The following suggestions are made
with a view to the use of games under any circumstances,
though many of them apply especially to large numbers
of players under the guidance of a teacher or leader,
as in playgrounds and schools.
The leader or teacher of a playground
should approach his or her work largely in the spirit
of the host or hostess whose duty it is to see that
each individual guest is happy and has opportunity
to share all of the pleasures of the occasion.
But much more than this is involved in the relation
of teacher and pupil. The teacher of games, or
leader of children’s play, needs, like all teachers,
to have a sympathetic personal understanding of the
players; a quick insight into character and motive;
a knowledge of what to look for in the child’s
development at different periods, as indicated in
the Introduction; and to be, in short, guide, philosopher,
and friend.
The teacher should never hesitate,
from questions of personal dignity, to participate
in the play of children. Nothing can more quickly
gain the respect and affection of a child than such
participation. Every adult can doubtless recall
the extreme pleasure experienced in childhood when
some grown person entered into the childish play.
In schools, where there is necessarily so much of
formal discipline and dealing with large numbers en
masse, one of the most valuable effects of games
is to produce a more natural and sympathetic relationship
between teacher and pupil, and a fuller appreciation
on the part of the teacher of child nature. This
effect from the use of games has been noted by scores
of teachers, even those who were at first opposed
to such use.
Every teacher will have his or her
individual methods for teaching, discipline, and management
of games. The following general suggestions,
however, are the result of experience, and may be of
assistance to the novice, at least.
The best method of teaching a game
is to make a full explanation of it before the pupils
take their places to play. If this be in a schoolroom,
illustrative diagrams may often be drawn on the blackboard,
and it is sometimes helpful, there or elsewhere, to
have a few pupils go slowly (not running) through
the general form of the game, to illustrate it to
the others. In a playground the same method may
be used by having the players sit, if that be feasible,
or by halting them in a march or after gymnastic exercises,
to listen to the explanation. Never try to teach
and play a game at the same time. The only exception
to this rule should be where there is a large and
disorderly crowd with which to deal. Then it may
occasionally be best to start a game to gain interest
and attention, and then halt for further explanation.
It often becomes necessary for the
sake of discipline and unity to unite all of the players
in a playground in one game. Comparatively few
games, however, are successful when played by very
large numbers. A special index has been prepared
of such games, however, and will be found at the end
of the present volume. Classes may often be brought
into order and attention in a playground by the simple
device of marching, the march to end in one game for
all of the players, or several games in groups.
An indication that too many players
are taking part in a game is almost invariably to
be found in a lack of interest on the part of the
players, arising usually from the infrequency with
which each player gets an opportunity to participate.
The ultimate test of any game, however, from the recreative
standpoint must be one of interest, and this is often
found among players who are not participating in the
action if competition be close. A teacher should
watch closely for waning interest, and may often save
the situation by dividing the players into two or
more groups. Many games that are commonly listed
for as many as sixty players are given in the present
index as useful for “thirty or more.”
By this is meant that the best playing values of the
game are lost when played by more than thirty, although
it is possible to use the game with a larger number.
Very frequently even these games are far better played
by smaller groups.
A resourceful teacher will find many
ways of adapting games to large numbers. Among
such devices may be mentioned (1) increasing the number
of runners and chasers; for instance, in the game of
Cat and Rat, there may be several cats and several
rats; (2) in the circle games of simple character,
especially the singing games, the circle may be duplicated,
thus having two concentric circles, one within the
other; (3) in many ball games it will be found possible
to put more than one ball in play, as in Bombardment
or Circle Club Bowls. Such suggestions as this
are often made in the present volume in connection
with the description of the games.
Group play, by which is meant the
division of a large number of players into smaller
squads or groups, is undoubtedly the best method for
getting the best sport and the greatest playing values
out of most games. Such a division of players
is not always an easy matter to inaugurate, untrained
players being inclined to follow the teacher from
point to point in the playground. This may be
obviated by appointing group leaders, each of whom
should understand the game to be played and be appointed
to take charge of it. Older children, and almost
invariably the children who are disorderly or inclined
to disturb the general harmony and discipline of the
playground, are the best ones to charge with such
responsibility. This method serves the double
purpose of quelling their disorderly propensities by
occupying them in a position of responsibility, and
takes care of a group of players at the same time.
When the group method is used in schools, it is advisable
to appoint the leaders of the groups, or allow the
children to elect them, before leaving the class room
for the playground.
The choice of games to be played should
be left to a vote or suggestion of the players.
The teacher’s function in this regard is to
suggest, not to dictate. In schools this choice
may generally best be made in the class room, before
a class goes to the playground.
A teacher should be ready with suggestions
for new games or occupation of some sort when interest
wanes in a game that is being played; but a new game
should not be suggested until there is evidence that
players are tired of the old one. Do not make
the mistake of thinking that children want to play
games incessantly during a half-day session of a playground.
Children like quiet pursuits occasionally as well as
do adults, and it is well to alternate games with
such quiet periods and also with marching, gymnastics,
folk dancing, or periods of free activity. So-called
quiet games will be found useful under such circumstances.
Each playground leader or teacher
should be provided with a whistle. This saves
a great deal of strain on the voice, and should be
understood from the outset to command instant quiet,
all play to be suspended when it is heard. The
most joyous play goes always with the best discipline.
Both children and adult players like strength and
decision in a teacher or leader. Indeed, they
instinctively place themselves under the leadership
of the decided and dominant characters among themselves.
It has been the experience of the author that discipline
in schools is greatly helped by the playing of games,
partly because the privilege of play or its loss is
one of the strongest incentives to order at other
times, but also because of the happy outlet afforded
for normal tendencies and the disciplinary training
of the games themselves.
Get the playing values out of games.
By this is meant, see that every child gets as much
opportunity as possible for participation in the actual
physical exercise of the game and in all the phases
of play that make him a successful, alert, resourceful
player. The result of this and the test of it
will be the amount of interest and sport in the games.
Do not make the games too serious. Get laughter
and frolic out of them.
Encourage timid pupils to give dares
and to take risks. No class of players needs
more sympathetic or tactful understanding and help
from a teacher than the timid. Such children
often suffer greatly through their shyness. They
should first be brought into play in some form of
game that does not make them conspicuous; one, for
instance, in which they do what all the other players
do, or merely take turns. Such children should
be encouraged by praise of their successful efforts,
and especial care should be taken not to call attention
to their failures.
See that the selfish or most capable
children do not have the lion’s share of the
play; the opportunities should be equally distributed.
It is often necessary for a teacher to distinguish
between self-assertiveness, which is a natural phase
of the development of the sense of individuality,
or selfishness and “bullying,” which are
exaggerated forms of the same tendency. Both may
need repression and guidance, but only the latter
are reprehensible.
Encourage each pupil to be alert to
see when it is his turn and to be quick in play.
Every game should be a sense-training game, developing
power for quick perception of external stimuli and
quick and expert reaction to such stimuli.
In chasing games, encourage interesting
chases, the runner to take unexpected turns and dodges,
making capture difficult. The shortest distance
between two points for a chase often makes a dull game,
devoid of sport.
Young players will need to be helped
to use reason and judgment in games, as to when to
run risks of capture, how to attack the opponent’s
weakest point, etc.
Do not treat children as though they
were made of glass and fear to see them tumble down.
Every child, boy or girl, ought to be able to bear
a few falls, knocks, and bruises. This is nature’s
way of training a child to be more observant or agile.
Besides, physical hardihood is one of the best possible
results from the playing of games. Do not coddle
a child who has received an injury. Cultivate
a stoic spirit. If it be a slight injury, have
the child go on with his play and he will soon forget
it. If it require treatment of any sort, take
the player at once away from the playground or vicinity
of the other players and apply first-aid remedies
until medical assistance can be obtained.
Team play is one of the highest forms
of play. The teacher should look for the beginning
of the tendency toward it as shown in a fondness for
the play of opposing groups, manifest from ten to twelve
years of age. This tendency should be encouraged
and developed into more closely organized types of
team games. The greatest value of team play lies
in the cooeperation of the players, all working together
for a common end, a player’s thought and effort
being to do what is best for his team rather than
to use his skill for individual glory.
The number and difficulty of rules
and regulations governing a game go through a steady
increase as children grow older. The games for
very little children have practically no rules except
the following of turns in rotation. Later come
such games as those in which a player’s turn
comes only on a given signal, and it is a foul to start
before this signal, as in relay races. Many other
types of rules appear as the games progress.
These reach their culmination in ball games where,
amid the excitement of a game, a player must exercise
heedfulness and restraint in the method of playing
upon a ball, the range of movement allowed from a
given base, and many other points.
A teacher should understand clearly
that the inhibitive power of the will necessary for
the observation of rules is a slow and late development,
and that its training by means of rules is one of the
most important educational features in the use of games.
(See Introduction.) Players should therefore not be
expected to take part in a game that is much beyond
their power in this regard. A teacher should
not announce a rule unless sure that it is reasonable
to expect the players to observe it. Having announced
a rule, however, enforce it to the full extent.
To condone the infringement of a rule is equivalent
to a lie in its injury to the moral nature of a player.
It is a weak-willed teacher who does not enforce rules.
Players will respect far more a strict disciplinarian
than a weak one. Every player who infringes a
rule should suffer the full penalty therefor.
Only by such means can there be trained the strength
of will to avoid such infringement in the future,
for it should be repeated that such infringements
are not always the result of intentional cheating.
They indicate very often an undeveloped power of will,
and the teacher should be able to discriminate between
the sneaking cowardice that would win unfairly and
mere lack of power. Both causes, however, should
lead to the same result of suffering the full penalty
for any infringement of rules.
Teach players to play to win ;with
all their might. But with this cultivate a sense
of honor. Have them realize that any victory not
earned strictly by their own merits or those of their
team is a disgrace rather than a cause for congratulation.
No better opportunity can ever be found for inculcating
the knowledge that to be trusted is far greater than
to be praised. A player should scorn rewards not
based on merit, and should be led to feel that a defeat
resulting from an honest trial of strength is an honorable
defeat; that the real issue is as much concerned with
the amount of effort put forth as with the comparative
results of it measured with some other player.
A defeated player should be led to recognize and do
honor to the prowess of his adversary, and so to congratulate
him honestly. A sense of superior power should
never degenerate into gloating over a defeated adversary
or into contempt for his weaker ability. Many
thrilling examples of honest mutual admiration between
victor and vanquished may be gleaned from the history
of warfare, as when Grant handed back the sword of
surrender to Lee.
In athletic games players should learn
that to question or dispute the decision of judges
or other officials presiding over games is thoroughly
unsportsmanlike and a species of dishonor. Having
once placed themselves under officials, decisions
must be accepted without cavil at the time. The
natural desire to learn how a decision was reached
in an athletic event must be held in check until the
judges have opportunity to announce fouls or other
features of scoring that determine the result.
It should always be borne in mind, by both players
and coaches, that the officials, who are each concentrating
on some one feature of the play, know what happens
far more accurately than the general observer.
It is also thoroughly unsportsmanlike, and counts
as a foul, disqualifying a player, if he receive directions
or coaching of any sort from an instructor during
a game.
FLOOR FORMATION. ;The terms
“formation” and “floor formation”
are commonly used to designate the placing of players
in the playground and gymnasium in the lines, circles,
groups, or opposing sides, necessary for the starting
of a game. To accomplish this disposition of
the players quickly and without confusion requires
a clear knowledge of methods on the part of the teacher.
Some methods are here offered, but before giving them
in detail a word should be said of the differing psychological
effects of the various formations.
The circle or ring formation has a
pronounced tendency toward a spirit of unity among
players. Each player may see and become somewhat
acquainted with all other players in a group, in a
way not practicable in any other formation. Any
one who has met strangers at a dinner party or committee
meeting gathered at a round table will comprehend
the significance of this. In the kindergarten,
this principle is used largely, each day’s exercises
opening with the pupils in a circle. A game in
circle formation is therefore often one of the best
means of making acquainted players who are strangers
to each other, and of giving a sense of united interest
to a heterogeneous group.
The sense of being united in a common
interest, or esprit de corps, may be gained
to 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. ;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. ;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. ;For
assigning large numbers of players quickly in opposing
teams or lines, the following methods are among the
most orderly: ;
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. ;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.”