Games and Play for School Morale Part 8
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CHICKEN AND FOX
Two players are chosen--one to be the mother hen and the other to be the fox, who is after a chicken for his meal. The other players are in the brood--each one of them grasps the one in front of him, beginning with the largest, and placing themselves in line behind their mother.
As the fox appears the hen says, "What do you want, Fox?" The fox replies, "I want a chicken." The hen in turn says, "Where will you get it?" The fox then replies "Out of your flock." The fox then runs to the right and left trying to pa.s.s the mother and get one of the chickens.
The one caught becomes fox and the hen takes her place at the end of the line. The second in line in turn becomes mother hen.
Seventh Grade
CHANGING PLACES
All players but one stand in a circle of about seven yards or more in diameter facing inward. The odd player stands in the middle. Each player is given a number which he retains all through the game. The teacher calls out two numbers (but not, of course, that of the player in the middle) and the players so numbered must change places in the circle. While they are doing so the odd player must try to get into one of the vacant places first, and if he is successful the ousted player becomes the odd man in the center.
STEAL THE HANDKERCHIEF
Players form in two lines facing each other and about eight yards apart. Each line is numbered so that there are corresponding numbers on each side. The leader then takes a rag, places it midway between the two lines. He then calls a number, and the players on each side having that number will rush forward and attempt to steal the handkerchief.
The one succeeding scores one point for his side. The players return and the game continues; the side scoring highest wins.
ON THE BANK--IN THE POND
Players form in a single file. An imaginary line to the left of the column designated as the Bank and an imaginary line to the right of the column designated as the Pond. These lines are about three feet apart.
Teacher facing column calls out "On the Bank," the players jumping onto the Bank. He then calls out, "In the Pond," the players jumping into the Pond. At each command the teacher moves his hand to the opposite line from which players are located. In order to keep players "on their toes," teacher calls "In the Pond" when the men are in the Pond and at the same time moves his hand in the direction of the Bank. Those who jump across or remain behind when the command is given to do otherwise are out of the game.
MAZE
All the players except two stand in parallel ranks, one behind the other. The distance between each player and each rank is that of "double arms' length," so that whichever direction the ranks may face with arms extended horizontally a line of players with finger tips touching will be formed. The ranks should be drawn up so as to form a square as nearly as possible. The chaser has to pursue the runner up and down the lines until he catches him, neither being permitted to pa.s.s under the outstretched arms. The teacher makes sudden changes in the lines by calling "right turn" or "left turn," on which all turn in the required direction, still keeping the arms outstretched. These sudden changes alter the direction of the paths down which the two players may run. The interest depends greatly upon the judgment of the leader in giving the commands "right (or left) turn." They should be given frequently--and sharply, and often just at the moment when the chaser is about to catch the runner. The game continues until runner is caught, or a time reached when a new chaser and runner are chosen.
The game may be played with hands on hips instead of arms outstretched.
BOMBARDMENT
Playground or gymnasium suitable place for this game. Basketball and Indian clubs are necessary equipment. Number of players 10 to 40. The ground is divided into two equal fields by a line across the center. At the rear of each field a row of Indian clubs is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet, a second row should be placed in front of the first so that each club stands opposite a s.p.a.ce in the preceding row of clubs.
The players are divided into two teams, from five to twenty in each team. The players stand behind their clubs and the dividing line in any scattered formation. Several b.a.l.l.s should be put in play if a large number are playing.
The object is to knock down the opponents' clubs. Each player acts both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. b.a.l.l.s may be made to displace the opponents' clubs by being thrown against the wall behind the clubs so that they will rebound, knocking the clubs down from the rear. No player is permitted to cross the center line. The game is most interesting when several b.a.l.l.s are in play at once. For each club overturned the side which knocked it down scores one. Every club overturned by a player on his own side spoils one for the opponents. The game is played in time limits of from one to twenty minutes, the side winning which has the highest score at the end of that time.
j.a.pANESE TAG
The players are scattered within a limited playing area. This game is played like ordinary tag except that "it" must place one hand on the spot where he was tagged and hold it there while trying to tag another man. Any player running outside of the playing area automatically becomes "it".
HOOK ARM TAG
Players paired in circular formation, inside arms hooked at elbows, outside hands on hips. Two players stand in the center, one is "it,"
the other is chased by "it". The chased player runs about the circle either inside or out and may hook the elbow of any player. The player he catches holds fast to him and a third player is then the one to be chased. If he tags a player chased, before he can hook an arm, the latter must chase "it" or someone set free by "it," and the game continues.
CROSSING NO MAN'S LAND
Formation--In single line.
A parallel line is drawn about fifty feet in front and the player being "it" stands between this line and the players. At a signal, players change to the opposite line. "It" tries to catch as many runners as possible. Players so caught must help "it" catch the others. After such charge those uncaught a.s.semble themselves and try to charge back to previous base. Players charge and re-charge until all have been caught.
OBJECT RELAY RACE
Players stand in files, an equal number in each file. Opposite and at about fifteen and twenty yards respectively from the front player of each file, two circles (about eight inches in diameter) are marked on the ground, one straight behind the other. In the nearest of each of the circles an object (stone, stick, club) is placed. At the command "Go" the first player of each file races to the first circle, seizes the object and places it in the second circle, five yards off. He then races back and touches the outstretched hand of the next player in his row. The latter then races to the object and in the same way places it back in the near circle, and so alternately until each player of the row has had his turn. The last player, having deposited the object in the circle, races back to the line which the front players were originally "toeing". The first row to finish wins. Each player after touching the outstretched hand of the "next to run" places himself at the rear of his row, which keeps moving forward so that the next to run is always "toeing" the original line.
Pa.s.s AND TOSS RELAY
This game is suitable for playground, gymnasium or cla.s.sroom. Equipment necessary is Bean Bag or ball. Number of players preferably 8 to 10 on a team. The players stand in two or more even ranks, facing sideways and numbered consecutively. The players at either end step two paces forward of the ranks, to the points marked 1 and 10 respectively, as they are to be in a position to catch the ball tossed by some other player.
+-------------------------------------+ O------ O 2 3 4 5 6 7 8 9 +-------------------------------------+
No. 1 of each team tries to return to his original position first.
Player No. 1 has a bean bag (or ball) and at a signal for starting runs toward the rear and as he runs tosses the bag to No. 10. The line immediately moves forward one place, No. 2 stepping into the place vacated by No. 1. Upon catching the bag, No. 10 takes his place in line with the rank, and pa.s.ses the bag to his next neighbor, No. 9. The bag is then pa.s.sed rapidly up the line until it is received by No. 3, who tosses it to No. 2. No. 2 in turn, as soon as he receives the bag, dashes for the rear, tossing the bag as he goes to the player standing at 10, who in this case will be No. 1. The line again moves up--No. 3 now stepping out to the place marked 1. The play is continued until No.
1 is back in his original position. The rank getting the bag around to No. 1 first after he returns to his original position wins the game.
No. 1 should hold the bag up at arm's length as soon as he gets its as a signal that his rank has completed its play.
DOWN AND UP
Players form in column of files.
All spread legs. First player in the column pa.s.ses some object (stick, stone, hat, eraser, bean bag) back between legs to the next player, who pa.s.ses it on. When the last player in the column has received it he yells "Down" and runs forward astraddle the other players to the head of the column. The other players quickly rise and the object is pa.s.sed back between the legs until all have carried it forward.
ZIG ZAG RELAY
Players form in columns of files.
Place four bean bags four feet apart at a distance of ten feet in front of each column in direction of depth. At a signal the first player in each column runs to the right of the first bag, pa.s.ses it and then runs to the left of the second, to the right of the third, to the left of the fourth and around it and then zig-zags back. When he reaches the starting line, he touches off a second player who, in turn, proceeds to duplicate the first player's performance. Column finis.h.i.+ng first scores.
Eighth Grade
Games and Play for School Morale Part 8
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Games and Play for School Morale Part 8 summary
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