Class stands as for gymnastics. The teacher, beginning with the first file, asks the leader, "What did you see?" The leader suggests some activity as "I saw a butterfly flying," "I saw a boy beating a drum," "I saw a chicken hopping on one foot," "I saw a drum major leading a band," "I saw a horse galloping down the street," "I saw a boy rolling a hoop," etc. Each row in turn imitates its leader, following him around the room and back to place.

Players all seated but one, heads on desks, eyes covered, one hand on desk with palm up. The odd player is a squirrel. The squirrel passes up and down between the rows and puts a nut in some player's hand. This one rises and chases the squirrel. If the squirrel is caught before reaching his own seat, the one caught becomes squirrel. If the squirrel is not caught, he can be squirrel again.

Games and Play for School Morale — Part 7

One person is chosen leader, taking his place before the class which is standing at their seats. Whenever the leader says "I say stoop!" both he and the class stoop and quickly rise again. But when he says "I say stand!" and stoops as before, the class must remain standing. He repeats his commands in rapid succession and any player who makes a mistake must be seated.

Games and Play for School Morale — Part 7

Draw a circle on the floor. Call upon a child to run into the circle, while you count ten. If he succeeds in getting both feet into the circle before you finish counting he is safe. Otherwise he is out of the game and must perform some other task before taking his seat.

Games and Play for School Morale — Part 7

Players stand in a circle, hands joined. One player is chosen to be Charley. If more than twenty players have several Charlies. Charley stands in the center. The other players, skipping around him, repeat:

Charley over the water, Charley over the sea, Charley caught a blackbird, can't catch me.

At the last word, the players stoop and Charley tries to tag them before they reach that position. If successful, the player tagged changes places with him.

Hickory, Dickory, Dock, (Move arms to right, left, right, in pendulum fashion. Stamp right--left.) The mouse ran up the clock. (Run four steps forward.) The clock struck "One!" (Pause a moment to listen on "One"--clap hands) And down he ran. (Run four steps back to place.) Hickory, Dickory, Dock. (Swing arms right, left, right. Stamp left, right.)