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A. A THREE NIGHT SCHEDULE FOR A BUILDING WITH ONE GYMNASIUM AND AN AUDITORIUM

Class Room Bridge

Wed.

Men's Athletics

Fri.

Men's Athletics

Alternate Weeks
Time and Social Dacing
Men's Gym

Old

Auditorium Dramatics Music

Dramatics

Gift Club Discussion Group

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CLEVELAND CENTERS

d. Talk by good speaker-15 minutes. e. Magician--15 minutes.

f. Community Singing-10 minutes. g. Moving Pictures (2 reels)-30 min

utes.

h. Toy Symphony-15 minutes.

i. Stunts by various clubs in the center, each stunt not to be over five minutes in length.

SCHEDULES

Three typical evening and weekly schedules are listed as suggestions for directors. At least five activities in five parts of the building should operate each night.

PUBLICITY

Since the community center is an institution designed to appeal to the general public, then, like any good commodity, it must be sold to the people. 1. By-word-of-mouth invitations to people.

This may be to the important people of the neighborhood, or it may be to organized groups either in or out of the center. The percentage of acceptance will be much greater by this means than by any other. It's the personal touch that counts.

2. By stories in the neighborhood press. 3. By hand bills distributed from house to house.

4. By hand bills sent out through the school children to be taken home to their parents. This method is much more effective when the principal and the teachers emphasize the hand bill through announcements spoken, or written on the blackboard.

5. By stories in the metropolitan press. 6. By window cards in stores and in the center's illuminated bulletin board.

7. By having a brightly lighted main part of the building.

8. By using slides in moving picture theatres. 9. By a permanent publicity folder after the center is established.

10. By holding special celebrations during which propaganda for the center is brought out.

COOPERATION

The Community Center should at all times be

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the neighborhood who are willing to use the center in accordance with the established policies of the center.

The meeting places can be arranged for many groups in buildings already opened by the community center department.

Joint programs on special holidays can be arranged in which all organizations of the neighborhood can cooperate.

Assistance can be given to local improvement associations by furnishing meeting places and by assisting with publicity for such meetings.

Meeting places and recreation leadership can be furnished to lodges, churches, Mothers' Clubs or Parent-Teacher Associations when desired.

These should be cooperative with the day school staff to avoid conflicts with their plans. A cail on the principal frequently will avoid conflicts.

Any special change in the program should be taken up with the custodian so that he may plan. accordingly and so that his cooperation may be arranged.

The best cooperation of the council and the main office can be secured if they know far enough in advance about your plans.

FINANCES

1. The finances collected in each center are to be deposited with the Treasurer of the Center who must be some local responsible person not in the employ of the Board of Education.

2. For all money collected for tuition fees individual receipts are to be issued so that the white copy goes to the payer, the pink copy to Headquarters together with the monthly financial statement and the yellow copy remains in the book. A receipt shall also be gotten for all moneys expended in the center. This also accompanies the monthly financial report.

3. All funds collected as tuition fees from clubs and classes shall remain credited to such groups. and then used to pay for the instructor of such special groups in accordance with a payroll sent out from the office.

4. For all activities in the center requiring a special instructor, with the exception of music and dramatics, a fee shall be charged. This fee should be large enough to pay for the instructor. A charge of one dollar per semester is made for most activities although golf and small special groups pay more. No refunds of tuition fees are to be paid to members not completing the semes

5. Admission fees to dances and entertainments

should be large enough to pay the cost.

6. Musical and dramatic clubs should collect enough dues to pay for their own music and for their own make-up supplies. Such groups are also to assist in entertainments, the proceeds of which go toward paying for their special instruc

tor.

7. All checks must be signed by both the treasurer and the director of the center.

8. All other expenditures to be made in the center must be sanctioned by the Council. The council might find it advisable to allow the director a small petty cash account.

PLAN OF ORGANIZATION

1. Each center is to have a council consisting of a president, vice-president and secretarytreasurer elected at the opening of the season in October or November and one representative from each activity club in the center. This council is to assist the director in every way possible to gain the wishes of the community and to develop the various clubs in the center. The council and the director develop the policy of the center in accordance with the rules of the Community Center Division and of the Board of Education.

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ONLY ONE THING IN THE WORLD SEEMS IMPORTANT IN THE MIDST OF A FOOTBALL GAME

Suggestions for Progressive Game Party*

Methods of Conducting a Party

In planning a progressive game party it is well to provide a game for every four persons, each game to be played ten minutes. A feature which adds interest to the party is to give each person a head band to which feathers may be attached as awards on the basis of the following plan: Three feathers for each high score, two feathers for a two cornered tie; one feather each for a three cornered tie; one white feather for the lowest

score.

Red, blue, yellow and green crepe paper may be used for arm bands. Those having one color are allowed to play at each game at one time. After the scores have been counted and feathers awarded-the one winning the highest number of colored feathers is winner and is known as chiefall face the center of the room in a single ring.

Games for a Progressive Party

HEARTS

The equipment consists of six one-half inch cubes with the word "Hearts" printed on each cube (one letter to each side of the cube). Players are seated in a circle. Each player in his turn is given an opportunity to roll out the six cubes. at once. The scoring is done by the letters that appear face upward.

Five points allowed for H-E

Ten points for H-E-A
Fifteen points for H-E-A-R
Twenty points. for H-E-A-R-T
Twenty-five points for H-E-A-R-T-S

If three H's appear in succession the player loses all his score and has to start anew.

One hundred (100) points constitute a game.

COOTIE

On each side of a one-inch cube print one of the following letters: B; H; L; T; E; A.

B-represents Body

H-represents Head

L-represents Leg
T-represents Tail

From Recreational Games and Programs, compiled by John Martin, P. R. A. A. $.50.

E--represents Eye
A-represents Antenna

Players may be seated on floor or around a table, each supplied with a small piece of paper and pencil. Each person, in turn rolls the cube. No player can start the game until a "B" for Body is rolled. When a player rolls something that can be used in the construction of the Cootie he may have another turn rolling. The Cootie is made up of a body, head, tail, two eyes, each of which must be rolled separately, six legs, each rolled separately, and two antennae. The person constructing the Cootie first wins.

This game may also be played in teams of twos, fours or sixes.

PEGITY

This is a game of skill interesting to both adults and children. The game requires a board 11⁄2" thick and one foot square, divided off into half inch squares with a small hole the size of a match directly in the center of each small square. Each player is given a number of small pegs (one color to each player). The game is started by one person placing a peg in a hole. The players play in rotation. The object of the game is to place five pegs in a direct row with no holes between. This can be done in four ways on the board. The object of the opposing player is to block his opponent's move and plan for his own at the same time. The game ends when a player succeeds in playing five in a row. Pegs may be purchased from the Parker Game Company, New York City.

DOMINOES

There is great interest in the old fashioned game of dominoes, played by matching the dominoes and scoring the two ends in fives, tens, fifteens and twenties. The dominoes are placed on the table, shuffled and each player takes seven. If a player cannot play with those which he has,

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dyed green and mounted on match sticks; bushes from dyed bits of sponge glued to the board; pop bottle tops are used as holes on the green; sand traps are made from cut-outs and bunkers are built up around the traps. The introduction of lakes and streams make the course difficult. Celotex takes water color paint readily and its rough surface provides a good imitation of grass. Light green should be used on the fairways, dark green for the greens and blue for the water hazards. A club house built of cardboard adds to the reality.

Each player is provided with one Tiddly Wink and one shooter, and the game is played as in regulation golf with penalties for "out of bounds" (off the board), water hazards, etc. The tee is a small piece of paper pasted down in position and marked. A piece of paper marked and pasted on the bottom of the hole marks the play.

TENNIS BALL BOUNCE

This game requires five tennis balls and a nail keg. The keg is placed at a distance of eight feet from the line and the players are given a chance to bounce the five balls into the keg. One point is scored for each ball and an extra five points are given if the player succeeds in making. the five balls bounce into the keg consecutively.

BEAN BAG TOSS

For this activity use a board 21⁄2 feet by four feet with a clown face and shoulders painted on

it. Holes of varying sizes and shapes are made in the board to represent the top knot of the hat, eye balls, nose, ears, mouth and pockets. Each hole is numbered according to the difficulty involved in throwing the bean bag in, the largest number being given the smallest hole. The object of the game is to toss six bean bags through any of the holes from a ten foot mark. Score is kept according to the numbers on the holes through which the bean bags have passed.

MUMBLETY-PEG

Mumblety-peg may be made an indoor event by playing it on a white pine board twelve inches square and one by one and one-half inches thick. A wire nail driven into a piece of broom handle three inches long and filed to a point makes a good mumblety-peg instrument. A three-cornered file is also satisfactory. A pocket knife is the usual instrument used particularly when the game is played out-of-doors on the ground. (For playing progression and rules see 88 Successful Play Activities, P.R.A.A., 60c.).

MARBLE BOARD

An 18" board, 6′′ high and 3/4" thick, set on edge, is supported by two similar boards 6" long projecting forward and outward from the ends. of the 18" board at an angle of 45 degrees. Six arches ranging from 58" to 1/4" in size are cut into the bottom part of the 18" board. Arches are numbered 1, 2, 3, 4, 5 and 10 according to the size, the smallest arch being given the largest number.

Each player rolls ten marbles from a 15 foot line. If there is a small compartment in back of each arch, scoring will be simplified and there can be no difference of opinion regarding the particular arch the marble passes through. The score equals the sum of the numbers on the arches through which the marbles pass.

DART BASEBALL

This diagram should be reproduced on a piece of typewriting paper of regulation size, the circles measuring 3/4", 2", 31⁄2" and 6′′ in diameter. The diagram is then mounted on a piece of Celotex or wall board, 2 feet square. The equipment consists of three darts, which may be secured from the Apex Dart Company, Norristown, Pa., and a dozen glass thumb tacks.

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