ater value. If children are led to study fairy stories, absurdities
in them soon become tiresome. Ordinarily they read merely for the
excitement in the tale, for the effect it has upon their naturally vivid
imaginations. If they are led to think, to analyze, their intelligence
will quickly call for something more substantial, more nearly true to
life.
_The Drummer_ is one of the best of the Grimm stories and yet some of
their weaknesses are evident. It is inadvisable to talk to small
children of studying a story. They are always delighted to see their
parents interested and will be very glad to "talk over" the story. In
this particular tale there are many points of interest that may be
brought up by skilful questioning and many places where comments may be
made, comments that will show the attitude of the adult mind without
raising opposition on the part of the juvenile reader. Some of the
subjects suggested by a reading of _The Drummer_ are the following:
I. _Characters._ Taken in the order of their appearance in the story the
characters are:
1. The Drummer
2. The King's Daughter
3. The First Giant
4. The Second Giant
5. The Third Giant
6. The Two Men Quarreling
7. The Witch
8. The Drummer's Parents
9. The Maiden
II. _What the Characters Do._
1. The Drummer finds the piece of cloth, goes to the mountain of glass,
deceives the two quarreling men, flies to the top of the mountain,
visits the witch, performs the three tasks, throws the witch in the
fire, goes to his home, kisses his parents on their right cheeks,
forgets the princess, gives her jewels away, gets ready to marry the
maiden, remembers the princess, rewards the maiden and marries the
princess.
2. The King's Daughter asks for her dress, tells the Drummer where she
is confined, helps the Drummer in his three tasks, advises the Drummer
how to destroy the witch, takes the Drummer to his parents, waits in the
field for the Drummer, sings her song three times, forgives and marries
the Drummer.
3. The First Giant talks with the Drummer and carries him through the
woods on his back.
4. The Second Giant carries the Drummer in his button hole.
5. The Third Giant carries the Drummer on his hat.
6. The Two Men quarrel, talk with the Drummer, race to the white staff
and lose the saddle.
7. The Witch gives the Drummer food and shelter, assigns three tasks,
requires the log to be brought from the fire, tries to carry off the
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