AWARENESS GAMES FOR KIDS
The genesis of this collection of games is a luncheon conversation that took place at the 1997 Avatar Wizards Course in Orlando. Wim van den Brink, Sapirah Sasson, Bella Zabarski, and I were eating together, and someone expressed that it would be nice to have a set of games that could be used to expose children to the kinds of expansive experiences that are part of the Avatar Resurfacing Workshop. Wim then mentioned that he plays such games with his grand kids and the idea was born.
Although the original concept was to produce a collection that could be sold, I now realize that that approach was over-ambitious and that the better way to proceed is to make the collection available at no cost. By doing so, all sorts of copyright issues are being avoided, and the games can be distributed to the ultimate recipients - kids - much sooner in time.
The games in the collection were selected with the intent that playing them would stimulate awareness, creativity, imagination, cooperation, and/or memory, and that they would be fun for children to play. The Age Group designations should be considered to be estimates and I fully encourage parents to experiment with the age groups to extend the range of the games to other kids. Also, some of the games could be placed in more than one category. For instance, most of the games for very young players are group games, and some of the group games would be suitable for playing by very young players.
Two games, the Clothespin Relay (44) and Tennis Ball Twins (58), should appear with the Relay and Race Games group instead of with the Group Games. However, I discovered their misplacement after the final draft was printed and I didn't feel that re-printing was worth the costs.
I hope that persons who receive copies of the collection will be willing to pass on another copy to anyone they know who might be interested to receive one. Also, if you're shopping around to purchase a book of kid's games, I hope you'll consider one or more from the list in the Acknowledgements section. Those books are the source of most of the games. A few of the games were developed by Wim van den Brink, Karina Knight, and myself.
Finally, this printing will terminate my
active participation in the Awareness Games for Kids project, as I don't
see that there's much else to be done other than distribute the games.
Anyone who would like to receive a copy can contact me with address information
and I'll be happy to send one.
|Age Group||Type||Age Group||Type|
|1||Identity Imaging||All||I/G||51||Mismatches||7 and up||G|
|2||Tell Me, Please||5to10||I||52||Number Parade||5 to 10||G|
|3||Being Observant||All||I/G||53||Double Pass||7 and up||G|
|4||Being Sensitive||All||I||54||Coffeepot||10 and up||G|
|5||Instant Artists||5to8||I||55||Blind Man's Bluff||7 to 11||G|
|6||Partner Pull-Ups||8 and up||P||56||Team Ball||8 and up||G|
|7||Aura||All||P/G||57||Spokes||5 and up||G|
|8||ESP Testing||14 and up||P||58||Tennis Bail Twins||10 and up||R|
|9||Card Concentration||8 and up||P||59||Slap Happy||10 and up||G|
|10||Hot or Cold||4 to 10||P/G||60||Pass the Mask||All||G|
|11||Twenty Questions||9 and up||P/G||61||Knots||7 and up||G|
|12||Ultimate Memory||12 and up||P/G||62||Roll the Balloon||8 and up||G|
|13||Murals||5 to 12||I/G||63||ABCDFGH||10 and up||G|
|14||Squiggle Game||5to10||P||64||Ghost||8 to12||G|
|15||Memory Hike||7 and up||I/G||65||Ping-Pong toss||6 and up||G|
|16||Woolcott Game||10 and up||P||66||Create a Song||10 and up||G|
|17||Psychic Experiments||10 and up||P||67||Why? Because||8 and up||G|
|18||Mirrors & Shadows||4to7||P||68||Dictionary Game||10 and up||G|
|19||Lead On||4to7||P||69||Down the Hole||5 to 8||G|
|20||Dress Me||5to10||P||70||Tug of Peace||8 and up||LG|
|21||Wring the Dishrag||5 and up||P||71||Leaning Ring||8 and up||LG|
|22||I See What You Don't||5 to 7||G||72||Lap Sit||8 and up||LG|
|23||Simon Says||All||G||73||Catch the Dragon||12 and up||LG|
|24||Telephone||All||G||74||Three Legged Soccer||12 and up||LG|
|25||Not Seeing||5 to 7||G||75||Amoeba||8 and up||LG|
|26||Finding Shapes||5to10||G||76||Skin the Snake||5 to 10||LG|
|27||Find the Leader||7 to 10||G||77||Streets and Alleys||5 to 10||LG|
|28||Flower Blossom||8 and up||G||78||Three Legged Relay||8 and up||R|
|29||What Am I||5to10||G||79||Three Person Walk||7 and up||R|
|30||Fun with Non-Verbal||8 to 11||G||80||Wheelbarrow Race||10 and up||R|
|31||Draw a Song||7 to 12||G||81||Back-to-Back Race||10 and up||R|
|32||Birthday Line-up||7 and up||G||82||Relay Ball||8 and up||R|
|33||Group Pull-Ups||8 and up||G||83||Snowshoe Race||5 to 10||R|
|34||Blob||8 and up||G||84||Giant's Footsteps||8 and up||R|
|35||Pin the Tail||5to10||G||85||Box to Back Relay||7 to 12||R|
|36||Coop Pin the Tail||5to10||G||86||William Tell Race||7 and up||R|
|37||Grandmothers Trunk||5 and up||G||87||Sugar and Spoons||10 and up||R|
|38||Consequences||8 to 14||G||88||Couple Hobble Relay||8to12||R|
|39||Pass the Orange||10 and up||G||89||The Balloon Race||6 and up||R|
|40||Follow the Leader||5to10||G||90||Train||3 to 6||VY|
|41||Cooperative Taie||4 and up||G||91||Leap Frog||3 to 8||VY|
|42||Observation||7 and up||G||92||Alphabet Ball||3 to 7||VY|
|43||Grin or Bear It||4 and up||G||93||Yarn Figures||3 to 8||VY|
|44||Clothespin Relay||6 and up||R||94||Animal Parade||3 to 6||VY|
|45||Heads, Bodies, Legs||6to10||G||95||Balloon Bop||3 to 8||VY|
|46||Outlines||6to10||G||96||Pat-a-Cake||3 to 6||VY|
|47||ISaw||5to10||G||97||Ring Around Rosies||3 to 6||VY|
|48||Detective||5to10||G||98||Farmer's in the Dell||3 to 6||VY|
|49||Group Juggling||10 and up||G||99||Push Piggy to Market||3 to 10||VY|
|50||Two Minute Walk||5 and up||G||100||Balloon Goes Round||3 to 6||VY|
The books listed below are the source of most of the games in this collection. Please
consider these books if you're planning to purchase additional games resources.
|Brain Games! Ready-to-Use
Activities That Make Thinking Fun for Grades 6-12 Jack Urnstatter The Center
tor Applied Research in Education, 1996 ISBN 0-87628-125-0
Children's Party Games Michael Johnstone Ward Lock Limited, 1987 ISBN 0-7063-6611-5
The Cooperative Sports & Game Book Terry Orlick Pantheon Books, 1978 ISBN 0-394-42215-5
The Second Cooperative Sports & Game Book Terry Orlick Pantheon Books, 1982 ISBN 0-394-51430-0
Elementary Teachers' Handbook of Indoor and Outdoor Games Arthur Kamiya Parker Publishing Company, 1985 ISBN 0-13-260845-6
everybody wins Jeffrey
Sobel Walker Publications, 1984 ISBN 0-8027-0712-2
Family Games Lincoln David Stein Macmillon Publishing, 1979 ISBN 0-02-613750-X
Games (and how to play
them) Anne Rockwell Thomas Y. Crowell Company, 1973 ISBN 0-690-32159-7
|Games for people of all
ages Mary Hohenstein Bethany House Publishers, 1980 ISBN 0-87123-191-3
Indoor Action Games for Elementary Children David Foster and James Overholt Parker Publishing Company, 1989 ISBN 0-13-459124-0
Kids Games Phil Wiswell Doubleday ISBN 0-385-23405-8
The New Games Book Edited by Andrew Fluegelman Dolphin Books, 1976 @-ISBN 0-385-12516-X
The Official World Encyclopedia of Sports and Games The Diagram Group Paddington Press Ltd., 1979 ISBN 0-448-22202-7
Perceptual Games and Activities Margaret E. Mulac Harper & Row, 1977 ISBN 0-06-013103-9
Reader's Digest Book of 1000 Family Games Reader's Digest
the world book of Children's Games Arnold Amold World Publishing, 1972 ISBN 0-529-00778-9
The World's Best Party Games Sheila Anne Barry Sterling Publishing Company ISBN 0-8069-6482-0
The World's Best Travel
Games Sheila Anne Barry Sterling Publishing Company ISBN 0-8069-6550-9
Age Group: All
Description - For five minutes, pretend you're someone else. Think the way you believe that person thinks, see what they see, feel what they feel, and act the way you believe they act. Example people might be historical figures, people in the news and on television, movie characters, relatives and friends.
Group Version - When more than one participant is involved, each player assumes the identity of someone and the group acts out a dialogue between the characters. Alternatively, one person can assume an identity and the group guesses who the person is from what they say and do.
2. Tell Me, Please (Individual Game)
Age Group -5 to 10
Description - We've often heard the expression. If it could talk, what stories it would tell! Well, here is your chance. If you really want to know what something would say if it could talk, ask it! Then listen hard to what it says and let your imagination run free. Wherever you are, in the classroom, in the woods, in a garden, on a playground, just anywhere, pick an object or a living creature as your subject. 'See' it as you've never seen it before. Ask it some questions. 'Listen' to the answers you imagine. If you get answers you don't understand, then it is up to you to find the answers. Maybe at first you won't get answers - and then again, maybe you will - but the questions you ask will start you thinking in ways you never thought before. Write down your questions and answers and share them with your friends.
A few examples here will get you started - then you are on your own.
Honeybee - Tell me,
little bee buzzing in my garden, did you come far? Do my flowers please
you? What is your favorite color and flavor? Where will you take the nectar
you have collected today? Will I ever taste the honey you are helping to
Mother Bird - Busy little mother, do you ever get tired searching for food for your hungry crying babies? What is the best food for them? Where do you find it? Does father bird ever help you? How do you prepare the food for your babies to eat?
Caterpillar - Hi there, Mr. Woolly Bear, where are you going? have you come far? Does your fur coat seem hot in the warm sunshine? What kind of moth will you be next time I see you?
Kite - Hey there.kite, did you have fun up there in the air? Why were you pulling so hard at the string? Did you hope I would let you go free? Did you enjoy having the wind
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|pushing at your face? were
you as frightened as I when you almost got caught in the tree?
3. Being Observant
(Individual or Group Game)
4. Being Sensitive
to Your Surroundings (Individual Game)
5. Instant Artists
6. Partner Pull-Ups
7. Aura (Partner
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|between the hands. They
drop their hands, take two giant steps backward, and turn in. ':;i!ace
three times. Then, keeping their eyes closed, they try to reconnect the
palms of their right hands. When trying to reconnect, they should keep
the outstretched arm slightly bent so that it will "give" in case of collision.
Group Variation - Players form a circle, connect the palms of both hands with those on either side of them in the circle, close all eyes, take three steps backward, spin three times, and then try to reconnect. Part of the fun of this game is in watching others, so give players an opportunity to watch as well as play.
8. ESP Testing (Partner
9. Card Concentration
Variation - Young children can play the game with perhaps a half deck (two suits removed) and with an assistant (parent or older child) instead of an opponent.
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|Group Variation - This
game can be played with more than two players.
10. Hot or Cold
(Partner or Group Game)
11. Twenty Questions
(Partner or Group Game)
12. The Ultimate
Memory Game (Partner or Group Game)
And so on through the alphabet. Any player who cannot remember the story or continue it, drops out.
Variation - To use a different set of letters, start with some letter other than A. For example:
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Player #l: I have a dream...And so on.
13. Murals (Individual
or Group Game)
14. Squiggle Game
15, Memory Hike
(Individual or Group Game)
16. The Woollcott
Game (Partner Game)
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|a given letter. The time
keeper says, "Start when I give you the letter---R," and then starts timing.
As you call off words that begin with R (or whatever the letter happens
to be), the timekeeper keeps count of them by marking them off in groups
of five. When the minute is up, total up the score and then change roles.
Give each other letters of similar ease or difficulty (see below). If you
get a Z, you're entitled to give a Y, but an S deserves a C.
Order of frequency of starting letters: S-C-P-A-B-T-M-D-R-H-E-F-L-G-I-W-N-O-U-V-K-J-Q-Y-Z-X.
17. Psychic Experiments
18. Mirrors and
Shadows (Partner Game)
19. Lead On (Partner
20. Dress Me (Partner
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|partner. They must continue
to hold hands while two other players try to take the shirt c" the first
person and put it on the second. They'll have to do this over the partners'
heads and their connected hands and arms. The shirt will be turned inside
out during this process, but that's all right. Continue this dressing and
undressing until everyone has had a chance.
21. Wring the Dishrag
Variation - Facing their partner and holding one hand, the two partners try to turn around without letting go. If they can accomplish this, have them try it while holding both hands.
GAMES FOR GROUPS
Age Group: 5 to 7
Description - One child picks an object and visualizes that object with his or her eyes closed. Typical objects might be something from inside the house, something outside the house, an animal, a person, or something far away. The other children in the group attempt to find out what the object is by asking the first child questions that can only be answered with "yes" or "no." The child who gives the correct answer picks the next object.
23. Simon Says (Group
24. Telephone (Group
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|sometimes can't recognize
the message. Retracing the message along its route to find out who heard
what is another fun part of the game.
25. Not Seeing is
Believing (Group Game)
26. Finding Shapes
27. Find the Leader
Standing in the middle of the circle, the Guesser has three chances to figure out which player is the Leader. Each player in the circle should try not to look directly at the Leader as this will give the guesser clues about who is the Leader. After the Guesser finds the Leader, or after three wrong Guesses, select a new Guesser and Leader.
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|28. Flower Blossom
Age Group: 8 and up
Description - Select groups of five or six children. The object of this activity is to see if all players in the group can perform a group stand up from a sitting position. All the players form a small circle by sitting on the ground facing inward and holding each others' hands. On a signal, all the players attempt to stand up. To do so, they should bend their legs and slowly lift up with their arms. Once a group is standing up, they have to perform the second part of the activity. Each group tries to form the flower blossom by leaning backward and holding fast to the others' hands. This makes a beautiful group balancing act
29. What Am I (Group
30. Fun with Nonverbal
Communication (Group Game)
31. Draw a Song
32. Nonverbal Birthday
Line-up (Group Game)
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|without talking. This should
inspire some interesting means of communication toward a common goal.
33. Group Pull-Ups
34. Blob (Group
35. Pin the Tail
Pin the Tail on the Donkey (Group Game)
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Trunk (Group Game)
Age Group: 5 and up
Description - Decide on what order the players will take their turns. The first player thinks of an object - a teapot for example - and starts the game by saying, "I put a teapot in grandmother's trunk." (There is another version of this game called I Went On A Trip. The only difference is that the player says, "I went on a trip and took my teapot.") The next player repeats this statement, but adds another item: "I put a teapot and an elephant in grandmother's trunk." Each player in turn repeats the objects already in the trunk and adds still another to the growing list. When the list has finally grown so long that a player can't remember it all, or mixes up the sequence, the list is started over again by the next player. A person who flubs three times is out, and the last person left in the game is the winner.
7. What the consequences were One player is chosen as the "caller" (this does not exclude them from taking part). To start, the caller states the first part of the story and each player writes down an appropriate name, phrase, or sentence, making it as humorous as possible. The players then fold over the top of their sheet of paper to hide what they wrote , and pass the paper to the player on the left. The caller then says the next part of the story, and the players write something on the paper they have just received from their neighbors. This procedure is repeated until the story is complete. When the story is complete, each player passes the piece of paper on which they wrote the last sentence to the left. The papers are unfolded and the stories read out one by one.1. His name
Variation - The caller can use any theme he or she chooses, instead of the previous outline. For instance, the example given below is well known and can be used for a starter.
1) "A girl ......." (players write the name of someone known to them, or alternatively a famous personality or fictional character);
2) "met a boy....." (again, the players may choose any name of their choice);
3) "at....beside....in..." (the players may choose any location);
40. Follow the Leader
Tale (Group Game)
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|table. For young players,
it is sufficient that each player remember the objects only.
43. Grin or Bear
It (Group Game)
44. Clothespin Relay
45. Heads, Bodies,
and Legs (Group Game)
46. Outlines (Group
|pencil or crayon. They
draw a single curved line or squiggle without lifting the pencil of. the
page and then pass their sheet to the player on the right. The next player
then continues the line drawn by their neighbor and makes a drawing of
a face, a person, an animal, or an object without lifting the pencil off
47. I Saw (Group
48. Detective (Group
49. Group Juggling
50. Two Minute Walk
Age Group: 7 and up
Description - Players divide into two teams. One team leaves the room while the other makes its mismatches by altering things in the room. For example the team making the mismatches might change the position of objects - such as turning a vase upside down - or might change something about a person - such as putting a sweater on inside out. At the end of the time limit the other team returns and tries to spot the mismatches. At the end of another time limit, any mismatches that have not been noticed one point for the team that made them. The teams then change roles, and the winning team is the one that scores the most points.
52. Number Parade
53. Double Pass
54. Coffeepot (Group
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|The players must answer
truthfully, with either a straight "Yes" or "No," or with answers like
"Only sometime" or "When it rains." If the guesser manages to guess the
word, the player whose answer enabled them to do so becomes the next guesser.
55. Blind Man's
Bluff (Group Garnel
56. Team Ball (Group
57. Spokes (Group.Game)
58. Tennis Ball
Twins (Group Game)
59. Slap Happy (Group
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|Description - Players sit
side-by-side. There should be a chair at either end ot each team. On the
front chairs are ten coins. As soon as the starting signal is given, the
player at the front picks up one of the coins and puts it in the upturned
palm of their left hand. They then pass it to the next in line, by slapping
it on the upturned right palm of the next player. The coin is slapped left-hand
palm to right-hand palm down the line to the last player, who puts it on
the chair beside him or her. As soon as the first coin is safely on the
third-m-line's palm, the player at the front starts the second coin on
its journey down the line. the winning team is the one thatís first to
have all ten coins on the back chair.
60. Pass the Mask
61. Knots (Group
62. Roll the Balloon
63. ABCDFGH (Group
|Description - The first
player recites the alphabet but leaves out one letter. The second player
- the one next in the circle - goes through the alphabet again, leaving
out the same letter and then omitting one of their own. Anyone who
includes a letter that was previously left out is out of the game, and
the next player starts at the beginning again.
64. Ghost (Group
65. Ping-Pong Toss
66. Create a Song
67. Why? Because!
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|68. The Dictionary
Game (Group Game)
Age Group: 10 and up
Description - Paper and pencils are distributed to all. One player chooses a word from the dictionary they think no one knows. They ask if anyone knows what the word means; if not each player writes and imaginary definition for the word, then passes their paper to the player with the dictionary. The player with the dictionary writes an imaginary definition as well as copying the real definition onto a separate sheet of paper. The definitions are then mixed up and read aloud to the group by the player with the dictionary. The definitions are read aloud a second time and the other players vote for the definition they think is correct by raising their hands. When all have voted, the person with the dictionary reveals which definition is correct. The dictionary is passed to another player and the procedure is repeated.
Variation - If there is a large number of players, the group can be divided into teams and each team creates an imaginary definition for the words. Each team submitting the word scores one point every time a false definition it submitted receives a vote, and a team scores three points every time it selects a correct definition. At the end of play, the team with the most points wins.
69. Down the Hole
Age Group: 8 and up
Description - A large group of players (ten or more) sit in a circle holding on to a thick rope placed inside the circle in front of their feet. The ends of the rope are tied together to make a huge loop. If everyone pulls at the same time, the entire group should be able to come up to a standing position.
Variation - Tug of Peace can also be played by stretching the rope out straight and having players sit on either side, facing each other in two lines. If both sides pull on the rope evenly, they can help each other up.
71. Leaning Ring (Large Group Game)
Age Group: 8 and up
|Description - Players stand
in a circle, join hands, and count off by twos all around the circle. Keeping
their bodies as straight as possible, all the ones lean forward toward
the center of the circle and all the twos lean backward away from the center.
Each group is kept in balance by the counterbalancing action of the others.
Once the leaning ring has been formed, the ones can alternate with the
twos by slowly reversing the direction of their lean, the in-leaners becoming
out-leaners and vice versa. The game is easier to play with an even number
in the circle, although that's not absolutely necessary. Groups of eight
or ten are more manageable than larger groups. Normally everyone's feet
are kept stationary on the floor throughout the activity, but for added
fun and challenge the entire leaning ring can try to move in a circle.
72. Lap Sit (Large
73. Catch the Dragon's
Tail (Large Group Game)
74. Three Legged-Soccer
(Large Group Game)
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|75. Amoeba (Large
Age Group: 8 and up
Description - An amoeba is a one-celled creature with no definite shape. It just flows along from place to place. It has a center-a nucleus; the rest is just a jellylike substance called protoplasm, surrounded by a thin cell wall. Choose one player to be the nucleus. Three or four others - the protoplasm - hoist this player on their shoulders. The rest of the players form a circle to be the cell wall. The nucleus gives directions, and the whole group has to move the way the nucleus tells them to. The faster the directions come, the more fun the game is. Be sure your players are large enough and old enough to be able to tote around the nucleus without mishap, or just play without a nucleus,
76. Skin the Snake
(Large Group Game)
77. Streets and
Alleys (Large Group Game)
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|"alleys," the players in
line let go of their neighbors' hands, make a right turn, and again hold
hands with their new neighbors, changing the "streets" to "alleys." At
any time d'.:i-i;', the game, the word "streets" or "alleys" changes the
position of the players in line. When the line is forming new streets or
alleys, the players running simply freeze where they are until the leader
shouts the word "go." The chaser cannot reach across the streets or alleys,
but must catch up with the other runner. If this sounds complicated, don't
let it deter you; the confusion is half the fun.
RELAY and RACE GAMES
Age Group: 8 and up
Description - Divide the group into two or more teams. Each team needs a burlap sack or strong paper bag and is broken down into pairs. At the start of the race, the first pair places their inside legs in the sack. They then have to waLk around a designated turning point and return back to their team. The next pair on the team takes the sack and follows the race course until all the pairs have finished. The first group to complete the relay course wins.
79. Three Person
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Age Group: 10 and up
Description - Set up the starting and goal lines about 30 feet apart. Players choose partners, and the pairs line up at the starting line. Each player must stand back-to back with their partner, their elbows interlocked, with one partner facing the goal. On the signal GO!, the partners race toward the goal, one partner moving forward, the other moving backward. On reaching the goal, the partners reverse direction, so that the one who was running backward is now running forward. Any pair breaking the elbow lock is disqualified. The first team to get back to the starting line wins.
82. Relay Ball (Race/Relay)
83. Snowshoe Race
|85. Box to Back
Age Group: 7 to 12
Description - Divide the group into two or more teams with an even number of players, and set a starting line and a goal line about twenty feet apart. Behind the starting line, the first two players from each team balance a box by pressing it between the back of the front player and the stomach of the rear player. At the start signal, each pair must race to the goal line, change places, and race back to the starting line while keeping the box balanced between them. If the box falls, they must start over. When they finish, the box is handed to the next pair of teammates, and the procedure is repeated until all have had a turn. The team to finish first wins.
86. William Tell
87. Sugar and Spoons
88. Couple Hobble
89. The Balloon
|Description - Line up teams
at one end of the room and give the person at the front of each team a
balloon, which has to be held between the knees. 'Ready!Steady!Go!'@ and
the leaders race each other to the other end of the room and back again.
If any balloon falls to the floor, whoever let it go must return to base
and start again, the balloon is given to the next player in turn..... Best
to have some reserve balloons blown up, just in case!
GAMES FOR VERY YOUNG PLAYERS
Age Group: 3 to 6
Description - All the players form a line with their arms on the shoulders or around the waist of the person in front of them. The first player in line is the engine, the one at the end is the caboose, and the others are the cars of the train. "Toot toot!'" and "Chugga, chugga!" are usual noises coming from this train. Now they move without letting go.
91. Leapfrog (Very
92. Alphabet Ball
(Very Young/Group Game)
Age Group: 3 to
|until the ball is used
up and everyone has had an artistic hand in the masterpiece.
94. Animal Parade
(Very Young/Group Game)
95. Balloon Bop
(Very Young/Group Game)
96. Pat-A-Cake (Very
]The boldface letters in the song indicate the places where each player claps their own two hands together. Between each of these you will clap either one or both of your hands palms outward against those of your partner, synchronized precisely if you can manage it. There are four claps to the patterns you may devise on your own to use with the song:Pat a cake, pat a cake,
Begin with a one-two-one-two..... rhythm to establish singing and clapping at the same time. Then, as you become more coordinated, add the third and fourth claps to your rhythms.1. Clapping your own two hands together
97. Ring Around
the Rosies (Very Young/Group Game)
Upon the word "down," all players drop down to a sitting position while continuing to hold hands. That's all there is to it, except for several other verses:Ring around the rosies,
The king he sent his daughter
98. The Farmer's
in the Dell (Very Young/ Group Game)
page 27 of 29
During the last verse above, the farmer selects another player and points to them. Without breaking the rhythm of the singing or the motion of the dancing, the other player joins the farmer in the center of the circle.The farmer's in the dell.
During the above verse, the player chosen as the wife selects another player from the circle to be the child, who, at the end of the verse, lefs go of the hands and joins the farmer and the wife in the circle.The wife needs a child.
During the above verse, the child selects a nurse.The child needs a nurse.
During the above verse, the nurse selects a dog.The nurse needs a dog.
During the above verse, the farmer, the wife, the child, and the nurse all pat the dog on the head. The dog is then the farmer for the next round and the game begins again.We all pat the dog.
99. Push Piggy to
Market (Very Young/Group Game)
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|the team. The game is won
when all the players on one of the teams have pushed their team's piggy
to and from market. If a player makes the piggy hop, or removes their hand
from behind the back, they must return to the starting line and begin all
100. The Ball Goes
Round and Round (Very Young/Group Game)
See-Saw Pull - While sitting down, have the players pull the chute back and forth in a see-sawing motion'.
Make Waves - Small ones and big ones, everyone moves their hands up and down while gripping the parachute.
Ball Bounce - Throw small plastic balls on the chute and make them bounce by making waves.
Ball Roll - Have the children roll all the balls into the hole at the center of the chute.
Edge Roll - Try to roll a four inch ball all around the edge of the chute, first in one direction, and then in another.
Merry-Go-Round March - Have the children hold the chute with two hands and walk (jump, skip, or march) to the left, like a merry-go-round. The have them change direction.
Parachute Tag - Holding the chute with two hands, have the children hold it high overhead. Call one child's name and have them run (twirl, skip, crawl, or hop) to the other side before the chute comes down.
Parachute Trampoline - Place a ballon a ball or teddy bear on the chute and let the children lift the chute together to make it fly in the air and land back on the chute