Tag Games for All Ages/ Early childhood

TAG GAMES FOR ELEMENTARY

Buffalo Tag


Equipment:  Tag balls (any color yarn ball), Taggers (3-5 depending on class size) Runners/Rescuers (these are the remaining students)
Rules:  When a runner is tagged, they need to stop and assume the “caught buffalo position.” The “caught buffalo position” is lying on your back with hands and feet in the air.  To get rescued, two players need to perform the rescue.  One holds the “buffaloes” feet and the other holds the hands.  Together they say, “one, two, three, buffalo free.” That student is now back in the game. Taggers are not allowed to baby sit.  Baby sitting is standing near a tagged person.  This makes it easy to tag someone who is coming over to rescue or waiting for them to finish the rescue. Rescuers are safe while performing the rescue.
Modification:  The game can be played two ways:
1.   If a rescuer is waiting for a player to come over to help assist with the rescue they are safe.
2.   If a rescuer is waiting for a player to come over to help assist with the rescue they can be tagged.  The only way to be safe is to have two people in position to rescue the caught buffalo.


Under and Over Tag

Equipment:  Tag balls (any color yarn ball)

Taggers (3-5 depending on class size) Runners/Rescuers (these are the remaining students)
Rules:  When a runner is tagged, they need to stop and immediately get into the bridge position (push-up position).  To get rescued, a player needs to go under the bridge.  The tagged player then drops down onto their stomach.  The same player finishes the rescue by stepping over them, hence “under and over.”  That student is now back in the game.Taggers are not allowed to baby sit.  Baby sitting is standing near a tagged person.  This makes it easy to tag someone who is coming over to rescue or waiting for them to finish the rescue. Rescuers are safe while performing the rescue. 
Modifications:  The game can be played so that the tagged player chooses to start in the bridge position or lying on their stomach.  Now, rescuers have to identify whether to go under or over first.


Flag Tag


Equipment:  Each student needs a flag belt and two flags (use the Holy Moly straps).

Rules:  This is a one against all type of game.  The objective of the game is to collect as many flags as possible.  A player tries to take another player’s flag.  They are permitted to take more than one.  When a player captures a flag, they need to get out of bounds (outside the basketball court) to velcro the flag to their belt.  A player that is out of bounds placing a flag on their belt is safe.  A player that is chased out of bounds has to surrender one of their flags to the person who chased them out.  A player cannot use their hands to
cover a flag or swat a player’s hand who is attempting to take a flag.



Clothespin Tag

Equipment:  Lots of clothespins.  Each student starts with three clothespins. Rules:  The same as
“Flag Tag” (see above).


Electric Hoops

Equipment:  Enough hula-hoops for every student.  Use a variety of colors.

Rules:  Choose a color hula-hoop to be the taggers.  Everyone stands inside their hula- hoop and shuffles their feet to move around.  To tag someone, the tagger must touch their hula-hoop to another player’s hula-hoop.  These two players switch hoops.  The player tagged becomes a new tagger. There are no tag backs.  A tag back is when a player immediately tags the same person right back. The new tagger must go after someone else; this gives the player a chance to get away from the new tagger.



Everyone’s It (aka Fastest Tag in the West)

Equipment:  none

Rules:  Everyone is a tagger, which is why “everyone is it.” When a player is tagged, they must immediately sit in that spot.  If two players tag each other at the same time, they both sit down.The sidelines and end lines of the basketball court are the boundary lines.  If someone goes out of bounds, then they must sit down.  Stop the game when there are 3-5 students left standing, or end the game if the remaining players are just standing around.



Tunnel Tag (aka Freeze Tag)


Equipment:  Tag balls (any color yarn ball), Taggers (3-5 depending on class size) Runners/Rescuers (these are the remaining students)

Rules:  When a runner is tagged, they need to immediately freeze in that spot with their hands on their head and feet spread shoulder-width apart.  To get rescued, a student needs to go through the front of their tunnel (so the rescuer and tagged person are facing each other).  That student is now back in the game.  Taggers are not allowed to baby sit.  Baby sitting is standing near a tagged person.  This makes it easy to tag someone who is coming over to rescue or waiting for them to finish the rescue.  Rescuers are safe while performing the rescue.


Leap Frog Tag


Equipment:  Tag balls (any color yarn ball). Taggers (3-5 depending on class size) Runners/Rescuers (these are the remaining students)

Rules:  When a runner is tagged, they need to get themselves into a “small ball” position on the floor with their hands close to their body and their head down.  To get rescued, a player needs to leap frog over the person on the floor.  The person doing the leap frog needs to place their hands on the back or shoulders of the person on the floor.  Once the person on the floor has been leaped over, he/she is back in the game. Taggers are not allowed to baby sit.  Baby sitting is standing near a tagged person. This makes it easy to tag someone who is coming over to rescue or waiting for them to finish the rescue. Rescuers are safe while performing the rescue.



Snakes in the Grass


Equipment:  Scooters (enough for every student) Taggers: 2 or 3
Rules:  This tag game takes place on one half of the gym.  The boundaries are the sidelines, endline, and mid-court line.   The scooters that are not in use go on the empty side of the gym (the side not being used).  Taggers ride the scooter on their stomachs. Everyone else is without a scooter and on their feet.  When the free players (without scooters) get tagged, they need to go to the other side and get a scooter.  They become “snakes” too.  If a player goes out of bounds, then they become a “snake.”  Continue play until everyone is a “snake.” This is a great way to pass out the scooters.
Modifications:  If you do not have enough scooters for everyone, play Snakes and Spiders.  When all the scooters are gone, the tagged player sits down in the spot he/she was tagged in.  They become a “spider” and have to tag in the sitting position.



Red Light, Yellow Light, Green Light

Equipment:  Red, yellow and green yarn balls. Taggers (5 or 6) they have three or four red balls and two yellow balls. Rescuers (2 or 3) they have the green balls.

Rules:  This game is played by the rules of a traffic light.  When tagged by a red player, you must stop.  When tagged by a yellow player, you must walk.  When tagged by a green player you can run or jog.  Yellow players have a unique job.  They are taggers and rescuers. If you have been tagged by a red player (stopped), the only way to return to being an active player in the game is to be tagged by a green (jog or run) or yellow (walk) player.  Anyone in possession of a tag/rescue ball cannot tag another player who has a ball.  Play for about two minutes, and then choose new taggers and rescuers.



Stop, Drop, and Roll


Equipment:  Red yarn balls (tag balls) Taggers (3-5 depending on class size)
Rules:  When a runner is tagged, they need to “stop, drop, and roll” to rescue themselves. By completing a role, the tagged player is allowed to resume playing.  The roll should be like a log roll (gymnastics) and it must be a complete roll.
Modifications:  Make the players who have been tagged do two or three complete rolls.

Shark Island

Equipment: 3 unfolded gymnastics mats (panel mat), 4 hula-hoops, and 4 bean bags.

Set-up:  Two of the gymnastics mats go in the center of the gym forming a square “island.” The other gymnastics mat goes on the sideline straight across from the “island.” This is the “hospital.” The four hula-hoops are placed near each of the corners of the basketball court (not too close to the sidelines and end lines), so players can go around the hula-hoops without going out of bounds.  Each bean bag is placed inside a hula-hoop.  Choose 4-6 “sharks” (taggers) and have them start by standing near the hula-hoops.  Everyone else is an “islander” and they start by standing on the “island.”
Rules:  When tagged, a player goes to the “hospital” and stands in line waiting to be rescued. Players are rescued in order of who has been out the longest. To rescue, a player must grab a bean bag out of a hula-hoop and take it to the person at the front of the line in the “hospital.” The player coming out of the “hospital” needs to return the bean bag to an empty hula-hoop. This player cannot pick up the returned bean bag until they have gone to the “island” or picked a different bean bag.  “Sharks” are not allowed to go onto the “island” or into the “hospital.” “Sharks” can guard the “island,” but not the “hospital.”  Players are safe when standing on the “island” or are in possession of a bean bag.



I’m a New Chicken

Equipment:  4 rubber chickens and 4 hula-hoops (5 if the gym does not have a center circle).

Set-up:  The four hula-hoops are placed near each of the corners of the basketball court (not too close to the sidelines and end lines), so players can go around the hula-hoops without going out of bounds.  Place a hula-hoop in the center of the gym if there is no center circle.  The rubber chickens are for the taggers.
Rules:  When tagged, that person will be given the rubber chicken from the person who tagged them.
They become a new tagger.  Before they can tag anyone, they must run to the center circle and shout, “I’m a New Chicken.”  Now they can try to go tag anyone, so they can get rid of the chicken.The four hula-hoops in the corners are for safety zones. A player can run and stand inside the hula-hoop to be safe, for a maximum of five seconds.  This player cannot step out of the hula-hoop and then immediately step back in. Only one person can be inside a safety zone at a time.  Because a player is choosing to be safe, a tagger can stand outside of the hula-hoop waiting for their five second time limit to be up (the baby-sitting rule is not in effect).
Being Safe:  It is to your discretion on how to use the four safety zones.  You could allow as much access to them as needed, but a player cannot get inside the same safety zone two times in a row.  Another way would be to allow students to access each safety zone one time only (allowing them four opportunities to be safe).



Chinese Tag


Equipment:  none

Rules:  This is the simplest form of tag, with one variation.  When a player is tagged, they must keep their hand on the spot where they were tagged until they can successfully tag another player. This necessitates hopping on one foot or bending over to touch one’s knee while trying to tag other players.



Crows and Cranes


Equipment:  None.

Set up:  Divide the class into two groups.  One group stands on the yellow line near mid- court facing the mid-court line.  The other group does the same thing, but uses the yellow line on the opposite side.  Name your two groups (group 1 are crows and group 2 are cranes).  Safety lines are located behind each group; they are the yellow lines near the walls at each end of the gym.
Rules:  The two groups are facing each other on opposite sides of mid-court.  The teacher yells out
either “crows” or “cranes”.  The name called always chases the other group.  If a student is tagged before reaching the safety line, they join the group that just tagged them.Continue the game as long as you would like or until there is no one left on one side.
Safety:  Students are not allowed to touch the walls behind their safety line.  If they do;
1) they need to join the other group or 2) sit them out a couple rounds.



Jumping Jack Tag

Equipment:  Tag balls (any color yarn ball) Taggers (3-5 depending on class size)
Rules:  When a runner is tagged, they need to immediately leave the basketball court (go out of bounds) and do ten jumping jacks.  When finished with the ten jumping jacks, that person may re-enter the game.  Play for 1-2 minutes and then switch taggers.
Modifications:
1.   To be safe, a player can be doing jumping jacks in the play area.
2.   To be safe, a player would need to find a partner and they both would have to face each other
while doing jumping jacks. If you use the modifications, the baby sitting rule does not apply.


Exercise Tag

Equipment:  Tag balls (any color yarn ball) Taggers (3-5 depending on class size)
Rules:  The same as “Jumping Jack Tag” (see above).  The teacher tells the class the specific exercise or can give them 2-3 different choices.  The teacher gives the specific number (repetitions) that needs to be done.  Possible exercises; jumping jacks, sit-ups, push-ups, mountain climbers, squat thrusts, etc.



Teacher Tag

Equipment:  Tag ball (any color yarn ball) Tagger:  The teacher (or choose one student)
Rules:  When tagged, the runner must sit in the spot they are tagged in.  They become the teacher’s
helper and tag players in the sitting position, without tripping them.  They need to sit with their legs crossed and bottoms glued to the floor.  They use their hands to try to tag players still in the game.  Tripping someone will lead to ejection from game. Game ends when everyone is sitting or the teacher blows the whistle.


Link Tag


Equipment:  Tag balls (any color yarn ball)
Rules:  There is one tagger and one runner in this game.  While the tagger pursues the runner, the rest of the children stand scattered around the gym linked to a partner.  The runner can, at any point, link on to one of the partners.  The other child in the link becomes the new runner.  If the runner is ever tagged, the runner becomes the tagger and the tagger becomes the runner.  Before the new tagger can chase, have them count to ten. This game is most fun when there is a lot of linking and un-linking happening.  If this doesn't happen naturally or with a little prompting (“How do the people linked up feel if they never get to run?”), then you can make a rule that the runner has to link up before a ten count.
Modifications:
1.   As the students begin to understand the concept of the game, you can add more taggers and runners.
2.   Instead of having the new tagger count to ten, you could have them perform a given number of exercises (i.e. 5 jumping jacks, 3 push-ups, 5 sit-ups, etc.)


Amoeba Tag


Equipment:  Pinnies or Holy Moly Straps to identify who the starting “amoeba(s)” are. Taggers 1-2
Rules:   When a runner is tagged, they need to immediately join the “amoeba” (tagger). To join the “amoeba,” one would hold hands or hand to wrist with the “amoeba.” The “amoeba” can grow to as many
as four people and then it splits in half, forming (2) two- person “amoebas.” These two “amoebas” continue to grow and again split in half when four people make up one “amoeba.” Continue play until there are few or no runners left.


Addition Tag

Equipment:  Pinnies or Holy Moly Straps to identify who the starting taggers are. Taggers (3-5
depending on class size)
Rules:  The same as Amoeba Tag.  The difference is that the tag group continues to grow and never splits.


Run Cats Run


Equipment:  Pinnies or Holy Moly Straps to identify who the tagger(s) are. Taggers 1-2. Tagger is a dog. Runner is a cat.
Rules:  Tagger(s) start in the center of the gym.  Everyone else is lined up on the same end line. Tagger says, “Run Cats Run.” This is the signal for the runners to run to the opposite end line.If tagged, the runner becomes a “dog,” adding to the group of taggers. Once all runners are safe or caught, that is the end of round one.  A round consists of running the length of the gym.  Repeat round two by having the surviving runners run to the end line where they originally started.  Play three rounds, and then have 1-2 new “dogs” with everyone else starting as “cats.”
Safety:  To keep students from running into the wall, use the yellow line (9 feet from wall) as the safety line.  Once a runner is past the yellow line they are safe.  If a student touches the wall, they become a dog, but are sent to the dog pound for touching the wall. The dog pound is sitting on the sideline for two rounds.  When the two missed rounds are over, they return to the game as “dogs.”



Octopus

Equipment:  Pinnies or Holy Moly Straps to identify who the tagger(s) are. Taggers 1-2. Tagger is an octopus. Runner is a fish.
Rules:  The same as “Run Cats Run.” The differences are; 1) the signal for the runners to run is “swim fish swim,” 2) when tagged, the runner becomes a “tentacle” and is a tagger in the sitting position.  They need to sit with their legs crossed and bottoms glued to the ocean floor.  They use their arms as tentacles to try to tag players still in the game. Tripping someone will lead to ejection from game.  Play three rounds or until there are at least eight tentacles.
Safety:  The same as “Run Cats Run.” To go along with the theme of the game, if a student touches the wall, they were caught by fishermen and need to sit on the sideline for two rounds.  When the two missed rounds are over, they return to the game as “fish.”


Sneak Attack

Equipment:  none
Set-up:  Divide the class in half.  Each team stands at opposite ends of the gym (end lines).
Rules:  Choose one team to turn and face the wall (no peaking).  This team is the tag team.  The other team begins to sneak up on the tag team.  The teacher yells out, “sneak attack.” The tag team turns around and chases the other team back to their safety line.  If a player is tagged before crossing the safety line, they become a player for the opposing team.
Safety:  To keep students from running into the wall, use the yellow line (9 feet from wall) as the safety line.  Once a runner is past the yellow line they are safe.



TAG GAMES COMBINED


Frogs and Ants (3-5)

Equipment: None
Description: A few "frogs" will be chosen. At the signal, the frogs move around and try to tag the ants. When tagged, the ant must lay on their back with their feet and hands extended in the air. At this point, the ants that have not been tagged can try to "save" their fellow ants by doing 5 jumping jacks and then tag them. Once an ant has been saved he/she may jump back into the game.When there are no more ants free the game is over.


Yoga Tag  (k-5)

Objective: The students will demonstrate how to do Yoga
Participation: Large Group Materials/Equipment: foam noodle
Description: The students will spread out into their own personal space.  You can have up to 3 students volunteer to be the one who tags.  The taggers will then get a small soft foam noodle which they can only use to tag with not throw.  Once the students get tagged than they are to freeze and perform the yoga move that the teacher decides to have them do. For example Jogging through the Jungle, or they can sit on the floor and do the birthday candles or the train.  In order for a frozen student to get unfrozen another student who is not frozen must tag them. Change taggers after a minute or so.


Slap Tag (3-6)

Equipment: None
Description: This tag game is a great activity for students.  Separate the class into two groups. One
group is the “Slappers” and the other group will be the “Chasers.” Have the students line up about
50 feet apart with the “Slappers” at one line and the “Chasers” on another line.  On the teachers command the “Slappers” will walk up behind the “Chasers” (They will be standing with their palms facing behind their body) and slap them five.  As soon as the chasers are slapped five both the “Slappers” and the “Chasers” will turn and race for the line that the “Slappers” started on.  If the “Slappers” get there before getting tagged they continue to be“Slappers.”  If the “Slappers” get tagged they become “Chasers” and “Chasers” will be “Slappers.”

Magician Tag (3-5)

Equipment: 3-4 foam noodles for taggers
Description: In this tag game there will be 3 or 4 taggers in a game.  They will be given a foam noodle
and a different locomotor skill that they must do.  For example, hopping, skipping, jogging, etc.As soon as they are told to go the whole class must walk in their own space.  The class will be given a boundary.  Keeping it a smaller boundary will be better, for there will be more tagging occurring.  If a student is tagged they must begin to do the locomotor skill that their tagger was doing.  The magicians keep moving around
tagging students until the teacher stops the activity and changes taggers and locomotor skills.


Excuse Me Tag (2-4)

Equipment: None
Description: Students walk around classroom and try to gently brush up against/tag other students using their shoulders.  Every time they tag each other they say excuse me.  Works on student's body awareness and body control.  Good to use in classroom setting because students are not trying to dodge on another as in other tag games.



Anatomy Tag (9-12)

Equipment: Dry erase board and pens, 3X5 cards with names of muscles on cards, laminated poster of
anterior and posterior anatomical views of human body for each group in class, scotch tape
Description: Split class into groups of about four.  Designate one “anatomist” for each team whose job it is to tag others from the opposing team.  When a person is tagged by the anatomist they have to a) stand at the dry erase board and write the name of a major muscle group (they can refer to the laminated posters) and what machine in the weight room works it.  The game continues until every team but one has four things written on their board.  After a student is tagged, he goes back into the tag game.


Pac Man (2-5)

Equipment: Bean bags, one per person, four foam donut shaped objects, one medium sized foam ball
(yellow preferably)
Description: Everyone in the class gets a beanbag.  Place the four donut shaped objects in the corners of the room (these are power pellets).  Select a child to be Pac-Man (give them the foam ball) and three or four children to be the ghosts.  Pac-Man stays at the front of the class and all of the ghosts go to the back of the room.  Students with beanbags place them on their heads and spread out around the room.  On the teacher’s signal, Pac- man doing a shuffle step starts brushing off the beanbags off the other student’s heads who are remaining stationary.  The ghosts doing the same shuffle steps are trying to catch the Pac-Man. Object of the game is to brush all the beanbags off before getting tagged three times by the ghosts.


Cone Tag (k-2)

Equipment: Three pinnies, eight cones
Description: Set up three cones so that they form a circle.  Stand by a cone with no more than three people at a cone.  Three students who will become "it" will be asked to get in the middle of the circle and wear pinnies.  Students will then pick a locomotor movement skill that they know. On the teachers cue, students will have to move to another cone, without getting tagged by a student with a pinnie.  At no time may there be more than three students at one cone.  If a student gets tagged by someone with a pinnie before they make it to a cone, they put on a pinnie and become part of the "it" team.  Game continues until everyone is wearing a pinnie on the "it" team.


Squirrels and Hawks (3-8)

Equipment: Three hula hoops, twelve beanbags
Description: Split the class up into three teams.  One hula hoop is put in the center of the playing area with all the bean bags 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.  The hawks are trying to protect the nuts (beanbags) from the squirrels.  The other two teams are the squirrels.  Their job is to get as many bean bags out of the nest as possible without getting
tagged by the hawks.  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 levels of safety.


Alien Chief (k-5)

Equipment: None
Description: One student is selected to be the spaceman and leave the room by the teacher.  The teacher then selects an alien chief.  The rest of the students become his alien followers who are completely controlled by him so that they copy every movement he makes almost simultaneously. When the spaceman comes back into the room, the aliens must mirror the alien chief who is performing locomotor movements without letting the spaceman catch onto who the alien chief is.  The alien chief should keep changing locomotor movements.  The spaceman gets three tries to guess who the alien chief is.


Golden Nugget TAG (3-7)

Equipment: 12 small hula-hoops, 12 golden scarves, 6 bowling pins or cones, 6 nerf balls
Description: Split the class up into six teams.  Have each team designate their own personal area in the gym (or do it for them) so that they are spaced equally from each team.  Each team has two hula-hoops, which contain one golden scarf in each of them, and one bowling pin set up behind them. The object of the game is to capture every team’s flags by placing them all in your hula-hoops without having your pin knocked down.  When a team has no more flags left, the only way to get back into the game is to knock another teams pin down.  If they knock another teams pin down (they must throw the ball from their home base) then they are back in the game and they get all the flags that that team has in their possession.  The students should divide themselves into jobs.  Two students should be flag getters, two students pin protectors, one student pin knocker,etc.


Skipping Tag (1-2)

Equipment: Cones and pinnies
Description: Students must stay within the coned area while playing the game. In the first round, there will be one person that is "it" who will wear a pinny. Everyone must skip throughout the game and try to keep away from the student that is "it". Once a child is tagged, they must try to keep the tagger from getting everyone else. To do this they have to get in the taggers' way without enclosing, touching, or knocking him/her down. Once everyone is tagged a new round is played and the teacher chooses two taggers. Continue to play the same way. Increase the number of students that are "it", by one, each new round.
Rules:
•    Everyone must skip at all times including the students that are "it".
•    No one can bump, trip, encircle, or touch the taggers at any time.
•    Those who are "it" must wear a pinnie at all times.
•    When a student is tagged they must put their hand in the air so taggers know who has, and who
has not, been tagged.
•    Once a child is tagged they do not tag others, but assist those who have not been tagged by
helping to block the taggers.


Auto Tag:

Students get into pairs and hold hands or lock arms. One or two pairs are considered it. These people each receive a yarn ball and place it in their free hand. The pairs that are “it” must throw and hit another pair of students. If another pair is hit, they must retrieve the yarn balls and they are now “it”
Equipment: A Yarn Ball


Body Snatchers:

Avoid being snatched by the Body Snatcher. Choose one player as the evil invader from outer space and the rest go around with their eyes closed. The invading body snatcher gets to keep their eyes open. They creep up to an unsuspecting citizen and make whatever blood-curdling sound they want and that person becomes a new body snatcher. The last one left gets to be the new body snatcher.
Equipment: None



Early Childhood Games

Improv Movement 

Grade Level: 1st –5th Equipment: Description cards
Description: Split the class into groups.  Have each group select a description card from your collection.  The description card will have the name of an object, person, or animal they must act out.  For instance if the word Jello appears on their card, as a group they must act out "Jello."  The job of the other students in the class is to determine what the group is trying to portray.


Here, Where, There 

Grade Level: K – 2nd
Equipment: None
Description: This listening game requires the students to know a few commands before starting.  First the students will start out running around in an open area keeping their own personal space.  As soon as the teacher yells “Here,” the class must run toward the teacher.  When the teacher yells “Where” everyone must freeze exactly where they are.  Finally, when the teacher yells “There” they can point to any sideline that they want and the students must run to that line. You can always change up the locomotor skill so the students do different movements.  Instead of running you can have the students gallop, skip, hop, etc.


Ship Deck Shore 

Grade Level: K-2nd
Equipment:  Floor tape
Description:  Place three lines of tape approximately 10-15 ft apart on the floor.  Each row of tape will be representing the ship, the deck, and the shore, in that order.  The students will start on the shore and work from there. The teacher will give the students 2-4 commands to see if they cognitively can do the activity.  For example the teacher might say ship, shore.  The students would have to run to the ship line and straddle it and call out where they are standing, and then run to the shore line and yell “Shore.”


People to People 

Grade level:  K-2nd
Equipment:  None
Description:  The students will be able to walk around without running until the teacher says “People to People.”  At this point the students must find a partner immediately and stand back to back. Once they are all with a partner the teacher will give different commands. One might be touch hand to hand. A more advanced command might be right hand to right hand.  Another type of command would be right foot to left elbow. The students have to figure out their body parts and match up.  Once they do this a few times the teacher will say people to people again and the students must start walking around again.


Farmers and Tree Cutters

Grade Level: 2-5
Have a bunch of cones set up in a square. It doesn’t matter, they can be all different sizes. Have a group of students be the farmers and a group of students be the tree cutters. Once everyone has a job, than the tree cutters will try and knock down all the cones while the farmers are trying to pick up all the cones.   This is all going on at the same time.  One way you can modify this game is by having the tree cutters only knock down the cones using their knees or their elbows.

Asteroids

Equipment: Koosh balls or yarn balls
Description: One group verses another group…the first group who hits and dominates the other team wins. Koosh balls are all over the floor and on go you must pick a koosh ball up and try to hit someone on the opposite team below the waste. Once you get hit with a koosh ball you sit on the floor. The only way to get back in is to have someone on your team pass you the koosh ball to you. Object of the game is to work as a team to be the last team standing.


Cookie Monster

Equipment/Materials:
10 -15 Bean Bags
1 Bucket
1 Hockey Stick, The cookie monster and the entire class
Description:
Have everyone in the class get a partner.
Give each set of partners a bean bag. Sit partners about 15 ft. apart facing each other.
The bean bags represent "cookies". The partners share their cookies by sliding the bean bags back
and forth across the floor without the Cookie Monster getting them.
The Cookie Monster will be moving around trying to steal the cookies with his/her spatula (hockey stick). If the Cookie Monster gets a cookie he/she will take it and put it in the cookie jar (bucket).
Partners can hold the cookie for about 5 sec. before sliding it.
The Cookie Monster has about 3 or 4 minutes to get as many cookies as possible.
Then a new Cookie Monster is chosen and the old Cookie Monster will take their place on the floor.
Modification: Add more than one Cookie Monster to the class and try to progressively make it harder.

Football Tag

Equipment: Quarter
Description: One group verses the other….one group has a coin, team must hurdle up and decide who is going to hold the coin and try to make it to the other side for a touch down without getting tag. Everyone line up with hands folded leaving the other team unaware of who is holding the coin. The defense team is trying to tag everyone is sight hoping to tag the person with the coin before that person get the touch down. One you are tagged you must stop and show your hands. If you don’t have the coin you can continue running forward, if you do have the coin the other team gets the next turn with the coin.



GAMES & ACTIVITIES

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