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BUMPER CARS- give each student a hula hoop in  a scattered formation but if there aren't enough hoops then share a hoop with no more than two persons in a hoop. Establish three different colors to differentiate teams. Call one color to try and bump the other two colors while each student shuffles in their hoops. If bumped that student must wait for another teammate to bump them and return to the activity. Call a new color each time and repeat the process .
DONKEY KONG- place the entire class into a large circle about hands distant apart. The teacher stands in the center with a rope abd jug or makeshift swinger that will pass under the students feet . Each student must jump over the jug and not accrue an established number of hits. Swing the jug in different directions and speeds for more variety. As a variation the students may line up in a spoke wheel formation and after each turn go to the end of the line and wait until the next turn .
TRADES - place one team on a contact line to be chasers and the other team waits at the other line about 30 feet apart. Tell one group a trade or pantomine activity that the other group must guess in secret. That group comes down to the other contact line about 6-8 feet away. They then act out the skill or activity while the other team tries to guess what they are doing. If guessed , they chase after that whole group before the contact line has been passed. Exchange placed after 4-5 tries and repeat the process.
GIVE ME THE ASPRIN - the class is in  ascattered formation with 3 different playballs . This is defined as the poison ball . Place an extra ball in the center of the gym as the (aspirin ball). The students with the playball will try to touch as many other runners as possible. Ig touched thatpersom must sit down. Another student must take the aspirin and roll it/bounce or toss the aspirin to that player. But that playe rmay not re-enter the activity until he/she passes to another tagged person. Change new taggers each time.
PACMAN- place the students on all the lines made by the volleyball and b-ball court. Chose 2-3 pacmen to chase the others who all must stay on the lines. If tagged , that person must get off the line a few steps and wait for another "helper" to give them a high five before returning. Change the locomotor skills and/or add dribbling a ball for the pac-men for more variety.
SPACE STATIONS- align the students into groups of three with one person inside a hula hoop and the other two outside. On the word "Blast off" each inside person must get to a new hoop(outside students lift hoop higher ). Chose 2-3 students without a hoop that must fill the inside of the hoop before the others. Switch places until all  had a turn to be inside and out of the hoop.
FREDDY KRUEGER - after a tumling unit practice- place 5-6 mats in  a straight line or diagonal line. All students will be on a contact line waiting theur turn to run and jump from mat to mat without touching the gym floor. Chnage the distance after each turn but the fun is the story before the runs. At each bare spot on the floor is the weird man with the sharp claws and ugly face from the movie character. If the floor is touched they must go to Freddy's nightmare or (hospital) to have their recuperation. As a variation place cones on the mats(fire) , fold some matsdungeon steps) or place various objects on each mat(old bones, etc.)
STORY TIME- after a tumbling unit and mimetic skills , the students must act out the skills in a story play. Place mats appropriately or perform skills that are safe on the gym floor. Such as this scenario:
Once aupon a time my(DOG) and I went for a walk in the woods. The eerie sounds of the (bullfrog) scared us until we tripped and rolled down the hill like a (log). As we looked up a big(bear) ran near our fall . As we ran away , the(snakes ) were no friends of ours. Running into the creek bed a (crab) pinched at our heels. We scurried to a musical sound of a nearby circus. We were glad to watch the (seals)trainer with a big whip.
We felt safe until the whopping(cranes) chased us near the (kangaroo) bin.....At this time , everybody do their favorite story character !!!
NOVELTY TAG- this may be played at any time of the year by interchanging the cast of characters each season. Place the students in a square formation. Give each line a holiday name(turkeys, pumpkins, Indians, mashed potatoes, etc.) Call one group to tag in the center while the others are called one name at a time to run to the other side of the floor. If tagged return to the start line and if made stay on the other contact line. Call a new group each time until al had a turn.
PARACHUTE PLAY- align the class around the parachute . Place a series of balls on the chute. The students try to pop off the balls while an assigned group waits behind the players who are popping off the playballs. The object is to catch the ball (s) before it bounces twice. Any ball left on th chute scores for the outside players. Repeat until all assigned groups had a turn off the chute.
   Sharks- chose 2-3 students under the chute to try to tag the feet of the "swimmers". Chose 2-3 "lifeguards" to set the swimmers free if tagged. Switch placeds often.
   B-ball - place two hoops or old bile tires on the chute. Place two different colored balls(one for each team) that must land in the hoop for a score.
   Umbrella- Give each group an assigned number. That number must walk under the chute and freeze after 3 steps. The others will release the chute on signal and trap the others under the umbrella.
DYNAMITE - place a cage ball in the center of a square formation as this is the dynamite. Give each student some type of ball to throw at the dynnamite to force it over to another teams line. The cage ball can't be touched by any student as this results in a score , too. As a variation , place several objects in the center to impede the progress of the ball and for more throwing accuracy(cones , boxes, ropes , etc.)
SQUARE HOCKEY - give ach student a hockey stick and wiffleball . Place an inflated ball in the center that must be hit with the appropriate shot to move it to another teams line. If the ball passes the line , is touched by a person or stick counts as a score. Utilize different type of hockey shots each time
KNOCKOUT- place 3-4 students at each of six b-ball hoops.Start with two students opposite each other with one ball each. On command they dribble 3 times , hit b-balls and try to make a basket first. Anybody that wins three times in a row challenges the others who have done the same.
NEVER OUT- make 2 or 3 games at once on the b-ball court that will be divide by cones . Make two bases(home-second) at each area. The "batter/kicker/.thrower must run only two bases. Any ball that is stopped by a fielder is thrown to a designated :pitcher: At that point he runner(s)must freeze. There are no outs and switch places every 3 minutes. Challenge other groups form the other two areas in  around robin activity.
BEAT THE CLOCK- pace 4-6 balls on  a contac line about 20 feet away. Pre-design a circuit of activities to perform basic tumbling and challenge skills. Here are the circuit activities:
   Log roll
   Crawl through a series of hoops placed in traffic cones
   Long jump into a series of hoops(4)
   Jump on and off a vault buck
   Jump to each side of a balnce beam
   Crawl under a 3 foot bar and over a folded mat
Butthe first person runs to the ball and it must be returned and passed to each player and replaced on the deck ring. At this point , the students take off in all directions and perform one skill and return in the least amount of time. Chose  a new leader each time.
WALL BALL - make 10 -12 courts with traffic cones separating the area. Each student has a tennis ball that they bouce hard off the floor and against the wall. The receiving opponent must catch the ball before it hits the floor. The thrower must keep the ball in between the cones or it is an out. Any catch is an out and after 3 outs switch positions. Challenge other courts for more variety.
FOUR NET VOLLEYBALL- set up the net plus attach two more to the center until the nets form a quadrant. The serve must go to an opposite section . The ball then can be returned into any of three sections for a score. As a start up the ball may be tossed first to insure proper technique and teamwork . OR , play two sepatate games at once with each team facing each other. Use beachballs , trianers or balzacs with adapted rules.(one bounce , innumberable hits , etc.)
CAPTURE THE BALL - place two teams on each side of the midcourt line with rip tags for each player. Give out numbers 1,2,3 on each side. Place footballs on each endline(3-4). Call one number to run through the opposing area , take the ball and try to toss it back over the midline to a teammate for a score. The two numbers not called must try and rip off the runners. If ripped just go back to their own side and go again. Call a new number each time. First catch is the winner and any ball that is dropped stays out of play.
VEST TAG- give a different colored vest for each of four teams. Call one number to tag any of the three other colors. If tagged , then wait in a holding cell for a high five from another teammate. Call a new color each time. As a variation keep track of the least amount of time to capture all of one color.
DOUBLE LINE SOCCER - divide two teams with one each as goalies on either contact line and the remaining teammates on the midcourt line. The goalies are placed between two cones. The players meet with one ball  between two opponents. On command , they will try to score any wayward ball throught he opponents goalies below head level. Switch places often .
Click on this link for games 21-31 :
Earth ball: Place four groups on each of four lines in  a square formation equipped with 4- 6 balls . In the center set up a Kin Ball that must be hit and forced over to another team or touch another student from that team. Any ball that is left in the center must be run back and thrown from the start line. For integration activities call the Kin Ball the earth and the ball , the meteors, to instill a program that uses core subject material.(GAME#32)
Sun/moon: Line up the calss on the parallel lines made near the jump circle of the b-ball court. Make an object from a pizza box cardboard with foil on one side and black on the other. Flip the object in the air and when it lands the color constitutes who will be chased and who will tag. If it lands on the "moon" they must run away from the "sun". If tagged , they go into a designated box and must answer a question correctly to be free to play again. Repeat the process about 10 times .(#33)
BOX BALL: Place four teams on each of the four lines in a square formation . Place a box of balls for each team at one end of the line and another at the other end that is empty. On a signal , the balls are takes from the box one at a time , and passed until all have ended up in the empty box. Repeat the process but changs the type of pass or position of the players(sit , lay down , etc.) or the ball movement(dribbling){#34}
BEAN BAG TAG: Chose half the class to be equppied with bean bags . The other half must run away from the bean bag team. The bean bag team will chase after the other group and slam the bean bag on another teams foot. At this point , that person must place the bean bag on their foot and flip it up to catch it . If successful they return to the game. Make sure to have extra bean bags in a safe area or use the discarded ones after a successful try. Switch positions often.(#35)
Monster ball: Place four teams at diagonal positions lined up one behind the other at each corner of the gym/b-ball court. Start with a bowling pin at the jump center circle and one b-ball each for an opposing team facing each other. The first person bowls the ball and tries to hit the bowling pin. If missed , their teammates waiting in the other corner will have a try. Go to the end of the line after each bowl. If the pin is hit , all members of that team will try to make as many b-ball shots as they can while the other team is still trying to knock over the pin. Place extra b-balls at each hoop for more participation. As a variation , the team that didn't hit the pin leaves their area and face each other at a designated foul area. They must bounce pass up and down the line and at that time , the shooters must stop. Count the number of baskets and repeat the process.(#36)
FRISBBE TOSS: Place 6- 8 teams of students in the following order: Place one student(#1) with a hula hoop about 3-5 feet away from the starting line. The other student(#2) tries to toss the frisbee through the hoop. Student(#3) waits for the frisbee behind the hoop and tries to catch it. When caught the sudents switch positions until the frisebee travels the entire floor from endline to endline. Then repaet coming back to the starting line. The tosser exchanges with the hoop person , the hoop person becomes the catcher and the catcher becomes the thrower.(#37)
BACK to BACK: Divide the class into partners with equal size on the center/midcourt line in a sitting position back to back. On a signal , each person will try to push the other to a designated line for a win. After each try match up winners abd the non-winners until all have had a turn with another person . Match up boys with boys , and vice-versa.(#38)
MAT CRASH: Place tumbling mats on end throughout the area of the gym with a pinnie placed on top to differentiate the teams. Only one person may be placed at each mat to guard that area but the guard must be in a crab position . Make a "crease" area to keep opposing players out. The other players will be on scooters that will try to kick the Kin Ball or cage ball into the mat to try to knock it over. Change goalies often or use more than one ball .(#39)
Corner exchange: Place the students in groups of three who must always be attached by holding hands or wrists. These players will start at each corner of the area. Chose a group of three to be "It" and the remaining players in an area to be ready to play.On the signal(5-4-3-2-1 blast off) all players must run to another corner before the "its" can. The group without the corner fgoes to the waiting line and the next three from the waiting area become the "its". (#40)
TIRES: Place 8-10 tires(used) on the center line of the b-ball court. The tires should be reinforced at the inside edges with duct tape,etc. for safety. The object is to try to pull your opponent to a designated area. As a variation , use more than one player against each other and make it a partner challenge but try to maych up according to size and sexual pfreference. All winners will challenge and non-winners , too , so at one time the strudents will proably win at least once.(#41)
CLICK HERE for GAMES 90-100>>>>>>>>>>>Click above for games 101-110
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Sarah Keith
Place an even amount of beanbags on each side of the midcourt line between two groups who are also on each side of the midline. On a signal , have a designated number leave the area and try to steal the beanbags and run back to their side and place them in a box/container . If tagged , the beanbag remains on the floor and that person must start over again . After a time limit count he beanbags in each container . Call a new number each time or vary the activity as follows : once over the area slide the beanbag to a partner ; or change the equipment to a wiffleball or any easily managed toss .
Arrange the class into three teams of four against four in small sided games . At each court establish two bases which are home and second base about 30 feet apart . Place a hula hoop at a safe distance from the batter where the catcher will stand. The remaining players in the field will be scattered in their playing area that is separated by traffic cones .
At each court have a different activity that is a lead up to wiffleball/softball and striking activities . The first court will be a light playball and a bat ; the second court will be a wifflebat and a sponge type ball( or wiffleball) ; the third court will have a  racquet and sponge ball( softball size).  The rules are as follows:
   The pitcher will one bounce the ball
   The runners are out if the ball is caught , they are tagged while off base or the ball is thrown to the hoop catcher while in betwen the bases.
   A foul ball is when the ball enters another court.
   A ball may caught off the wall or ceiling
   There may may be more than one runner on base( three limit)
   Switch place after 3 minutes of batting
After a designated time switch courts to practice all the skills . As a variation use tees , beachballs , gertie balls , fist fungo , kick the ball , hockey sticks or any makeshift striking object.
Make sure to designate a dugout line to keep the players away from the batter and catcher.
If the pitcher has trouble making a good pitch have the batter self toss the ball one bounce instead .
Games of the Week : May 7 , 2001
CONE BALL : Arrange the class into two teams on each sid eof the midcourt line or field. Establish a pitching area in which that person may not move from the designated spot. Place seven(7) traffic cones around the baseball/softball "diamond" . This is done by placing the cones at the origonal bases and one in between first and home , second and first , third and second and third and home. Home plate may be a taped square or base. There are no outs since all hits must be fielded then thrown to the pitcher who yells out freeze or stop. Any runner caught between the bases must return to the previous base. As an incentive any runner that is tagged by the fielding team will have all the runners return to first base . After a few minutes exchange teams and repeat the process . Chose a new pitcher often or for every new batter.
The batters may hit from no bounces , one bounce , self toss , tee or soft toss by a temmate or teacher. For more variation change the type of ball or hitting implement(racquet , paddle , wifflebat , etc.)
Place four(4) hoola hoops around the jump circle of the b-ball court equidistant from the center. In each hoop place one person with one ball . Chose 2-3 taggers with beanbags to tag the remaining players. If tagged those persons will kneel down and wait for one of the hoop persons to roll , one bounce or toss the ball to them to set them free. But , the ball must be tossed back to the hoop person, too , to complete the activity. Place an extra box of wiffleballs(in the middle) to replinish the ones that have gone astray . Each turn chose new hoop tossers , taggers and types of tosses.
NEW ACTIVITIES for the week of May 14 th , 2001 :
I GUESS : Arrange the class into a circle formation about arms distance apart near the b-ball jump circle . When it is time to be chased the entire class runs around the circle and back to their assigned position before the tagger can catch them . The object is to give clues to which person must do the chasing . Describe things about that person that the rest of the class tries to GUESS who the mystery person may be . If the person guessed is wrong then chose another person until more descriptions make it apparent who the chaser will be. If correst that person chases the entire class around the circle. Repeat the process . Here are some examples of the description :
A boy......wearing sneakers...has a Steelers shirt on........
Nike it....a girl....
A stripe ...on the arm...pokemon...ETC.
MOUSETRAP : Align the class in a circle formation around the jump circle of the b-ball court . Chose four groups of two partners to hold a hoola hoop(trap) head high . The arrangement should be at (12 -3 -6 -9 o'clock) on the circle . The other players(mice) will walk under the hoops until "MOUSETRAP" is called . The hoop players will lower the traps and if engulfed in the trap - that person will chose one person to switch positions. Do this until all have been traps and "mice" .

Arrange the class around the parachute with 5-6 scooters under the chute . With a four colored parachute call one color at atime to leave the parachute get on the scooter and try to get out safely. The other students will first raise the parachute until a color is called and will let go trying to trap the scooter students . Call a new color each time .
All the students will be holding the parachute and then practice lifting it above their heads , Next they will forcefully drive the chute downward and then kneel on their color . A color will be called and that group must try to climb the mountain and touch the middle in the shortest time. Call a new color each time .
The activity practice will be the same as MOUNTAIN except this time have the students sit on the floor and place the parachute down their backs. Call a color who will escape the MUSHROOM , run around the circle one time and reenter from their origonal position . Call a new color each time.
Place two hoola hoops on the parachute with two different balls . The object is to make waves and try to place the designated ball through a designated hoola hoop first . Any other objects may be used for the scring "basket" : such as a bike tire or any round shaped object.
Place four cones behind the students at each of these clock positions : 12 , 3 , 6 , 9....have the class run around while holding on to the parachute. On a signal , or music , stop or freeze the action . That student who is nearest one of the cones gets caught each time. Reverse the order and change the mode of movement such as walk , run , slide , hop , etc.
Place as many balls on the parachute that can be flipped off without too much trouble. Have one group holding the parachute and the other around it. The parachute group will try tpo flip the balls off while the outside trieds to catch them . Score one point for a catch . Any ball that hits the floor is score for the flipping team. Switch positions .
BEANBAG TOSS: Arrange a hoola hoop for every game by placing the hoops about 20 feet apart . Each player will have two beanbags and the rules are very similar to horse shoes or quoits:
   3 points in the hoop
   2 points on the hoop
   1 point closest to the hoop
The games may be individual or partners . Adapt the rules and dstance between the hoops by grade level . switch partners and courts often for more variety .
"Computer Virus" Game:

Equipment: 1 small, plastic crate; 20-25 poly spots; 40+ bean bags
Grade level: K-6
Skills: Teamwork, underhand throw, counting, strategy
How to play:
Crate represents "computer"; poly spots represent "computer viruses"; bean
bags represent "computer chips"; students represent "computer nerds"
Place "computer" in center of gym; place "viruses" around "computer" (some
are place very close and others are placed far). "Nerds" are divided into
4+ teams (lined up around four corners of "computer", but approximately 20
feet away from "computer").
On "GO", the first "nerd" runs to stand on a "virus" and throws their
"chip" into "computer". If the "chip" lands in the "computer", the "nerd"
takes the "virus" back to their team; if the "chip" doesn't land in the
"computer", the "nerd" picks up their "chip" and goes to the end of their
team line. Then the second "nerd" goes, and so on. When all "viruses"
have been eliminated, the teams count their "viruses" (1 point each) to see
which team has the most (this team has saved the "computer" from crashing).
Variation: Place a few poly spots that are star-shaped (represents a
different kind of computer virus) really far from the "computer". These
are worth 5 points. This enables the teams to use strategy to win the most
My students really love this game! This is also a great way to assess the
underhand throw.

Judy Howard
T. A. Brown Elementary
505 W. Anderson Lane

Assemble the class around the parachute and underneath place 15-30 beanbags . Each student will have a color that corresponds to the area they are holding(blue, red , green , yellow). Call a color to leave the parachute , take a bean bag , run back to their place before the remaining students can " trap " them before they return . call a new color each time and then repeat the process .
While the students are around the parachute , place a bean bag on top of the parachute while they are flipping the chute in big waves . After a time limit have the students stop and check to see what color the bag last landed . Score on epoint against that color each time . Repeat until the time limit expires . As a variation , place a jump rope on the chute while the students are waving . Score one point  against the color that permits the rope to "jump" off the parchute . They may try to catch the "tail" to save their team . Also , if the rope enters the center circle and trickles down through the opening , then all points are wiped out since the snake escaped .
Balloon toss : Get out an old clothesline or rope an attach to tree or house . Fill the balloons with water. In the yard area place hoops, boxes , etc. in  a scattered position on each side of the makeshift net. The object is to throw the balloons in the objects before the opposing group can catch them. As an alternative any balloon that hits the grass will be a score. Have lots of extra ballons handy. In any event make it fun and don't forget to include the entire family.
NOT TOO TIRED : the next time you get tires don't discard them but keep them as a combative exercise . Use the tires as a pull and tug contest but make sure to tape the inside for safety . The object is to pull your opponent past a designated line. You may have double or triple teams , too , in a round robin activity.
UP AGAINST: use the outside house walls as a rebounding type activity or a set of steps . Make lines on the ground in chalk for a single , double , triple and home run . Designate the distances about 5 deet apart. Throw a ball against the wall or steps while the opposing player(s) try to catch it before it bounces. Switch after three outs. As an integrative activity keep math stats for team standings and batting/fielding percentages.
Homemade equipment:
   Pizza trays- frisbees
   Dryer sheets - scarves
   Clothesline- jump ropes
   Dryer tubes - relay batons
   Soda pop cans(stacked , pyramid style) - throwing/bowling
   Garbage bags- fill with balloons for volleyball

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