completing the
word. The team completing the word loses one point to the other team.
For example, the first man of team A says "g," the first man of team B
says "o," thinking of "gold." The second man on team A says "o,"
thinking of "goose." The second man on team B can only think of "good"
and contributes "d," ending the word. Team A thereupon scores a point.
The third man of team A continues the game by starting another word.
When the ends of the aisles are reached the word, if uncompleted, is
passed to the head of the line and continued.
If there are four aisles in the room, there will be two groups playing
at the same time; six aisles, three groups; eight aisles, four groups.
The captains of opposing teams keep a record of the score.
Rhymes
This game stimulates quick thinking. Some one is selected by the
teacher to start the game, and thereupon gives some word to which the
first pupil in the aisle must give a rhyming word before the former can
count ten. Failing to do this, the leader continues and gives a word to
the second one in the aisle. The rhyming words are to be given before
the leader has completed his count of ten. Then the one succeeding in
giving the word replaces the leader.
Clapping Song
A pupil is selected by the teacher to clap the rhythm of some familiar
air. The rest of the children in the room endeavor to guess the song
clapped. The pupil succeeding in doing this is given an opportunity to
clap another song.
Indian Trail
A pupil is blindfolded and placed in the front of the room. Other
pupils, one or two at a time, are given the opportunity to stealthily
approach the one blindfolded, in an endeavor to take some object, from
before his feet, such as a flower pot and saucer, or a tin can with a
loose pebble in it, without being detected by the one blindfolded. If a
pupil succeeds in taking back the object to his seat without having
been heard, he wins a point for his aisle. Where two pupils are sent
forward at the same time, two similar objects must be placed at the
foot of the one blindfolded. The aisle scoring the largest number of
points in this way wins the game.
Number Relay
The pupils of each aisle constitute a team. They are numbered,
beginning with the one in the first seat. The teacher describes some
mathematical problem she desires done and calls certain numbers. All
the pupils having those numbers rush to the board and compute the
problem. The first back to h
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