Character Games

CHARACTER GAMES

Leader of the Pack

Have the children in 4 squads.  They are in 4 separate lines with 6 cones in front of each line. The cones are set up so that the children must zig-zag in and out of them.  The squad leader will direct the rest of his squad, one at a time, around the cones.
-The trick of it is everyone but the squad leader is blind folded.  The squad leader must tell them to go right, left, straight, side step, stop etc.
-The squad leader may not touch the child and if their foot hits a cone they must go back to the end of the line.  The squad that has the most people finishes in certain amount of time wins.
Equipment- 24 cones, enough blindfolds for participants.

Alaskan Kickball

First, form two equal teams, one of which is at bat while the other is in the field.  A horizontal line provides the only out-of-bounds, and the team at bat is behind this line. The other team is scattered around fair territory.
1.   The pitcher rolls a ball to the batter who kicks it.  After the kick, the kicker immediately begins to run around their team who are in close file.  Each time the runner passes the head of the file, the team yells a point count.
2.   There are no outs.  The first fielder to get the ball stands still and waits for the remainder of the team to form a line behind him/her.  The ball is passed back alternating between overhead, and through legs.  When the last fielder in line has a firm grip on the ball he/she shouts stop. At this signal, a count is made of the number of times the batter ran around the team.
3.   The team should bat through the order and switch to the field.

Standard kickball bases can be set up, and the batter can run the bases.  Points are awarded for a home run, or the batter can continue around the bases, getting a point for each base.

Equipment- playground ball (bases are optional)
VARIATIONS- You can have a “continuous” kickball game.  When the ball is kicked the team that is
batting runs around their team and adds up the point just like in Alaskan kickball.  However when the fielding team gets the ball and passes over and under their legs, the last person throws the ball and the other team chases it and becomes the fielding team.  Then the team that just threw it runs around themselves collecting points until they have to chase the ball again.

Kangaroo Catch

Students get into pairs. One person holds a hula hoop while the other person stands approximately ten feet away with their hands held together and above their heads. The person with the hoop must try to throw it around their partner. The partner is allowed to move if the hoop is offline. However, they are only allowed to hop. After the hoop is around the one person, that person now tries to ring their partner. This can continue until the teacher feels satisfied with the length of the competition.
Equipment: Hula Hoop per Pair

Spud

There will be a volunteer that would like to be first.  This person gets to begin with the ball. All of the other players spread out around the gym (only one ½ of the gym). When the person with the ball throws the ball in the air and calls another person’s name, the person’s name that was called has to catch or go get the ball.
When they get the ball, they need to yell SPUD.  When SPUD is called, everyone needs to stand still. The person that just got the ball takes 4 giant steps and says S-P-U-D.  Then they roll the ball trying to get the closest person to them. If a person is tagged, they are now the ball thrower.  If the person’s whose name was called misses the person they were rolling the ball at, they are not it.
Equipment- playground ball
Variations- to modify, the person who is it could come up with a topic.  For example, girl’s names,
and everybody has to think of a different girls name but does not tell that person with the ball. The person with the ball has to pick any girls name and whoever had that name has to run and get the ball and yell spud.  Again everybody must freeze where they are.



Chain Gang

Beginning formation: Semi-Circle
Pick 2 students to hold a hula-hoop. Then have the rest of the class hold hands with those two students to form a chain. The object is to get the whole class through the hula-hoop without touching any part of the hoop. Consider it like an electric current; once it is broken, they get “shocked”. They cannot let go of each other’s hands.  If the class touches any part (clothes, hair, body) with the hula-hoop they have start over. Equipment-hula-hoop


Warp Speed

Beginning formation: Circle
Equipment:  One tennis ball per group of 12 or so.
1.   Have the group establish a toss/catch pattern as in group juggling.
2.   Next, have the group complete the pattern once through for time (one digitally watched person
can be the official timer.)
3.   Ask the group if they can reduce that time by working as a team.  (they will  get better.)
4.   Allow the group to brainstorm a bit and look for better ways to complete the sequence in as
fast a time as possible.  (Rearrange the circle, have a ramp of hands in sequence so the ball rolls
from start to finish etc. etc.)
5.   Use the following rules as a guideline:
a.   The group must keep the sequence.
b.   Only one person can be touching the ball at any given time.
c.   The first person to touch the ball must also be the last person to touch the ball.
6.  P.S.--- It’s not warp speed until you complete the pattern in one second or less!



Jamaquack: (3-6)

Equipment- Blindfolds.
Beginning Formation:  Entire Group Holding Hands in a large circle; 5-6 blindfolded people in the middle.
(Jamaquacks are rare, blind birds who cannot fly.  They communicate rather continuously by a loud, nasal QUAACK.  Interestingly enough, Jamaquacks are always hunched over & forward a bit, their hands (wings) wrap around their ankles and they are the only bird species I know that always walks backwards.
1.   Choose 5-6 students to be Jamaquacks. (Do this before telling them what
Jamaquacks are.) Give them a blindfold.
2.   Have the remaining students in the group join hands in a circle.  Have a break in the circle,
i.e. a single space where two people drop hands.
3.   Tell the jamaquacks that they have accidentally stumbled into a naturally formed trap that has
only one possible exit. (the single gap in the circle) The jamaquacks must figure out how to
escape.  *Remember how Jamaquacks move.)
4.   The Jamaquacks can now put their blindfolds in place, assume the position and begin to move
backwards and squawk to their hearts content.
5.   The students forming the circle may gently nudge stray jamaquacks with their knees, subtly
letting them know that the exit is someplace else.
6.   Usually, once the first jamaquack has found the exit, he/she somehow squawks this information
to the other birds.
7.   The activity ends (amidst much laughter) when all the Jamaquacks have escaped.
8.   Pick another 5-6 birds and repeat the procedure.



Through The Quicksand-(3-5)

Equipment Needed- Cones to mark off playing field. A decent amount of hula-hoops and beanbags are
required. (If you run out of hula-hoops, you can use jump ropes and curl on floor to make circle) Set up the playing area by forming a rectangular space with the cones (approximately 30 feet x 20 feet depending on equipment availability.) Fill in your rectangle with hula- hoops.  Leave some space between the hoops.  We call this area “quicksand Alley”.  The hoops represent areas of quicksand. Ask the students to select a partner.  One partner will be the traveling expert, and the other group will be the rescue expert.
-The travel expert will start at one end of the rectangular area and the rescue expert will stand
around the sides of your rectangular area with a good supply of beanbags available.
-On signal, the travel experts will attempt to leap across quicksand alley (to the other end) attempting to leap over the hoops.  If they land in or on any of the hoops they are stuck in the quicksand.
- The only way they can continue their journey is to successfully catch a beanbag, which is to be underhand tossed to them by their partner, the rescue expert.
The objective of the activity is to help your partner get through “quicksand alley”, and to the other side of the rectangle.  If a travel expert fails to catch a beanbag after they have been trapped in the quicksand, they may toss it back to a rescue expert and attempt again. Once the traveler has proceeded through “quicksand alley” they switch places with their partner.


Nuclear Waste Transfer

Equipment- One thick wooden octagon with one 15 foot, 8 inch diameter rope attached to
each side.  One half-gallon soda bottle ¾ full of water, Towel. Group size: 8-16 people.
The object is to lift the nuclear waste on the transfer system, travel over a distance and dump the waste in a pre-determined containment site. Have the transfer system set up in the gymnasium.  Tell the group that they have been hired by their state government to transfer statewide nuclear waste to a mandated containment area.  As a group, they must pull on the rope and lift the octagon shaped platform (with the nuclear waste
bottle balanced on top).  They must then move as a group to the containment area and place/dump the waste into the containment bucket, thus ending the initiative.  There are some rules.
1.   If the nuclear waste falls off, the group must return to the beginning and start again.
2.   Carriers must stay at the end of their ropes (ropes may not be shortened to facilitate grip.
3.   People not involved must switch every two minutes.
Depending on the distance and the number of obstacles in the path, this activity can take anywhere from 20-60 minutes.  Keep a stopwatch handy for a look at total time.
Variations: Add a few blindfolds for the carriers to make the initiative more challenging. Or make the path full of obstacles (through doorways, over benches, down a hill, etc.


Hectic-(2-7)

Equipment: 4 hula-hoops, 20-30 beanbags.
Place one hula-hoop in each corner of your space.  Place the beanbags in the center of the space. Divide the class into 4 groups, one group behind each hoop.  The object of the activity is to get more bags than any other group in the allotted time.  On the command go, everybody runs and gathers one bag and returns it to their hoop.  They can only take one bag at a time; they can take it from the center or the other team’s hoops.  The teacher stops the activity at an appropriate time, counts the bags in each hoop, and declares a winning team.  All the others clap for the winners, the bags are returned from center, and the activity begins again.  Use different loco motor skills each time, running, walking, skipping, hopping, galloping, crab walk, frog leap, etc.

Mine Field

Equipment: Blindfolds for each student, various different pieces of equipment.
-Scatter the equipment all over the floor from one end of the activity area to the other. Have the students work in pairs.
-One partner wears a blindfold while the other works as a guide to instruct their partner across the minefield.  The instructing partner is not to touch their partner at any time.
-Once they cross the minefield they switch places.  If they touch a mine at any time they are to switch places but they go back to the beginning.  Make it harder or easier by adding or subtracting equipment.


Human Ladder(3-12)

Equipment- 6-10 smooth hardwood dowels rods about 3 feet long, 1 ¼ inches in diameter.
Students are paired and given one “rung” on the ladder, which is a dowel.  Each partner should be holding the dowel at one end.  Students in pairs should be standing shoulder to shoulder with their classmates so they can form a ladder.  A climber starts at one end of the ladder and proceeds to move from one rung to another.  As the climber passes by, the pair holding the ladder rung leaves their position and proceeds to the end of the ladder extending the length of the ladder.  The student climbing should not have to use other students for balance unless they have to.
**For safety place mats under the area where the students will be traveling.

Squirrels & Hawks: (3-8)

Equipment:  Five hula-hoops, 20 beanbags.
Split the class into five teams. (4 squirrel teams, 1 hawk team). One hula-hoop is put in the center of the playing area with all the beanbags and the other two hula- hoops will be put at the edge of the playing area.  The middle hula-hoop is the hawk’s nest.  There can be 2-4 hawks. The hawks are trying to protect the “beanbags” from the squirrels.  The other teams are the squirrels. Their job is to get as many beanbags out of the nest as possible without getting tagged by the hawks.  One person from each squirrel team goes at a time.  If a squirrel is tagged then they are frozen until a teammate tags them.  The teams can be divided anyway that you want.  If space is limited then make sure only a few members of each team are in the playing field at a time to maintain safety levels.

Raiders of the Lost Jewel: (4-12)

Equipment- Cage ball, or other ball whose diameter is around 30-40inches, scooters, scooter paddle
(or similar instrument).
-Place the cage ball on the stand about 40 feet away from the starting line.  Place the 2 groups of
students on scooters.
-Each team will use their paddles to propel themselves on their journey toward the jewel on the stand. When they have reached the jewel stand, team members are to remove the jewel from the stand, then bring the jewel and stand (cone) back to the starting line using the scooters and paddles.
Rules:
1.   Team members may not touch the jewel with their hands.
2.    The jewel may not touch the floor.
3.   Team members may not touch the floor with any part of their bodies.
4.   If any rule is broken, the group must return to home base and begin again.
5.   The team will have mastered the challenge when thy successfully return the jewel to their home base and set it on the stand without the jewel touching the floor.

Solutions:  Lift the jewel off the stand using the paddles.
Some team members could conjoin the scooters by interlocking their legs while some members could
support the jewel with one paddle while others paddle. The group may try to use their heads to balance stand or jewel. Variations:  You can place obstacles in the area to make it more difficult.


Everybody Up (8-12)

Equipment: None
Description: Have two people of approximately the same size sit back to back.  Students must lock
arms at the elbows, and on the teachers cue, try to stand up without putting their hands on the floor.  If the pair is successful ask them to seek another partner and try standing using three people, then four, etc. until the entire group tries to stand up together.


Stepping Stones (4-12)

Equipment: Poly-Spots
Description:  Divide your class into teams (two-four people per team).  The object of the game is to have the entire team make it across the gym while having no one touch the gym floor.  Students must always be touching a stone (pod) otherwise it will fall into the creek and the pod will be washed away by the river (the teacher removes the spot).  All students start with 1 pod (may be modified for more/less advanced classes).
Solution: Students may share pods/stones - pick up the last stone and pass it to the front of the line to be used as the next stepping stone. You can also use this game as a relay race, individual competition or to enhance team building, cooperation and personal and social responsibility.


Willows in the Wind (8-12)

Equipment: None
Description: Students form a circle around one student.  The student in the middle will cross their feet, close their arms and fold their arms over their chest.  The other students place their hands palm up, and widen their stance so that they are ready to catch the student in the middle. Increase the trust factor by increasing the size of the circle.  Start small and then progressively widen the circle.


Balloon Bop (1-12)

Equipment: Balloons
Description: Divide the class into small even groups.  Give each group a balloon and a designated start and finish point.  They must work together to bring the balloon from start to finish without the use of their hands.  If they use their hands, or the balloon falls to the floor, they must start again from the beginning.  In this activity stress how cooperation and communication are important in achieving a goal.

Web of Friendship (2-12)

Equipment: Ball of yarn, pair of scissors
Description: Students form a circle.  The teacher starts the activity by tying the yarn to their wrist.  They then will say something nice or positive about a student and toss the ball of yarn to them.  The student will then loosely wrap some yarn around their wrist and then toss the yarn to another student across from them.  This continues until everyone in the class has the yarn wrapped around their wrist.  A giant web will form in the middle and that is now the web of friendship.  Everyone is now connected.  Explain the importance of friendship and positive comments and if one person feels bad we all feel bad since we are now connected.  This is a great ice breaker to be done at the beginning of the year and as a closing for the end of the year.  At the end cut the yarn and students now have a bracelet to take with them to remind them of this experience.


Sunken Treasure (2-12)

Equipment:  Four scooters, four orange safety cones, four jump ropes, four poly spots or any other
materials that you find useful
Description: Divide the class into four even groups.  Each group is now their own ship of pirates. On the other side of the gym is where their treasure chest of gold is buried. They must get from one designated area to the designated treasure area in order to receive their treasure.  The problem is no one can touch the gym floor.  If they touch the floor they all must start over.  The students need to use only the equipment that is set out in a line from the start to finish.  The problem is no one can touch the gym floor.  If they touch the floor they all must start over. Students need to work together and come up with a strategy in order to reach their treasure.  Team talk and cooperation is the main point of this activity.


Circle the Circle (1-10)

Equipment: Hula Hoops (two-four depending on group size)
Description: Ask the group to hold hands and form a circle.  Place two large hula hoops between two
people.  See how quickly the participants in the circle can make the hoops travel in opposite directions.  You can separate the class into smaller groups, and make it a race to see who can finish the fastest.

Knots (3-12)

Equipment: None
Description: Students start out in a circle formation.  They will then hold the hands of other students in the circle that are not directly to their right or left.  Students can not have two hands on the same individual.  Students must then get out of the knot, which they just formed, without ever letting go of anyone’s hand.  They are allowed to end up facing outside of the circle. Add more students to the circle each time, or form different circles to see which circle can undo the knot the fastest.


Alphabet Line-Up (3-6)

Equipment: None
Description:  Students must silently line up in alphabetical order on their own. You can also line them up by using their shoe size, birthday or any other order that you can think of.


PVC Pipeline (3-12)

Equipment: Twenty five pieces of PVC sliced down the middle (one per student), two marbles, and two
buckets
Description: Split the class evenly into two groups.  Every student receives a piece of PVC pipe. The idea is to have students cooperatively working together to complete the task of passing the marble from one piece of pipe to the next piece.  The team that can get their marble into their bucket first, wins.  The marble can not hit the floor at any time, and if it does you must start from the beginning.  Once the marble enters a student’s piece of piping, they can not move their feet.  A student can only move if they do not have the marble in their piece of pipe.


TP Shuffle (7-10)

Equipment: Low balance beam (or use a line on the floor), floor mats.
Description: The object of this activity is for the class to successfully get across the beam without falling.  However, the class will be evenly divided and sent to opposite ends of the “beam.” Three students from each side must always be on the beam at all times, and the group must work together so that both sides get across without falling.

Balloon Trolleys (6-12)

Equipment: Balloons
Description: Blow up enough balloons so that you have one to fit between every person if they stand
in a single file line.  For example, if X is a person and O is a balloon, the line would look like
this: XOXOXOXOXO.   The challenge is to move the entire group across an area, partially obstructed without allowing any of the balloons to hit the floor. A balloon touching the floor or ground may result in:
• The entire group having to start again
• The two people who dropped the balloon having to go to the front or end of the line and replace the balloon
• The group having to figure out a method to pick up the balloon and re-insert it where it was without losing any other balloons



Cone Handball (5-8)

Equipment: Small cones, soft volleyball
Description: The class will be divided into two teams.  There will be cones scattered throughout the far end of the gymnasium.  One team will be up to bat and the other team will be in the field.The student up to bat will be pitched the ball on a bounce and try to hit the ball with their forearm anywhere in the gymnasium.  After they hit the ball, they are to run into the field and knock over as many cones as possible.  The team in the field can either get the ball and try to hit the person with the ball, waist down, or have the team in the field pass the ball through the entire team over-under style.  The team with the most amount of cones knocked down at the end, wins.


Cooperative Handball (6-10)

Equipment: 2 chairs, brightly colored nerf ball, pinnies
Description: Set up two chairs at opposite ends of the playing area.  One student from each team sits in a chair and becomes the goalie.  Divide the class into two teams, with one team wearing the pinnies.  Each team spreads out on their half of the playing area. The object is to pass the ball from teammate to teammate, until the team goalie catches the ball.  The goalies are placed on the opposite ends of where their teammates are.  In other words the goalies will be facing their teammates at the start.  Set up a 6' x 8' safety area in front of the goalies.  The defensive players cannot go inside of that area.  When the goalie catches the ball scored a point for that team.
Basic rules:
•    After catching the ball a player cannot walk (or move his/her chair).  If he/she does, then traveling is called and the other team is awarded the ball.
•    Players may use a pivot foot/wheel as in basketball.
•    If the ball touches the floor, (i.e. a teammate drops the ball or has it batted down when throwing), the other team is awarded the ball.
•    Defensive players must stay at least 1-2 ft. (your decision) from the offensive player. This should limit fouls and some possible rough play.



PE Frisbee Softball (4-6)

Equipment Needed:  Bases including a home plate (Polly spots or floor tape can be used as bases),
Frisbee, and Goal
Description:
•   Divide the class into two teams consisting of six children or more
•   Mark the field just as a baseball field with three bases and home plate
•   You will need some type of small goal, such as a small soccer goal, or be creative
•   One member from the team must be the goal catcher.  The goal catcher is the only team member who can throw the Frisbee into the goal.  Therefore, the team must pass the Frisbee as many times as they have to before getting it to the goal catcher, and the goal catcher must throw it into the net
•   One team plays the outfield, and the other team throws the Frisbee
•   The team that is throwing the Frisbee has to line up in a single line

•   The first person will throw the Frisbee into the outfield and then run around the provided
bases (Note:  Each person will have one chance to throw the Frisbee)
•   The outfielders will field the Frisbee and throw the Frisbee to the designated goal as quickly
as they can
•   The runner runs around the bases until the outfielder gets the Frisbee into the goal
•   The runner stops on whatever base they end up on, or are running to when the
Frisbee makes it into the goal
•   This continues until everyone on the throwing line has had an opportunity to throw the Frisbee
•   When everyone has thrown the Frisbee, the teams switch sides (outfielders become throwers, and
throwers become outfielders)
•   A point is scored when a team member makes it all the way around the bases and to home plate.
Remember:
If the outfielder catches the Frisbee in the air, even if there is a deflection off of the wall
or ceiling, then it is an out. The numbers of outs are not recorded. Allow different students to play the position of the goal catcher. Frisbee must make it into the outfield to count.
Modifications:Modify the game by adding more Frisbees into the game of play at once; this will speed
up the pace of the game. Modify the game by making the passes between boy and girl only


Kickball basketball (4-6)

Equipment: bases, some type of ball (nerf ball, kick ball), basketball hoop, and hula hoop
Description:
•   The class must be divided into two teams
•   The bases must be set up like a baseball field with home plate
•   One team will be the kickers, and the other team will be the fielders
•   The kickers must line up in a line, with the person up standing in the hula hoop to indicate they are next
•   The fielders must spread out amongst the playing area to field the ball
•   Once the kicker has kicked the ball they must run around the bases.
•   The kicker will continue to run around the bases until the fielder score a basket
•   Every time the kicker touches home plate, they score another point for their team
•   If the fielders score a basket before the kicker touches home plate, then they are out
•   When the fielders, score a basket, then the kicker stops running and goes to the end of the line
•   The person standing in the hula hoop is the next kicker.
•   Every person standing in the line, receives a chance to kick the ball

•   After everyone has had one chance to kick the ball, then the teams must switch roles (kickers
become fielders, and fielders become kickers)
•   If the fielders catch the ball on a fly it is not an out.  They must score a basket.

Remember:
-If a girl kicks the ball, then a boy must score the basket to get the out
-If a boy kicks the ball, then a girl must score the basket to get the out
-You can shoot on any basket in the gymnasium
-If you have already scored a basket you can not shoot again.  You must pass the ball to somebody else to score the basket.
-You can only get someone out by scoring a basket
-Everyone must get a chance to kick the ball before switching sides
Modifications:
The game can be modified by adding more balls into play at once, or using different size or type of ball
If use a large ball, one can create their own net that the ball will fit through


Planet Invasion (4-7)

Equipment:  flag belts, Polly spots, Frisbees, cones, soft and medium sized ball, and about four
hula hoops.
Description:
•   Before the activity begins, spread the Polly spots, Frisbees, cones, and ball inside a rectangular playing area marked with visible boundary lines. This area indicates their planet. (there should be two marked playing areas on opposite sides of the gymnasium) Place 1 hula hoop outside the boundary lines; one on each side for each team.
•   The items placed inside the rectangular playing area are the “Valuables” for that team or planet, and must be protected
•   Each team will be divided into invaders and guards
•   The invaders will wear the flags and try to get the valuables from the other team, then take it back to their planet and place it in their hoop.(They must run outside the playing area, and place the valuable nicely in their hoop for safety)
•   The guards will try to guard their “Valuables”, by taking a flag from the invaders
•   If the guard steals a flag from the invader, then the invader must move outside the playing area and perform (jump, hop, twist, etc. 10X), then the become re- energized and may re-enter the game

Note:  Let the kids know that they will have to utilize their dodging, chasing and fleeing skills for this game. The game is over when the time is up, or when one planet steals all of the other planets valuables.
Modifications:
Make some valuables bonuses that are worth more points. The invaders must pass the ball or Frisbee to each invader on the team before placing it in the hoop. If a boy steals a valuable, then a girl must steal one next.



Fitness Boot camp (5-8)

 Equipment: task cards, hula hoops Description:
•   Place four hula hoops around playing area in shape of a square, and then one in the middle.  It should look like the five on a dice.
O   O     O
O          O
•   The task cards should be placed in the middle hula hoop face down.
•   There will be at least 5 different activities for each team to complete (you can create as many activities as you need, or would like to have the students perform, make sure there is at least one for each team member)
•   Divide the class into groups of four, each group must line up behind one of the four hula hoops at the points
•   When the game begins, the first person on each team or platoon, must run to the center hula hoop and grab a task card, and bring it back to their platoon
•   They can not look at the card until they get back to their platoon
•   That recruit must read the card and have every member of the platoon perform the activity on the task card
•   When everyone has performed the activity, then the next person must go out and get another task card and repeat as the first recruit
•   The game will continue until every task card has been completed by each platoon.
•   When they are finished, each team member is to sit down in a circle around the hula hoop and stretch, or fill out assessment form from their platoon’s hula hoop

Note: If a team has already performed the activity on the task card, then that recruit must run the card back to the center hoop, place it face down, and take another task card.
•   The game is not over until your platoon has completed each task card.
•   The teacher knows that the platoon is finished when recruits are sitting in a circle around the hoop while stretching, or filling out the assessment form located in the platoon’s hula hoop.
•   You can also have the students perform a math equation with the numbers located on the task cards


Ultimate Basketball (5-12)

Equipment: Basketball, basketball hoops and pinnies
Description:
•   There are two teams, Six players on the court at the same time (3 offensive players, and 3 defensive players),The rest of the team will line up along the sidelines
•   On one of the sides lines there will be a red then a blue person next to each other, And on the other side, there will be a blue first and red next all the way down the line
•   The sideline players can be utilized throughout the game for passing and shooting
•   The side people are allowed three steps while dribbling and can’t hold the ball more than 3 seconds.

•   Three defensive players have to protect their own court and can’t pass half court.  The 3offensive players can run back and forth with no problems
•   Each team has to complete three passes before taking a shot
•   The people on the sides can score too if they can make the shot

Modifications:
•   If a boy scores for one team, then the next basket has to be made by a girl
•   The passes must be boy, girl
Note:
•   Make sure the positions are rotated, and everyone gets to play every position (offense, defense, sideline)

 

Pin Soccer (2-6)

Equipment: 6 hula hoops, 6 bowling pins, 3 foam soccer balls, pinnies, and flags
Description: Set up:
Put the hoops on the end line with a bowling pin set u inside each one (3 on each end line)
Set 3 soccer ball on the centerline
•   Divide the class into two teams
•   One player in front of hoop acts as goalie
•   Goalies can use their hands to roll, throw and they can kick the ball on the ground
•   No punting the ball
•   Only the goalie can use their hands
•   All other players are either defense or offense.
•   Offense tries to kick the ball to knock over a pin (if pin is knocked down, it must stay knocked down, even if goalie knocks it down)
•   If a pin is knocked down, then the goalie position is switched with another position on the team
•   When all pins are knocked down on one side, the game is reset


Note:
•   If someone other than the goalie uses their hands, then they must go to the sideline and perform 10 jumping jacks
•   If a team member, other than the goalie knocks down the pin with something other than the ball, then it is reset.
•   If a team member cheats and knocks down a pin, then they have to do 10 curl-ups on the sideline
Modifications:
•   Do not have teams, and students can knock down any pin they want to.
•   When a player knocks down a pin, he/she will then be the next goalie, and the pin can be reset right away
•   Make the players complete three passes before trying to knock down a pin
•   If a girl knocks down a pin, then a boy must knock down the next pin



Steal the Bacon

Equipment: One or more balls or bowling pins, basketball court, or a minimum space of 30’ x 30’
Description:
•   Divide the class into two groups
•   The two groups line up at opposite sides of the gym with the balls, or pins placed in the middle
•   Each member is assigned a number
•   When a number is called out, the person assigned that number from each group will race into the middle to get a ball or a pin and bring it back to their line
•   Whoever retrieves one of the four balls or pins first, will run the ball back to their team line to try and score a point
•   The member who did not retrieve the ball will try to tag the retriever as they run back to their team line
•   If the retriever successfully makes it back to their line, then they score a point
•   If the tagger tags the other team member, then the other team does not score a point
•   The team with the most points wins, or 15 points wins
Modifications:
•   Call out more than one number at a time
•   Have the students come up with a strategy to get the ball or pin and pass it to the other members called, to get it back to the line.  Do this with two balls or pins. The team that gets their ball back to their line first wins the point.




Box Football

Equipment: 1 football, 8 cones, red or yellow belts, or pinnies, full gymnasium
Description:
Divide the class into two teams

One team is red, and the other is yellow (by belts of pinnies)
Four cones are set up on each end line in the shape of a box, this is the goal box
Each team has to have a goalie in the goal box
There are six players on the field
3 offensive players and 3 defensive players
The rest of the team lines up along each sideline
The object of the game is to pass the ball to other members on your team, and finally pass the ball
to your goalie to score a point. The other team can play defense, and try to block passes from getting to the goalie Sideline players can be utilized throughout the game and they can pass the ball to the goalie for a point
If the ball is dropped, then the other team gets the ball. 10 passes must be completed before a pass can be made to the goalie for a point (this number can be changed)
Modifications:
Must pass boy, girl, boy girl only
If a girl scores, then a boy must score
Note: Make sure everyone switches positions
Make sure goalies are switched, boy, girl, boy, girl



Run the Gauntlet

Equipment: none
Description:
•   Divide the class into two groups
•   Have them form two separate lines facing each other
•   Have each student put their arm up to the person they are facing
•   Select a student to run through the line, or gauntlet
•   As the student runs through the line, the other students have to put their arms down before the runner hits into them  *fun and simple game


Key Punch (6-9) 

Equipment: Poly Spots
Description:
•   Place thirty Polly spots throughout the gymnasium floor so that they are lined up evenly
•   They should be 5 Polly spots across and 6 Polly spots up
•   The Polly spots should be numbered 1-30
•   The object of the game is to have all thirty numbers on the Polly Sport touched in sequential order in the least amount of time possible by all students working together cooperatively.
•   The time starts when the first person crosses the line and the last person crosses the line
•   Only 1 player is allowed in the keypad at a time
•   2 seconds is added to the group’s time fro each penalty assessed
Penalty:  more than one person on a Polly spot at one time
Having the numbers touched out of sequence


Traffic Jam (9-12)

 Equipment: nine hula hoops
 Description:
The object of this game is to have two groups of four people with each person standing in their own hula hoop exchange places. The two groups must face each other with the extra hula hoop placed in the middle of the two lines.
X X X X O X X X X
There should be one more hula hoop, than there are students
To begin, one group occupies all the hula hoops to the left of the empty hula hoop, and to the
right of the empty hula hoop
Both groups must face the middle hoop
Illegal moves:  any move backwards, any move around someone facing the same direction as you are,
and any move which involves two people moving at once. Legal moves:  any person may move into an
empty in front of him/her. A person may move around a person who is facing him/her in an empty space.


Ultimate Frisbee (7-12)

Equipment: Frisbee, pinnies, full gymnasium space, or can be played outside on a field
on a 40 x 70 yard field
Description:
•   Divide the class up into two teams and have them wear pinnies of opposite colors
•   Place at least six players on the playing field
•   Place the rest of the players along the sidelines
•   The sideline players can be used for all play
•   The object of the game is to score a goal by passing the disc to a teammate positioned in the end zone
•   No contact is allowed
•   Players cannot move while in possession of the Frisbee, they must use a pivot move as demonstrated in basketball
•   The disc may be thrown in any direction, but may not be handed to somebody
•   No more than one person may guard a thrower
•   The defensive team gains possession of the Frisbee when their opponents fail to complete a pass
of throw, or if the Frisbee goes out of bounds
•   The defensive team gets possession where the Frisbee went out of bounds, or where the pass was
incomplete
Modification:
•   Must pass the Frisbee in boy/girl combination
•   Sideline players can throw the end zone scoring pass
•   Must complete at least three-four passes before scoring
•   If a boy scores, then the next score must be completed by a girl


Frog and Lily Pads (1-3)

Equipment:  cones to mark the playing area, Polly spots (enough for at least 2-3 per child)
Description:
Mark of the playing area with the cones
Then place Poly spots inside this area, close enough so students can reach. When the students enter the gymnasium, tell them they are going to practice being frogs today and that there is a pond for them to practice in. The Poly spots act as the lily pads and the only way to stay dry and out of the water is to move
from lily pad to lily pad by jumping like a frog. On the teachers signal the students will find a lily pad and stand on it. Make sure they are spread out to begin the game.When the music starts, or on the teachers signal, the students are to travel from pad to pad jumping using two feet take off and a two feet landing method.
Safety:  Good frog jumpers make it a good habit to look before jumping.
If there is more than one frog on a lily pad, then you will sink. Keep your eyes up!


Cooperative Hoops (2+)

Equipment: Cones to define general space, a hoop or bicycle tire for each student in the class,
radio, and music
Description:
Each student has their own hoop to stand in the middle of at the beginning of the game.
Hoops should be spaced safely throughout the playing area
On the signal (music), students begin to move randomly throughout general space avoiding the hoops.
For younger students you can have them move in different locomotor patterns or levels. When the
music stops, students must get back into a hoop as quickly as possible (only one per hoop)
Next, make the game harder by removing 2-3 hoops (first ask the students what they are going to
have to do to make this game successful.  You may want to talk about helping out one another and
emphasize why you are doing this)
Play the game again, but now when the music stops the students have to get into a hoop. The
students are going to have to have more than one student in a hoop to be successful Continue
removing hoops until you have 5-7 students having to share one hoop
Note: Encourage students to invite stragglers into their hoops.


Foam Ball Passover (3-5)

Equipment: Small nerf /foam balls and other small items of various sizes and shapes (yarn balls,
etc.); large coffee or other can (ex. Large, emptied cans from school cafeteria); one hula hoop for
each group of 5-6 students
Description:
•   Explain to students that they will need to work together to accomplish today’s activity.  They will need to use positive, supportive language when working with their teammates
•   You will be looking not for teams which win or finish first, but rather, teams which help each other out and work together
•   Use a group of 5-6 students to demonstrate the general idea of the activity.
•   The students lay down head-to-toe in a line.
•   At the foot of the first student is a hula hoop with a number of various objects placed inside
•   The object is for this first person to lift a nerf ball from the hoop using his or her feet and pass it over their head to the next person in line—all while lying down!
•   The next person must grasp the ball with his or her feet, and again pass it to the next person
down the line.
•   No hands allowed to be used with objects, just for balance on the ground.
•   When the object reaches the last person in line, that person attempts to drop the ball into the can (while using their feet).
•   If he/she succeeds, they remove the ball with their hands and walk to the front of the line.
•   Everyone scoots down one place, and the process begins again
•   When everyone has had the opportunity to put the ball in the can, the team may move on to a
different item from the hoop
•   Ultimately, the goal over two or three class meetings is to get all items in the can and empty the hoop first before students change positions.
Modifications:  A hoop can also be used in place of the can to give students a larger target


Titanic Challenge (3-5)

Equipment: three hula hoops per team and cones for a starting and finish line
Description:
•   Cooperation game that requires groups to solve a challenge in a positive manner
•   The students will be aboard a sinking ship behind the start line (use half of a volleyball court)
•   They may only use life boats (hula hoops) to get to safety (the other line)
•   The object is to get all the people safely off the boat as quickly as possible using only the life boats
•   Students may only step in the hoops and may pick up hoops, but only those that are empty
•   Hula hoops cannot be dragged or tossed

•   Teams may take any number of passengers on the lifeboats but if any passenger steps out of the hoops all the people in the lifeboat must return to the ship
•   Teams may step out of the lifeboat only when they have reached the finish line, but they may not throw the hoops back to the boat (They will need to put one hoop in front of the other until they reach the finish line, but do not tell them this unless they absolutely cannot figure it out)

•  Divide the students into groups of six of less. Give each group 1-2 minutes to brainstorm ideas on how to solve their dilemma; each member in the group must offer a suggestion before they decide their course of action.  Then tell groups they have five minutes or so to begin with.  At the end of five minutes, gather groups together and discuss what they have done, what has worked, etc. Allow students to begin again, using ideas they may have gathered.  At the end of activity, discuss again the types of behaviors which were helpful to groups successfully completely the challenge.
Modifications:
Try adding or removing hoops for different strategy ideas.  Also you can make certain color hoops “icebergs” that cannot be moved.


Parachute Steal the Bacon

Equipment: parachute, eraser or Frisbee or other object
Description:
•   Give each student a number, then line up around the parachute
•   Object is to try to get the bacon from under the parachute without getting caught
•   The caller calls out a number, if the students number is called they run under the parachuteand try to grab the object
•   They need to try to get out from the parachute before it comes down
•   If you get caught you become the caller


Shark and Lifeguard (3-5)

 Equipment: parachute
Description:
•   The students are lined up around the parachute , Two students are selected as the lifeguards and one student starts out as the shark, The rest of the students sit with the legs out in front of them under the parachute
•   The rest of the students begin to make waves with the parachute
•   The shark is under the parachute and tries to pull other students under the parachute gently by their feet,
•   If you get pulled under, then you become a shark
•   The lifeguards have to run around the perimeter of the parachute and save anyone who is getting
pulled under the parachute
•   If someone is getting pulled under, they must yell out “help” and wave their hands in the air,This is to signal to the lifeguard that they need to be saved
•   Object of the game it to get everyone to be a shark
 •  Switch up lifeguards and sharks to give everyone a chance
*Safety-make sure sharks do not jerk or pull too hard on someone's feet.  Pulling too hard and fast can cause someone to bang their head on the ground.  Make sure you make students aware of this.


The River Boat

Equipment: Tumbling mats, plywood, small tires, jump ropes
Description:The objective is for the group to transport themselves across a large open space. There is one basic solution to this task, but it usually takes a group the better part of a class period to successfully complete the challenge. The team will transfer themselves from one area to the other without touching the ground with their bodies. The group may use two folded tumbling mats (or pieces of plywood) to create a riverboat. All members of the team and all equipment must make it to the other side. 2 standard tumbling mats or pieces of plywood two small tires 2 long jump ropes or pieces of rope If a group member touches the ground with any part of their body, the entire group must go back to the starting position. All equipment must be brought across the river. No one may call a teammate by his or her last name.

 Construction Zone

Equipment: Blindfolds, puzzle
Description: Group members, using verbal clues and cues, will assist other group members (the construction workers), who will be wearing blindfolds, to assemble a large puzzle. The challenge is not only for the blindfolded group members to complete the puzzle, but also for the sighted group members to communicate in a clear manner so that the construction workers can successfully follow the directions given to them. Blindfold as many of the group members as you wish. After blindfolding the designated construction workers, the sighted group members mix up the parts of the puzzle. Although there is no end to the types of puzzles you or your students could create, we assume the puzzle you will use will become a square when assembled. The sighted group members give five verbal directions to the blindfolded construction workers.
The construction workers will need to be guided to the puzzle pieces and then be guided in assembling them. The sighted groups are not allowed to touch the puzzle pieces or the blindfolded group members. Make sure the working area is completely free of obstructions or other physical structures.

GAMES & ACTIVITIES

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