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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."

       Table of Contents

       "WHO'S IT?"

       Table of Contents

      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"—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

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