Archive for May, 2006
Leapfrog-The players all line up in a straight line from the shallow end of the pool toward deeper water. Those on the deeper end may be treading water. The last in the line puts his hands on the shoulders of the one in front of him, pushing him under water, while he leaps over him with feet outspread. This continues with each player in turn until the one who was first in line becomes last. This game has been found a good way to make swimmers feel at home in the water.
The fox and the ducks-One player is selected as the Fox; another is chosen as the Mother Duck. Remaining players are Ducklings. The Ducklings form a line behind the Mother Duck, each one holding the waist of the one in front of him. The Fox, after the starting signal is given, attempts to catch the last Duckling in the line. The line, led by the Mother Duck, attempts to foil him by turning in various ways, but the line must remain unbroken. When the last Duckling is tagged, he becomes the Fox, and the Fox becomes the Mother Duck.
Dodge ‘em-An even number of players are divided into 2 teams. Team 1 forms a large circle around Team 2 at the shallow end of the pool. The team in the outside circle has two volley or water polo balls, with which they try to hit the players on the other team. Players inside the circle may walk, swim or duck under water to avoid being hit. When a player is hit with the ball, he must join the circle and help to hit the players still inside the circle. When all have been hit by the ball, the sides exchange positions and repeat, or the last two to be hit may be made captains and choose teams for the next round.
Pigeon-This is another old water game which is good for a mixed group of boys and girls or adults. All the swimmers line up, sitting on the same side of the pool, with both hands clasped around their ankles and their chins on their knees. At the word “pigeon,” all dive into the water, swim across the pool, and climb up on the other side, assuming the “pigeon” position. The last one to get into pigeon position is eliminated each time. The game continues until the last survivors are named “King Pigeon” and “Queen Piegon.” For a faster game, the ends of the pool may be used, and the first ones to swim the length of the pool and assume the position may be the title holders.
Log-This is an old, popular game which combines practice in floating with tag, and can be played with 5 or as many as 20 players. Spaces are marked off at opposite ends of the pool, or some objects in the vicinity may be designated as goals. The player who is the log floats on his back midway between the two goals. The other players swim in a circle around the log. Without any warning, the log suddenly rolls over and gives chase. The other players try to reach one of the goals without being caught. Any player caught must become a log and float in the center with the first log. The last one to be caught becomes log for the next game.
Simon says “halt”-This is another game that can be played with 5 to 20 swimmers. The player who is It stands at the side of the pool outside of the water. He covers his eyes with his hands, and begins to count aloud from 1 to 10. As soon as he starts counting, all the other swimmers start to swim the length of the pool. After reaching 10 in his count, It says, “Simon says ‘Halt’ ” and uncovers his eyes. When he does so, everyone must be motionless in the water. Anyone seen moving is sent back to the starting point. The game continues until all players swim the length of the pool, or give up.
Tread-water tag-One player is chosen to be It. The others swim about the pool. To escape from being tagged, a swimmer must be treading water when It reaches him. The tagger tries to touch a player before he can stop swimming and tread water. When a player is tagged, he changes places with It. A referee may be helpful in this game to determine whether a tag was made before or after the swimmer began treading.
Handicap tag-This game can be played with as many as 15 players. The one who is It must try to tag the others as they swim about the pool. But he must tag them on the arm or leg. When a swimmer has been tagged, he continues to swim, but may not use the arm or leg which has been tagged. When he has been tagged several times and can no longer swim, he is out of the game. The swimmer keeping in motion longest wins.
Head tag-This game is played in the water and alongside the pool. The player who is It must touch another on the head; that one in turn becomes It. Players may dive or jump in from the sides of the pool and may climb out to avoid It. However, no one is permitted to run around the corners of the pool. On reaching a corner, a player must jump or dive into the water. After It has tagged a player, he may not be tagged until another has been tagged and made It.
Fishtail tag-The players are each given a piece of cloth about 3 feet long which is to be tucked into the backs of their swim suits or trunks at the waist. (Be sure to use color-fast cloth to prevent running.) These pieces are the fishtails which are the goals in this game. At the starting signal, each player will try to snatch as many fishtails as he can without losing his own. He may protect his fishtail by turning away from an opponent; he may not hold onto his own fishtail. The one who has gathered the most fishtails wins. In case of a tie, the tying individuals may be re-equipped with fishtails and battle individually for the title.
This may also be played as a team game, in which case the teams are each given fishtails with team colors. One point is given for each captured fishtail; two may be given for each fishtail that has survived the game in its wearer’s trunks or swim suit.
The excitement of tag games adds much to the fun of being in the water, and most of the games described here require little in the way of aquatic skill for enjoyment.
Plain tag-One player is It, and the others in the game try to keep out of reach by swimming and diving into the water.
Cross tag-The one who is It points out his subject. The one selected must keep out of the way of It, for if he is touched he becomes It. If any player is caught between the man being chased and It, then that player becomes the one to be chased.
Ostrich tag-The participants are all bunched together at one end of the pool or in shallow water. The one named to be It must start chasing the others until he catches one. But to keep from being caught, a player can be safe by having one of his arms under one of his legs, and holding his nose with thumb and fingers. If he breaks this pose, he can be tagged, becomes It, and the game continues.
Ding-dong bell-About a dozen players make this an exciting game. All except one are blindfolded with cloths which will not readily become undone. The one swimmer who can see goes into the water carrying a cowbell or similar small bell. At intervals he rings the bell and dives down into the water as he does so. The man with the bell is It until one of the blindfolded players catches him. Then the bell man takes the blindfold, and the one who caught him becomes the new It.
Tom, tom pull away-All players except the one who is It line up on one side of the pool; It stands on the opposite side. The one who is It calls out “Tom, Tom,” when everyone must plunge across the pool. Whoever is caught before reaching the other side helps catch others on the return plunge, and the game continues until all are caught. The game can be made more energetic by requiring that in order to be caught, a player must be pulled above the water if he is under the surface, or be ducked if caught on the surface, rather than merely being tagged.
Ball tag-This can be a fast game, when played in a limited-area. It can be played in waist-deep water for non-swimmers, in deep water for swimmers. Using a soft rubber ball, It tries to tag another player by hitting him with the ball. The one tagged becomes It. If It misses, the others may try to prevent him from recovering the ball.
Japanese tag-The “emperor,” a nonplayer, announces certain parts of the body which must be tagged by It; for example, “head,” “right shoulder,” “left hand,” etc. Those who are tagged must join It and try to tag the remaining players. In another variety of this game, the “emperor” calls out certain parts of the body which must be out of the water to gain immunity from being tagged. It may tag any player not in the immune position. For example, the order may be “one foot out,” “head under water, right hand out,” “both feet out,” etc.
Some hesitant beginners may be more likely to participate in the following “stunts” if they are played as a follow-the-leader game in shallow water. With some of the more timid “tadpoles,” it may be necessary to stand alongside them and give some support. They should be assured that they can stand in the water in which these activities are tried.
Jellyfish float-If a jellyfish can do it, your beginners can too. With chin on chest, knees bent under body, hands grasping ankles, head down, try floating for a short time.
Gliding-This is good practice to show that water will support a swimmer. Push off from side of pool or crib for distance, face submerged, toes pointed, hands outstretched.
Gliding with flutter kick-Push off from side of pool, kicking for distance.
Inhale-exhale-Standing at side of pool, turn head left, take deep breath, turn face down in water, exhale, continue about 10 times, then try right side.
Push-off on right side-With right arm extended, left arm alongside of body.
Push-off on left side-With left arm extended, right arm alongside of body.
Float motionless on back- (The novice should be supported with a hand at first.) Face side of pool, push-off on back, arms folded on chest or alongside of body, head slightly back, take deep breath, exhale quickly for another breath if necessary.
Push-offs:
Push-off, float on back for distance.
Flutter kick on back for distance, eyes looking toward toes.
Push-off on face for gliding, then turn over and float on back without touching bottom.
Push-off on back, then turn over on abdomen.
Push-off on back, arms extended over head, then bring arms down to sides.
Crawl stroke and breathing-With toes hooked on edge of pool, head goes right for inhale when right arm makes stroke toward hip, etc.
Sink and push-off-Under water and recover large object placed in shallow water.
Under the bridge-Sink and push-oft, go through legs of standing person.
Jumping:
Standing broad jump into shallow water.
Jump backward into water.
Seal dive-Dive into shallow water from position on stomach.
Kneeling dive-Dive from kneeling position into 3 or 4 feet of water.
THE burgeoning number of back- and front-yard pools has brought to many American homes the problem once faced only by camp directors and Y.M.C.A. swimming instructors-the need to provide aquatic activities to keep youngsters interested, and at the same time to develop their water skills and limit the possibly hazardous horseplay that may follow when children and water come into contact.
The wide selection of water activities on the following pages includes many which have been in common use in camps and pools for a long time, some which are new, some which may appeal to children, others to adults. An attempt has been made to proceed from simple water stunts for beginners or nonswimmers to group activities for experienced swimmers.
Stunts and games played in shallow water help to give the nonswimmer a feeling of confidence, make him feel more at home in the pool or at the beach, and often serve to make an unconscious transition from playing in the water to actual swimming. The more skilled swimmer will derive greater pleasure from the water after he has learned and engaged in some of the more formal water games, and this outlet may eliminate the need for dangerous “showing off” which is one of the more common hazards of the waterfront.



