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Pioneer Games
| At the Broadview
School there was little or no playground equipment in 1917, except for a swing, football
or baseball. Games involving all the students were popular. If a teacher, who often was
not much older than his/her eldest students, could be encouraged to play with the class,
an extended lunch hour was almost assured. The games component of your visit to R.J. Haney
Heritage Park consists of large and small motor activities. Our research into the types of
games played ensures that all games have heritage value. During your visit to Haney
Heritage Park several stations will be set up and students are divided up into groups of
eight. The first area of organized play is the race station. Today, many students only
play team games on sports or fun days at school. We provide the opportunity for kids to
work cooperatively and competitively in races which require just a few old fashioned
props. By dividing each group up several times during the designated period, no one person
wins or loses. The reward of team winning is fleeting, as is the disappointment of losing.
Other than the glory of the moment, no special prizes are awarded. |
Station 1 ~ Races,
are set up at a quick pace and the students are reorganized, reshuffled and given partners
that they might not necessarily have chosen in the classroom setting. Some of our races
include:
- the sack hop
- three legged
- wheelbarrow
- egg and spoon.
Station 2 ~ is a balance and coordination challenge. We have
four sets of stilts and students are given a brief explanation on how to make them work
with the aid of a buddy. Adults are not as quick to master the skill of stilt walking.
Station 3 ~ is the small motor games. This is the quietest
component of the day and students who have been working hard physically are quick to
settle down to do some intense finger manipulation. Games include:
- marbles
- jacks
- cat's cradle
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| For
maximum success, introduce the games to your students and have them practice them before
your class visit. Please have your class supply their marbles, jacks and strings.
Resources available in your library: Johnson, Anne Akers, Cat's Cradle. Palo Alto, CA:
Klutz Press, 1993. 'Marbles," Microsoft (R) Encarta. Microsoft Corporation, 1994,Funk
& Wagnalls Corportation, 1994. |
| On
your lunch break students can be told to play old fashioned play-ground games. The
following games have been borrowed from Jessie H. Bancroft's book Games for the
playground, home, school and gymnasium, published in 1901 by The Macmillan Company in
Toronto. |
- Pitch Pebble 4-10 players
- This game is played with pebbles, shells or nuts. Each player has two or four of one
type of game piece. The object of the game is to throw the pebbles into a hole four inches
in diameter, made in the ground. The first part of the game determines the order the
players take turns. Ten feet from the hole a place is marked, from which the players throw
in turn until each has had enough turns to have thrown all his pebbles. The person who has
succeeded in landing a pebble nearest the hole becomes the first player, and takes his
stand on a second mark drawn one fourth nearer the hole, in the meantime, all the players
have gathered up their pebbles. These are all given to the successful player and he
pitches them in a mass toward the hole, becoming the owner of as many as fall into the
hole. Any pebbles that do not go in the hole are gathered up by the player who in the
original throwing came out second in trying to get near the hole, and he, in turn, throws
these in mass, standing also at the nearer throwing point from which his predecessor
threw. All the players take turns in this way until all of the pebbles have been
appropriated. The player wins who gets the most pebbles. Pebbles won are not thrown again,
but kept for score. For good players the distances from the hole may be increased.
- Pom Pom
Pullaway 5-30 players
- Out of doors two lines are drawn across an open space thirty feet across. All players
stand on one side behind one of the dividing lines, except on player who is IT and who
stands in the centre of the open ground. He calls any player by name and adds 'John Smith,
Pop Pom Pullaway! Come away, or I'll fetch you away!' The named player must run across the
open space to the safety line on the opposite side, the one who is IT tries in the
meantime to catch him before he reaches that line. If he gets over safely, he remains
there until all of his comrades have joined him or have been caught. Any one caught by the
one who is IT joins the latter in helping to catch other players as they dash across the
open space, but the one originally IT remains the caller throughout the game. After all
the uncaught players have crossed to one side, they try in the same way to return to their
first goal. The first on caught is IT for the next game. Players should give the chaser as
much difficulty as possible in catching them by making feints in one direction and
suddenly running in another, or by running diagonally instead of straight across, etc. 2
- Bear in the Pit 10-30 players
- A bear pit is formed by the players joining hands in a circle with one in the centre as
the bear. The bear tries to get out by breaking apart the bars (clasped hands), or by
going over or under these barriers. Should he escape, all the other players give chase,
the one catching him becoming bear. This is a-favourite game with boys, but is not too
rough. The bear can pretend to break through bars in one place, and suddenly turn and
crawl under another.
- Kitty in the
Circle 10-30 players
- A large circle is marked on the ground. One player, who is the Kitty, stands in the
centre of this circle; the other players stand outside the circle surrounding it. These
players may be tagged by Kitty whenever they have a foot inside of the circle. Kitty's
opponents are urged to tease the cat by stepping in and out of the circle. Any one the cat
touches becomes a prisoner and is another Kitty, joining the first in the circle to help
tag the others. The last one tagged is the winner of the game. In 1901 this game was used
as a tool to make timid children courageous.
- Have you seen my
sheep? 10-30 players
- The players stand in a circle. One walks around on the outside, and touching one of the
circle players on the back, asks 'have you seen my sheep?' The one questioned answers,
'How as he dressed?' The outside player then describes the dress of someone in the circle,
saying for instance, 'He wears a red necktie; he is dressed in grey and has low shoes.'
The one questioned then names the player who he thinks this describes, and if right, at
once begins to chase him around the outside of the circle. Each description given by the
outside player, for immediately that he is named must run around the outside of the
circle, chased, by the player who guessed, and try to reach his own place before being
tagged. The one who gives the description does not take part in the chase. Should the
runner be tagged before returning to his place, he must take the place of the questioner,
running his place around the outside of the circle and asking of some player, "Have
you seen my sheep?"
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