Look up, Look down, run
1. Explain the difference between aerobic and anaerobic activity.
2. Designate one student in each group to be the “caller”. That person will say, “look up, look down, look”.
3. If a person is looking at a person that is also looking at them, then they are to sprint to another group and join in that group.
4. If a person is not looking at a person that is also looking at them, then they stay in the group and continue.
5. If the caller is “out”, then another caller is designated.
6. Keep the game going at a high intensity for as long as possible.
7. Be sure to use peripheral vision and watch out for collisions.
Aerobic Striker
1. Have students find their pulse (carotid or brachial) and count for 10 seconds. Do this before the game begins, so they can see how it changes after the game.
2. Explain the different objectives of the game: a.) to score points b.) to keep their heart rate up for 25 minutes.
3. Students are only to hit the beach ball with hands and arms and must be struck with an open hand. Students can not throw or dribble the ball.
4. Occasionally, have students check their pulses to see if there are any significant changes.
5. Ask students for strategies of how they can keep their heart rates up during the game.
Chicken Baseball
1. Designate one team to be the batters and one team to be on defense.
2. The defensive team will focus on moving towards the thrown chicken, forming a single file line, and passing the chicken in a certain pattern. The first person will pass the chicken overhead, the next person will pass under—through the legs and an over, under pattern continues until the last student in line receives the chicken. That person yells, “Stop” and then throws the chicken to the other team wherever they see appropriate.
3. One student from each team is designated to be the “runner”. This student is responsible for running around the entire team. Every time the student circles the whole team, they score a run. Once they hear the other team yell, “Stop”, the runner stops and prepares to move towards the thrown chicken.
4. The batting team may get into any configuration they see appropriate.
Popper Tag
1. Show students how to “pop” using the “poppers”.
2. Have students pinch the popper between their thumb and forefinger.
3. Then have students practice playing catch and toss with the poppers.
4. Explain that the object is to try to avoid getting hit by the popper and hit others with your popper.
5. You may not hit someone while they’re bending over to pick up their popper.
6. You may not hide behind another player.
Team Tag
1. Have class divide into groups of 3 or 4
2. Each team is responsible for getting its teammates back into the game by tossing, rolling, bouncing, a ball to the player that’s out.
3. When tagged one must sit on a knee.
4. Every team for themselves. In other words, each team is trying to tag a player from another team.
5. No one may interfere with another ball once it’s delivered.
6. If you’re tagged while in possession of a ball, you must hand your ball to another teammate.
Jugglers on the Move
1. Have students form a group of 8-10 students in a circle.
2. Each person should be stading on their poly spot.
3. Students will select another student in their circle and say that person’s name. Then that person will say someone else’s name, until everyone in the circle has been called. The order in which each person’s name was said and says another name is the sequence that will continue throughout this activity.
4. After students, have the sequence down, have students say the person’s name and run to them, give them a high 5 and stand on their spot.
5. Another variation is to have students toss a fleece ball using the same sequence.
6. When students get really good, you may integrate another fleece ball (2 balls going at once). This is only for advanced groups (5th grade).
Pair Squared/Blob Tag
1. Have students connect with a partner (ie. Join hands or link arms)
2. Then have a pair partner up with another pair.
3. Decide which pair will be “It”—the taggers and which pair will be avoiding getting tagged.
4. Remind students to be safe and not to drag others around the gym.
5. Students are not allowed to go under students’ arms.
Sneak Attack
1. Explain that the objective is for everyone in the group to capture the chicken, without being seen or called out by the “guardian”. The guardian is guarding his food. Everyone else’s job is to capture the food, which is the chicken.
2. Once the chicken is captured you must return the chicken to the starting line.
3. The chicken must also be touched by everyone in the group before you have achieved success.
4. When the guardian is facing away from the group, the group may advance towards the chicken.
5. If the guardian turns around and sees anyone from the group move, then the whole group must go back to the starting line.
6. Also, once the chicken is captured and the group is moving back towards the starting line, the guardian may turn around. If he/she guesses who has the chicken, then the rest of the group must return the chicken to the guardian and go back to a designated point.
7. Once again, everyone in the group must touch the chicken before returning to the starting line, in order for this to be a success.
8. Have students play the role of the guardian, once they get the hang of it.
Swat Tag
1. The “Swatter” may swat anyone in the circle, as long as it’s between the area of your knee and ankle, known as your “knankyl”.
2. Once you swat someone, you must run to the middle where the hula hoop is and drop the noodle into the hoop. Meanwhile, the person that was swatted runs to the hula hoop, picks up the noodle and attempts to swat the “swatter” in the knankyl before that person gets back to their spot marker.
3. If the “swatter” makes it to the empty spot marker before he/she gets swatted, then the person swatted becomes the swatter.
4. If the swatted person swats the swatter, then he/she places the noodle back into the hula hoop and goes to the empty spot marker.
5. Limit being the swatter to three rounds.
Whampum
1. Have students form a group of 8-10 students in a circle.
2. Have one student stand in the middle of the group with the noodle.
3. Have a student in the group say someone else’s name.
4. The person with the noodle is to try to whampum that person’s FOOT before that person says another name.
5. If the person hits their foot before that person says another name, then they become the person in the middle.
6. Also, if a wrong name is mentioned or someone who’s not present, that person goes to the middle.
7. Emphasize safety and that you’re to hit their foot.
Bear, Salmon, Mosquito
1. Explain that everyone can choose between the three animals: Bear, Salmon or Mosquito.
2. Then, show them the movements for each; Bear stands tall and positions hands, so they’re like paws with a loud, “Roar”.
3. Salmon is where the person puts hands together like in a prayer position while moving back and forth simulating a swimming motion.
4. Mosquito is where the person puts middle and ring finger together with thumb, while pointer and pinky fingers stand up. This is done on both hands. While making these motions with hands, one makes a mosquito buzzing sound.
5. Bear eats salmon. Salmon eats mosquito. And mosquito eats bear.
6. Have students stand on opposite sides of the center line, while facing opposite directions.
7. Each group is considered a team and should consult what they’d like to do before beginning play.
8. On 1-2-3-GO, opponents are to turn around, while making either a Bear, Salmon or mosquito.
9. If your group beats the other team, then you are to chase them to their baseline. If your group is being eaten, then you are flee to your own baseline.
10. If you are caught, then you join the other team.
Pick and Choose
1. The objective in this game is to score as many points within 2 minutes.
2. Your challenge is to get as many tennis balls into the buckets as possible.
3. Each of the three buckets are assigned a point value. The closest one is 1 point. The middle distance is 2 points and the farthest one is worth 5 points.
4. Explain that they may assign throwers and retrievers. You may have at least one thrower and at least one retriever. You may use the other two players as you wish. Keep in mind your objective.
5. Throwers must throw from behind the baseline.
6. Retrievers can only retrieve the balls and may not help the balls into the buckets.
Commitment
1. The objective in this game is to exchange positions with another person on the circle without the person in the middle from stealing your spot.
2. Once, someone or more people decide to leave their spot to exchange with someone, the person in the middle can run to the open spot and “steal” it.
3. If the middle person gets to the spot, before the other person, that person goes to the middle.
4. Explain that no one is allowed to talk or make sounds.
5. Also, emphasize safety and possibly clarify that students may not make physical contact with another student.
Zip, Zap, Zop
1. Teach students the words, “Zip and Zap”
2. Then have student in the middle initiate the “Zip”, by placing his/her two hands’ palms facing each other.
3. While pointing at someone in the circle, he/she simultaneously says, “Zip”.
4. The person that was pointed at must say, “Zap” to someone else, while pointing with hands facing each other to someone else.
5. Then it continues in this pattern: “Zip, Zap, Zip, Zap, etc.”
6. If someone hesitates or says the wrong word, they go the middle of the circle.
7. Feel free to add “Zop” as the third word in the sequence to increase difficulty.
Jump Tag
1. Each student on “Jump” will be allowed to jump once back before starting the game.
2. Now, on 1-2-3-Go, students may begin jumping.
3. Students are allowed to “jump” (actually a hop) once in any direction, but only once.
4. You may tag someone in the air or on the ground upon landing.
5. If you’re tagged, you may step out of the game and encourage the person that tagged you.
People to People
1. Have students find someone to partner up with.
2. Explain that the activity will involve working with the partner.
3. Call out two body parts, for example: hand to hand, or elbow to foot, and have your students connect to their partner using those two parts.
4. Establish a rhythm for your "body part chants" by snapping your fingers, and have your student repeat back to you twice what they hear. For example, while snapping you say, "Hand to hand." Students repeat, "Hand to hand, hand to hand".
5. Continue with different combinations of body parts and then declare, "People to People", where students are to find another partner.
5 Handshakes in 5 minutes
Milk the Cow
Happy Salmon
Wild Turkey
Wind-up toy
Make up your own
1. Explain the difference between aerobic and anaerobic activity.
2. Designate one student in each group to be the “caller”. That person will say, “look up, look down, look”.
3. If a person is looking at a person that is also looking at them, then they are to sprint to another group and join in that group.
4. If a person is not looking at a person that is also looking at them, then they stay in the group and continue.
5. If the caller is “out”, then another caller is designated.
6. Keep the game going at a high intensity for as long as possible.
7. Be sure to use peripheral vision and watch out for collisions.
Aerobic Striker
1. Have students find their pulse (carotid or brachial) and count for 10 seconds. Do this before the game begins, so they can see how it changes after the game.
2. Explain the different objectives of the game: a.) to score points b.) to keep their heart rate up for 25 minutes.
3. Students are only to hit the beach ball with hands and arms and must be struck with an open hand. Students can not throw or dribble the ball.
4. Occasionally, have students check their pulses to see if there are any significant changes.
5. Ask students for strategies of how they can keep their heart rates up during the game.
Chicken Baseball
1. Designate one team to be the batters and one team to be on defense.
2. The defensive team will focus on moving towards the thrown chicken, forming a single file line, and passing the chicken in a certain pattern. The first person will pass the chicken overhead, the next person will pass under—through the legs and an over, under pattern continues until the last student in line receives the chicken. That person yells, “Stop” and then throws the chicken to the other team wherever they see appropriate.
3. One student from each team is designated to be the “runner”. This student is responsible for running around the entire team. Every time the student circles the whole team, they score a run. Once they hear the other team yell, “Stop”, the runner stops and prepares to move towards the thrown chicken.
4. The batting team may get into any configuration they see appropriate.
Popper Tag
1. Show students how to “pop” using the “poppers”.
2. Have students pinch the popper between their thumb and forefinger.
3. Then have students practice playing catch and toss with the poppers.
4. Explain that the object is to try to avoid getting hit by the popper and hit others with your popper.
5. You may not hit someone while they’re bending over to pick up their popper.
6. You may not hide behind another player.
Team Tag
1. Have class divide into groups of 3 or 4
2. Each team is responsible for getting its teammates back into the game by tossing, rolling, bouncing, a ball to the player that’s out.
3. When tagged one must sit on a knee.
4. Every team for themselves. In other words, each team is trying to tag a player from another team.
5. No one may interfere with another ball once it’s delivered.
6. If you’re tagged while in possession of a ball, you must hand your ball to another teammate.
Jugglers on the Move
1. Have students form a group of 8-10 students in a circle.
2. Each person should be stading on their poly spot.
3. Students will select another student in their circle and say that person’s name. Then that person will say someone else’s name, until everyone in the circle has been called. The order in which each person’s name was said and says another name is the sequence that will continue throughout this activity.
4. After students, have the sequence down, have students say the person’s name and run to them, give them a high 5 and stand on their spot.
5. Another variation is to have students toss a fleece ball using the same sequence.
6. When students get really good, you may integrate another fleece ball (2 balls going at once). This is only for advanced groups (5th grade).
Pair Squared/Blob Tag
1. Have students connect with a partner (ie. Join hands or link arms)
2. Then have a pair partner up with another pair.
3. Decide which pair will be “It”—the taggers and which pair will be avoiding getting tagged.
4. Remind students to be safe and not to drag others around the gym.
5. Students are not allowed to go under students’ arms.
Sneak Attack
1. Explain that the objective is for everyone in the group to capture the chicken, without being seen or called out by the “guardian”. The guardian is guarding his food. Everyone else’s job is to capture the food, which is the chicken.
2. Once the chicken is captured you must return the chicken to the starting line.
3. The chicken must also be touched by everyone in the group before you have achieved success.
4. When the guardian is facing away from the group, the group may advance towards the chicken.
5. If the guardian turns around and sees anyone from the group move, then the whole group must go back to the starting line.
6. Also, once the chicken is captured and the group is moving back towards the starting line, the guardian may turn around. If he/she guesses who has the chicken, then the rest of the group must return the chicken to the guardian and go back to a designated point.
7. Once again, everyone in the group must touch the chicken before returning to the starting line, in order for this to be a success.
8. Have students play the role of the guardian, once they get the hang of it.
Swat Tag
1. The “Swatter” may swat anyone in the circle, as long as it’s between the area of your knee and ankle, known as your “knankyl”.
2. Once you swat someone, you must run to the middle where the hula hoop is and drop the noodle into the hoop. Meanwhile, the person that was swatted runs to the hula hoop, picks up the noodle and attempts to swat the “swatter” in the knankyl before that person gets back to their spot marker.
3. If the “swatter” makes it to the empty spot marker before he/she gets swatted, then the person swatted becomes the swatter.
4. If the swatted person swats the swatter, then he/she places the noodle back into the hula hoop and goes to the empty spot marker.
5. Limit being the swatter to three rounds.
Whampum
1. Have students form a group of 8-10 students in a circle.
2. Have one student stand in the middle of the group with the noodle.
3. Have a student in the group say someone else’s name.
4. The person with the noodle is to try to whampum that person’s FOOT before that person says another name.
5. If the person hits their foot before that person says another name, then they become the person in the middle.
6. Also, if a wrong name is mentioned or someone who’s not present, that person goes to the middle.
7. Emphasize safety and that you’re to hit their foot.
Bear, Salmon, Mosquito
1. Explain that everyone can choose between the three animals: Bear, Salmon or Mosquito.
2. Then, show them the movements for each; Bear stands tall and positions hands, so they’re like paws with a loud, “Roar”.
3. Salmon is where the person puts hands together like in a prayer position while moving back and forth simulating a swimming motion.
4. Mosquito is where the person puts middle and ring finger together with thumb, while pointer and pinky fingers stand up. This is done on both hands. While making these motions with hands, one makes a mosquito buzzing sound.
5. Bear eats salmon. Salmon eats mosquito. And mosquito eats bear.
6. Have students stand on opposite sides of the center line, while facing opposite directions.
7. Each group is considered a team and should consult what they’d like to do before beginning play.
8. On 1-2-3-GO, opponents are to turn around, while making either a Bear, Salmon or mosquito.
9. If your group beats the other team, then you are to chase them to their baseline. If your group is being eaten, then you are flee to your own baseline.
10. If you are caught, then you join the other team.
Pick and Choose
1. The objective in this game is to score as many points within 2 minutes.
2. Your challenge is to get as many tennis balls into the buckets as possible.
3. Each of the three buckets are assigned a point value. The closest one is 1 point. The middle distance is 2 points and the farthest one is worth 5 points.
4. Explain that they may assign throwers and retrievers. You may have at least one thrower and at least one retriever. You may use the other two players as you wish. Keep in mind your objective.
5. Throwers must throw from behind the baseline.
6. Retrievers can only retrieve the balls and may not help the balls into the buckets.
Commitment
1. The objective in this game is to exchange positions with another person on the circle without the person in the middle from stealing your spot.
2. Once, someone or more people decide to leave their spot to exchange with someone, the person in the middle can run to the open spot and “steal” it.
3. If the middle person gets to the spot, before the other person, that person goes to the middle.
4. Explain that no one is allowed to talk or make sounds.
5. Also, emphasize safety and possibly clarify that students may not make physical contact with another student.
Zip, Zap, Zop
1. Teach students the words, “Zip and Zap”
2. Then have student in the middle initiate the “Zip”, by placing his/her two hands’ palms facing each other.
3. While pointing at someone in the circle, he/she simultaneously says, “Zip”.
4. The person that was pointed at must say, “Zap” to someone else, while pointing with hands facing each other to someone else.
5. Then it continues in this pattern: “Zip, Zap, Zip, Zap, etc.”
6. If someone hesitates or says the wrong word, they go the middle of the circle.
7. Feel free to add “Zop” as the third word in the sequence to increase difficulty.
Jump Tag
1. Each student on “Jump” will be allowed to jump once back before starting the game.
2. Now, on 1-2-3-Go, students may begin jumping.
3. Students are allowed to “jump” (actually a hop) once in any direction, but only once.
4. You may tag someone in the air or on the ground upon landing.
5. If you’re tagged, you may step out of the game and encourage the person that tagged you.
People to People
1. Have students find someone to partner up with.
2. Explain that the activity will involve working with the partner.
3. Call out two body parts, for example: hand to hand, or elbow to foot, and have your students connect to their partner using those two parts.
4. Establish a rhythm for your "body part chants" by snapping your fingers, and have your student repeat back to you twice what they hear. For example, while snapping you say, "Hand to hand." Students repeat, "Hand to hand, hand to hand".
5. Continue with different combinations of body parts and then declare, "People to People", where students are to find another partner.
5 Handshakes in 5 minutes
Milk the Cow
Happy Salmon
Wild Turkey
Wind-up toy
Make up your own