Games for children

Page 1

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BOONE'S

1.0

Games for

Children by Ronald

F.

Keeler

STANDARD PUBLISHING \!B

Cincinnati,

Ohio

2900


©

The

MCMLXVII

STANDARD PUBLISHING Cincinnati,

Ohio

Printed in U.S.A.

Company


DEDICATION To

Elisabeth A.

White

wonderful encouragement she has given to so many young people for the


PREFACE Too

often the younger children have been

neglected or overlooked in the planning of a recreational

game

program

of

the

church.

These

suggestions are geared for the younger

although

child,

many

of

them

also

will

be

enjoyed by older children and the young in heart.

The games

good

for

preschool children are marked with an

as-

that

are

especially

terisk. I

believe

that

good games they to play the

if

children learn to play

will be

game

of

much

better

equipped

life.

— Ronald

F.

Keeler


TABLE OF CONTENTS 7

Cushion Pass Daisy Petal Guess

23

Animal Guess Answers

7

Dill! Dill!

24

Ante Over! Ball Roll Balloon Carry Balloon Kick Balloon Tag

7

Drop the Handkerchief Duck on a Rock

24 25

10

Egg Hunt Envelope Guess The Fall of Jericho Fan the Feather Farmer in the Dell Feather Hunt

11

Fish

PAGE

8 8

9 9

Bases

10

Beanbag Toss Bear Hunt Bell Hunt

10

Bible

March

Biblical

11

Numbers

11

Bird, Beast, or Fish

12

Birds

12

Cage

12

Black Sheep Blindman's Bell Bounce Ball Bounce Ball Run

13

Box Roll Box Toss

14

Birds in the

13 13

14

23

24

25 26 26 27 27

Pond

27

Flag Hunt Floating Candles Follow the Leader

28 28 28

Forward March Fruit Bowl Race Get Your Neighbor Ghosts Going to Housekeeping Have You Ever Seen a Lassie?.

28 29 29

30 30 .

30

30

16

Heart Hunt Hide the Thimble High Water Hiss and Clap

16

Hit the Mark

32

16

32

17

Hoop Relay Hot Potato

Cat Cat and Mouse Cat and Rat

17

"I'm a

Categories

Cereal Guess Chair March The Chicken

Hunt

34

18

Little Dutch Band

35

Circle Race

19

35

Clap and Sing Clock Hunt

19

19

London Bridge Magnet Relay Mailbox

20

Map Hunt

36

20

Menagerie Music Guess Musical Bounce Necklaces Newspaper Ski Race Newspaper Tearing

.'

15

.

Breaking the Chain Bring Them In Bubble Blow Bully in the Ring Button, Button

15

Hawk

Clothespin Rainbow

Hunt

Color Cover Color Hunt Color Match Corn and Bean Relay Cross

Tag

Crossing the Red Sea

Cow, Bowwow"

31 31

32

32

33

17

Imitation

33

17

18

Indoor Hopscotch Kiddy Car and Trike

34

18

The

34

18

Listen

21 21 21

22 22

King's

Trade

33

36 36 37

37 37 37

38 38


Noah's Ark Hunt Nose Hunt Nuts and Bolts Nuts in May Occupations Orange and Lemon Roll Orange or Lemon

38

Serpent's Tail

39

Shoe Hunt

39

Spider

40

51

42

Spin the Bottle Spool Bible Hunt Spool Hunt Spool Roll Square Foot of Ground Squirrel Hunt Squirrel in the Tree

43

Statues

54

43

Steps

43

Still Pond!

Play Band Poison Hassock Poor Pussy Potato Bowling

44 44

Story Action Story -Object

44

String Lift

55

45

String Puppets

56

Hunt

45

56

47

Talent Test Team Rainbow Thimble Guess This Is the Church Three Things Hunt

47

Tiptoe

47

To Whom Would You

48

59

Our Cook Doesn't Like

Peas.

Paper Plate Toss Pass the Orange Pebble Toss Picture

Price

41 41 .

.

42 42

Hunt

Picture Story

40

Hunt

Puss in Boots

46

Puss in the Corner

46

Quiet Advance Races Across the Rainbow Trail Red Light

46

Room

50 51

Web

51

52 52

52 53

53

54 54

No More

Moving!

.

.

54 55

Hunt

55

57 57

58 58 58

Give

It?.

59

Round Hunt Run Sheep, Run Sack Hunt

49

Tracks Treasure Dig Tree Quiz Upset the Fruit Basket

49

Water Roll

61

50

Wickets

61

Seed Pass

50

Suggested Activities

62

Red Light, Green Light Ring Around a Rosy Ring on a String

48

49

59 60 60


ANIMAL GUESS Let each child draw an animal that was in Noah's ark. what animal each is.

Later, let the others try to guess

Variation

Have

the children

draw other

objects, such as flowers

and

trees.

Let the children illustrate stories that are read or told.

ANSWERS Place a pile of books on the table, and give each player

paper and a pencil. Give each person ten questions to answer, and let him find the answers in the books provided. The first to get all ten correct answers is the winner. a sheet of

Variation

Let the players divide into teams, and then let each team make up ten questions that can be answered from informa-

on the

tion available in the books that are

You may

ask a single question at a time

uals points for being the

first

one

table.

and give

to correctly

individ-

answer any

question.

ANTE OVER! Teams

stand on either side of a small building.

A

soft

rubber ball, such as a tennis ball, is needed. One person calls out, "Ante over!" and tosses the ball over the roof. If the other side succeeds in catching the ball, the team

members

conceal the ball and run around the building to try to capture the other players. tag the others.

hitting

He

Only the one who has the

them with the

Players are safe

ball.

to the other side of the building. all

are

larger

on one

number

ball can

has the option of tagging the players or

side,

or

if

of players

is

it

The game

when

they run

continues until

ends sooner, the side with the

the winner. 7


BALL ROLL Each player has a

of similar

ball

size.

To

player rolls his ball on the floor or on the grass

Then hit

each player in turn

the other balls.

If

begin, if

tries to roll his ball so that

he

hits

each

outdoors. it

will

other balls in succession he

scores as follows:

Hit one ball

-5

points

Hit two balls— 10 points

— 25 points — 50 points — 100 points additional ball — 100

Hit three balls Hit four balls Hit

five

Each

balls

points

So long as a player continues to hit other

on rolling

He may

his ball.

has hit every other ball once. a ball twice, his turn

is

balls,

he keeps

not hit any ball twice until he If a

player unintentionally hits

ended.

Variation

Place a stake in the ground at the far end of a lawn, and

require each player to hit the stake before he

may

hit

the

balls of the other players.

You may decide times the player

that after a player's ball has been hit five

is

eliminated from the game.

BALLOON CARRY* A

pile of inflated balloons

turn each child

one

is

tries to carry as

trip across the

placed on a table.

many

Then

in

balloons as he can on

room. Balloons that are dropped may not

be picked up, and those that burst before the child reaches the other side

do not count.

Variation

For an older group

fill

balloons with water and

let

the

children try to carry them in a race. This, of course, must be tried outdoors.

* This game and others throughout the book marked with asterisks are especially good for preschool children.


BALLOON KICK* Each of four contestants tries room and back without having turn

the starting point

to

winner.

If

a balloon bursts,

to kick a it

balloon across the

The

burst.

first

one

with the balloon intact the contestant

to reis

the

automatically

is

out of the race. Variation

This may be a team contest, and one person may kick the may bring it back across the

balloon one way, and another

room.

You may

how many

see

times a contestant can kick the

balloon back and forth across the

room

till

it

bursts.

BALLOON TAG Give each child an inflated balloon for him to place underneath his chin. One person is chosen to be It. At a given signal the one who is It tries to tag someone else. In order to tag another person, the one who is It must touch someone else's balloon with his own held under his chin. If a balloon bursts, the one who owns it is eliminated from the game. Anyone who is tagged begins to chase the others. Variation

The

balloon

may be

carried under an

arm

instead of under

the chin.

The

balloons

may

be carried in the hands.


BASES up

Set

bases like a baseball diamond.

The

he stands inside the bases.

object

One person is

It,

is

and

for the players to

run around the four bases without being tagged. No one may when he is standing on a base, and many players may be at one base as long as they can touch a part of it. Whoever is tagged becomes a helper of the one who is It. Runners do not have to stay in the base lines as in baseball, but they must advance to the next base once they make the be tagged

attempt.

The

first

one to reach home

is

the winner.

Variation

Runners may go

either

way around

the bases as long as

they keep going in the same direction around the circuit.

BEAN BAG TOSS* Use a small cloth bag

filled

with beans, sawdust, or corn.

The children form two lines that stand opposite each The bag is tossed rapidly back and forth down the Whoever

other. lines.

misses must go to the foot of the line.

Variation

Use with

a quiz.

The

player must catch the bag and an-

swer the question immediately as he tosses

it

back to the

leader.

Use the bags

in relays.

The bag must be

front to the back of a line, it

to

passed from the and then the runner must take

another group across the room.

BEAR HUNT* The Bear

hides and the others look for him.

When

he

found, the players shout, "Look out for the bear!" and

run for the goal where they will be safe. Whoever becomes the Bear for the next game.

is

is

all

caught

Variation

With 10

a large

group you may have two or more

bears.


HUNT*

BELL

throughout an area. Let each and then go on to hunt for more. You may give a special prize for the one who

Hide

of varied sizes

bells

child

who

finds

the largest

finds a bell give

it

a gentle tap

and the smallest

bells.

Variation If

you

live in

church

may want

town, you

Hike from one

a bell hike.

bells, fire bells,

MARCH*

BIBLE

The

your group on There may be

or school bells.

Let each child march Soldiers."

to take

bell to another.

to

the

tune,

"Onward, Christian

children should carry their Bibles

if

they have

them. Otherwise the leader will carry the Bible. Encourage singing the

hymn

while the children march.

Variation

the children can

If

other, or

if

march down

a stairway

and up an-

they can follow a varied path, this will add in-

terest to the activity.

BIBLICAL

NUMBERS

Let the children try to refer to Biblical truths in terms of numbers, such as in the following examples:

One God, two Testaments the ark, three disciples that

four Gospels,

God worked acle

five wise

and

or two animals that went into were with Jesus in the garden,

five foolish virgins, six

days that

at the time of creation, seven loaves of the mir-

of the feeding of the four

thousand, eight that were

who did not return thank Jesus, ten Commandments, eleven faithful disciples, twelve disciples, thirteen present at the last supper, twenty

saved in Noah's ark, nine lepers healed to

pieces of silver for thirty

pieces

of

which Joseph was sold into slavery, and for which Jesus was betrayed by

silver

Judas.

II


OR

BIRD, BEAST,

One

is

It

in

He

the center.

FISH

points to a player and says,

"Bird, Beast, or Fish!" then designates one of the categories for the response

and counts

to ten. If the

person questioned

answers correctly before the count ends, the one

moves on to someone becomes It.

Otherwise the person

else.

who who

is

It

fails

Variation

You may

use

"Earth, Air,

or Water"

same

Beast, or Fish" to designate the

instead

of

"Bird,

categories.

BIRDS Place

masking to

the

name

tape,

and place the

be the leader.

bird, the

one

bird on

of a different

When

each chair with

chairs in a circle.

sitting in that chair

must clap

his hands.

the leader says "Fly!" all must change places

name. Anyone must pay a forfeit.

bird's

One is chosen name of a

the leader calls out the

who

fails

to

and take

When a

new

respond when he should

Variation

Names of animals may be used instead of birds. You may use names of animals and birds and use calls instead

their

of the clapping.

BIRDS IN THE

CAGE*

Place several empty tin cans at one end of the room, their open ends facing the children. Each can represents a cage, and the children will attempt to roll balls into the cans so that each can has a "bird." Only one ball may be allowed in any can. Golf balls or table tennis balls are excellent. Use tennis balls for the larger cans. Variation

For an older group, use a golf putter and a golf ball and

have the persons can. 12

try to

putt a ball into an empty tennis ball


BLACK SHEEP One

is

It

and he

is

secretly designated to to give the right

shepherd

One

the shepherd.

be the Black Sheep.

of the players

He

answers to any questions asked him.

tries to locate

is

does not have

The

the Black Sheep by asking questions

members of the group. When the Black Sheep is found, he becomes the shepherd and another Black Sheep is designated by the leader. of

One method

of determining the Black Sheep

every player take a slip of paper from a hat. the Black Sheep

would have

is

to

The one

that information written

have to

on

be his

paper. Variation

The

sheep hide from the shepherd. Whenever the shepherd

cries out,

"Come

sheep!"

all

the sheep

Baa!" except for the Black Sheep

must

who

cry out, "Baa!

says nothing.

The

shepherd scores a point for each sheep he catches before it reaches the home "den," and he scores ten points for the Black Sheep.

BLINDMAN'S BELL* Blindfold a player in the center of a other player to carry a bell inside the as

the player

moves about.

When

is

Place a let

Choose anis rung

bell

player

blindfolded and an-

chosen to be the bell carrier.

BOUNCE then

is

The

blindfolded

the

captures the other player, that person

other

circle.

circle.

box or wastebasket

at

BALL* one end of the room, and

the children try to bounce rubber balls so that they

will land inside

the container. Use tennis, table tennis, or

any other bouncing

balls.

Variation

Tap

inflated balloons in the air so that they land inside

the container.

Make paper

airplanes and throw

them

so that they land

inside the container. 13


BOUNCE The

children stand in a

BALL

circle.

RUN

The one who

is

It

stands

and holds a rubber ball. When the game begins, It tosses the ball to someone who is standing in the circle, who begins to bounce the ball and count each bounce as It rims around the outside of the circle. The number of bounces made while It is going around the circle is the score for the individual. If the player drops the ball, he has no score for the round. The one who bounced the ball becomes in the center

the next to toss the ball to another player.

may be done on an individual or team basis. If done on an individual basis, each player should have a turn before anyone has a second try. If this is done on a team basis, the team members alternate with the bouncing and the running. At no time should both the bouncer and the runner be from the same team. Every player should compete before Scoring

it

is

the

game

is

ended.

Variation

Instead of bouncing a ball you may have the player something into the air and catch it.

toss

BOX ROLL* Cut arches will floor.

in

box or shoe box

a cereal

go into the box when the box

The

smaller arches

may

is

so that marbles

lying

on

a table or

be marked with a greater value

of points than the larger ones.

Different colors of marbles should be used to distinguish one player's from another's. Each player should have at least five marbles to roll for a turn. Variation

You may shoot checkers on

a table instead of rolling the

marbles.

You may have

arches on both sides of the box so that the

marbles can pass through

if

they are rolled just right.

Then

through would score extra points. Those that would remain in the box would score less. those marbles

14

that

roll


BOX TOSS* Make holes of various shapes in one Then lay the box on its side, and let the

side of a cereal box.

children toss buttons

or marbles at the holes in an effort to place

them

inside.

Each contestant should be given a different color in order to distinguish his points from his opponent's. Each contestant should start with at least five buttons or marbles. The winner of a match would be the best out of five rounds. Determine the distance a player should stand from the box by the ages of the group participating.

Variation

You may stand the box up rather than have it lying down. Players may toss small paper airplanes, pebbles, or pop bottle caps at the box.

BREAKING THE CHAIN Five players stand in the center of a circle formed by the other players who have hands joined. Those in the center try

to

try to

When

break through the chain. capture them. Those

go inside the

circle for the

who

they do, the others

succeed in catching the

five

next round.

Variation

You may

set

up

a point system.

for each person captured.

scores five points;

The

The first

chasers score five points

runner

the second, ten points;

be captured

and the fifth, twenty-five would be the winning score for the

points;

the fourth, twenty points;

points.

Fifty

points

to

the third, fifteen

game. 15


BRING THEM IN* the children hide except

All

who

leader

The

pretends that he

is

the

leader explains that the class

boy and the

girl to

boy and a

a

teacher.

and

asks the

too small,

is

and the

girl

Sunday-school

go out and find others

to join the class.

Whenever a child is found, he is brought to the leader, and the child who brought that one in scores a point. The new meinber may then go out to hunt for the other children. This continues until everyone is found. The child who found the most for the class is the winner. The boy and the girl with the lowest scores may be chosen to be the members of the small Bible-school class for another game.

BUBBLE

BLOW

Let the children blow soap bubbles to see whose bubble will travel the farthest. Or see whose bubble will keep from bursting for the longest length of time. the most bubbles in the air at the

Or

see

who can have

same time.

Variation line between two chairs and select two teams. amount of time each team tries to see how many bubbles can be blown over the line to the opposite side. The teams try to cross the room to the opposite side. They may move forward only while they have a bubble floating

Extend a

In a given

in the air.

BULLY IN THE RING

The is

children form a circle, with hands joined.

the Bully

is

in the center.

The

One who

Bully keeps running against

the arms of those in the circle and looking for a chance to

When

escape.

captures

him

he succeeds, the others chase him. Whoever is

the next Bully.

Variation

Use rope. 16

a rope to

The

Bully

form the is

circle.

in the center.

The He

players hold tries to

on

to the

tag those

who


are a part of the circle. If

Bully is

anyone drops the rope, then the

may

able to escape, and he

is

caught becomes the Bidly.

anyone

If

Whoever

chase anyone. is

tagged before the

Bully breaks out, that person becomes the Bully.

BUTTON, BUTTON* The children sit laps. The one who

their

hands folded

their

in

a

circle,

is

It

has a button, and he pretends to

in

hands of one of the seated players. Sometime button into someone's hands, and when he is finished he says, "Button, button, who has the button?" The one who guesses who has the button is place

in the

it

during

this action It places the

next to be

It.

Variation

Use

bean or nut instead of

a

a button.

CAT* One

is

It

others creep

and sits blindfolded on a chair. One by one the up behind the one who is It and cry, "Meow!"

The one who

is It

takes the place of

tries to

guess

who

it is.

Whoever

is

guessed

It.

Variation

Other animals or birds may be imitated instead of

a

cat.

CAT AND MOUSE All except the Cat

and the Mouse are seated

opposite each other. Both the Cat and the folded.

They

tries to

capture the Mouse before

start at

in

Mouse

two rows are blind-

opposite ends of the rows, and the Cat it

reaches the other end.

CAT AND RAT hands joined. The Cat is outside, the tries to keep the Cat from catching the Rat by helping the Rat and by hindering the Cat as they move inside and outside the circle.

Form

Rat

a circle with

inside.

The

circle

17


CATEGORIES Announce a category, such as trees, and then let the children see how many different kinds of trees they are able to name. This may be on an individual or team basis, and it may be oral or written.

Other categories may be used, such animals,

fish,

as flowers, vegetables,

birds, rivers, automobiles,

and

states.

CEREAL GUESS Blindfold a child and then of cereal. Let

him

try

let

him

taste five different

kinds

to identify each one.

Variation

you can obtain cereal in the form of letters of the alphaand let him try to spell a word from the letters he picks out from the pile. For any older group, you may use alphabet macaroni. If

bet, blindfold a child

CHAIR MARCH* Each child

selects the chair that

the music starts, all the children

is

his place to

sit.

march around the

When

the music stops suddenly, everyone runs to

chair.

The

AVlien chairs.

sit on his one who gets to his chair must sit on his chair for the next game. This continues until every chair is

last

filled.

Variation

Let the children participate for each round of the game.

THE CHICKEN One

is

the Hen.

The Hawk

The hen

answers,

Next the

Hawk Hawk

Then

the

18

says,

'Tour and twenty. Shoo! Shoo! Shoo!" says, "That's too many. I'll take a few."

tries

to catch the chickens

The

before they can

one caught becomes the the next game, and the Hawk becomes the Hen.

return to their coop. for

HAWK

The others line up behind "How many chicks have you?"

chosen to be the Hawk.

first

Hawk


Variation

The Hen may catch The game

a chicken.

the

Hawk

after the

continues until the

Hawk has caught Hawk is caught.

CIRCLE RACE two teams of four each and place crepe paper on them to distinguish them. The teams run around the outside of the circle three times, and each time a player passes a member of the opposite team he scores a point for Select

sashes

his team.

Variation

Plot out a racing course for this event and permit more than two teams to compete at a time.

CLAP

AND SING*

Let the children clap their hands as they sing some of the choruses that lend themselves very well to this sort of thing. Variation

Clap out the rhythm of a song without singing any of the words or using musical accompaniment.

CLOCK HUNT* Hide

clocks in a given area,

and then

let

the children try

They must not move anything, but they should listen for any ticking they may detect anywhere in the designated area. Clocks may be placed inside boxes or behind to find them.

objects,

but their ticking should be evident. 19


Variation

A

single clock

alarm may be

may be

set,

hidden, and

especially

if

all

the hunt

is

try to find

children must find the clock before the alarm goes score a point for each

alarm

to

go

minute

left

before

The

it.

outdoors, and the

it

is

off.

They

time for the

off.

CLOTHESPIN RAINBOW HUNT* Mark

clothespins with crayons so that you have the colors

pins may be marked with other colors. must find the clothespins in the order of the colors of the rainbow in order for them to count. If you have enough pins, you may let the players try to find a double rainbow. Some of the pins should be hard to find, but all of the rainbow.

Some

Players or teams

should be partially in

sight.

Variation let each team hide the pins the opposing team but be sure to define the areas in which the pins

You may is

to find,

are to be hidden.

COLOR COVER Place several small colored cardboard disks in a given area; then let the players toss paper plates in an effort to cover the

colored disks. Players score according to the colors covered. A disk must be completely covered by a paper plate to count.

Suggested score:

Red

—5 —

Blue

1

— 10 points —25 points

points

Yellow

point

Green

Variation

This may be a team game with each side standing behind a designated line. Each team would have a disk for each player and a paper plate for tossing. The object would be for a team to cover the disks of the opposing players. Whenever a disk is covered, that player is eliminated from the game. However, everyone gets his first toss, even though he may have been eliminated by a previous toss on the first round. 20


COLOR HUNT* Name

and have everyone

a color

many

try to find that color in

You may go around

a circle and have each one point out something that has not been conas

places as he can.

sidered previously. Variation

Give each team a different

color,

and then

let

the children

explore an area to locate that color wherever they can find

it.

Allow a certain number of minutes for the hunt. Give each group two colors, or if you have only two groups give them each three colors.

COLOR MATCH Each player must have

six slips of paper,

a different color of the rainbow:

blue,

and

violet.

the children

may

You may

each representing

red, orange, yellow, green,

use slips of construction paper, or

color slips of white paper.

The children hold the slips of paper behind their backs where they cannot be seen. Then one child challenges another to match three colors that he holds in front of him. The one who accepts the challenge produces three slips of paper that he has not seen. The one who issued the challenge scores a point for each color he holds that

is not matched by his opponent. Each contestant should have a score card to record his challenges and his cumulative score.

Variation

You may choose sides and score by teams. Also you may team up in front of the other and have each team decide upon three colors that they will show at a given signal. line each

Each team

scores for colors that are not duplicated.

CORN AND BEAN

RELAY

Place a bowl of beans and a bowl of corn at one end of

At a given signal the bowl of beans and brings back a line runs to the bowl of corn and

the room. Divide the group into teams. first

one in

single bean.

line runs to the

The

next in

21


brings back a single grain of corn.

The

next brings back two

The team members and the corn, and each time the number is increased. If anyone fails to bring back the correct amount or the right seed, he is penalized a point. The team beans, the next one two grains of corn. alternate between the beans

that

finishes

with the

first

least

amount

of penalty

is

the

game

if

you

winner. Variation

You may add

additional kinds of seeds to the

wish.

You may have

the players carry the beans in

their left

hands, the corn in their right hands.

CROSS TAG The one who

is

It

player cuts between

It

chases another player, but

if

and the person being chased,

another It

must

chase the newcomer.

Variation

To play poison tag, one must hold his hand on the place where he was tagged when he becomes It. To play squat tag, players squat to keep from being tagged by It. Shadow steps

tag can be played in sunlight or moonlight. If It

on a person's shadow, that person becomes

It.

CROSSING THE RED SEA* Mark

off

an area representing the Red

Then

Sea.

let

the

children try to push blocks or dominoes so that they slide safely across the

way the

Red

Sea area. Only those that go

across count for the player.

Red

Sea area are

Those

that

all

the

remain within

lost.

Variation

You may make this a tag game, and let the children try Red Sea without being tagged or captured by an

to cross the

Egyptian. 22


CUSHION PASS Everyone is seated in a circle. There are four vacant chairs and two cushions that may be passed around. One person is It in the center. At a given signal the one who is It tries to occupy a vacant they

may

chair.

The

players

may move

place a cushion there. If

It

to the chair or

succeeds in finding a

vacant chair, he chooses someone else to be

It.

Variation

You may decide

may move

that players in the circle

only

the right.

to

cannot find a place, you may permit him to pass!" and everyone changes positions

If It

call out,

"Cushions circle,

the

in

but the cushions remain on the chairs where they have

been placed previously.

Let the

DAISY PETAL GUESS children try to guess the number

of petals that

on a daisy that the leader shows to the group. Do not let anyone handle the flower during the guessing. Anyone who are

guesses the exact scores a point

if

number he

is

is

the winner. Otherwise a person

within

five of the

exact number, and

a person scores a point for guessing correctly that the

ber of a

is

odd or even, whichever the tie,

the one

who

is

case

may

num-

be. In the event

nearer the correct

number

is

the

winner.

Variation

Guess the number of grains of wheat that can be held in a thimble.

Guess the number of marbles that are in a

jar.

23


DILL! All stand at one the center. across

to

When

the

end of he

calls

a marked-oft

out, "Dill!

opposite side.

catch the others.

The

first

DILL!

Whoever

one caught

area.

is

is

One

is

It

in

must run tagged must help

Dill!"

It

all

for the next

game.

Variation

Let those who are to tag the others stand with their backs toward the starting line. They may chase a person only after that person has passed them.

DROP THE HANDKERCHIEF* The

players form a circle,

and one person

outside of the circle carrying a handkerchief.

passes

When

on the

the hand-

is dropped, the one who is nearest it must chase the one who dropped it. If the chased person is caught, he must go into the center of the circle. Also any person who fails to see the handkerchief behind him until the one who has dropped it has made a complete circle must go into the circle. Those in the center watch for an opportunity to retrieve a handkerchief once it has been dropped so that they can re-

kerchief

turn to the

circle.

Variation

Use different colored handkerchiefs. A red handkerchief woidd mean to ignore it, and a blue handkerchief would

mean

to

run

in

the

opposite counterclockwise direction.

DUCK ON A ROCK Each player as

his

"duck."

selects a

rock about the

The one who

is

It

size of his

places his

fist

to serve

"duck" on

larger rock to serve as a target for the others to

hit.

a

The

players stand at a distance about twelve to twenty feet from the "duck," and each in turn throws his knock the "duck" off the rock. Whoever the "duck" off the rock may retrieve his caught. The others may be caught once

24

rock in an effort to succeeds in hitting

rock without being they have touched


The one who

their rocks. his

"duck"

in position

is

when Whoever is tagged must rock before he may tag anyone.

may

It

is

on the

place his rock on the larger

tag a player only

rock.

Variation

Vou may

game indoors by using

play this

clothespins or

beanbags.

EGG HUNT* Hide colored eggs out-of-doors. Some of the eggs may be numbered, and certain numbers may be worth special prizes. Variation

You may use candy wrapped in cellophane instead of eggs, may hide colored milk bottle caps instead of either candy or eggs. The caps may be colored or numbered to repor you

resent candy or special prizes.

You may want auction for prizes listed

to

list

later.

prices

The

bids

on eggs, and then hold an would be made by the prizes

on the eggs found.

ENVELOPE GUESS Place

objects

sealed

in

enveloj^es.

the

Pass

envelopes

around the circle, one at a time, and then have each person put on a sheet of paper what he thinks is in the envelopes. Later check the list, and the one who has the most correct answers

is

the winner.

Suggested fingernail ruler,

items

file,

to

be

used:

postage stamp,

paper clip, comb,

eraser, chain, a marble, string of beads,

pencil, crayon,

seeds, toothpick,

nail,

thimble, postcard, ribbon, yarn,

match, button, checker, pebbles, and clover

blossoms. Variation

Place

the

velopes and

envelopes around let

the players

the

room.

move around

Number to

the

en-

examine the

envelopes.

Blindfold each player as he examines the envelopes. 25


THE FALL OF JERICHO* Form two

The

circles of children,

one

circle inside

the other.

inner circle represents the city of Jericho, and the outer

who

to conquer the city. from the leader, the members of the inner circle say, "Joshua," and the youngsters who are in the outer circle begin to march around the inner circle. They may sing or recite the words from the Negro spiritual, "Joshua Fit the Battle ob Jericho": circle the Israelites

At

a given

try

signal

"Joshua fit the battle ob Jericho, Jericho, Jericho; Joshua fit the battle ob Jericho, And de walls came tumblin' down!"

When circuit,

the

members

of the outer circle have

they shout, "Jericho!"

"Joshua!" and the outer

The

completed the

inner circle again

says,

continues marching around

circle

the inner circle as before. This is repeated until the outer group marches around the inner circle seven times. When they shout, "Jericho!" those in the inner circle must fall down to represent the falling of the city of Jericho.

The cles,

children change positions and another game is played.

in the inner

and outer

cir-

FAN THE FEATHER Give each child a fan and a feather and fan the feather so that

it

moves

room. Instead of feathers you

to

may

let

him

try

to

the other side of the use small bits of tissue

paper. Variation

Make an obstacle course so that the feather has to go around or through objects, such as hearts cut out of a newspaper that are hung from the ceiling. 26


FARMER The

players

farmer.

form

The farmer

IN

a circle,

THE DELL* and one

is

chosen to be the

stands in the center of the circle as

all

join in singing:

The farmer The farmer

in the dell, in the dell.

Heigh-ho the derry-o, The farmer in the dell.

The farmer The farmer

takes a wife, takes a wife,

Heigh-ho the derry-o, The farmer takes a wife.

Next, the wife takes a child, the child takes a nurse, the nurse takes a dog, the dog takes a

cat,

the cat takes a rat,

the rat takes the cheese, the cheese takes the money,

money's left alone. The one farmer for the next game.

who

is

the

and the

money becomes

the

FEATHER HUNT Place several feathers in a given area. Let

the

children

hunt for the feathers, and when someone finds one he must blow it in the air and keep blowing it until he reaches the place where the leader is located. A player scores a point for each feather he blows home. Variation

A container may be placed for each team, and each feather must be blown so that it lands in the container. Tissue paper or milkweed or other wild flower fluff may be used if feathers are not available.

FISH

POND*

Provide poles with strings attached and fish

let

behind a curtain. They may catch cutout

be traded later for

prizes, or they

may

the children fish

that

may

catch sacks contain-

ing various goodies. 27


Variation

Place a magnet at the end of each string, and

ermen

many

try to catch as

catches the most

nails as they can.

let

the

fish-

The one who

the winner.

is

FLAG HUNT Make pennants

construction paper and toothpicks. Each team hides ten of these in a given area. All must be in view. The signal is given and the hunt is on. The team to find its ten pennants first is the winner. of

Variation

You may number them

and require

the pennants

a

team

to find

numbering.

in the order of

FLOATING CANDLES Make

floating candles by melting

walnut

shells

and by placing

crayons for color

if

wax

strings in

into

them

empty English for wicks.

Add

desired.

FOLLOW THE LEADER* The is

up

children line

at the

head of the

in single

line.

file

and follow the one who is good out-of-doors

This especially

where there are a large number of around. Otherwise the leader

trees

may make

to

go through or

special motions, or

he may vary his step on the way. Variation Select

two leaders and

either group.

and

The

let

the children

leaders will

their followers will

do

move

become

a part of

in different directions

different things.

FORWARD MARCH The

children form a line facing the front of the room.

They should be standing about midway between and the back.

When

Soldiers," everyone steps

28

the front

"Onward, Christian forward one step. When "Old Folks

the pianist plays


at

Home"

is

played, everyone steps backward one step.

When

"O Susanna!" everyone stands still. Anyone who makes the wrong move must step backward one step. The first to reach the front of the room are the the pianist plays

winners.

Variation

You may have

the children

stead of one. Also you pianist, or

may

move two

steps at a time in-

choose other selections for the

you may use another instrument in place of a piano.

FRUIT

BOWL RACE*

Divide the group into two teams and line them up at one side of the room. Place two fruit baskets at the opposite side of the

such as lemons, oranges,

bells.

When first

balls,

potatoes,

the leader calls out an object, a

team runs across

The

and oband child from each

room, and place inside each a variety of

jects,

to the basket

fruit

blocks,

and brings back the

object.

to return scores a point for his team.

Variation

Let each child return the object to the basket after bringing

it

back

to his

team.

GET YOUR NEIGHBOR* Line the children up in two rows opposite each other at either side of the room. Next send a child from one side to select a neighbor to bring back with hirti. Then let a child from the other side go over and select a neighbor. Keep alternating the selection of neighbors until everyone has participated a

number

of times in this activity.

Variation

Let each child

select

two neighbors

at a time.

29


GHOSTS Ask half of the group to go out of the room. One at a time comes into the room wrapped up in a sheet so that no part of him can be seen. Each must make the sound of a ghost, "W-h-o-o-o-o-o-o-!" and those in the room try to guess who it is. The team scores a point for each one guessed correctly. Then the teams change places and the others try to guess

who

the ghosts are.

GOING TO HOUSEKEEPING The

sit in a circle, and each one in turn selects an item that would be found in a house. Later each one tells what he is going to do with his object, such as "I am going to sweep my house with my broom." The others must follow the same pattern with their objects by saying "I am going to sweep my house with my bed," "I am going to sweep my house with my lamp," "I am going to sweep my house with

my

children

rug," etc.

HAVE YOU EVER SEEN A

LASSIE?

and form a circle. One is It in the center. The group sings, and as they sing "this way" and "that way," the one in the center provides action for the Players join hands

The leader may salute, he may reach his hands upward, he may jump up and down, etc. The word "laddie" is used when a boy is in the center. others to imitate.

Have you ever seen a lassie, a lassie, a lassie, Have you ever seen a lassie go this way and that? Go this way and that way, go this way and that way? Have you ever seen a lassie go this way and that? Tune: "O, du Lieber Augustin"

HEART HUNT Cut hearts of different sizes from sheets of newspapers, the same number from each sheet. Hide the hearts in a particular area, and then give a sheet of newspaper to each contestant or group of contestants. 30


At a given signal each one hunts for a heart. When he has found one, he takes it to his sheet of newspaper and checks to see whether or not it fits one of the cutout openings. If it does, he keeps the heart and begins to look for another one.

If

where he found heart

and

it,

fit,

he returns

at a

to find the hearts that

time.

The

first

the spot

to

it

he searches for another.

may be picked up

group is

does not

it

Only one

individual or

belong to a sheet of newspaper

the winner.

Variation

Cutouts of different shapes may be made in the sheets of newspaper. Also you may ask the children to color the cutouts after they discover they fit their sheet of newspaper.

HIDE THE THIMBLE*

A

child

is

chosen to hide a thimble or other object while The object must be partially

the others are out of the room.

When

in sight.

when

the others enter the

room and begin hunting

hidden object, the one who hid

for the

they are warm, hot, or cold.

object hides

it

it

tells

the hunters

The one who

finds

the

for the next search.

Variation

one to see the hidden object sits down while the on hunting till all have found it. Three objects may be hidden, and a person must find two out of three to become the next one to hide the objects.

The

first

others keep

HIGH WATER

Two

hold a rope

cross over is

it

at different levels,

without touching

it.

and the others

Whoever touches

try to

the rope

eliminated.

Variation

Instead of holding the rope in the

back and forth on the

air,

it

may be snaked

floor.

31


AND CLAP

HISS

One

The

goes out of the room.

him

they want

room and clap when he the

to kneel

others decide which person

Wlien the one returns to when he is wrong and

before.

kneels, the others hiss

kneels before the right person.

Variation

Vou may decide on other and shaking hands.

actions, such as bowing, saluting,

HIT THE Place a tenpin or can for a

room, and then

MARK* mark

at the other

end of the

the children try to roll a ball to hit

let

Use the distance that

it.

best for the age group.

is

Variation

The

children

down, such

may

prefer something that can be knocked tenpins, pieces of wood, or

several

as

piles

of

blocks.

HOOP

RELAY

Use barrel hoops or bicycle through the hoops to win.

The team must go

tires.

Variation

Two persons rim across the room inside a bicycle two teammates run back.

tire,

and

HOT POTATO Make

a

"Hot Potato" by

sock into a knot.

One

tying a large handkerchief or a

person

is

It.

The

players

toss

the

"potato" around in an effort to keep from being tagged by It

when

the

"potato"

tagged becomes last

32

It.

one who touched

is

the

If it

in

their

"potato"

may be

possession. falls

tagged.

to

Whoever

the

floor,

is

the


Variation

Use other

such

objects,

as

balloons,

boxing gloves, and

small cushions.

"I'M

A COW,

BOWWOW"

The children form a circle and one is chosen to be It in the center. The one who is It stands in front of another player and says something like the following: "I'm a horse. Meow! Meow!" Before It counts to ten, the player he is facing should reply in a a

manner opposite

to the original:

"I'm

cat. Neigh! Neigh!" Other examples:

— — — Baa!" "I'm

"I'm a dog. Caw! Caw!" "I'm a crow. Bowwow!" "I'm a pig. Hee-haw!" "I'm a donkey. Oink! Oink!"

"I'm a duck. Baa!

a sheep.

Quack! Quack!"

Variation

Sounds of objects may be used instead of animals. For exmay say, "I'm a church bell. Honk! Honk!" And the reply then would be, "I'm an automobile horn. Ding! Dong!" ample, you

IMITATION* Each child imitates the action or the sound of something The others try to guess what it is. Then all may join in an attempt to imitate the sound or action once it has familiar.

been guessed. Variation

The all is

leader

may

designate what

is

to

be imitated, and then

of the children will attempt to determine

which imitation

best.

INDOOR HOPSCOTCH Fasten newspapers or pieces of cardboard together with tape,

and then mark your

checkers,

mark

or bottle

lines

with crayon. Use rubber heels, Use crayons to

caps for your markers.

initials in the spaces.

33


AND

KIDDY CAR

TRIKE*

Let each child ride a kiddy car across the room, and then let

him

ride a tricycle back. Give everyone an opportunity to

ride both ways. Variation

Let each child carry a

flag or a

balloon as he rides.

Place a hassock in the center of the

have

will

to ride

around

it

room

to cross the

so that each child

room.

THE KING'S TRADE Everyone chooses an action that he can do that will rep-

One

resent a particular profession.

At

a signal

of their professions.

tions

the

actions,

imitated,

When do

to

from the King

the

stop

all

but

is

chosen to be the King.

begin to go through the mo-

all

When

the King imitates one of one whose action is being do what the King was doing.

the

and he begins to King goes back to

his original motions,

all

start

their trades again.

Variation

You may do

the same thing with the

LISTEN

humming

of songs.

HUNT*

Test the ears of your group by having them mention the various sounds they hear on a hike or in the they are. try

You may have someone make sounds

room where

that the others

to identify.

Suggested sounds: sandpaper on wood, a spoon tapping a pie plate, a pencil tapping a glass, a floor,

and

penny

falling to the

fingertips tapping a desk top.

Variation

You may have

the children mention the sounds they like and those they like least. You may give them a sound quiz, such as the following:

best,

a siren, a whistle, a bell, a screeching, a scream, a a

34

boom, and

a bang.

honking,


DUTCH BAND

LITTLE

Each person including the leader of the band, chooses a The band begins to play, but

different musical instrument.

when

the leader imitates another instrument, the person

has that instrument must imitate

Once an instrument

is

passed on to someone

imitated

it

the is

who

instrument.

leader's

kept by the imitator or

else.

Variation

Whoever

fails

to play the

proper instrument has a point

scored against him. Three scores against a person and the

person pays a forfeit or

is

out of the activity.

LONDON Two

players

are

chosen

to

BRIDGE* be captains of teams.

chooses an object in the same category so players

makes

may make

a choice

that

the

Each other

between them. They may choose

of cars, desserts, animals, vacation trips, etc.

The two form a bridge by joining their hands and holding them above their heads. Then the others form a single line and march through the bridge as all sing: "London bridge is falling down, falling down, falling down; London bridge is falling down, my fair lady." The bridge finally falls at the end of the song, and the one trapped makes a choice between the two objects. All those who choose the same object make up the captain's team for any contests that are held later. Variation

Let

When

the

players

continue to march

through the bridge.

a player has been trapped three times, he

is

eliminated

from the game. 35


MAGNET

RELAY*

Each team has a magnet. The players must run across the room and pick up a nail from a pile of nails and bring it back clinging to the magnet. Variation

Use

by a magnet,

a variety of objects that can be carried

such as pins, tacks, and paper

clips.

MAILBOX Place mailboxes in different places, and designate on the

outside of each which mail should be placed inside. Distribute

addressed envelopes to the players, and letter at

The

a time.

first

let

them mail one

player to finish correctly

is

the

winner.

Variation

Reverse the process by giving each group a

up from

that are to be picked

may be brought back

at a

the mailboxes.

list

of letters

Only one

letter

time.

MAP HUNT Distribute road

maps

of a state or region

to

individuals

or teams.

Then

The

one to locate a particular town or city scores a one should check the map key to find the location

first

point.

No

call

out the names of places to be located.

of any place.

You may

ask the older children

to

find out

the mileage

between two points on the map. Again no one should consult the mileage chart that may be found on the map. Variation

You may include lakes

and

valleys.

36

rivers, or

the location of bodies of water, such as

land formations, such as mountains and


MENAGERIE Each person is given the name of an animal or a bird. When the Keeper in the center mentions a bird or an animal, the one who has that name must stand where he is, give the sound, and then sit down. If the Keeper sounds the warning, "The lion is out of his cage!" all must exchange places. Variation

Place the names on the chairs, and then whenever a per-

son

sits

at a different place

he takes a different name.

MUSIC GUESS* Play ten songs or choruses that the children are likely to

know, and

them guess what they

let

are.

Variation

Let each child

hum

a tune for the others to guess.

MUSICAL BOUNCE* While someone plays the room.

The

last

When

a

piano the children march around

the music stops, everyone

one down

is

continues until there

sits

on the

eliminated from the game. is

but one person

floor.

The game

left.

Variation

The

"Going to Jerusalem," is played with removed each time so that a player is always eliminated when he is unable to find an empty chair. chairs,

original version,

and

a chair

is

NECKLACES See

who

make

can

soms, daisies,

or

the longest necklace out of clover blos-

any other material available in a given

length of time. Variation

Let a group see

how

long a chain they can

make out

of

grass.

37


'

NEWSPAPER

SKI

RACE

Tie newspapers around the shoes of the contestants and them race across the room and back.

let

Variation

You may

tie

paper sacks instead of newspapers around the

shoes.

Place sheets of newspaper on the floor to form islands.

jump from one to another to cross Whoever does not step on a newspaper is

children must

and back.

the

The room

out of the

contest.

NEWSPAPER TEARING The

leader

names an

object, such as a bear,

and then each

child tries to tear out of a newspaper a likeness of the ani-

The

five, and Another object is mentioned, and the same procedure is followed. The one with the highest number of points at the end of the game

mal.

best

one

is

given ten points, the second best

the honorable mentions one point each.

is

the winner.

Objects that

may be

used: box,

fish,

tiger, tree,

moon,

star,

train engine, car, horse, bicycle, football, doll, hatchet, basket,

owl, rabbit, etc.

Variation

Freehand drawings may be made of the objects instead of tearing.

NOAH'S ARK HUNT Hide pictures of animals and birds that would have been on Noah's ark. Do not hide any in pairs. Let the children try to find pairs of the animals and birds. They may trade with others in order to make a pair.

you do not have pictures, you may write the names of animals and birds on slips of cardboard and hide them inIf

stead.

Children or as teams. 38

may hunt

for the pictures or

names

as individuals


Variation

Hide only enough pictures of animals so that there will be one for each person in the group. When a ^person finds the picture of an animal or bird, he gives the call, and the two who have the same picture try to get together. The first pair to get together

is

the winner.

NOSE HUNT* Go on

and

a hike

let

the children look for flowers or herbs

or other plants that give off a distinctive odor. to report a different

The

first

one

odor scores a point.

Variation

Indoors use blotters with perfumes or saucers with

spices.

NUTS AND BOLTS Each player holds a nut and a bolt in his hands. He may them to either hand for any contest. For individual

shift

contests a player

may

ask another to challenge him.

To

chal-

hand opponent holds a nut in his left hand, and left hand if he believes his opponent holds

lenge a player, the contestant places a nut in his right if

he thinks his

the bolt in his

one in

when

his right, so that the items will

they are shown.

The one who

his challenger fails to guess correctly

is

be in opposite hands challenged scores

what he holds

if

in either

hand.

For a team contest the teams form lines and approach Then at a given signal the hands are opened.

each other.

The team matched.

that

The

is

challenged scores for each hand that

is

not

teams alternate between being challengers and

the ones challenged. 39


Variation

The teams may leave

their

duplicate

choose to hold but one item at a time or hands empty. The challengers win when thev

their

opponent's choice.

NUTS

IN

MAY

Choose two teams and designate a line between them. Each team should have a captain. As the song below is sung to the tune, "Here We Go Round the Mulberry Bush," two players who have been named try to pull each other across the line.

Whoever

is

pulled across the line joins that team.

Group:

First

Here we go gathering Nuts in May, nuts in Here we go gathering At six o'clock in the

nuts in May,

May, nuts in May, morning.

Second Group:

Whom

you gather

will

for nuts in

May,

etc.

Group:

First

Roy

We'll gather

for nuts in

May,

etc.

Second Group:

Whom

will

you send

to fetch

him away,

etc.

Group:

First

We'll send

Guy

to fetch

him away,

etc.

OCCUPATIONS Two

teams are chosen, and each decides upon some occupation that can be acted out. One team approaches the other with the following conversation:

"Here we come."

"Where from?"

"New

Orleans."

"What's your trade?"

"Lemonade." "Show us some." 40


Whenever the occupation is guessed, the team that has been acting out the occupation runs back toward their goal. Whoever is captured must go to the other side. The game continues until all are captured by the one side. Otherwise the larger side

is

the winner.

ORANGE AND LEMON

ROLL*

For the smaller children it will provide interest to have sit opposite a partner and roll oranges or lemons or

them balls

back and forth between them.

Variation

Use

a variety of objects, such as table tennis balls, potatoes,

volleyballs,

and

basketballs.

ORANGE OR LEMON* One

person

is

It.

He

and an orange and each one tries

holds a lemon in one hand behind

his back,

in the other.

line,

to guess in

orange

is

being held.

If

The

children stand in a

which hand the lemon or

a child guesses correctly, he scores

becomes part of the Lemon Group if he said "lemon" and the fruit was the orange, or he becomes part of the Orange Group if he said "orange" and it was a lemon. Later the two groups should sing separately. a point. If he misses, he

Variation

You may use individual forfeits, who miss sing or whistle a song. You may also begin with two

such as having the ones equal groups,

Group and an Orange Group. Each team would

a

Lemon

try to score

the most points. 41


OUR COOK DOESN'T Announce

"Our cook

that

mention something that you plan letter

and then Nothing is acYou may do the same like

peas"

to give her.

ceptable that contains the letter P.

with the

PEAS

LIKE

doesn't

T, using tea instead of peas.

PAPER PLATE TOSS Each player should have a heavy paper plate with his name on it. A throwing line is designated, and the players line up single file behind the person chosen to throw first. The first player throws his plate as far as he can. Each one in turn then tries to throw his plate so that it will touch the first plate thrown when it lands. Those whose plates touch the first plate thrown score a point. If no plate touches the plate thrown, then the nearest plate scores a point for

first

owner.

its

The

second person in line throws his plate

first

for

the

next contest. This procedure continues until every contestant first. The one with the end of the contest is the

has had his chance to throw his plate

number

highest

of points at the

winner. Variation

The

first

one

tosses his

plate as far as he can,

and then

the others try to toss their plates so that their plates touch the

first

when

touch the

first

they land. plate

is

Whoever

fails

to

have his plate

eliminated from the next contest.

contest continues until everyone but the

first

tosser

is

The elim-

inated.

PASS THE ORANGE* The

children line

One

room.

child

is

up

in

two rows

at opposite sides of the

given an orange, which he carries across

the room and hands to the child at the front of the line. That child carries the orange back across the room. Each

child

who

line.

This

pated. 42

has carried the orange goes to the back of the activity

continues until every child has partici-


Variation

Make

this a relay

with an older group. You

may

also alter-

nate a lemon and an orange.

PEBBLE TOSS Toss ten pebbles with the a

distance of twelve feet.

must use

his right

If

left

hand

a

person

into a No. 10 can at is

a

left-hander,

he

hand.

Variation

Toss pebbles at a bull's-eye laid out on the ground. Toss paper plates for distance, or toss them into a wastebasket.

Toss milk bottle caps at empty flowerpots, or on a board similar to shuffleboard. Cut hoops from an oatmeal box and toss them

them

toss

for scores

at the legs

of an overturned chair.

PICTURE HUNT* Place pictures that illustrate Bible stories in different loca-

room. Mention a Bible story and see

tions in the first

one

who

the

is

to locate the picture that illustrates that particular

story.

Variation

Assign

stories

viewed the illustrates

to

the

children,

story, let the others

and

after

try to find

they

have

re-

the picture that

it.

Let the children look at the pictures, and then

as

you make

a tour of them, let the children recall the story illustrated.

Hide the pictures and illustrates

let

the children find the picture that

the story mentioned.

PICTURE STORY

HUNT

Let the children look through magazines for pictures that

seem

to tell a story.

Then

let

them suggest what the

story

may

be.

43


Variation

Let the children display the pictures

Then

they

have found.

them decide which is the most interesting, the most attractive, the most exciting, the most quiet, the most colorlet

ful, etc.

PLAY BAND* Let each child provide himself with some rhythm-making such as a stick to beat against a bottle, a pan, or a

outfit,

Then

board.

let

the children beat out the

rhythm

of

some

simple tunes. Variation

You may wish addition of

make

to

bells, kazoos,

rhythm band with the

a regular

cymbals, and other suitable instru-

ments.

POISON HASSOCK All

form a

circle

around

a hassock.

The group

in a clockwise direction, trying to force

to

touch the hassock.

Whoever touches

moving group poisoned and is

members it

is

starts

of the

eliminated from the game. Variation

You may cushions,

use tenpins, small rugs, sheets of newspaper,

etc.,

tires,

for the poison.

POOR PUSSY One

child

is

Pussy.

The

others are seated in a circle. Pussy

moves around the circle, meowing and trying to make the others laugh. Each child in turn pats Pussy on the head and says, "Poor Pussy! Poor Pussy!" Whoever laughs becomes Pussy. Variation

You may add

a Puppy and have the children refer to him Poor Puppy. No one must get the two animals confused. Whoever does becomes Pussy or Puppy. as

44


POTATO BOWLING Divide the group into teams. Each player has a potato.

The the

team

first

members

roll

and then an efgroup of potatoes. The second team scores their potatoes across the lawn,

of the other

fort to hit the first

team

a point for every potato hit.

cedure.

The game may

roll their potatoes in

Then

the teams reverse the pro-

consist of five or ten rounds.

Variation

You may You may

use croquet balls instead of potatoes.

round that a team This could be double the points earned in the following round.

manages

give extra points for each

to hit every potato.

PRICE

HUNT

number of prices for grocery items around a given area. Then as you read a grocery list the children look for the price you mention. The one who is first to find the price Hide

a

and bring Items and

it

to

you scores a point for himself or his team. from a circular or ad for a

prices can be secured

local grocery store.

Variation

may be able to hide pictures you have cut out of advertisements. In that case there would be one score for the picture and another In addition to the prices, you

of the items that

for the price.

45


PUSS IN BOOTS* One child sits on a chair with his hands over his eyes, his back toward the others. Another child puts on an oversized pair of boots and starts walking as quietly as he can toward the one seated in the chair.

the boots, he stands

dren see

who

When

the child in the chair hears

up and the place

is

marked.

The

chil-

can get the farthest in the boots without being

heard.

Variation

Other slippers,

articles of dress

may be

and high-heeled

shoes.

used, such as galoshes, beach

PUSS IN THE CORNER Each child except the one who is It finds a corner or chair for his home. The one who is It is Pussy, and he tries to find himself a corner. The others exchange places when Pussy isn't

watching, and the Pussy

The

spots.

who

child

is

left

tries to get one of the vacant without a corner then becomes

Pussy.

Variation

Trees are especially good for "corners" when

this

game

is

played outdoors.

You may

place sheets of newspaper on the floor to repre-

sent the corners.

QUIET ADVANCE* One person

is

blindfolded and

turned toward the others

The

who

on

a chair with his back

the room.

up and touch the chair where without being detected. Whenever It hears some-

others attempt to sneak

It is sitting

one, that person

someone

must return

to

finally reaches the chair

takes the place of the

one who

iliililiiiii

46

sits

are seated across

is

the starting point.

^Vhen

without being detected, he It.

iiiiiiiiiiiiiiiiiiiiiirTTrrT


ROOM

RACES ACROSS THE

Let a child run across the room while tossing a ball up in the air and catching

it.

If

the ball

is

dropped, the child

is

eliminated.

Bounce the

a table tennis ball

room and

on the

floor as

you run across

back.

Balance a paper cup on the head while going across the

room and

back.

Carry a magazine on the head while going across the room

and back. Toss two balls from hand to hand while going across the room and back. Hop on the right foot, step with the left foot, as one crosses the room and back. Kick a balloon and toss a ball in the air and catch it while going across the room and back. Lay twenty beans in a line while crossing the room, and pick them up on the way back. Take two steps forward, then one back, and repeat the action while crossing the room and coming back.

RAINBOW Use crepe paper of the colors

TRAIL*

rainbow to lay a trail. bows until they find the orange bows. After the orange has run out, they look for the yellow, and so on through the green, blue, and finally the violet. Then let the group hunt for the Pot of Gold which may contain some surprise refreshments, such as candy or First

of the

the children follow the red

peanuts.

Variation

You may drop to the ones

who

the

bows along the way and give points Gold count

find the bows. Let the Pot of

twenty-five points.

RED LIGHT This

who

is

is

It

a form of the familiar hide-and-go-seek. The one counts to ten and then calls out, "Red light!" If

47


he

anyone moving

sees

after

he has said "Red Light," that The counting con-

person must return to the starting point. tinues until everyone

is

out of sight.

Then

game proceeds

the

as in hide-and-go-seek.

Variation

The one who

is

It

may have

the option of caHing out

"Red light!" In that case the players may continue to run. Only when the one who is It counts to ten and calls out "Red light!" must the players stop run"Green hght!"

as well as

ning.

RED LIGHT, GREEN LIGHT* Place red cloth and green cloth over flashlights to provide red and green light.

The

children take a step forward

and they stand still when the light Anyone who moves at the wrong time must go back the light

is

green,

when red.

is

to the

starting point.

Variation

Let the children go as far as they can while the light green, but

if

they

move while

the light

is

red they must

is

re-

turn to the starting point.

RING AROUND A ROSY* The as

children join hands, form a circle, and

move around

they recite together the following lines in singsong fash-

ion:

Ring around

A

pocket

The

The

whom

last

last

one down

one who squats

he likes

a rosy,

full of posy,

is

is

It!

supposed

to

tell

the others

best.

Variation

You may

ask the one

favorite dessert, car,

48

who

is

last

game, or hobby.

to

respond

to give his


ON A

RING

STRING

Place several rings on a string and

held by a circle of players.

The

others

move

the rings back

tries to find

ever

is

it is

so that in

It

and forth with

someone who has

caught becomes

tie

child

move around

so that the rings can is It

One

it

can be

the center. their

hands

The one who his hand. Who-

the circle. a ring in

It.

Variation

Use other

objects, such as washers, nuts,

and buttons.

ROUND HUNT* Hide

a variety of objects

that are round, such as balls,

marbles, paper plates, oranges, potatoes, balls of yarn, and

cardboard

disks.

point for each

Give two points for each sphere found, one flat

piece.

Variation

Give special points for the largest and smallest object in each category. Let each person note every circular object he can find

in-

doors or outdoors, such as the face of a clock, the moon, and the sun.

RUN SHEEP, RUN Place a stick so that

it

building. Select

someone

and the others

hide.

have hidden.

leans against a tree or the wall of a to

be

Then

It

It.

It

starts

counts to one hundred

looking for those

who

any of the others can run to the goal without being tagged, he grabs the stick and throws it as far as he can, at the same time yelling, "Run Sheep, Run!" That gives the others a better chance to hide, for It must retrieve the stick before he may continue hunting. The first one caught is It for the next game. If

49


SACK HUNT* mask over the head

Place a sack let

in the

box

hunt

of each child,

and then

hidden room. They may consist of pairs of animals, cutouts,

the children

for a variety of objects that are

tops, pictures, clothespins, etc.

Variation

Divide the group into teams, and

let

them work together

the hunt.

in

Number hunt them

the objects to be found,

and have the children

in a definite order.

SEED PASS Give each player in a circle a spoon. Start a butter bean one direction and a pea in another. The seeds must be passed aroimd the circle in opposite directions. Whoever drops a seed is eliminated from the game, and he must turn in his spoon. Continue playing the game until only one person in

is

left.

Variation

Add jects,

to the

such

number

as nuts,

of seeds,

and include

also other ob-

marbles, and jackstones.

"^

SERPENT'S TAIL The children line up with their hands on the shoulders of the one ahead to form a serpent. One is It. He tries to catch the tail of the serpent while the others try to keep him away. The catcher becomes the head of the serpent when he catches the tail, and the one who is at the tail end of the serpent becomes the next catcher. Variation

You may have two the

50

tail

of the other.

serpents,

and each head

tries

to catch


SHOE HUNT* Hide shoes

in a given area, then let the children hunt Give one point for each shoe found, five points The shoes should be hidden with a part show-

for the shoes. for each pair. ing.

Variation

Place objects in the toes of shoes.

The

object

would be

to

find the objects rather than to bring back the shoes.

Try to find different sizes of same size, only one shoe counts.

SPIDER Each child been wound child tries to of

it

Avhich

is

shoes.

If

two shoes are the

WEB

given the end of a piece of string that has

in and out among wind up the string

may

a

of obstacles.

series

in

an

effort to find the

Each end

lead to a prize.

Variation

A

group

may

of children

try to find the

other end of

ments or another game

it.

follow the same string as they

The

string

may

lead to refresh-

area.

SPIN THE BOTTLE* Use a milk bottle or a pop bottle. The children sit in a circle and someone asks a question, such as "Who is going for an airplane trip?" and spins the bottle. Whoever the bottle points to when it stops is supposed to be the answer to the question.

Suggested questions: to school next

summer?

Who Who

likes butter? likes

Who

sour pickles?

wants

Who

to

go

has the

largest big toe?

51


SPOOL

HUNT

BIBLE

Place letters on the sides of spools and hide the spools in a

given area.

The

children look for spools that have letters

that can be used to spell out

books. Each group

tries to get

names of Bible characters or the most names.

Variation

Use blocks, anagrams, or cardboard

letters instead of spools.

SPOOL HUNT* Hide spools

in a

room

or outdoors in a given area.

spools should be partially in sight.

each child

try to find as

many

When

the

The

hunt begins

let

spools as he can.

Variation

Paste pictures of animals or objects spools,

and

You may

just the spools.

five

sides

of

the

assign values for the different an-

imals or objects, such as a lion

robin

on the

the children hunt for the objects rather than

let

is

worth ten points and a

points.

Divide the group into teams. Each team

tries to

build the

highest tower from the spools that are found.

SPOOL ROLL* Let the children try to of a chair or

up.

roll

their spools

through obstacles, such

They may

also race

boards or ironing boards. longest distance

them down

The

child

between the legs that you set

as books,

inclines

made

whose spool

of table

travels the

would be the winner.

Variation

Let the children wind string around the spools, just

like

and send the spools off in the same manner by unwinding the string quickly. Again the child whose spool trava

els

52

top,

the farthest

is

the winner.


SQUARE FOOT OF GROUND This

is

best for a small group.

Each player marks

off

a

square foot of grassy plot by using string and toothpicks.

Next each player explores

his plot of

ground

carefully, not-

ing any unusual activity or growing plants. Later,

let

each

one report what he found on his plot of ground. You may have the children count the number of ants seen, other insects, worms, and the variety of growing things found there.

Try

to find a plot of grass that will

provide a variety

of things to study. Variation

Select a plot of

on

it,

and

let

ground that has

little

the children dig into the

if

anything growing

groimd

to see

what

interesting things they can uncover or observe.

SQUIRREL HUNT* Hide

wooded area. Divide the group and score the hunt as follows:

a variety of nuts in a

into teams

— — — Almond — 10 points Brazil nut— 10 points Coconut — 25 points

Peanut 1 point Hazelnut 2 points English walnut 5 points

Variation

Let the group hunt for only one kind of nut at a time.

Appoint

member

a

leader for each group,

and have each team

take the nuts to the leader.

Let the children hide their nuts after they have found

them, and then the nuts

among

let

the others try to find them. Later, divide

the players. 53


SQUIRREL IN THE TREE by joining hands. One

Form

circles of three

in the center of each circle,

game

of

tag.

When

one who

and two are

the one

who

is

person stands

selected to start a

being chased enters a

must leave and try to avoid the chaser. Whoever is caught becomes the chaser, and the former chaser tries to escape. When a runner enters a circle, the circle, the

members

is

inside

of the circle should shift so that everyone gets a

chance to run.

STATUES Each child in turn is swung. When he is let go, he forms a statue and holds that position until the statues are judged. If anyone moves from his position, he is eliminated from the contest.

STEPS

One

person

is

It.

While

It

counts to

five

the others start

run toward a distant mark. At the end of the count. It turns his head. If he catches anyone still in the act of moving, that person must return to the goal and start over. The object is to reach the distant mark and return to the starting goal. The first one back to the goal becomes It for the next game. to

Variation

Give the one who is It the option of counting either to or ten, but he must count loud enough so that everyone can hear him. five

STILL

One

is

POND!

NO MORE MOVING!

blindfolded in the center of a

move around

the circle until

No more

the one

circle.

who

is

The It

others

calls

out,

moving!" Then the one in the center points to a person in the circle and asks him to bray like a donkey, crow like a rooster, grunt like a pig, etc. If he guesses who the performer is, he exchanges places with him "Still

in

54

pond!

the circle.


STORY ACTION* story let the children supply the

As you read a the action.

Try

to select a story that

filled

is

sound and

with sounds and

action.

Variation

In some cases perhaps the children can act out the entire story or at least parts of

it.

STORY-OBJECT HUNT* Hide objects that will be mentioned in a story you plan to As soon as the object is mentioned in your reading, let the children hunt until they locate that object. Then continue

read.

read until another object

to

for

many

of

the

objects

is

may

mentioned. You

use toys

needed, such as animals and ma-

chinery. Variation

Let the children look for the objects

them suggest a be a good way

and then let This would

first,

story that deals with the objects.

review a Bible story or lesson.

to

STRING

LIFT

nails, and washers to the ends and place them inside a container so that

Attach spikes, clothespins, of pieces of string

they cannot be seen by the children.

Each child

in

turn takes hold of a piece of string and

starts lifting.

As soon

as

he

to guess

what

it

he

correct

ject,

tries

the container, scores

a

point.

and

if

he can is

is.

feel

the weight of the ob-

He

pulls the object

in

Points are scored only

his

from

identification

when

he

identifications

are correct. Objects are replaced after they are lifted

from the

container. Variation

You may hang other and

objects

bolts, spools, crayons,

and

from the

strings,

such as nuts

erasers.

55


If first

you use crayons, you may have each child try to be the rainbow from the con-

to pull all of the colors of the

tainer.

STRING PUPPETS* Cut out figures of persons and objects and mount them on cardboard. Then fasten strings to the cutouts and make a small loop at the end so that a finger can easily be slipped through it. Use the string puppets to act out dramas taken from the Bible or from other sources. Variation

Let the children

make up

their

own drama

that they act

out with the string puppets.

TALENT TEST Select judges

and then have each person compete in each Ribbons may later be presented

of the following activities. to

the top winners. 1.

Sing a song.

2.

Tell a joke.

3.

Imitate an individual.

4.

Give a bird imitation.

5.

Imitate an animal.

6.

Call hogs.

7.

Whistle.

8.

Give a speech with gestures. Read new material from a newspaper.

9.

10.

Estimate the length of a minute.

Variation

You may tures, or

56

ask for recitations of nursery rhymes with ges-

you may ask for pantomimes.


TEAM RAINBOW Place a sheet of paper

and divide the group

on

a table at

one end of the room, box contain-

into teams. Also provide a

ing six crayons representing the colors of the rainbow.

The

box of crayons should be covered and held by someone in such a way that the person reaching into not see which color he

Each team

is

it

for a crayon can

selecting.

in turn sends a representative to the table.

He

reaches in the box for a crayon and makes a mark on the sheet of paper under his team name. The object is for each team to get the colors of the rainbow. The team that succeeds in doing so first is the winner.

Variation

This may be done on an individual basis by passing the box under a table and having each child mark on his own piece of paper.

THIMBLE GUESS Place something inside a thimble, and to guess

what

it

is.

let

the children try

Later, let the children take turns in plac-

ing a small object inside the thimble.

Suggested items that

may be

used: seeds, postage stamps,

tacks, thread, crayon, grass, paper, water, bead, screw, pebble,

cotton, clover, etc.

Variation

Hide the thimble with something inside it. Then let the what is inside the thimble by finding without the others knowing about it. The first to report

players try to find out it

to the leader

is

the winner. 57


— THIS

IS

THE CHURCH

All place their hands so that the

other and

Then

their

are

fingers

are against each

inside

their

hands.

the leader recites:

This

is

the church,

And this is Open the door And see all

The

thumbs

dovetailed

the steeple; the people.

leader forms the steeple by raising his thurribs to a

vertical position.

When

the hands are opened, the eight ends

of the fingers provide the people.

You can hold

a simple church service by having the peo-

ple sing, stand for prayer, recite Scripture,

can pretend the people are going

home by

etc.

Finally you

letting the fingers

walk across the tabletop. Encourage the children to participate in the service by following the finger exercise and also by joining in the singing and in the recitation of the Scripture.

THREE THINGS HUNT Gi\e each player the names of three things he is to These may be objects, cutouts, drawings, or pictures. first one to find his three objects is the winner. Suggestions: dog, tree, candle

drum, marble, spool

find.

The

child, candy, piece of pie

eraser, postage stamp, red pencil

— purse,

doll, car.

Variation

Divide the group into teams, and give each team three things to hide in a given area. the objects another

Then

each team

tries to find

team has hidden.

TIPTOE* Each child tries to tiptoe to the other side of the room and back so that no one can hear him.

58


Variation

Let the children skip, hop, walk backwards, and run across the

room and

back.

WHOM WOULD YOU

TO One person The one who

is is

chosen to be It

names an

The

It.

GIVE

IT?*

others

sit

in a circle.

object, such as a dog,

and then

he asks someone in the circle the question, "To whom would you give it?" The one questioned must answer before It counts to ten. the person questioned does not answer in time, or

If

repeats a previous answer, then he becomes

if

he

It.

Variation

You may

write the objects

oft slips

of paper

and have each

person in turn draw them from a hat.

TRACKS* Cut out footprints of a trail to

different sizes

to a different set of footprints.

end end

and place them along

be followed by a team. Each group will be assigned

of their trail

is

the winner.

The

A

first

prize

group

may be

to

come

to the

located at the

of the trail.

Variation

Use

real footprints

if

you have sand or snow that can be

used.

Let some of the footprints go backwards to

more

difficult for the

make

the trail

older children.

TREASURE DIG* Hide then Prizes

let

a variety of objects in a sandpile or

sawdust heap;

the children dig with spoons to uncover the objects.

may be awarded

are marbles,

wooden

if

you wish. Suggested objects

blocks,

and

to

hide

balls.

59


Variation

Have

You may

is

let

treasure

the

pile

be the

to be found.

use milk bottle caps to indicate other objects

be awarded to the one

to

and

treasure hunt,

a

place where the treasure

who

finds the particular cap.

TREE QUIZ Use tape

to fasten

questions to

swers to the questions on other a piece of

trees.

trees.

Also tape the an-

Give each participant

paper and a pencil, and when the signal

is

given

the players attempt to find the right answers to the ques-

let

may be given to the first one finished and also one who has the most correct answers. Either number

tions. Citations

to the

the trees or the questions.

Variation

Instead of questions

place

on

trees

pictures

of

persons,

trademarks, or makes of cars to be identified.

UPSET THE FRUIT BASKET All are seated in a circle, ter.

Each person

is

and one person is name of some

given the

It

in the cen-

fruit,

such

as

apples, bananas, oranges, or strawberries. AV^hen It calls out

persons must exchange places one of the vacated chairs. When It calls out, "Upset the fruit basket," all must exchange chairs. the

and

names It

of

tries

two

fruits, those

to get

Variation

Instead of fruit you items,

60

names

may

use other names, such as grocery

of people, states, rivers,

and

countries.


WATER ROLL* Make

a race

track

by blacking a six-inch wide strip of

newspaper with a lighted candle moved back and forth under it. Place the blackened side up and make several dips in it as you form an incline. Next each player takes an eyedropper and lets a drop of water roll down the track. The drop that travels the greatest distance is the winner. Be sure that adults prepare the track for this activity, for a lighted candle could be a fire hazard in the hands of chil-

dren.

WICKETS Use equipment from provise by using odds six feet apart,

but about

The

and

five feet

a croquet set for

and ends.

Set

this

up two

game

or im-

wickets about

a third wicket in the center of the two,

farther back of them.

children then stand about twenty feet from the front

wickets and try to roll the balls through the wickets. Five

points are scored wickets,

when

and ten points

a

ball

is

rolled

for rolling a ball

through the front through the wicket

in the back.

Wickets may be set up on either side of a lawn or playing and teams may be chosen to compete. Each player would have one ball to roll for a round. An equal number of rounds would be allowed each team. You may set fifty or one hundred points for the game, or let the winner be the team with the largest number of points at the end of a field,

designated playing period. 61


SUGGESTED 1.

2. 3.

ACTIVITIES

Go on

a flower gathering hike. Sponsor a bird feeder for a shut-in. Make scrapbooks for an orphanage or hospital.

5.

Take a tour of the local church. Become Grandma and Grandpa sitters.

6.

Learn some Bible

7.

Share story papers with other children.

4.

8.

Invite

9.

Talk Talk

10. 11.

someone

verses.

for dinner.

policeman about traffic safety. to a fireman about fire prevention. Let the minister give the children an opportunity questions about the church. to a

14.

Take Have Look

15.

Search for four-leaf clovers.

12. 13.

a ride into the country. a picnic in the park.

for unusual rocks.

16.

Plan a surprise party for a shut-in.

17.

21.

Learn more about some missionary. Put birdhouses in the yard of a shut-in. Organize a story hour for after school. Plan to sit in church as a class. Go hiking with Mother or Dad.

22.

Save

23. 24.

Have Make

25.

Clean up the classroom

26.

Try

27.

Remember

28.

Plan a "Be in

18. 19.

20.

money

for a special project.

a kite flying contest. a leaf collection.

to eliminate hazards

29. Visit a

at

church.

at

home.

"Thank you." Good Spirits" campaign.

to say

greenhouse.

31.

Show home movies of a vacation Make a picture collection.

32.

Write

33.

Read

30.

letters

to five persons.

a good book.

34.

Run

35.

Clean the yard

36.

Have

37.

Catch

62

errands for the neighbors. at the church.

a turtle race. fireflies.

trip.

to ask


38.

Make

a butterfly collection.

napkins.

39. Collect

40.

Plan to have a garden.

41.

Start a

stamp

42.

Go on

a bird hike.

43.

Make

44.

Organize

collection.

a collection of poetry. a

group

for playing games.

46.

museum. Make some picture

47.

Go

48.

Exchange games with

49.

Make

50.

Plan a surprise party for parents.

45. Visit a

puzzles

and exchange them.

camping. class

members.

a picture collection of animals

a birthday Bible text

51. Select

and

birds.

beginning with the

letter

of one's initial. 52.

Organize a pleasure singing group.

53. Collect used clothing to be given to the needy. 54.

Show some

55. Visit a

films or slides.

farm.

56.

Go on

57.

Plan a coasting party.

58. 59.

Have a corn roast. Have an old-fashioned

60.

Plant a flower garden near the church.

61.

Have

a short train ride.

taffy

pull.

a food shower for a needy family.

62. Listen to

some good

records.

63.

Plan a puppet show.

64.

Make soap carvings to illustrate a Bible story. Have a party with a neighboring Bible-school class. Have Scripture finding contests. Sponsor a hobby show for children. Read the Bible.

65. 66.

67. 68. 69. 70.

Gather books for shut-ins. Read the newspaper for someone who can't read very well.

71.

Prepare baskets of fruit for some shut-ins.

72.

Go

73.

Organize a game of baseball. Plan a swimming or wading party.

74.

ice-skating.

63


75.

76.

Go

for a boat ride. Plan to have a ride with a horse and wagon.

77. Collect picture postcards. 78.

Make

79.

Sponsor a pet show.

a collection of postmarks.

80.

Have

81.

Let the librarian

a dress-up parade. tell

about the books in your library

you should read. 82. Visit 83.

a state park.

Have

a picnic in a

wooded

area.

84. Visit a dairy farm. 85.

Send

86.

Collect used stamps for missionaries.

87.

Make a class roll of snapshots of your group. Learn a new prayer. Learn a new Bible verse every week. Be able to tell a Bible story from memory.

88. 89. 90.

gifts to

91. Listen 92.

Make

93.

Keep

94.

Make

to

a a a

a

missionary children.

missionary.

scrapbook of clippings interesting to children. list

list

you read. you can run for others in your

of all the books of errands

area. 95.

96.

List things you can do around your own home Give a potted plant to a shut-in.

to help.

97. Visit a zoo. 98.

Decorate wagons,

99.

Plan a campfire.

tricycles,

100. Visit a local factory to see

64

and

bicycles

for

something made.

a parade.



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