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some extent in some general forms of playground activities such as marching. As children grow into the tendency to enjoy group or team play, the competitive spirit becomes very strong, and games in which the players work in competitive teams, as in relay races, or in opposing sides, as in Bombardment, may serve the purpose of continuous mutual interest. As a rule the competitive spirit is strong in games in the line and group formations, and, indeed, is usually the basis of such formations.

For all formations pupils should be trained to move quickly. Formations made from marching order may often be done on the double-quick.

RING FORMATION.β€”For small numbers of players no formal procedure is needed to get the players into a ring formation. For very little children the teacher should simply stretch his or her own hands sideways, taking a child by either hand to show what is wanted, and telling the others to form a circle. All will naturally clasp hands in the same way. Children should be urged to move quickly for such formations. For some games the hands remain clasped. For others the hands are dropped (unclasped) after the ring is formed. The distance between players may be gauged by the stretch of the arms when the hands are clasped, making the ring larger or smaller. With older players the teacher's participation in the formation of the circle is not necessary, the mere command to "Form circle!" being adequate.

For large numbers the ring formation is best achieved from a line standing in single file. The players should march or run, the leader of the file describing a circle and joining hands with the rear player of the file, all of the others joining hands similarly with their neighbors.

CONCENTRIC CIRCLES.β€”Where players are to be placed in two circles, one within the other, as in Three Deep, Zigzag Ball, or some of the singing games for large numbers, players should march in a column of twos (two by two), and the leaders should describe a circle until the ends meet. All then face inward.

Another method of forming concentric circles is to form a single circle, and have every alternate player step inwards. Or the players may number off by twos, and those bearing the odd (or even) numbers take one or two steps toward the center of the circle. All numbering-off methods, however, are comparatively slow.

OPPOSING TEAMS OR LINES.β€”For assigning large numbers of players quickly in opposing teams or lines, the following methods are among the most orderly:β€”

I. The players "fall in" for a march in single file. They march up the center of the room or ground; the first player turns to the right and the next to the left, and so on alternately, taking stations at the sides of the ground; they are thus separated into two opposing groups, those which turn to the right forming one group or team, and those to the left another.

This method is even quicker if players march in columns of twos or fours, alternate ranks turning to alternate sides.

II. Players may be required to march in columns of twos (two abreast), halt, and those in one file of the column step to one side of the playground instead of marching to the front and separating, as in I, and those in the other file to the opposite side.

Where an even division of running ability, or height for catching balls, is necessary, players should be sized when lining up for either of the above methods.

III. When players in a gymnasium or playground have already been numbered for gymnastic purposes, the odd numbers may be directed to one end of the playground to form one team, and the even numbers to the opposite end for the other team.

GROUP FORMATIONS.β€”To get players into many small groups, a division may often best be made from the marching formations. Players may be brought for this purpose into columns of four or more (marching four abreast), halted, and each file in turn directed to some particular location in the playground.

Where time is not a consideration, or the number of players is smaller, more deliberate methods of counting out, choosing sides, etc., may be used, described in the chapter on "Counting out."

COUNTING-OUT; CHOOSING SIDES

COUNTING-OUT; CHOOSING SIDES AND TURNS;
"WHO'S IT?"

Counting-out rhymes and other methods of choosing players for games form one of the most interesting topics in the whole study of children's games. Such rhymes and methods are found in use all over the world and are prehistoric, having descended like the great mass of children's games from the serious practices of adults in the childhood of the race. Classic literature has innumerable references to such customs, as where in the Iliad the heroes cast lots in the cap of Atrides Agamemnon to know who shall go forth to battle with Hector, or choose by similar means their places in the funeral games for Patroclus. Many instances of the use of these practices are recorded in Scripture, including the famous one of the casting of lots for the seamless garment. Much collecting and investigating have been done as to these methods, several collections of counting-out rhymes, covering hundreds of examples, having been made in the interests of folklore, the history of magic, etc. Such rhymes are found in Asia, Africa, Europe, and America, not to mention the Sandwich Islands and other places presenting primitive conditions. The largest collection and most thorough study published in America was that made by Mr. H. Carrington Bolton of the Smithsonian Institute. These rhymes unquestionably originated in old superstitions and rites, including incantations of the old magicians and practices of divination by lot. The doggerel of counting-out rhymes is often traceable to old Latin formulas used for these purposes, a fact that shows the absurdity and artificiality of purposely manufactured rhymes.

In the majority of games it is necessary to assign various players to their parts in some manner that shall be strictly impartial. Thus, one player may have to be chosen to be "It"β€”that is, to take the prominent, arduous, or often disadvantageous or disagreeable part; for example, the part of "Black Tom" in the game of that name, the "blind man" in blindfold games, etc. In many other games the players have to determine who shall have the first turn, or the order of rotation in which all shall play, as who shall be the first back in leapfrog, etc. In still other games, such as Prisoners' Base, Black and White, and many ball games, opposing sides or teams have to be chosen. Some games have their own distinctive methods of assigning parts, but in most cases any method may be used. A few of the most popular, practical, and useful methods are given here. (See also Floor Formations in previous chapter.)

For very little children, the teacher or leader should choose or assign the players for the different parts, such as who shall be the first cat or mouse in the game of "Kitty White," or who shall go into the center in many of the singing games. This method is often used for parlor games in children's parties by the hostess, though many other methods may be used. For older players, the following methods will be found helpful.

COUNTING-OUT.β€”This is a very popular method among children. One player in the group, generally self-appointed, but sometimes chosen by popular consent, does the "counting out." He repeats a rhyme or jingle, touching one player on the chest for each accent of the verses. He always begins with himself and then touches the first one on his left, and so on around the circle or group in regular order. Any player to whom falls the last word is "out"; that is, he is eliminated from the succeeding counting and is not to be "It," generally a matter for rejoicing. Such a player steps out of the group at once. This counting is continued, the verses being repeated over and over, until only two players are left, when the formula is again gone over, the one to whom the last word falls being free, and the remaining player "It." When a verse is not long enough to go around the entire group, the player at his discretion may lengthen it by adding "One, two, three,β€”out goes he!" (or she); or "O-U-T spells out!"

From many verses the following, without which no collection could well make its appearance, are chosen as typical for the purpose:β€”

"Onery, twoery tickery tee,
Hanibal, Crackible, turnablee.
Whing, whang, muskadan,
Striddledum, straddledum, twenty-one!"

The following counting-out rhyme is famous in literary annals as having been taught to Sir Walter Scott before his open fire by that dainty little maiden, Marjorie Fleming:β€”

"Wonery, twoery, tickery seven;
Alibi, crackaby, ten and eleven;
Pin, pan, muskydan;
Tweedle-um, twoddle-um,
Twenty-wan; eeerie, ourie, owrie,
You, are, out!"

The following are old and popular forms:β€”

"Enna, mena, mina, mo,
Catch a nigger by the toe;
If he hollers, let him go,
Enna, mena, mina, mo!"
"Monkey, monkey, bottle of beer;
How many monkeys are there here?
One, two, three, out goes he (or she!)"
"Aina, maina, mona, mike,
Bassalona, bona, strike;
Hare, ware, frown, hack;
Halico, balico, wee, wo, wy, whack!"
"Little fishes in a brook,
Father caught them with his hook.
Mother fried them in a pan,
Father ate them like a man."

HOLDERS.β€”A favorite method of choosing players, especially with boys, is that called "holders" or "hand holders." When a group of boys decides to play a game, one suddenly shouts, "Picker up!" picks up a pebble and hands it to another boy. The one who picks it up is called the stone picker, and is "out" to start with; that is, he does not have to take part in the guessing of hands which follows.

Mr. Beard, who has recorded from observation this method of choosing players, gives an additional point which the writer has not happened upon. He says that the first player has scarcely shouted "Picker up!" before another cries "Wipe-'er-off!" and a third, "Stone holder!" "Picker-up hands the stone to Wipe-'er-off. Picker-up is then free. Wipe-'er-off makes a great show of wiping the stone off on his trouser leg, and hands it to Stone-holder. Wipe-'er-off is then free, and Stone-holder puts his hands behind him," etc. This preliminary of handing the stone is often omitted, especially where a large group is to play, as the first holder of the stone has in a large group a good chance to go "out" as the guessing proceeds.

The person who holds the stone (a coin, button, or any small object may be used) places his hands behind his back so that the other players may not know in which hand he disposes the stone and then holds his closed fists out in front of him, with the backs of the hands (knuckles) upward. The first player on his left steps forward and touches the hand in which he thinks there is no stone. The holder opens that hand; if the guess has been correct, the guesser is "out" and the holder must go through the same performance with the next guesser. Should the one who guesses touch the hand which holds the stone instead of the empty hand, then he must become holder, taking the stone and going through the same play with it, the holder from whom he took it being "out." In other words, the object of the guessing is to choose the hand which is empty, a successful guess putting the guesser out, a wrong guess making him the next holder and putting the preceding holder out.

DRAWING CUTS.β€”In this method of choosing players, a blade of grass or hay or a slip

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