FREE BOOKS

Author's List




PREV.   NEXT  
|<   62   63   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86  
87   88   89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   >>   >|  
leaders started. Both teams then "about face" and march back, Team A through aisles III, II, and I, and Team B through aisles V, VI, and VII, when they are ready for the next relay. [Illustration diagram: DIAGRAM NO. 1--DOUBLE RELAY RACES] SECOND RELAY Same as First Relay, but this time running. [Illustration diagram: DIAGRAM NO. 2--DOUBLE RELAY RACES] THIRD RELAY Same as Second Relay, but this time each leader starts with an eraser, if in the schoolroom, or a dumb-bell in playground, in his hand and gives it to the next pupil at "exchange point," each successive pupil repeating the exchange at that point. The third and succeeding pupils must wait at each starting point until "touched" before starting. FOURTH RELAY Same as Third Relay, except that a handkerchief, knotted once in the middle, is substituted for the eraser with which each leader starts. FIFTH RELAY Same as Fourth Relay, except that the leader of each team and the pupil behind him each have an eraser (or dumb-bell), and when meeting at "exchange points," exchange erasers, the leaders giving the second erasers to the pupils on the starting points, and so on. SIXTH RELAY Same as Fifth Relay, except that two handkerchiefs are used instead of two erasers. SEVENTH RELAY Same as Sixth Relay, except that the handkerchiefs may be _thrown_ and _caught_, instead of being _handed_ or _passed_ to the next pupil. CAUTIONS The value of these games lies in two things, _i.e._ in the fact that after the first two pupils of each team have started and the game is really under way, there are four pupils on each team actually in motion, and the game moves so fast that each member of each team has little time to do anything besides attending strictly to the game; if his team is to have any chance to make a good showing, he must be constantly on the alert. The second, and still more important, valuable feature of the games, lies in the constant exercise of _inhibition_. Therefore there should be absolutely no "coaching" except by the teacher during training; care should be taken in the First Relay to see that all children actually _walk_; no running; when hands are to be touched, they _must be touched_; when erasers or handkerchiefs are dropped, they must be picked up by the ones who dropped them before proceeding with the game; if to be exchanged, they must be exchanged. The intermingling of the two teams in aisle IV does no
PREV.   NEXT  
|<   62   63   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86  
87   88   89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   >>   >|  



Top keywords:

exchange

 
erasers
 
pupils
 

leader

 
handkerchiefs
 
eraser
 
starting
 

touched

 

points

 

started


aisles
 

dropped

 

exchanged

 

leaders

 
DOUBLE
 
running
 

starts

 

diagram

 

DIAGRAM

 
Illustration

chance
 

constantly

 

strictly

 

showing

 
motion
 

member

 

attending

 
constant
 

picked

 
children

intermingling
 

proceeding

 

SECOND

 

exercise

 

inhibition

 
feature
 

important

 

valuable

 

Therefore

 
absolutely

training

 

teacher

 

coaching

 

things

 
handkerchief
 

FOURTH

 

schoolroom

 
knotted
 

Fourth

 

substituted