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Playground or Gym Games for Elementary Students

 

Brownies and Fairies

 

Two groups are formed, one the Brownies and the other Fairies.  A goal line is drawn across and near each end of the playing area.  The Brownies line up at one end and the Fairies at the other.

Each group in turn stands behind their goal line with their backs turned toward the approaching group who quietly advances.  The Brownies first advance, sneaking up on the Fairies who have their backs turned as they stand beyond their own goal line.

When the Brownies are within about 8-15 feet of the Fairies the teacher calls a signal.  "The Brownies are coming" and the Fairies turn and chase the Brownies.

Any who are caught before reaching their own goal at the opposite end of the room become Fairies.  The game is then repeated with the Fairies sneaking up on the Brownies and the Brownies with their backs turned.

 

Teaching Suggestions:

Praise the individual children for their efforts rather than playing for either side to win.  The first grade child is still very individualistic and has little idea of winning for his side.

Encourage skill in quick starts and quick change of direction followed by running.  Be sure all wait for the signal.  Suggest that they do not bunch together in their group but that they spread out and so facitlitate quick starts.

 

 

Call Ball

 

A circle is formed with one child in the center.  He tosses the ball while calling the name of any child in the circle.  This child must attempt to catch the ball immediately after its first bounce.  If he is successful, he may take his place in the center of the circle and toss the ball.  If he fails, the child in the center continues to toss and call until the ball is caught.  The game may change by saying that the child is It who fails to catch the ball.

 

Teaching suggestions:

The toss must be fair and straight up, and to a hieght named by the teacher.  The height must be high enough to allow a fair catch but not so high that it is too easy a catch.

Use a volley ball or a large, soft, rubber  ball.

Give suggestions on catching and throwing as the children play.  Gradually increase the size of the circle to develop greater skill.

If played by a group not knowing each other's names (as for a play day), use numbers to call instead of names.

When used with older children, the catch should be made before the ball hits the floor.

 

Cat and Mice

 

The cat hides behind the teacher's desk.  Four or five mice are chosen by the teacher.  They creep up to the cat's hiding place and start scratching on the floor.  Their scratching is the signal for the cat to start chasing them and they are safe only on reaching their holes (seats).  Any mouse who is tagged becomes the cat.  Other mice are chosed and the game begins again.

 

Teaching suggestions:

To avoid collisions, it is best to choose only one mouse from any row of seats.

The mice will find it more fun if they get as close as they dare before scratching.

 

Charlie over the Water

 

The players are in a circle with hands joined.  One player, Charlie, is in the center.  The circle moves to the left while chanting:

Charlie over the water,

Charlie over the sea,

Charlie caught a blackbird

But he can't catch me.

On the word "me" the players quickly squat.  Charlie tries to tag anyone of the players before they get into the squat position.  Anyone he tags changes places with him and the game is repeated.

 

Teaching suggestions:

If Charlie is slow in tagging, choose another player to help him.  Don't let the game drag too long before someone is tagged.  Watch for fair playing.

If the group is large (15 or more), use two or three Charlies in order to keep the game more active and interesting.

The group may walk, run, skip, gallop in the rhythm of the verse.  Let them find their own rhythm as a group and then later suggest new rhythms for them to try.

Change directions of the circle to avoid dizziness.

The children should sing or repeat the words while playing as this adds a more dramatic element to the game.

 

Crossing the Brook

 

Two lines are drawn to represent the width of the brook.  The Children run and jump over the brook.  Distance in jumping is increased by widening the brook.  Anyone missing the jump and landing in the brook is sent home to change his wet shoes and socks (goes to his seat and pretends to take off and put on  his shoes and socks).  He then enters the game again and tries to make the jump.

 

Teaching suggestions:

Use this game to teach different types of jumping and to give courage to jumping.  Jump from both feet, leap, hop, etc.  Landings should be bouncy, easy, and light with a "give" in the ankles and knees to get a good spring.

Vary by using a brook with different widths, by making a bridge to cross back over, etc.

Do not keep the child out of the game because he misses.  To do so robs him of activity and his chance to learn to jump.

 

 

 

 

 

 

 

 
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