American library books Β» Fairy Tale Β» School, Church, and Home Games by George Orrin Draper (top books of all time .txt) πŸ“•

Read book online Β«School, Church, and Home Games by George Orrin Draper (top books of all time .txt) πŸ“•Β».   Author   -   George Orrin Draper



1 ... 14 15 16 17 18 19 20 21 22 ... 24
Go to page:
Showing the nut is not allowed.


String Winding Race

Those seated at one side of the table compete against those on the opposite side. A ball of string is given to the two players sitting opposite each other at one end of the table. At the signal to go the two players maintaining their hold on the loose end of the string pass the ball to the players next to them. Each player must hold the string in one hand and pass the ball on, unwinding it, as it progresses to the next player. When the ball has reached the last player he immediately starts rewinding the ball. When he has wound up his share, he passes it back to the next, who continues the winding. By the time the ball has returned to the player at the head of the table, it must be entirely wound. The team first succeeding in accomplishing this, wins the race. The string must be wound upon the ball and not snarled.


Name Writing Race

The teams are arranged on opposite sides of the table. A long slip of paper and a pencil are handed to two players sitting opposite at the head of the table. At the signal to "go" the two players holding the paper write their last names upon it and pass the slip on to the next player on their side. The second player on each team must write the first name of the preceding player in its proper place on the slip and write his own last name directly under that of the preceding player and then pass the slip on to the third player, and so it continues until it reaches the last player. He follows the example of the other players, leaving space for his first name. The slips are then passed back to the head of the table where the first name of the last man must be written down by the player at the head of the table. When this is done they stand and hold the paper above their heads. The team first succeeding in this wins. Each player must give to the player next following him his first name. The last player on each team will have to shout his name, so that the one at the head of the table may be able to fill it in before ending the race.


Candle and Plate Race

The teams are arranged on opposite sides of a table. The two players at the head of the table are given a plate and a candle and a box of safety matches. At the signal to "go" the candle is placed on its end on the plate and lighted by the first player. The candle is then balanced upon the plate, as it is passed to the next player, who receives the plate endeavoring to maintain the balance of the candle. Should the candle fall over, the player in whose hand the plate rests must place the plate down upon the table, again stand the candle on its end and pass it on to the next player. Should the flame on the candle become extinguished, the player, in whose possession it is, must place the plate down upon the table, and using the box of safety matches which is on the plate, relight the candle. In this way the candle is passed to the far end of the table and back. The team first succeeding in accomplishing this task wins.

This can be made more difficult by requiring each player to keep one hand in his lap during the passing, balancing and lighting of the candle. In lighting, the next neighbor on the team may hold the box of matches while his teammate strikes the match necessary to relight the candle.






CHAPTER IIToC A COUNTY FAIR PLAY FESTIVAL


Play programs with everybody in the games, old and young, large and small, are replacing the fakers and chance-men in some of our County Fairs. Instead of a lot of disgusted individuals with empty purses winding their way on the long home trail we want to hear the laughter of the family group, still exhilarated as a result of a pleasant afternoon spent in happy, healthful recreation.

Everybody loves to play but few will admit it. In fact a great many do not realize that it is true. In order to get everybody in the game, it may be necessary to use unusual methods. A heterogeneous group can be led into the play program unconsciously if the leader uses the proper approach; and before old Deacon Hasbrook knows it, he and his good wife, neither of whom have played in nigh on to thirty-five years, will be laughing and frisking about with the rest in a way that you would have said impossible if you had known this sedate dignitary for the past twenty-five years.


The Grand March

Here is one way that it can be done. While the band is playing a lively march at one end of the field which is to be used for the games, have the leaders, who have been previously instructed, get all of the folks lined up in couples around the field for a grand march. A couple trained for the occasion leads the march when everybody is in line, marching about the circumference of the field. The leaders start their fancy marching. At one end they turn and march down the center of the field to the far end where the couples separate, the ladies going to the left and the gentlemen to the right. They reunite at the other end of the field. The march continues with numerous variations such as change of formation from double to formation of fours, marching diagonally across the field, crossing at the middle, etc. The march should end with the group arranged in couples around the circumference of the field with the ladies nearest the center. Have both groups face the center and have the ladies take one step forward and the men take one step backward.


The Games for All

One American flag on a short stick is handed to the leaders of both lines, that is, the leading lady and the leading gentleman, and at the signal to start the flags are passed about the circle (over the head), the ladies competing against the gentlemen to see which can pass the flag from hand to hand all the way around the circle in the quickest time. The race ends when the flag returns to the leader, who waves the same above his head, indicating the close of the race.

If the group is less than 100 in number, the following game can be played:

A ball of string is handed to the leader of each team. Upon the signal to start, the leaders, holding the end of the string, pass the ball to the next one on the team, who passes it to his neighbor, unrolling it as it goes, and so on from hand to hand, each one on the team keeping hold of the string with his right hand. There should be string enough in the ball to reach all the way round the circle. The ball diminishes as it is passed along. When the ball reaches the last one in the circle he starts rewinding the string upon the ball, passes it back to the next one, who winds on the slack, and so the ball is passed, each one winding until the ball returns to the captain. Each team will try to get the ball properly wound back into the captain's hands first. No one can leave his regular position in the line during the race. If the ball has been properly wound, it will be possible to throw the same twenty-five feet to the judges, who take a position within the circle and about this distance in front of the captain. The first one to get the ball into the hands of the judge, by means of this throw, wins the race.

In the next race five or six flags of the Allies are passed about the circle in the same way. The flags are stuck in the ground in front of the leaders. Upon the signal to start, the leaders pick up the first flag and start it on its way, then immediately pick up the second and start it about the circle and so on until all of the flags are in motion. The American flag should be passed last. When all of the flags have been returned to the leaders they run to the center of the ring. The first one to stick the American flag up in the receptacle there placed to receive it wins the race. (Careful instruction should be given that the flags in being passed about the circle must be handed from one individual to the next so that every individual passes the flag. Throwing is not allowed.)

See chapter on Racing Games for picnic for other suggestions.

Following these passing games the group can be broken up into smaller circles, each under the direction of a leader who has been previously instructed in the type of game he is to give to his group. The activities of the smaller groups are to be arranged according to the age of the participants.

In dividing a group into smaller groups according to age, the leader should first have all children under twelve years of age step forward. These should be placed in the charge of group leaders. Next all the boys and girls from twelve to eighteen should be asked to step forward and next all those young men and women who can participate in active games. When this last group has been called forward, those remaining will form the fourth group.

It is difficult for one leader to handle more than fifteen individuals. If any of the groups contain more than this number, they should be subdivided, with a leader placed in charge of each subdivision. Try as far as possible to have the two sexes equally divided in each group. The games should be carefully selected in advance and the various leaders should have been trained for their task. No active play program for large groups should be planned for a longer period than one hour and then frequent rest periods allowed for adults.

Games which will be found adaptable for the various groups contained in this volume are suggested below:

For the children under twelveβ€”Schoolyard Games for Primary and Intermediate Pupils.

For those from twelve to eighteenβ€”Schoolyard Games for Advanced Pupils.

For the young men and womenβ€”Outdoor Games for the Older Boys and Young Men.

For the middle-agedβ€”a selection of games from chapter on "Games for Picnics, and Social Games for Adults".






CHAPTER IIIToC GAMES FOR A STORY PLAY HOUR The Storyβ€”"Paul Revere"


Following the reading of Longfellow's poem the listeners are given the opportunity to give expression to their imagination in the following games,β€”


"The Red Coats"

Divide the group into two equal teams. One team is called the farmers, the other the red coats. A goal is marked off on the ground in the form of a hollow square large enough to contain all the members of one of the teams.

All of the red coats take a position inside of the goal with eyes closed while the farmers hide. After sufficient time has been given to the farmers to hide, the red coats are released and each seeks to discover a farmer. Upon being discovered the hiding farmer must remain in his hiding place until tagged by the red coat then they both race back to the goal. The first one to cross the goal line becomes a farmer and the other a red coat in the next hiding. After returning to the goal both farmer and red coat must remain therein until all of the farmers have been discovered. If

1 ... 14 15 16 17 18 19 20 21 22 ... 24
Go to page:

Free e-book: Β«School, Church, and Home Games by George Orrin Draper (top books of all time .txt) πŸ“•Β»   -   read online now on website american library books (americanlibrarybooks.com)

Comments (0)

There are no comments yet. You can be the first!
Add a comment