs as players, minus one. The music starts, a good rousing march, and the players also start marching briskly along beside the chairs, up one side of the row and down the other. At his or her own will, the pianist suddenly stops. Everyone must instantly sit down-every one, that is, but one unfortunate who is left out. This loser retires to the side lines, a chair is then taken from the row, and music again starts. Thus is goes until only two players are left, circling anxiously about a solitary chair. Hard-hearted indeed is the pianist who prolongs their agony by rendering an extended selection. Suddenly in the middle of a phrase, the music abruptly stops and one is seated, the other left standing. The lucky winner is, of course, suitably rewarded. CITIES. The players are seated in a circle. One player names a city or town in Georgia or the United States and next player names a city beginning with the last letter of the city which the first player gives. For example, the player names Augusta, the second Atlanta, third Americus, fourth Savannah, and so on. Each player has a count of ten in which to name the city. Those who fail are out of the game. The winner is the one who stays in the longest. HUNT THE SLIPPER. (Any number of players over 10)- 106 Equipment: a slipper. In this game the players sit in a circle, A and a slipper is passed from hand to hand under their lifted ~Knees. The one who is "It" first flings the slipper into the ring and says: "Cobbler, Cobbler, mend my shoe, Have is done by half past two". He then goes out, and comes back at once to hunt his slipper. He must keep outside the ring and try to find the one who has hidden it. Occasionally the slipper is tapped on the floor to give him an idea where it is. The one from whom he finds it goes out next. This game was played by the Greek children two thousand years ago. WORDS, OR WORD MAKING. Each player has a pencil and a sheet of paper. A long word is given out, which each writes at the top of the sheet. Then all are given ten minutes to see who can write the longest list of words, using only the letters found in this word on the paper, and never using any oftener than it appears in the word. The one who makes the longest list wins. HUNTER AND HUNTED. Arrange all but three of the group in a circle; players holding hands at shoulder height. The three players are numbered "One", "Two", and "Three", respectively and placed equal distance apart outside the circle. At signal "One" chases "Two," "Two" chases "Three" and "Three" chases "One". Each attempting to tag the man he is after and at the same time avoid being tagged himself. Each player, therefore, is both chasing someone and being chased by someone. The runners may run in and out about the circle as they please, except that they must not go more than ten feet beyond the outside of the circle. The players in the circle are not allowed to interfere with the runners. The chase continues until one player has been tagged; this player is eliminated. The next three runners step out of the circle and the three who have just finished take their places in the circle. The game continues in this manner until all have run. The winners are numbered off again and the winners decided. This continues until but one player is left; this player is the winner. HUNT THE KEY. Arrange all but one of the group in a circle, players standing close together, facing in. Appoint the extra player "Hunter" and place him in the center of the circle. Secretly give one of the players in the circle a key, pebble or some other small object, that can be concealed in the hand. At signal all the players in the circle raise their hands in front and pass the key about. All the players keep shifting their hands, as 107 though they were passing the key, to mislead the "Hunter". The -1.:"Hunter" watching the hands tries to locate the key. When he choses the "Hunter" calls the name of some player who must open his hands at once. If this player does not have the key he continues his search, calling other players until he locates it. In this way the game continues. G. Mimetics. (Games taken from Physical Education for Elementary Schools-Neilson & Van Hagen.) CHOPPING WOOD. Feet apart-jump! Holding ax over left shoulder, strike down and swing back to .other shoulder with a twisting of trunk. CROSS-CUT SAWING. Alternate rows and face each other -place left foot forward; reach both arms well forward. Pupils in odd rows sway body forward, bending left knee, and thrust arms forward as if pushing saw. Pupils in even rows sway backward onto right leg, twisting trunk to right and forcibly bringing bent arms to right hip. Movements are repeated alternately by rows facing each other. PUMPING UP BICYCLE TIRE. Vigorous forward, downward bending with decided knee-bending and arm-stretching downward. Keep good posture with back flat. SCYTHE SWINGING. Start with the right arm extended, sideward, downward and outward; the left forearm held across the front of the body about the waist level, the body twisted to the right; at the command "Swing" the arms are swung vigorously across the body from right to left, the left arm extending downward, sideward and outward; the right forearm held across. the front of the body about the waist level, the body twisted to the left. This movement should be done three or four times in each direction. SIGNALING.. Raise right arm sideward upward and by sideward. Return to position. Raise left arm upward and right leg sideward. Return. Continue in rhythm, sixteen counts. STANDING BROAD JUMP. In preparing to jump. stand on your toes with arms above head, bring the arms forward, down-: ward, bending the knees and inclining the body forward. Spring from both feet, Jump high as well as far, drawing the knees well up-Swing the arms forward and upward as you jump out. THREADING THE NEEDLE. Clasp hands low in front~ Step 108 with right foot through ring formed by hands and stand on right foot. Slip through ring with left foot and stand erect. -..:!- SIXTH GRADE A. Athletic Games. RED, WHITE AND BLUE DODGE BALL. The game is played with three teams, named Red, White and Blue, respectively. Two lines are drawn to divide territory into three parts. Two outside teams attack center team. When hit by ball, player must drop out. Time keeper records times. When court has been cleared of players teams rotate to different courts. When all teams have occupied center court, times are compared. PROGRESSIVE DODGE BALL. Players divide into three teams. Court divided into three parts as above. Center team has possession of ball and attempts to hit his players in either end team. These in turn attempt to hit center players. Players may be hit on any part of body except head. On a hit, play is stopped and a point scored against team hit. This team starts ball again. Team scored against if player steps over boundtry .line, or if player holds ball more than three seconds. Ball may be passed once before being thrown. Play three five-minute periods rotating after each period. Lowest score wins. OVERTAKE. The players are divided into equal teams, and the court may be the same as a baseball diamond with the players playing the same position. A baseball is used, or for variation a volley or soccer ball. When the ball is batted the runner immediately goes from first to second to third base and on to home. The ball is thrown to first baseman from wherever it is recovered in field, and if it reaches base before runner, the runner is out. The object is for the ball to overtake the runner, and if it gets to any base before the baserunner is there, the runner is out. After three outs, team at bat is replaced by team in field. An out is also scored on a caught fly. Fouls do not count as strikes. The object is to see which side scores most points in a given number of innings. GUARD BALL. The playing area is divided by two lines ten feet apart making a lane across the center of the playing area. One team is stationed between these lines, and the other is scattered equally over the area outside the lines. The team outside attempts to pass the ball across the center area below the heads of the players in the center who act as guards and attempt to in- 109 tercept passes. Each successful pass scores one point. Team . changes places after a certain time. :::-"'-2_ 4 DIABOLO. Take two tops of equal size, remove the regular peg and insert a large nail thru the two tops holding the points together. Fasten 2 eighteen inch sticks, a cord five feet long, and the double top or Diabolo is spun in the air with a string. Events: 1. Toss and spin the Diabolo above the head for three succes- sive times. 2. Over the world: Toss Diabolo over and under the wrist al- ternating left and right. Two trials. 3. Back catch: Toss the Diabolo over the head and catch on the string-alternating left and right and two trials each side. 4. String draw: Shorten the string by drawing it into the palm of the hand-two trials. 5. Under the world. 6. Left and right hand (same as jump the rope). 7. Jump the Diabolo (same as jump the rope). 8. Slide down string: Make a loop of the string no longer than four feet and pass the top around both hands, first right and then left. 9. Walking tight rope. 10. Throw in air for height awards: Two points allowed for each successful play. MARBLE GOLF. Layoff a nine hole course around the playground. A hole may be designated by driving a 2 inch pipe into a 2 inch hole (tin cans may be used but are not so successful because they hold water). Hazards may be arranged in little bushes, some pieces of 4 inch pipe through which the marbles must go, also troughs and little boards of 4 inches in which the marbles may go. Four players start off and shoot the marbles keeping count of times each requires to get'marbles into the cans. It may be necessary for the players to drive the marbles with the forefinger instead of shooting it when they reach the green, which is a square of 18 inches. MUMBLETY PEG. General rules for playing the game: 1. Players must either sit or kneel on ground. Select a soft spot with grass or loosen a soft spot with the blade of the knife. 110 2. Best out of three games determines the winner. ---:!- 3. Knife must stick into the ground so that the judge may get at least two fingers between the knife handle and the ground. 4. To be done with the right hand only, except where indicated. 5. Pen knife may be used. Events: 1. Front-knife on palm of right hand with blade on finger tips, toss knife upward and inward causing blade to stick into ground. 2. Back-knife placed on the back of the right hand and toss as far front. 3. Punch-Make a fist with right hand, place knife handle across the finger nail, blade toward the left sticking the blade into the ground. 4. Snaps-Hold the blade between the thumb and the finger in the left hand with handle pointing toward the right stick, bring the handle down sharply with the right hand, causing the blade to stick into the ground. 5. Seven Pennies-hold the blade between the thumb and the first finger in the right hand with handle held toward tosser's body. Snap knife away from tosser's body sticking it into the ground. This must be done 7 times in succession. 6. Around the Horne-Hold the blade of the .knife between the index finger and thumb of right hand (as for Pennies). Swing the knife with the handle towards the ground around the head from left to right, then snap away from tosser (as in Pennies). 7. Headings-Same as Seven Pennies except the handle is placed against the forehead before snapping. 8. Lady Dives-Hold right vertical with back of it towards the player. Place point against the heel of the hand and the handle against the finger tips just upward and forward giving a loop effect to the knife. 9. Chinning-Same as Heading except the chin is touched with the handle. 10. O-U-T-Period-Place point of knife on left wrist and right thumb fore finger on top of knife, snap to ground, at the same time say "0". Repeat at elbow saying "U". Repeat at shoulder saying, "T". Make a fist-place knife along finger nail, with blade towards little finger side; twist inward quickly and "Period". 111 SIDEWALK CHECKERS. This game is played with checkers -1pr bot"tle tops. Playing area: A cement block on the sidewalk may be used. If indoors draw a square 3 x 3 feet. Layout within this court ten 4-inch squares, numbering as shown in diagram. In the center is a rectangular court 8 x 12 inches. Squares should be 12 inches from boundary. This rectangular court in the middle is the unlucky area called, "the pit". (X) indicates the area where the games started. Players: Two players to six players to a court, each with a checker or bottle top. Players shoot in turn, using thumb and forefinger, as in shooting marbles. Object of the game: To advance checkers through the ten bases of the court in proper order by a series of shots. The first player to complete the round wins the gam~. Rules: 1. Players continue shooting until there is a miss and then re- sume playing next time from where checker stops. The players miss if: (a) The checker fails to stop within or touching the proper area or base. (b) If checker is shot out of bounds. (c) If the checkers touch a diagonal line of the pit. 2. Players return to the starting point and begin game over. BALLOON BA;LL. A toy balloon or a soft, worsted ball is used. The children line up in two equal rows facing each other and as far apart as the balloon or a ball may be easily thrown. Behind each row is a string or rope fastened to the walls or to tree trunks or to poles driven in the ground about six feet high. The object of the game is for each side to throw the ball over the cord so that it will land on the opposite side. Whenever a side can do this, one is added to its score. At a signal, any player tosses the ball into the air, and it is tossed back by the player on the opposite side to whom it comes nearest. It must be kept in motion all the time. If the ball is broken; if a player strikes it with his fist instead of his open palm; if a player moves more than one foot from his place, or if the ball falls to the ground, one is taken off the score of the side that makes any of these fouls. The game is won by the side that first makes an agreed number of scores at first. BALL STAND. The players are numbered and stand facing a wall about three feet away. One player throws a large ball against the wall, at the same time calling one of the numbers 112 given to the players. Thereupon all the players except the one whose number has been called, run as far away from the ball as .~_ they can, keeping within designated boundary lines. He who. on the other hand, secures the ball, stands still and calls loudly, "Ball Stand". Then each player must stop running and, without turning his head, stand with his back to the one who has the ball. The latter, without moving forward, after taking time to aim, throws the ball to hit some one on the back. If he is successful, the one who has been struck calls out, "Hit". Upon that the other players run, while the one who has been struck picks up the ball, and calls, "Ball Stand". The game continues as after the previous call of "Ball Stand". If no one has been struck, all the players return to the wall, and the one who failed to hit starts the game as before. END BALL. (Corner Ball No. 1.) The field is 30-foot square, divided into two equal parts. Across the outside end of each field is a smaller field or base, three or four feet deep. (See diagram.) 0 XXXX 0000 X 0 XXXX 0000 X 0 XXXX 0000 X 0 X XX X 0000 X Any number may play. They are divided into two teams, About one-third of each team are basemen, who take their places in the base or outer field at one end, while the others are guards, and take their places in the inner field on the opposite side of the center line. The game may be played in halves of five minutes, or for any length of time. Play is continuous during this time. A point is made whenever a ba1?eman catches the ball (a basket ball) from a guard of his own team. The game is in charge of a referee, who calls all fouls. At the beginning of each half (or the beginning of the game) he tosses the ball up in the center between two opposing guards. All players must keep .within their 113 1 1 1 1 -.oWIDJIelds: If the ball rolls or is thrown over the boundary line of any field, the player nearest the line in that field gets the ball and brings it into the line at the point where it crossed. From there he throws the ball to one of the players in the same field. SNATCH BALL. The class is divided into two divisions, standing in two lines about forty feet apart. Midway between the lines is placed a chair upon which rests a ball. These lines are numbered 1 and 2. No.1 begins. At the command of the teacher the first one in each line runs toward the ball. The runner from line one must try and grasp the ball and run back to his line with it. If he succeeds in doing this without the ball being touched, his side scores one point. The runner from line two must try to tag the ball before No.1 returns to his line. If he succeeds in thus tagging the ball, then No.2 scores the point. The ball is then returned to the center and the second pupil runs, the runn~ from line No.2 attempting to grasp the ball. After all have run the points are added and the side having the highest number wins. B. Individual Athletic Jumps. STANDING BROAD JUMP. The best record made in three trial jumps is taken for each boy (girl). The class record is determined by adding the individual records, and dividing by the number of boys (girls) competing. The feet of the competitor may be placed in any position, but shall leave the ground once only in making an attempt to jump. When the feet are lifted from the ground twice, or two springs are made in making the attempt, it shall count as a trial jump without result. A competitor may rock backward and forward, lifting heels and toes alternately from the ground, but may not lift either foot clear of the ground, nor slide either foot along the ground in any direction. There shall be a line in the ground called the "scratch line", which the toes must not touch and the measurement of all jumps shall be !!lade from it at right angles to the nearest break in the soft ground by any part of the body of the competitor. No weights shall be used. THREE STANDING BROAD JUMPS. Three consecutive broad jumps. The feet of the competitor shall leave the ground only once in making an attempt for each of the three jumps and no stoppage between jumps shall be allowed. In all other respects the rules governing the standing broad jump shall also govern the three standing broad jumps. 114 STANDING HOP, STEP, AND JUMP. Th competitor shall .tand upon one foot, shall spring therefrom, alighting upon the . same foot. He shall then take a step and then a jump. With this exception, the rule for the three standing broad jumps shal'l apply. RUNNING HOP, STEP, and JUMP. The competitor shall first land upon the same foot with which he shall have taken off as described under running broad jump. The other foot shall be used for the second landing, and both feet shall be used for the third landing, as in the running broad jump. RUNNING BROAD JUMP. Boys. Here two things are essential-to strike the take-off board at the greatest possible speed, and then to get the proper lift. In landing, the legs should be extended well in front. In other respects the rules governing the standing broad jump shall govern this. RUNNING HIGH JUMP. Boys. Class record is found as in the broad jump. The bar shall be a thin stick one inch square and ten feet long, and shall rest on pins which shall project not more than three inches from the uprights. When this bar is removed it shall constitute a trial jump without result. The height at which the jump shall commence and the height to which it shall be raised at each succeeding jump shall be decided by the judge in charge of the event. The height shall be measured from the middle of the bar to the ground on a direct line. Each competitor shall be allowed three trial jumps at each height, and if on the third trial he shall fail, he shall be declared out of the competition. At each successive height each competitor shall take one trial in his proper turn; then those failing, if any, shall have their second trial in a like order, after which those who have failed at the second trial may take their third and final trial at that height. A competitor may decline to jump at any height in his turn, and by so doing, forfeit his right to again jump at any height declined. If, however, a competitor takes a trial at any height and fails in the first trial, he shall not pass the other two trials. Running under the bar in making an attempt to jump shall be counted as a balk, and two successive balks shall constitute a trial jump. The only scientific way to jump very high is as follows: Face the cross-bar, run toward it at right angle, gradually increasing your speed so as to be running at full speed when about to make the attempt to jump over it. As th body is sent up toward the 115 bar, the knees should be drawn toward the abdomen, and the --.-:!- feet"brought together; then quickly extend the l~gs when going over the cross-bar, and rotate the body the instant both feet are over the bar, so that the hips may not come into contact with it. The jumper should alight facing the bar, or nearly so. RUNNING, GIRLS, BOYS. The distance is 50 yards for fourth grade, 60 yards for the fifth grade, and 75 yards for the sixth grade. In order to lessen the possibility of error in timing the competitors the following method has been adopted: The boys (girls) are lined up behind the starting mark in the order in which they are to run; the timer, who also acts as starter, stands at the finish line and gives the signal for each boy (girl) to start. As the first runner crosses the finish line, the second runner is given the signal to start. As the last boy (girl) crosses the finish line the watch is stopped. The record is found by dividing the time elapsed by the number of boys (girls) competing. If an ordinary watch is used the first boy (girl) should be started when the second hand is over the "60" mark. ;~ THROWING OAT BAG, GIRLS. The bag shall be about 15 inches square and must weigh five pounds. A seven-foot circle is drawn at one end of the throwing space. The thrower in com- pleting her throw shall not fall or step forward out of the circle in front of her. If this be done her throw shall not count. She must use both hands. All measurements of all throws shall be made from the circumference of the circle at right angles to the nearest break in the ground by the bag. The competitor must remain in the circle until the bag has hit the ground. The class record is found by adding the best individual records and divid- ing by the number of girls competing. THROWING BASKET BALL. (Side throw.) GIRLS. The best record made in three trial throws is taken for each girl. The class record is found as in the broad jump. Rules governing this event: The ball used must be regulation basket ball, 18 to 21 ounces in weight, a seven-foot circle shall be drawn at one end of the throwing space. The thrower in completing her throw shall not fall or step forward out of the circle in front of her. If this be done, her throw shall not count. She may use either left or right hand. All measurements of all throws shall be made from the circumference of the circle at right angles to the nearest break in the ground by the ball. The comptitor must remain in the circle until the ball has hit the ground. 116 THROWING BASKET BALL. (Overhead throw.) GIRLS. 'Bhe bali shall be a regulation basket ball, from 18 to 21 ounces in weight. It is thrown from a stand in the side-stride position with the toes at the line. The throw is from over the head. Swinging the arms with a bending of the trunk is an advantage. The toes or heels may be raised. Touching the ground in front of the line or stepping over it before the ball hits the ground constitutes a foul. Three tries are given each contestant. The ball must land within a lane 10 feet wide. c. Relay Races. PINCHO. Players form on a line with hands joined. "It" stands several paces in front of them with his back to the line, and walks forward with the line following him. The player at one end of the line squeezes the hand of the player next to him and calls "Pincho"; the squeeze is passed along the line until it reaches the player on the other end who calls "Oh!" This is the signal for the line to break ranks and retreat behind its base line chased by "It". Any players caught may become "It" in the next game. THIRTY-YARD DASH. Run in lanes for 30 yards. In starting the dash, crouch position is best. A small hole is dug for the toe about eight inches behind the starting line, the knee of the back leg rests on the ground beside the instep of the front. foot. The rear foot rests against a hole for pushing off. The hands rest on the starting line. This is the "Take your mark" position. "Get set"-the runner leans forward with weight on hands and forward foot. On "Go" or whistle, body very gradually comes to erect position. THREE-LEGGED RACE. Contestants are in pairs-the inner legs are tied together, arms are held around each other. EGG AND SPOON RELAY. Two circles are drawn in front of each line of players, one about six feet in front, the other on the. turning line. The circle nearest the runners has an egg in it, the other circle is empty. The contestants have a spoon, they run to the.circle, pick up the egg in the spoon without using the other hand and carry it to the empty circle, then return to starting line and give the spoon to the second person who picks the egg up and .carries it to the first circle, etc. DASH AND THROW. Contestants in single file facing the turning line on which is a jumping rope. On "Go" the first player 117 runs to turning line, picks up rope and skips in any style four ~-,.-:!- times, he then drops rope and returns to the line, tags next play- er, who does likewise. Any number of variations may be used. SHUTTLE POTATO RACE. Place the receptacles about six feet apart on the starting line. Upon a straight line drawn from each receptacle at right angles to the starting line shall be placed at distance of two yards the eight light objects, the first of these objects to be placed two yards from receptacles. Each competitor shall pick up each of the objects singly and place them in his own receptacle. After picking up one of these objects singly, he must deposit it in the receptacle before picking up another. After all the objects are placed in the receptacle the competitor must cross the finish line, which is five yards behind the receptacle. Equipment: Flat, smooth field or floor, receptacles above two feet high with an opening not more than thirty-six inches in diameter, eight light objects (for each competitor) oval in shape from two to four inches in diameter; a measuring tape and a stop watch. Specific Instruction: The pupils should compete against one another, for enjoyment and also against the time of their best previous performances. The objects should be picked up with one hand only and placed in the receptacles not thrown. CIRCLE STRIDE BALL. (Any number of players over 10.) Equipment: A soft ball. All the play~rs but one stand in a circle with their feet wide apart, touching the feet of their neighbors. The one who stands in the center holds a soft ball, a football or a basket ball, and tries to get it outside the ring by throwing it between the feet of some player. The circle players try to stop this with their hands, but must not move their feet, in doing so. If anyone does move his feet he must go into the center, in place of the center player. Whenever the center player gets the ball outside the circle he goes outside. The player in the circle then faces outward, and tries to send the ball back into the circle. WAND JUMPING. (Relay.) For boys. The boys are divided in equal teams and stand in file behind the leader, who toes the starting line, and each carries a wand. At the signal of "Go", No.2 steps up and takes one end of the wand while the leader, or No.1, carries the other end. They run down the file, one on each side, while each one in turn jumps over the wand. When 118 they reach the end of the file No.1 remains there and No.2 goes to the front again and he and No.3 proceed as before. No.1 ":!~runs again with the last player and when he finishes he brings the wand to the front. LONG BALL. BAT AND SOFT BALL. In match games a soft regulation baseball shall be used, unless lack of ground area calls for a larger ball-12-inch playground ball. BASE: The base shall be 70 feet from the home plate. This base may be placed to right or left of pitchers position to avoid collisions. The first and third bases are used only to designate and define "fair area." The base may be a pole, square drawn on the ground, etc. The pitchers box is 40 feet from the home plate. For younger children shorten the distance between home plate and base to 50 feet, and the distance to pitcher's box in proportion. Two even sides of three or more players on a side. Pitcher, catcher, fielders, one of the fielders stays by the base. PLAYERS: Players must run to "base" on anything that touches the bat-foul tips, fouls, or fair ball, etc. A player must continue to bat until a "touch" is made. If a foul tip or foul ball is made by the player, he must run to the base and must remain at the base until a succeeding player makes a fair strike. If a fair strike is made by the player, he must run to base and then run home if he can. All players held at base by foul balls shall run home on any fair strike. Three outs change the sides. Outs are made by: 1. Any fly caught. 2. Any person thrown out at "base" or tagged out at home. "Thrown out" means that the base is tagged with the ball or touched by some part of the body of baseman or fielder while the ball is in his hands, before the runner reaches base. Tagging must be done with the ball held in the hand (and not dropped). 3. Any person tagged running between bases or any person tagged off at base. For other players, seven innings shall be the official number for a game. In case of match games the players shall not be less than five on a side and as many more may be used as agreed upon by the captains and instructor. GUARD BALL. Divide the pupils into two or three circles. In the center of each circle place four Indian clubs and a player to guard them. The players in the circle are armed with a basket ball. With this ball they try to knock down one or more of the clubs, the guard meanwhile striving to prevent this by guarding them. The player that knocks down the four clubs exchanges 119 places with the guard. If only one or two clubs have fallen, the ....~ guard may throw the ball over the heads of the players, and . ~- while they are chasing it, replace the fallen clubs. The players must be in the circle when throwing. Wands stacked in the center, or anything that may be easily upset may be used instead of clubs. D. Stunts. (Should be given under trained teacher's directions.) HAND WRESTLE. Stand with side toward partner, right feet together on opposite sides of a line, right hands clasped. Each attempts to pull the other forward. If a player loses he is forced to lift his left foot from the floor. Pulling must be done with hand free from body. Same stunt may be done pushing. GOSSIP. The leader writes out a short story. It may be a bit of gossip, a newspaper incident or anything he wishes. It should be rather excitable in character. He reads the story over, that he may whisper it to one of his neighbors without the aid of the paper. The neighbor listens attentively and in turn whispers it to another neighbor, and it is whispered from one to the other until everyone has heard it. The last person to whom the story was told is asked to relate it and then the person who originated the story is asked to read his written copy. It is almost unbelievable how the facts of the story have changed in the telling. Scarcely ever will the story be accurate in any particular. SHOULDER STAND. Lie on back. Extend legs into air until they are at right angles to head and shoulders and weight is resting on shoulders and upper arms. The arms are bent at right angles and are held against the ribs for support. The back is arched and the toes are extended. BEAR DANCE. Deep knee bend, hands on hips or arms raised sideward. Extend one leg forward. As that leg is returned to bent position under the body, extend the other leg and continue changing as rapidly as possible. Keep the back straight. There is considerable bound of the body as the legs fold and unfold. ROLY POLY. Sitting position on the floor with knees drawn up and spread apart. Allow. considerable free space for each student. Put both hands down between the knees, the right hand going outside of the right leg and the left hand outside the left leg. Hands are then clasped together in front of the ankles. 120 Holding this position, rock several times and then allow the body to fall to one side or the other, landing on shoulder and hip, and ":Z':from that contact getting enough impetus to roll onto the back, other shoulder and hip, and so around in a rapid circle until back in the original position. INDIAN WRESTLE. Two opponents of fairly uniform weight lie flat on the mat with heads at each others waists. Lock or grasp inside arms. Raise inside legs until feet touch. Lower legs and repeat. The third time touch feet and then lock legs at the knees and try to pull opponent over into a backward roll. E. Rhythmical Activities. (Music also found on page No. 31. Dances of the People, by Burchenal-Cable Piano Co., Atlanta, Ga.) KLAPPDANS. Victor Record No. 20450. Formation. Double circle. Partners join inside hands and face. Measures 1-8 (sixteen counts Polka step facing partner and then back to partner 8 times). Measures 1-8 (repeated). Heel and toe Polka, bending backward on "heel" and forward on "toe". Measure 9-12 (8 counts)-Face partner and bow, (1); up (2) clap hands 3 times (3 & 4). Repeat 4 counts. Measure 13-14 (4 counts). Repeat 4 counts. Measures 13-14 (4 counts). Clap partners right hand (1) ; clap own hands (2); clap partners left hand (3); clap own hands (4). Measure 15 (2 counts)-Turn in place to the left with 4 running steps. Measure 16 (2 counts)-Stamp 3 times (1-2). Measure 9-16-Repeat. RHYTHMIC STEPS. Curtsey-Step. Step left sideward-I; place right foot close behind the left heel and slightly bend and straighten knees-2; same right-3, 4. Double Step-Hop. Same as step-hop, except with two hops. Rocking-Step. (Balance step.) Step left sideward (forward or backward)-I; bring right foot to the left foot, at the same time raise heels-2; lower heels-3; same right. Cross Balance-Step. Same as Rocking Step with placing opposite foot in front on "2". SPANISH COUPLE DANCE. Victor Record No. 20445. Music 3/4 time, equalling 1, 2, 3 counts. (16 measures.) 121 Formation: Couples in circle, inner hands grasped shoulder ltig-h, outer hands, knuckles on hips, boys at the left. Part I. (16 Meas.) Beginning with outer foot step forward and hop, swinging opposite leg forward; repeat with inner foot. Two Measures. (6 counts.) Quarter run inward, facing partner, and two draw closing steps in line of march; the grasped hands are held high, arms slightly bent. Two measures. (6 counts.) Repeat three times, but finish with three stamps (on the first and third counts of the 15th and first count on the 16th measure) instead of two draw closing steps. Twelve measures. (36 counts.) Part II. (16 Measures.) Face forward and step forward with outer foot in line of march; place inner foot forward, raising grasped hands obliquely forward upward, bend trunk toward partner and look at count, while girls fall back to places. Boys back to places, turning single as they go-on counts 13, 14, 15, and 16. C-2: Girls to center clapping on third count. Boys to center, clapping on seventh count. Girls to center, clapping on eleventh count. Girls fall back to places turning single as they go. 16 counts. Part III. A-I: Partners face and take three steps forward, starting on right foot (passing partner on left-shoulder to shoulder) and turn left about; and take three steps back to places on left foot (passing partner on right) and turn right about. 8 counts. All turn single. 4 counts. A-2: Repeat A-I. B-1: Girls to center, take hands, and gallop left and back to places. 12 counts. B-2: Boys do same. 12 counts. C-l: Same as C-2 in Part I (girls). C-2: Same as C-1 in Part I (boys). Part IV. A-I: Partners face, meet, lock right arm and swing around, drop back to place. 8 counts. All turn single. 4 counts. A-2: Same with left arms locked. 12 counts. 122 B-1 and B-2: Same as in Part I. C~l and C:-2: Same as in Part I. 131 END BALL. (A catching, throwing and guarding game.j Playing Field: 40 ft. x 25 ft., (or changed to meet age needs). "::;"'''-:!- Field has center line dividing area into halves. At each end is a line 3 ft. wide (end zone). Equipment: Basketball, volley or soccer ball, or large heavy rubber ball. Teams: Two-each 15-20 players. Rules: Each team places itself on one side of the center line and facing it. It then sends four or six of its members to the end zone which it faces. Game begins by one end man trying to throw ball to his fielder. The object of the game is to throw the ball over the heads of opposing team to one "end zone man". If he catches and holds the ball with both feet being in the zone, it scores one for the team. The opposing team may guard in any way but may not go over the line or touch the end zone men. No player must hold the ball more than three seconds or walk or run with the ball. These fouls allow ball to go to other team. If a ball is thrown out of bounds by the team untouched by the other, the second team may recover and throw the ball from out of bounds to a fielder. NEWCOMB. (A throwing and catching game.) Playing field: Play space 50 ft. x 25 ft. with 3 ft. neutral space marked under the net. Equipment: Net or rope across the center 7 ft., 6 in. high, or as low as 6 ft. 6 in. Ball-a large light rubber ball or volley ball. Teams: Two-each scattered in its own field on one side of the net. Rules: A ball is thrown back and forth across the net. If the ball falls to the ground on one side of the net the other team scores one point, and the play continues from that place. If the ball goes out of bounds untouched, the team on whose side it goes out scores one point, and the play continues from that place. No one may walk with the ball in his hands while in the play field. Scores one point for the other team. TOUCH. Class is divided into several teams. Each team forms a line, with players one behind the other. Teacher gives a command such as "Touch wood." .All players run to the nearest piece of wood, touch it and return to places. The teams with all players in place first wins one point. Other commands may be "Touch glass," "Touch bricks," "Touch grass," etc. 132 B. Individual Athletic Events. 0"" LEFT AND RIGHT HOP. The player raises his left leg be- -hind and grasps it with both hands. He hops in this position to the turning line, then, he raises the right foot, grasps it as before and hops back. The turning line should be twenty-five feet from the beginning line. STANDING BROAD JUMP. The player stands on both feet with weight equally divided on the take off board, with toe on the inner edge of the board. He may rock forward and backward but may not move feet on the board. The jump is made by jumping forward on both feet. The place where the ground is first broke is the distance of the jump. If hands touch the ground the measure points are from the outer edge of the take off board to where the hands have touched the ground. If the hands did not touch, measure from the outside edge of the board to where the feet first touched the ground. A jumping pit is the best place to jump. JUMPING PIT. Every school should have at least one jumping pit. The ground should be spaded up in a space about 8'xlO' and the earth removed to a depth of 1 foot. A 4-inch layer of cinders and small rocks should be put in first to provide drainage, and then the pit should be filled with sand and shavings or sawdust. The pit should be so located that it may be used for broad and high jumping. STANDING STEP AND JUMP. The player stands on both feet on the take off board, leaps forward landing on one foot, (left or right) then the player jumps forward landing on both feet. The jump is made without delay after the step is made. Measure the distances from the inside edge of the take off board to place where the feet broke the ground after the jump was completed. BASEBALL THROW FOR ACCURACY. A target may be made with wooden board constructed for this game. The board should be at least six feet square. The target holes are made by drawing six circles. The circles score from the center out. 133 .:;--,.-~- I 3 4 2 6 5 1 The constructed board or target is placed so that the lower edge is 12 inches from the floor or ground. The player stands on a line 30 feet from the target board. A baseball is used by the player as a target. The player scores his record by adding the number of holes into which the target was thrown. Always use with the scores the number of feet from target board. For instance, the player made 6 throws, the player standing 30 feet from the target board. The ball passes through holes as follows: (First throw-4) (Second-3) (Third-3) (Fourth-6) (Fifth -1) (Sixth-4). The score would be 6 throws, score 21-30 from target board). To vary this game change the target line from thirty to ninety feet, depending upon the skill and maturity of the player. In throwing, the player may take one step forward but the other foot must be in contact with the line when the ball is released. BASKETBALL THROW FOR DISTANCE. Draw a line on the floor of the gymnasium or playground three feet in length. The player stands at stride behind the line at right angles to the throwing direction. The player should hold the basketball gripped in one hand, and throw it. The distance is measured from the point of the line nearest which the player stands to the point where the ball first touched the ground. The player is allowed to throw three times and is given the benefit of his best throw. The above game may be varied in the following ways: 1. Stand facing the throwing line with ball held by both hands above the head. Throw from the overhead position. 2. Take a sitting position with legs flat on floor or ground and throw the ball from this position. 3. Take a kneeling position with one leg and rest body' by hold- 134 ing the other leg in a right angle position on the throwing . line. The ball is thrown in this position. c2~ 4. Stand facing the throwing line with the ball held in both hands in front of the chest. Throw the ball by throwing the arms forward with or without running to the goal line. 5. The player stands sideways to the throwing line with the ball held with the back hand at shoulder height. The player throws the ball with an overhead drive with or without running. 6. The player stands with his back to the throwing line and tosses the ball overhead. (In the above variations the scoring is made as in the original game.) c. Rhythmical Activities. FRENCH REEL. Music: Amaryllis by Ghys. Price 40c. (Victor record No. 206169-75c.) Both may be obtained from Cable Piano Co., Peachtree St., Atlanta, Ga. Formation: Couples in double circle or in line as in diagram, partner facing. x-boy; O-girl. Measure I. No.1 boy faces No.2 boy and shakes right hands with him four times, as No. 1 girl and No. 2 girl do the same. Do this all along :000000000000 : 1 2 1 2 1 2 1 2 1 2 1 2 etc. :xxxxxxxxxxxx the line. Measures (3-4 Repeat shaking hands, left. (5-6) Partners shake right hands. (7-8) Partners shake left hands. Measure II. A. All do reel step in place, partners facing, hands on hips. (9-12) Reel steps: Stop right foot directly behind left, hop on it as left knee is lifted and left foot swings around behind right leg. Repeat placing left foot on floor. Measures 9-12 (Repeated) B. Partners clap hands as follows: clap own hands, partner's right, own hands, partner's left, own hands, both partner's hands, then own hands three times. (9-12) III. Couples 1 and 2 join hands in a circle and slide to the left. (9-12) Repeat to the right. 135 (Repeat) Partners join right hands and change places, then boys 1 and 2. '::7--:!_ ~ (13-16) IV. Join left hands and change places, as girls 1 and ,~ '?) 2 do the same all along the line. (17-20) Partners join right hands and change places. Boys and girls are now back to their proper side, but 1's and 2's have changed places. (13-16) V. Boy 1 and 2 form an arch, and advance toward their ladies, who pass under the arch hand in hand. (17-20) Repeat with girls 1 and 2 forming an arch, and boys passing under it back to place. Repeat whole dance with new couples facing. 1's will progress down the line (or around the circle) in the same direction all the time as 2's go in the opposite direction. CSHEBOGAR (Hungarian). Music: Hungarian Dance No.5, by Brahms, price 35c, or Victor record No. 4321-price $1.00Cable Piano Co., Peachtree St., Atlanta, Ga. Formation: Partners in single circle with hands joined. Measures. (1-4) Sliding steps to left (2 to measure). (5-8) Repeat to right. (9-10) Skip toward center. (11-12) Skip back. (13-16) Hungarian turn: partners with right sides together, right arms around each others waist, left arm held high. Skip around in place. (17-20) Single circle, partners facing, hands joined with arms (music stretched sideward. Step toward center of circle, draw slow) outside foot to inside foot. (1 measure.) Repeat throughout music. (21-24) Repeat moving away from center. (17-18) Repeat two "Step-draws" moving toward center. (19-20) Repeat (17-18) moving away from center. (21-24) Hungarian turn, skipping, finish by stamping foot to(music) ward center of circle. RHYTHMIC STEPS. CROSS TWIRL. Cross touch step, right forward-1; half turn, left on the balls of the feet (heels together)-2; repeat-3, 4. Same right. 136 STEP-CROSS-TWIRL. Step left sideward-I; cross twirl left-2, 3. Same right. -2- WALTZ-BALANCE-STEP. Step obliquely forward left-I; close instep of the right foot with heel of the left foot and raise heels-2; lower heels-3; same right, 4-6. CUT-STEP. Raise left leg sideward (forward or backward)1; cut sideward (backward or forward) displacing right foot-2; same right 3, 4. Later cut immediately following the leg swing, using two counts instead of four. CUT-HOP-STEP. Same, as Cut-Step followed by a hop. MAZURKA-STEP-STEP. (Glide) left (right) forward (sideward)-l; cut step left forward sideward-2; hop on the right foot and bend the left knee so that the left foot is in front of the right knee-3. Repeat. Same right. TURN SINGLE. Turn in place with four light running steps. THREE-STEP-SIDEWARD. Step left sideward-I; step right foot crossed behind left-2; step left sideward-3. Same right 4-6. SCHOTTISCHE-STEP-SIDEWARD. Same as three step and on the fourth count swing right leg in front of left and hop on left foot 1-4. Same right 5-8. SCHOTTISCHE-STEP-FORWARD. Three running steps forward and hop on the fourth count, swinging the right leg forward when hopping on the left foot 1-4. Same right 5-8. D. Stunts. ROCKING HORSE. Squat down facing partner and sit on feet, clasping each other around the neck. No. 1 comes to a standing position, then sits down helping No. 2 to come to a stand, repeat quickly, progressing in one direction and making a smooth rocking motion. JUMPING WHEELBARROW. From the wheelbarrow position, No.1 boy wheeling and No.2 boy walking on his hands, with his legs locked around the waist of No. 1. No.1 gives No.2 support by lifting him at the hips so that No.2 can leap to upright position as No.1 walks forward. This is repeated with No. 2 springing from floor as high into air as possible. TRIPLE WHEELBARROW. No.1 puts hands on floor and legs on back of No.2, who has his hands on floor just back of 137 No.1, No.3 stands just behind No.2 and holds the ankles of No. _..~2 in his hands lifting No. 2's legs, in this position t4ey walk. -~- No.3 walking on his feet and No.2 and No.1 on their hands. FAN PYRAMID. Three, five, or seven children catch hands in a line, standing with feet close to center person. Center person puts his arms around those nearest him. Keeping feet close together in center, slowly the line reaches from center toward floor until both end people touch floor. The bodies of all must be held straight and rigid. The effect of a fan is given. If three do this, hand or wrist grasp is best; if five, shoulder grasp; if seven, neck grasp. PYRAMID SUPPORTS. A. Thigh Support-Two children stand facing same direction, feet apart and legs slightly bent at hips. A third child steps between th two by putting one foot on the thigh of each of the supporting children, and assumes a standing position by holding the uplifted hand of one and two or by touching their head. B. A person standing on hands and knees can support considerable weight if he is in a good support position. Thighs and arms should be at right angles to floor and back level, neither sagging nor humped. Weight should be borne directly over the shoulders or hips, never in the middle of back where there is no support. Two people kneeling side by side close together form an excellent pyramid base. One or more people may stand or kneel on them. This may be built up into a Squash Pyramid in which several rows of people kneel in hand-knee stand position. Five on bottom, four next, three, two, one and on signal all straighten out arms and legs suddenly so that pyramid drops to floor. ORIGINAL PYRAMIDS. Children experiment with making simple pyramids. Be sure to use mats or soft grassy plots. ELIMINATION BUMP. Have a large circle-each child folds armS across chest and hops on one foot. The object is for every child to try to push every other child out of the circle. The last one in the circle wins. FORWARD ROLL. Deep knee bend with knees together. Place hands on mat, arms outside. knees and held far apart. Tuck head down with chin on chest. Spring forward a little, keeping head down, so that weight falls on arms, then under the shoulders below the back of the neck, and then on rounded back. The 138 top of the head shQuld not touch the mat. Hold the legs with the hands over the shins and finish standing up. -:L There are many variations that add interest to the forward roll, such as starting from one foot, coming up with the feet crossed, taking three steps before rolling, etc. PYRAMID BUILDING. Pyramid building is associated with tumbling and stunts and is particularly enjoyed by students. Counting is very necessary in pyramid work, the standard counts being three counts to build and one to disband. The three parts of the pyramid are the peak, the ends, and the so-called center. In choosing the group for pyramids be careful to keep weight and size in mind, and build pyramids accordingly. One very light girl, about four medium strong and stocky, and several light, flexible types make a good formation group. Allow the students to plan pyramids and direct them. Hand stands. Shoulder stands. Various balance positions. One person standing on the thighs of two persons. One person sitting on the shoulders of another. One person kneeling on the backs of two persons. One person standing on the backs of two persons. Other positions may be practiced as pyramids progress in difficulty. E. Relay Races. JUMP STICK RELAY. Players are in files. First two in each file hold a stick between them close to ground. On signal "Go" these players carry stick back toward end of line and each player in turn must jump the stick. First player then remains at end and second player runs forward where third player takes the other end of the stick. Continue in like manner until all have held stick and original positions are regained. PARTNER RELAY. Contestants line up in pairs in parallel files. On "Go" the first couple with hands joined runs to turning line and back again, tagging couple No.2 who immediately run, and so on until all couples have run. CUPID'S DART. A large white heart-shaped target having a small red heart for the bull's eye, a bow and cupid's dart are necessary for this game. Each pel'son in turn stands a certain distance from the target and shoots at the red heart. A heart 139 with the motto, "Cupid's dart has pierced my heart" may be ... awarded the person making the best shot. (This is suggested ~1_ to be played on Valentine's Day.) HUMAN HURDLE RELAY. Divide the players into circles of equal number. The players are in single formation facing outward. Players seat themselves with legs extended, feet pointing away from the center of the circle. A space of at least one foot should be between the players. Each circle counts off from left to right. At command, NQ. 1 stands, immediately faces to the right, runs and jumps over the extended legs of all pupils until he reaches his former position, then sits down and touches off No.2, the player to his right. No.2 stands, faces to the right and follows a like procedure. The team wins whose last player is first to reach his original sitting position, with hands raised over head, providing fouls have not been committed. Fouls: 1. Failure to jump over extended legs. 2. Touching off before becoming seated. 3. Jumping over the legs of more than one player at a time. Variation-This game may be varied as follows: As soon as No.1 has jumped over the feet of No.2, the latter immediately stands and follows No. 1. In turn No.3, 4, etc., follow, continuing the running and jumping. When each player in the circle reaches his original place he must sit down immediately in order that the players following him may jump over his feet. The last player remains standing in his place after jumping over all the extended legs. That team wins, providing no fouls have been committed, whose last player first completes the circuit. BASKETBALL PASS AND SHOOT RELAY. Several files of players line up in two's, run down the court toward the basketball goal, passing the ball back and forth. The one having the ball when the goal is reached shoots for the basket, then the other player shoots. They pass the ball to each other back to the shooting and the next two players go. All basketball rules apply in regard to traveling with the ball. A point is made every time the ball goes through the basket, a point is taken off of the score for every foul. Team having the highest score wins. F. Hunting Games. DARE BASE. A goal line is marked off at each end of the play area, and midway between is drawn a long line that forms the dare base. At each end of this is placed a player who acts as a catcher. The other players stand beyond the goals. After 140 the game has begun, they cross constantly from one goal to the other, and the catchers try to tag them. While they are beyond ~ ..:!: the goallines or on the dare base, they are safe from the catcher. They are not allowed to return from the dare base to the goal they have just left, but must continue to the opposite goal. Those who are caught are out of the game. The player who is last caught wins, becomes catcher in the next game, and chooses his assistant. GHOST. Players are seated in a circle. One player starts the game by giving the first" letter of a word he has in mind. The next player adds a letter to the first and so on until a word is made. The word has to have at least four letters. If you end a word or if you cannot complete a word you become one-third of a ghost, or if you do not want to end a word you can bluff the players. If you are wrong, you become one-third of a ghost or if you are right, the challenger becomes one-third of a ghost. A person becomes a ghost and then is out of the game. If a player speaks to a ghost, that makes the player one-third of a ghost. The game ends when everyone becomes a ghost except one player and he is the winner. FOX TRAIL (DOUBLE RIM). A large diagram is drawn on the ground, resembling a wheel with two rims. This diagram is trampled with the feet. The outer rim should measure from thirty to forty feet in radius; the inner rim should be ten feet from this. Across the circles are drawn straight lines resembling the spokes of the wheel, the number being governed by the number of players. Where these spokes touch the outer rim, a den or goal is marked for the foxes, there being one hole less than the number of foxes. One player, who is chosen as hunter, stands at his goal in the center or hub of the wheel. The balance of the players, who are foxes, take each a place in the den on the outer rim, with the exception of the odd fox, who stands elsewhere on the rim, trying to get a den wherever he can. The object of the game is for the foxes to run from den to den without being caught by the hunter. The method of running, however, is restricted. Both foxes and hunter are obliged to keep to the trails, running only on the lines of the diagram. It is considered poor play to run from den to den around the outer rim, as there is practically no risk in this. The foxes may run in any direction on the trail, on the spokes of the wheel or on either of the rims. They may run off on the intersecting trail at any point, not being obliged to run entirely across to the opposite side of the 141 rim. No fox, however, may turn back on a trail; having once C " started, he must keep on to the next intersecting point. When- -- ever the hunter succeeds in tagging a fox they change places. Stress speed, aggressiveness, observance of the rules. Encourage action and see that the timid child enters into the game. G. Mimetics. WINDMILL. With fists clinched and elbows straight, extenq right arm up and left arm down. Left arm swings forward and upward, right arm backward and downward. Continue in complete circles. START OF RACE. "On your mark"-place right foot back, kneel on right knee (right knee at instep of left foot), rest fingers on line with left foot. "Get set"-lift body by stretching right knee, head in line with body. "Go"-run twelve quick steps in place and gradually straighten up. REVOLVING LIGHT. Fling arms sideward horizontal and touch left foot sideward. Twist trunk to left, then all the way over to right. Assume position on count of four. Repeat to the right-continue alternating left and right. JUMPING JACK. Clap hands in front of thighs then spring feet apart and clap hands over head. Spring feet together and clap hands in front of thighs. Repeat jumping in rhythm sixteen counts. BASEBALL PLAY. Teacher makes motion of throwingclass springs up with hands high over head as if catching ball. Repeat reaching to right side, to left side, and stooping to catch a low throw. Pupils throw. Step forward left foot, hold right hand back and over shoulder, left arm extended forward. Make motion of throwing, using body bending in the exercises. Repeat four times, use left hand four times. BASEBALL PITCHING. Stretch arms forward, hands together, as if holding a ball. Draw back to throw, turning trunk to right and still keep hands together, weight poised over right leg, which should be slightly bent at knee. Throw vigorously at the same time stepping forward, on left foot, and bringing the throwing arm down forcibly across the body. HORSE PRANCING. Pupils place hands on hips-Alternately, the knees forward, 16 counts. Stretch trunk up-backward eight counts. Breathe deeply, lowering head backward and moving elbows backward, six counts. Combined with high knee raising. 142 CLASSIFIED CREATIVE AND SOCIAL ACTIVITIES Age Groups: Nine to Twelve Years Handicrafts Silhouettes Paper belts Paper flowers Doll furniture Decorated vases Bird houses Waste baskets Mats and rugs Purses, bracelets Animals Miniature villages Lante~s, poster Boats, aeroplanes Ash trays Table games Kites, stilts Whittling, carving Mardi Gras floats Creative Art Clay modeling Soap carving Sand modeling Block printing Pencil, crayon, chalk, coloring Poster making Stenciling Transfer Frozen water art windows Hobbies Juvenile Houdini Collecting stamps, coins, etc. Autographs Indian lore Pictures Shells Stones ~atural objects Boat crafts Printing Microscopy Reptiles Museum objects Pets Hobby shows Music Harmonica Whistling Ukelele Ocarina Children's chorus Appreciation classes Sight seeing classes Bands Orchestras Action songs Memory contests Radio program Co-recreational Entertainments Social game evenings Stunt nights Picnics Social dancing Holiday celebrations Card parties Treasure hunts Garden parties Progressive game parties Taffy pulls Box suppers Goolish party Immigration party ~ewspaper party Circus Carnival Linguistic and Mental Puzzles Magic writing Riddles Checkers Chess Mental games Mock trials Fortune telling Spelling bee Guessing games Alertness word games Observation games ~ature game contests Tricks Drama Story plays Story telling Shadow graphs Puppets Charade Pantomines Musical story plays ~ature Lore Flower show Sprouting seeds ColQr paper cut-outs of flowers, trees, birds, etc. Study of pets Equip feeding trays Round-up Activities Tap contests Rope jumping Contests Toy repairing Marble tournamenu Memblety Peg Kite tournaments 143 Age Groups: Nine to Twelve- (Continued) Drama _c __... -- Children's theatre Creative plays Masques Story pageants Nature Lore for birds Hatch cocoons and Chrysalis Make an ant nest Learn songs and poems on nature subjects Create indoor rock gardens Nature games, i. e., Daisy fortune teller Rose relay, etc. Nature tracking Collecting nature specimens Round-up Activities Pushmobile races Playground rodeos Stilt tournaments Diabolo tournament Knights of magic Pirates play hour Freckles day Balloon race Miniature sailing and motor boat races Kid Karnival Day Scrap book contests Carnival of flowers Doll fashion show Rope tricks Age Groups: Twelve to Sixteen Years Handicrafts Place cards Hats-purses Pageant Circus Lamp shades aeroplanes Boats Rustic furniture Rugs and Mats Sweaters Quilts Dresses Toys Novelty gifts Puppets Jewelry Costumes Games Whittling Carving Creative Art Book illustrations by block printing Soap carving Plaster of Paris and paper mache casting Plaster and clay animal studies Snow modeling Boxes and vases of sealing wax Charcoal sketching Batiking China or glass painting Oil in water for boxes and vases Designing Decorating Pottery Nature Lore Spotter snake Leaf prints with blue paper Study nuts used by animals Glass gardens Make bird houses Study bird calls- Victor and Columbia records Place plants remaining green during winter in special terrarium Sprout grass seed in sponge Make an aquarium Plaster casts of leaves and flowers Collections of flowers, trees and insects, Organized nature excursions Outdoor cookery Create constellations using paper stars Nature tracking 144 Musical .=.e~ction songs Musical comedy Minstrel shows Harmonica Uke and guitar groups Appreciation and harmony clubs Chorals Junior male chorus Christmas carols Serenade groups Communal singing group Radio programs Band Orchestra Ensemble groups Co-recreational Social dancing Picnics Stunt nights Social games evenings Entertainments Holiday celebrations Card parties Fashion shows Hat-rack parties Bob-sled and coasting parties Barn dance Garden parties Scavenger hunts Tacky parties Get acquainted night International costume ball Community night programs Folk dancing Drama Puppets Play studies Movie production Religious drama Masques One act plays Historical pageants Workshops Civic plays Pantomines Stage craft Diction Stunts Dance drama Hobbies Autographs Prints Models Old books Natural objects Taxidermy Surveying Zoology Marine life Aeronautics Navigation Photography Tropical fish Pets Hobby shows Linguistic and Mental Checkers Chess Card games Puzzles Magic Riddles Debating Reading clubs Anagrams Conversation clubs Forums Mock trials Fortune telling Spelling bee Guessing contests Observation games Mathematic Round-up Activities Play day rallies Day camps Know your city trips Clog dancing class Foilles night Water pageant I'm a fish week Vaudeville and minstrels Age Groups: Sixteen Years and Over Handicrafts Knitting Lamp shades Stage properties Camp and rustic furniture Desk sets Sweaters Creative Arts Photographic printing Soap statuettes' Lead, cement, plaster Paris and papier mache casting Masks Plastic wood and Hobbies Tropical fish Photography Writing Interior decorating Care and breeding of pets Collecting 145 Age Groups, 16 Years and Over-(Continued) :::;--:L Handicrafts Covers Creative Arts sealing wax frames Hobbies Cartooning Quilts lamp bases, etc. Landscaping NOVl-,lty gifts Gifts Sailing Marionettes Copper and brass Camping Jewelry etching Taxidermy Weaving Jewelry Telescope making Tapestry Water color and oil Autographs Medium of Expression sketching Book collecting in Sculpturing Astronomy Wood Pottery Archaeology Metals Designing Meterology Leather Commercial decorating Gardening Fabrics Aeronautics Paper Hobby shows Glass Clay Natural materials, etc. Music Musical comedy Minstrel shows Barber shop quartettes Glee clubs Chorals Appreciation and harmony clubs Bands Orchestras Trios Quartettes History study groups Opera study and production groups Entertaining and service clubs Community singing groups Mothersingers Chamber music Co-recreational Social game evenings Entertainments Holiday celebrations Fashion shows Stunt nights Social dancing Picnics and outings Bob-sled and coasting parties Hay-ride parties Barn dance Garden parties Scavenger hunts Novelty card parties Progressive game night Linguistic and Mental Chess Checkers Forums Reading Clubs Debating clubs Government study clubs Civic study and planning clubs Mental games Conversation clubs Character reading Backgammon Anagrams Puzzles Riddles Transcribing Braille Drama Play writing Little theatre Historical pageants Stage craft Minstrels Religious drama Nature Lore Bird calls and study Cataloging of native plants and insects Outdoor cookery Nature excursions Geology Round-up Activities Dad's day Mother's day Home decorating contest Know your town trips Bedside game service 146 Age Groups, 16 Years and Over-(Continued) . Handicrafts BR!tion Cr~ative Arts Collections Hobbies Employed girls sport Masques Identification hikes club Festivals Workshop Tra.veling theatre Footprint casting with Service to sick plaster of Paris Music jamboree Dyeing from native Traveler clubs Play exchange materials Home recreation clubs Marionettes Camping technique Homemakers club Nature playas "Bird Billiard tournaments Masque" Vaudeville Nature tracking Minstrels Garden clubs FromEdu~ation and Recreation, Bulletin No. 107, Commonwealth of Permsylvania, Department of Public Instruction, Harrisburg! Pennsylvania. 147 c.:!_ BIBLIOGRAPHY RECOMMENDED FOR SCHOOL LIBRARIES Obviously, it is impossible to give an elaborate set of references in a brief manual of this sort. In the following list, however, are a few of the more useful ones dealing with methods of teaching, organization, and administration of activities, and a few references on health education. An elaborate bibliography on health and physical education by E. D. Greene and C. H. McCloy will be found in the Research Quarterly of the A. P. E. A., Vol. VII, No.4, Dec., 1936, page 3. Acker, Ethel F., Four Hundred Games for School, Home and Playground. New York: F. A. Owen Publishing Company. Andersen and McKinley. An Outline of Physical Education for First and Second Grades. New York: A. S. Barnes & Co. Bancroft and Pulvermaeher, Handbook of Athletic Games. New York: The MacMillan Company, 1929. Breen, Mary J., Partners in Play. New York: A. S. Barnes and Company. Butler, Geo. D., Playgrounds-Their Administration and Operation. New York: A. S. Barnes & Co., 1936. California State Department of Education, Division of Health and Physical Education, Bulletins No. E2 and E3, Score Cards for Evaluating Physical Education Programs for High School Girls and for High School Boys, 1931. College Physical Education Association, Physical Education Curriculum. The Caslow Printing Co., 540 S. San Pedro St., Los Angeles, Calif. Cotteral, Bonnie and Donnie, The Teaching of Stunts and Tumbling. New York: A. S. Barnes & Co., 1936. Draper, E. M., and Smith, G. M., Intramural Athletics and Play Days. New York: A. S. Barnes & Co. Elliott and Forbush, Games for Every Day. New York: The Mac. Millan Co. Forbush, William B. and Allen, The Book of Games for Home, School and Playground. Philadelphia: The John C. Winston Company. Goss, Gertrude, Swimming Analyzed. New York: A. S. Barnes & Co., 1935. 148 Horrigan, Olive K, Creative Activities in Physical Education. New York: A. S. Barnes & Co. LaPorte, Wm. Ralph, Recreational Leadership of Boys. New York: Abingdon Press, 1927. LaSalle, Dorothy, Rhythms and Dances for Elementary Schools. New York: A. S. Barnes & Co. LaSalle, Dorothy, Play Activities for Elementary Schools. New York: A. S. Barnes & Co. LaSalle, Dorothy, Physical Education for Classroom Teacher. New York: A. S. Barnes & Co. Linnell, Adelaide, The School Festival. New York: Charles Scribner's Sons. Lloyd, Frank S., Deaver and Eastwood, Safety in Athletics. Philadelphia: W. B. Saunders & Co., 1936. Pangburne Weaver, W., Adventures in Recreation. New York: A. S. Barnes & Co. Mason, B. S., and Mitchell, E. D., Active Games and Contests. New York: A. S. Barnes & Co., 1936. Mason, B. S., and Mitchell, E. D., Social Games for Recreation. New York: A. S. Barnes & Co., 1935. Mitchell, Elmer D., (Editor), Sports for Recreation and How to Play Them. New York: A. S. Barnes & Co. Nash, Jay B., The Administration of Physical Education. New York: A. S. Barnes & Co., 1932. National Recreation Association. Play Areas-Their Design and Equipment. New York: A. S. Barnes & Co., 1928. National Recreation Association. The Normal Course in Play. New York: A. S. Barnes & Co. Neilson, N. P., and Van Hagen W., Physical Education for Elementary Schools. New York: A. S. Barnes & Co., 1929. Rounsevells, Phillips, Archery Simplified. New York: A. S. Barnes & Co. Shambaugh, Mary E., Folk Dances for Boys and Girls. New York: A. S. Barnes & Co. Staley, S. C., Individual and Mass Athletics. New York: A. S. Barnes & Co. Staley, S. C., Games, Contests and Relays. New York: A. S. Barnes & Co., 1926. 149 Waring, Ethel B. and Wilken, The Behavior of Young Children. ..~.-~..: New York: Charles Scribner's Sons. Waterman, Elizabeth, The Rhythm Book. A Manual for Teachers of Children. New York: A. S. Barnes & Co., 1936. Williams. J. F., Dambach and Schwendener, Methods in Physical Education. Philadelphia: W. B. Sanders & Co., 1932. Revised 1938. Wittich, W. J., and Reutner, H. C., Exercises on the Apparatus. New York: A. S. Barnes & Co. Wood, Thomas D., and Lerrigo, Marion, Health Behavior. Bloomington: Public Schools Publishing Co., 1937. 150 INDEX .::;-.-~- Subject Matter: What Constitutes a SchooL_____________________________ 3 Fore'Vord 4 Table of Contents______________________________________ 5 Introduction 6 A Letter to Teachers-By Dr. Paul Morro'V________________ 9 Supervised Playas an Integral Part of the Curriculum_____ 10 The Educative Value of Play____________________________ 13 Playas a Means of Character Development and Emotional Balance 14 Aims and Objectives of a Play Education Program________ 18 The Teacher As a LeadeL______________________________ 20 What Is Expected of Teachers 'Vith Regard to the Play Pro- gram in Georgia Schools___________________________ 24 Overcoming Obstacles :..._______________ 25 F'recautions to be Observed___________________________ 29 Defects for Correction 30 Conditions Under Which Children Should Be Closely Observed on the Playground_____________________________ 31 Normal Outcomes and Ways to Evaluate Play 31 General Suggestions to Teachers________________________ 33 Ho'V to Set a Play Program in Motion____________________ 35 Suggestions for "Bad-Weather" Days____________________ 36 Hobbies 37 Planning a Yearly Program_____________________________ 38 Planning a Daily Program______________________________ 39 Outline of Eight-Week Program 41 Program for the Primary LeveL_________________________ 42 Program for the Elementary LeveL______________________ 43 Sample Yearly Program-Elementary Level All Grades___ 44 Physical Education in the High SchooL ,-___ 46 Games 47 ~ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Classified Creative and Social Activities Wanted-A Sheltered W orld c-. 143 Cover Page Games: Ace of Diamonds Aisle Pass Relay Animal Race Archery '- 103 -____________________________ 99 75 90 Around BalL__________________________________________ 81 151 Back to Back _ 73 Ball Bouncing __ ~ ..~'-:z.: Ball Passing ---------___ 98 66 Ball Stand 112 Balloon Ball 112 Baseball Batting 125 Baseball Far Throw_____________________________________ 80 Baseball Play 142 Baseball Pitching 142 Baseball Throw for Accuracy 133 Baseball Throw for Distance 96 Basketball Throw for Distance 134 Basketball Pass and Shoot Relay Bat Ball 140 90-119 Bean Bag Board_______________________________________ 84 Bean Bag Circle Toss___________________________________ 66 Bean Bag Games 80-91 Bean Bag Passing Relay Bean Bag Throw _ 73 77 Bear Dance 105-120 Belgian Folk Dance__________________________________ 70 Bell Ringing 55 Bird Catcher 63 Black and White_______________________________________ 74 Blackboard Relay 82 Bleking 68 Block House Dodge BalL 126 Bluebird 50 Body Reach 104 Bombardment 92 Boundary Ball 99 Bow-Wow 52 Broom Dance 69 Broncho Tag 98 Brownies 47 Building a House______________________________________ 65 Calling Animals ~___ 84 Carousal 59 ~rtvrheel 105 ~t and Mice Catch Basket '-____________________________ 54 62 ~tch and Pull Tug of WaL 127 Center ~tch BalL 128 152 Centipede 90 .Chain Dodge Ball ;:-.-~- Chain Tag 124-126 - 83-98 Chariot Race 63 Chase the Animal Around the Circle____________________ 64 Chicken Markets '--__ 61 Chinese Get-Up 105 Chinning 96 Chopping Wood 108 Christmas Toys 47 Circle Chase 98 Circle Dodgeball 78 Circle Stride BalL 118 Cities 106 Clap In, Clap OuL______________________________________ 55 Club Snatch 92 Coffee Grinder 89 Cotton Folk Dance_____________________________________ 87 Crab Race 75 Crane Dive 104 Cranes and 81 Cro~s_____________________________________ Cross Cut Sa~ing 108 Cross Over Relay 82 Cross T~irl 136 Crossing the Brook____________ 52 Cshebogar 136 Cupid's Dart 139 Cut-Hap-Step 137 Cut-Step 137 Danish Dance of Greeting______________________________ 70 Dare Base 114 Dash and Thro~ . 117 Days of the WeeL_____________________________________ 55 Dear Old Santa_________________________________________ 48 Diabolo 110 Did You Ever See a Lassie? 58 Dodge Ball 77-109 Drop the HandkerchieL_________________________________ 53 Duck On the RocL 123 Dutch Couple Dance -'-___________________________ 71 Egg and Spoon Relay . 117 Elimination Bump . 138 Elephants 75 153 Elephant Walk 90 End Ball _~ 79-113-132 .'O:"'-~': Fan Pyramid ~ ~--- 138 Find the ()bject________________________________________ 52 Firecracker 90 Firemen 48 Fish-Havrk Dive 104 Flovrers and Wind_____________________________________ 54 Flying 66 Folk Dance 51-68-70-100 Follovr the LeadeL____________________________________ 64 Forvrard Roll 89-138 Foul Shootinq 128 Fox and Chickens_____________________________________ 83 Fox and SquirreL_____________________________________ 61 Fox Trail 141 French Reel 135 French Tag 63 Frog in the Sea________________________________________ 53 Fruit Basket 67 C;allop Step 52 (;arden Scamp 50 C;erman Bat BaIL______________________________________ 93 C;erman Folk Dance___________________________________ 70 C;iant's Cave 59 C;lide Hop 104 C;oing to Jerusalem 106 C;ossip 120 C;uard Ball 109-119 C;uessing the SingeL__________________________________ 85 C;ypsy 59 Hallovre'en 49 Hammer Throvr 75 Handstand 105 Hand VVrestle 120 Have You Seen 1Ay Sheep? 68 Headstand 105 Heel-Toe Polka Step____________________________________ 89 Highland Scottische 100 Hill Dill ~ __-_____________________________ 78 Horne Taq 84 Honey Pots 61 Horse Prancing 142 154 Horseshoes How Animals Get Ready for WinteL How Do You Do My Partner? Human Hurdle Relay Human Wicket Hunt the Key 129 54 ~____________ 51 140 104 107 Hunt the SlippeL-------------------------------------- 106 Hunter and Hunted 107 Huntsman 52 I Saw 49 Imitation Tag 56 Indian Wrestle 121 Jack in the Box 57-90 Jack Knife Bend_______________________________________ 90 Japanese Tag 83 Jump and Clap 125 Jump Stick Relay 139 Jump the Shot_________________________________________ 82 Jump the Stick_________________________________________ 89 Jumping Jack 142 Jumping Pit 133 Jumping Rope 90 Jumping Wheelbarrow 137 Keep l\way 124 Keep It Up-------------------------------------------- 127 King Ball 95 Klappdans 121 Knee Dip 89 Kull Dansen 102 Lame Dog ~ 75 ~___ Lame C;oose ~ 59 ~_____ Left and Right Hop------------------------------------- 133 Letting Out the Doves__________________________________ 60 Line Soccer 126 Locomotive ~ Long Ball 125 94-119 London Bridge Is Falling Down__________________________ 62 London Town 60 Looby Loo 51 Marble C;olf ' 110 Me's Little Pigs________________________________________ 57 Mazurka-Ste~Step 137 MeasuringVVorm 104 155 Midnight 74 Minuet 101 . Mistic Rush ~________ 57 Monkey Walk 75 Multiplication Relay __ _ 74 Mumblety Peg __ _ 110 My Grandfather's Trunk____________________________ __ 76 My Old Kentucky Home__________________________ __ 86 Naming Your Flowers______________________________ 84 Newcomb 132 New Orleans __ 81 Nixie Polka _ _ 71 Norwegian Mountain March____ _ 85 Numbers Change 83 Odds and Evens______________ __ __ 98 Originals Pyramids 138 Overtake __ 109 Pack Up Your Troubles 103 Partner Relay 139 Peanut Hunt 55 Peanut Race 75 Pinwheel 104 Pin Race 75 Pincho 117 Playing in the Wind _ 54 Poison Circle 106 Polka Steps 88 Porn-Porn-Pull Away _ 78 Pop Goes the WeaseL_______________________________ _ 68 Progressive Dodge Ball 109 Pulling Up AnchoL 125 Pumping Up Bicycle Tire 108 Push Up 97 Pyramid Building 139 Pyramid Supports 138 Rabbit Hop 75 Red Rover 78 Red, White and Blue Dodge BalL________________ 109 Revolving Light 142 Rhythmic Steps 121 Ring Call Ball . 67-76 Ringmasters .. _ 65 Rocking Horse _.. 137 156 Roly Poly ~~ 98-120 Roman Soldiers ~~ __ ~~__ 63