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Handbook of Lessons in Physical Training and Games, Volume 1
William Albin Stecher
No preview available - 1921
arms fore-upward Arms fore-upward—raise arms sideward—1 Arms to thrust—bend arms upward Balance-step sideward bend and straighten bend the arms Bend the trunk circle Clinch hands command crossed in front eight steps exer exercise opposite exercise right forward and backward forward and place forward—1 forward—raise FOURTH GRADE—LESSON gymnastic Hands on hips—place Hands on shoulders—place Hands—clinch INCORRECT POSITION Figure Jump Knuckles on hips—place left and right Lower the trunk Lunge left movement opposite foot crossed place the left place the right players pupils Raise the arms Raise the chest raise the heels—1 raise the left raise the right Relay Race return—2 reverse—3 right foot forward right sideward running side step left STEPS—(a Straighten the arms Straighten the left Stride left forward Stride left sideward swing the arms TACTICS—(a THIRD GRADE—LESSON three steps forward Track and Field trunk backward trunk fore-downward trunk forward trunk left Turn the trunk upward—1 ward
Page 23 - SAVE YOURSELF IF YOU CAN. The group of players form in a semi-circle or in a straight line, and before them stands a "story-teller." The story-teller tells a story in which occur the words, "Save yourself if you can.
Page 42 - The player in the center tosses the ball high up within the circle, at the same time calling the number of some player. The one called must quickly run and catch the ball on the first bounce. If he catches the ball he tosses it up and calls the number of some other player. If the ball is not caught the first player again tosses it up.
Page 41 - A number of players join hands and form a circle, the bear-pit. One of their number, previously selected as the bear, wanders about on the inside, attempting to get out by testing the bars. The bear may break through the bars by placing his weight on the grasped hands, or jump over or crawl under the same. If he breaks through and escapes, the keepers give chase, the one catching him becoming bear. CATCH THE WAND. (Spin the Plate...
Page 21 - One of the pupils is outside the circle. He carries a handkerchief with a knot tied in one end of it (or a stuffed bag). Running around the outside of the circle, he puts the handkerchief into the hand of one of the players (if possible, without being noticed by the others) . When the leader calls "The beetle is out...
Page 21 - ... signal run for these places. The one who fails to get a place begins the play. She goes from place to place and says, "Pussy wants a corner.
Page 23 - As soon as these words are pronounced all the players repeat them, then rush to a distant goal, stamp the ground three times (knock three times, clap hands three times, or, do something else, mutually agreed on, three times), then return to the starting point. The first one to arrive becomes the next story-teller. Any player who does not perform the required act three times is shut out from the game. TOSSING THE CAP. The players are seated or stand in two lines facing each other, while ^^ the leader...
Page 21 - Their hands must be held forward to receive his tags, of which three are given to the same or different persons. As soon as the third tag is given the one giving it turns and runs to a goal behind him (previously decided upon — usually his own line) while the one receiving the third tag pursues him. If caught before reaching the goal, the runner is out of the game. The teacher then chooses the next tagger.
Page 23 - Buzz," and the following number is counted by the next player. On the failure of any one to say "Buzz" at the proper time, he is dropped from the circle. Thus the game proceeds, usually commencing with "one" again each time a person misses, until but one player is left to score the victory. Some action or movement, as clapping of hands, etc., can be substituted for the speaking of the word "Buzz.
Page 23 - The group of players form in a semi-circle or in a straight line, and before them stands a "story-teller." The story-teller tells a story in which occur the words, "Save yourself if you can." As soon as these words are pronounced all the players repeat them, then rush to a distant goal, stamp the ground three times (knock three times, clap hands three times, or, do something else, mutually agreed on, three times), then return to the starting point. The first one to arrive becomes the next story-teller....