AEROBIC WIFFLEBALL
- Nine players up,nine -players bat
- Batting team use tee or self toss
- Team in field use normall numbering systemfor positions
- P1/ C2 /IB3 2B/4 3B/5 SS/6 LF/7 CF/ 8 RF/9
- One pitch per batter
- Hit , miss foul or fair ,batter runs to first base/go as far as they can
- May stop at any base
- Try to get out the normal way,if out,stay on that base
- When all bat change /rotations
- #2 batter runs to home plate
- At the same time the fielding players rotate:
- P runs to C ; C runs to 1B ; 1B- 2B;2B-RF;RF-CF;CF-LF;LF-SS;SS-3B;3B-P
- All players bat then switch sides
- Modify per grade level
- Play more than one game at a time
VOLLEY -BASKETBALL
Divide the students into as many hoops as possible(4).Each group forms a semi-circle in fron of the basketball hoop.Designate
one person to stand underneath the basketball hoop.This person will tos the ball to the first student on the left side of
the semi-circle. That student will try to set the ball and aim for the basketball hoop.If it goes in the hoop(2 points).If
the ball hiys any part of the hoop such as net or backboard(1 point).Each group yells out their score each time.Once all players
get a turn to aim/set ,the designated person goes to the right of the semi-circle.The student on the left will be the new
tosser.First group to ten points wins or try to beat a previous performance.Some variations are: the tosser sets up self first
and throw ball at different levels for bump and dig skills.
SNEAKY TAG
Arrange the students into two groups.one group on a designated start line and the other group on poly spots or marked (x's).The
studnets on the start line are the "sneakers" and the others are the "taggers". Ona signal, the sneakers move through the
taggers trying to get to the other end(30 feet away) without being tagged.Sneakers must stay in the boundries of the half
court and sidelines.The taggers must keep at least one foot in contact with their spot.If tagged run around the outsdie area
and back to place to start again. Switch positions often.As a variation chose different locomotor skills.
SHARK ATTACK
Chose several students to be taggers.Place the boats(hoops) around the area(ocean).The teacher or another student is the
lifeguard.Swimmers flee the sharks and swim to safety(boats).If they get in a boat before being tagged they are safe.If not,
they become a tagger. As the game progresses baots are removed. Use different body movements to swim. Change new taggers often.
BEAM ME UP
Pick several Klingons(taggers) . Put hula hoops around the area(hot spots).Put he planets around the room(mats).Hot spots
are safety areas.To avoid being atgged,a player must stop in nay hot spot and say(beam me up,scotty) three times and then
must leave.If tagged that player leave for repairs on planets(mats).They must perform a log roll or safe skill to re-enter
the game.Change places often for new taggers.
PARACHUTE BASEBALL
Arrange the class into two groups.One group will hold onto the paractute and the other lines up behind each player holding
the parachute.Place 8-10 wiffleballs on the parachute.The parachute group(hands near waist only) waves the wiffleballs
off the parachute.The outside group tries to catch as many wiffleballs on either the first or no bounce. Any ball that is
caught or remains on the parachute scores for the outside group.Any ball that hits the fllor or rolls away scores for the
parachute group. Switch places often. Use more parachutes for more activity.
FRISBEE BASEBALL
Set up four- five baseball diamonds/games.The pitcher stands in the middle of the diamond,and tosses the frisbee to the
batter who must catch it and pass it back to the pitcher without dropping it to advance to first base.The second batter takes
the pitch ,but must throw the to the player at first base,who then throws it back to the pitcher,all without dropping the
frisbee,then the playe ron first advances to second,and the batter goes to first.This continues to the bases are loaded,and
in order to score,they complete the sequence of pitcher to batter; batter to first;first to second,second to third,and third
to pitcher,all without dropping the frisbee,and they score.Each time the frisbee is dropped,its an out,thre outs ebds the
inning.
Each inning there is a new pitcher,and everyone must come in off the bases and start over. Give a time limit to score the
most runs. It is best to practice the skills ahead of time so they can catch on to the sequence.
REFRIGERATOR TAG
To play ,pick four objects on bases and give each base a name. "Don't like it","I love it","It's ok", "Never Tried it". Pick
a student to be it and stands in the middle and the players stand on any base they want."IT" calls out he name of a food.
Players then have to run to the base that best describes how they feel about that food.It tries to tag a player before they
reach that base.New tagged students is the next IT.
RO SHAM BO
Align two teams who stand on one side of two parallel lines at midcourt.A captain for each team is chosen to give a signal(rock/paper
,scissors).All of those players know the secret signal.Establish a safety line to give the secret signal ,then return to the
start position. When all return the entire group shouts out(RO SHAM BO).The team that has the winning signal chases the other
group back to a contact line.Any players tagged join the other team.AS AN ALTERNATIVE, HAVE ONE ON ONE GAMES INSTEAD.
STINGER TAG
Line the students up and down the line saying what color they are going to use and give them the color wiffleball or anyobject
with that color.When you are done there will be four teams thta have been assigned the same color ball to hold as they move
and tag. Call out he stinger color.If a student is tagged they stand with both hands around the ball and in the air above
their head.They wait until another dodger comes along abd tags them to set them free.Taggers may hide their color to make
everyone wary of the others.
CONE AND COLORS
Scatter cones(many) in any large space and place amarker or crayon or a an exercise card under each cone.Divide the class
into teams and partners.Give each team a sheet of paper with 8 different color listed on it. The group must find the colors
on their sheet with of paper in order as they are listed.When the color is found,they mark their sheet witht hat marker beside
the color and bring it to the teacher before going to the next color.With an exercise card under the cone, the group must
do the exercise and contunue looking for the colors.Continue until all colors are found.
HOCKEY STEAL
Distribute hockey sticks,pillo polo ,etc, to as many players as possible.Establish a safe marked area to stay in the boundries.
Use yarn balls, plasctic pucks,wiffleballs for the students in self space.Ona signal, everyone starts to "dribble" while two
designated students try to "rip off/steal the pucks.That person will then try to steal another one to contunue the process.Take
more pucks away to make it more difficult.
OMNINKIN GAMES
Omnikin@ cooperative games
1. TAG BALL
2 by 2. The object of the game is for the tag to touch another couple with the ball so that they become the tag.
Rules: - if a couple is separated, if they let go of each other, they become the tag
- if you get touched 3 times, you get a penalty (ex.: 2 laps of jogging)
- the primary school teacher should help the tag touch others couples
- the ball should always stay on the floor, the tag must roll the ball on the floor
- use an open area with no obstacles
Note: You can also play any other kind of tag already known.
2. TAG CIRCLE
1 to 2 students in the middle of a circle. Those forming the circle must try to touch the students with the ball.
Rules: - the ball has to stay on the floor
- the persons making the circle can either push the ball or hit it with both hands, one or the
other
- they can cooperate and make passes to their circle partners
- whenever you touch someone in the middle, you switch places with them
- always hit the ball with 2 hands to prevent injuries from hitting with only one arm
3. PLANET CHASE
You make an outside circle and a smaller one inside. The 2 circles face each other and they are separated by the width of
a ball. The students will push the ball sideways in-between the circles and play.
By time: How many laps will the ball make in 1 minute
You can compare the number of laps the ball made in each direction
You could have a competition between 2 double circles
By escaping: Two students in the circle path will run away from the ball
You can change the direction of the ball to catch them faster
When they are touched, 2 other students go into the middle
The kids in the circle path start opposite from the ball
By hunting: 2 students in the circle path will try to touch the ball
You can change the direction of the ball so that they don I t touch it
The 2 students have to go in the same direction
When they get to the ball. 2 others students go in the middle.
If they don't touch the ball. the teacher makes the changes
The kids in the circle path start opposite from the ball
* It is important to tell them that their feet are stuck in cement. so that they don't move.
4. CORRIDOR
You make 2 lines facing each other and separated by the width of the ball. This game is based on manipulation of the ball.
The players must carry the ball from one end of the corridor to the other in different ways.
Standing up: Face to face, back to back. side to side, ball touching the floor. ball in the air
Sitting down: Face to face, back to back, side to side, ball touching the floor, ball in the air
Lying down: Head to head, feet to feet. side to side, ball touching the floor, ball in the air
* For the sitting and the lying down positions. you should have 2 persons standing on each side of the corridor to catch the
ball. should it go out of the corridor.
5. SUMO WRESTLING
One by 1 - 2 by 2 - 3 by 3.
The 2 participants push on the ball until one of them gets it out of the circle. If the ball is pushed out of the circle,
the last person that touched it gets a penalty.
6. HANDS FREE
In teams of 3 or 4 they have to find ways of transporting the ball for a certain distance without using their hands. It is
played as if they have no hands.
Let them discover ways of transporting the ball: feet. shoulders, etc.
When they find an effective way, you could have a race between teams
If you only have one ball. you could have an obstacle course, a slalom course. etc.
7. SYNCHRONIZED PASSES
The object of theses games is to develop synchronization.
2 balls in synchro : Separate the group into 4 sub-groups with 1 group in each corner of the court.
They have to pass the ball from corner to corner (going clockwise). Start standing up and then sitting down.
Line synchro: Each team of 8 is divided into 2 groups of 4. The first group throws the ball in the air and lets it bounce
once. The group behind them has to catch it before it bounces again.
It is then their turn to throw the ball and the first group's turn to catch it.
When the students g have improved, you could try it without the bounce.
8. MANIPULATION
Using a ringette stick ( a broom handle or hockey stick can also be used)
Line up your group into 2 lines facing each other (every student must be in front of someone else).Every student should have
in both hands one end of the stick. You could carry the ball in between the sticks and have a variety of races.
Using a hoola-hoop or a light gym mat
Divide your group into 2 or 4 groups. Every person in the team should hold onto the mat and throw the ball in the air to another
team who will then pass it to the next group.
Using a hockey stick
You could simply play hockey with handball nets or you just have a race on a slalom course.
9. PYRAMID
The object of the game is for the team to cooperate and work together in holding the ball(s) steady on the gym mats. The first
team to have all the members climb on the t)all(s) twice wins.
* It is important to have everybody climb on the ball once before you start the race. Also, for safety reasons, it's important
to place gym mats under the balls.
10. ROLLING CHAIN
Can be played on gym mats, outside in a lot of snow or outside on a sandy beach.
The first person rolls on the ball while the second person holds on to his/her ankles. This second person lets go of the ankles
when the first person is ready to roll onto the mat. The second person is now in a position to roll onto the ball while the
third person holds on to his/her ankles. This chain goes on and on until we come up to the end of the gym mats.
*For safety reasons, you should try this activity as a cooperative game and not as a competitive one.
*You could also have some COOPERATIVE OLYMPICS to make those cooperative games a little competitive.
There are many more games you can do with theses balls : Arm-tennis, Soccer-tennis, Arm-soccertennis, Hand-ball balloon, Hoola-hoop
Hand-ball, etc.
OMNIKIN GAME RULES
- Arrange the class into groups of 5-6 people
- Give each group/team a color or name
- Start one team with the ball
- That team is in a circle formation
- Establish one server ,who bends down and pushes/hits
the ball upward while the team is holding the ball
- The ball must travel upward
- Before the hit/serve that person must call a color
of any of the other teams.
- That called team/group must catch the ball before it hits the floor.
- If caught that team scores a point,then repeats the process by calling a color(no two colors called conscecutively
- The groups should be scattered to save the ball from
hitting the floor,which can be hit/served in any direction
- IF the ball is served out of bounds ,hits the ceiling or a color is not called before the serve,then all teams score
a point.
- Establish a 5 second time limit to serve the ball
- Change servers often
- Modify or change the rules according to the gym area,ceiling or each classes ability .
- It is necessary for the group to work together for
better overall movement of the game.
STRIKE IT
Arrange the class next to designated striking objects and implements.Place the objects and implements at a safe distance
away from the others. On a signal, they will attempt to strike and count the number of times in succession that the object
is struck.Play upbeat music or a designated time limit , then they will carefully replace the object/implement and move to
a different place to repeat the procedure. Here are some examples :
Objects and implements
- Tennis racquet ( tennis ball , rag ball and or wiffleball)
- Paddle ball( tennis ball, volleyball, ping-pong ball)
- Frisbee( wiffleball , plastic ball , balloon)
- Wiffleball bat( balloon, rag ball, ping-pong ball)
- Flat wiffleball bat( plastic ball, tennis ball, volleyball)
There will be more striking objects to be used , that is, there will be more implements than just one of each. After the activity
, ask them what was easy? Hard ? Why ?
Make sure they progress in safe pathways as they move from place to place and the implements and objects are replaced correctly.(
don't toss the equipment). If there is a place with no implement ,then they will have to volley a( balloon , plastic ball
, or tennis ball ,etc.)The students will get to experience all kinds of different choices and this will instil imagination
and creativity. Their attention will be towards concentration ,rapid eye movement , balance, agility , coordination and pathway
avoidance.
WHO CAN?
This is agreat lead up game that will tech following directions and concentration . Also, it can be used as a discipline
technique. The students are arranged in a scattered formation. Exhort directions of movements at arapid , but clear pace.
This is an individual activity , but yet, can reinforce skills that have been learned in the past : WHO CAN.......
Who can list
- Balance on one body part? Two? Three/Four?
- Throw a ball to a partner(simulated)
- Catch a ball at a low angle? High ?
- Gallop , leap , run, skip on every basketball line
Sit down without making any noise
- Don't touch anybody while moving in all directions
- Be silent for 10 seconds
- Jump in the air , clap 3 times ,4?5?
- Line up without making a sound or touching anybody
You can check to see if they are doing the correct skills as a check list to see if they really learned from the past.
Jump IN , Jump OUT
Arrange the class in warm up positions with a jump rope folded in a circle( letter "O" or number"0"). Give quick , precise
commands to keep them off balance and be at the wrong place at the wrong time.( Jump in, Jump out, repeat very fast and or
change the tempo). Look to see how did the jumping last , call out "gotcha". Then , change the direction to jump in , jump
out , jump out !!! This means that they shouldn't move with two of the same commands in a row .....gotcha . This is a great
activity for change of directions, agility , coordination and following directions.
Surprise Tag
Age Group: 1st-5th grade
Game concept: Warm-up game by running, dodging, and different strategies of avoidance.
Equipment: Music
Game set-up: All students spread out in general space, close their eyes, and put their thumbs up.
Procedure: While the students stand with their eyes closed, the teacher touches the thumbs of the students who will be Then,
the teacher says, open your eyes and ;At this point students dont know who is ;it is a surprise for everybody except the students
who are it.
If students get tagged, they do 5 jumping jacks and then go back into the game.
Safety and rules:
1) It's have to tag by touching, not pushing.
2) It's can not stand near someone who got tagged and wait for him/her to finish the jumping jack and tag again.
Variations:
If students get tagged they can:
1) Do jumping jacks till a friend touches their shoulder.
2) Freeze till a friend touches their shoulder or crawls under their legs.
3) The number of It's can significantly affect the students activity; the teacher can always add more It'sand students will
be more engaged and challenged.
Noodle Tag
Age Group: 1st-5th grade
Game’s concept: Warm-up game by running, dodging, and different strategies of avoidance.
Additionally, this game gives an opportunity for the slower runners to be successful. The noodle’s length helps them
to tag their peers.
Equipment: Music and 1-4 swimming noodles (ratio of 1 “it” for 10 Students).
Game set-up: All students spread out in the general space, the student(s) that was/were chosen to be “it” hold/s
the noodles. “It” starts counting to 5 and then starts to tag.
Procedure: “It” will tag students by touching their upper body with the noodle.
If students get tagged, they do 5 jumping jacks and get back into the game.
Safety and rules:
1) “It” has to be responsible and tag only by touching, not hitting with the noodle.
2) The students are not allowed to pull the noodle from “it”.
Variations:
When students get tagged they can:
1) Do jumping jacks till a friend touches their shoulder.
2) Freeze till a friend touches their shoulder or crawls under their legs.
3) The number of “its” can significantly affect the students’ activity; the teacher can always add more
“its”, and students will be more engaged and challenged.
Home and Field
Age Group: 1st-3rd grade
Game’s concept: A group game that helps to practice sportsmanship, cooperation, teamwork, cardiovascular endurance,
kicking, punting, throwing, catching, and running.
This game can be a “practice game” for all the different skills at the beginning, during, and end of a basketball,
football, baseball, or soccer unit (see variations).
In addition, it is a fun activity to improve cardiovascular endurance.
Equipment: A soft ball/soft football, 15 medium cones (or more), colored vests (optional).
Game set-up and rules:
A. The students will be divided into two groups - “Home” and “Field”:
Home – stays “at home” in the middle of the field.
Field – stands behind the first cone on the right side and gets ready to run laps around the field.
B. The teacher assigns one home team scorekeeper, one field team scorekeeper. It is possible to assign one referee who doesn’t
affiliate with any team (initially, it is recommended that the teacher be the referee).
C. It is recommended to let injured students be a scorekeeper.
D. A game includes number of “matches”. A match will start with a kick of a field team member. All field players
should have the opportunity to kick/punt/throw the ball at least once.
Procedures:
A. Beginning of the game: When a player from the field team punts/kicks /throws the ball from the kicking position to the
home area.
B. After the kick/punt/throw:
1) The home team tries to catch the ball as quickly as possible and by passing ONLY brings the ball to a touch-down on the
touch-down line. Home team players can not run with the ball.
2) A TOUCH-DOWN is a single bounce of the ball on the touch-down line.
3) All the field players will start to run—one after the other.
4) Each lap that a field player finishes (at the last cone on the left side) gives one point to the field team.
C. When the ball is touched down: The field team needs to be “safe”. SAFE means one field player per cone.
1) If field players finish a lap, they are safe.
2) If the field students are between two cones or two students are near the same cone, they are not in a “safe zone”,
and they are “out”.
3) OUT means that they start their lap all over again without counting what they have already run.
4) The Out Referee is the only person who calls people OUT. Usually it will be the teacher, but after the students learn the
game, they can do it themselves.
D. After a touch-down: Each team member will update their team scorekeeper as to how many points they earned.
E. Points:
1) Home team gets points by getting the field runners OUT. It is one point for every player they get out.
2) Field players get a point for each lap around the cones.
3) The team that earns more points wins!
F. After all field players have a turn to kick the ball and start a match, the teams will switch: home becomes field, and
field becomes home. The match consists of one field player kicking/punting/throwing and all field players running until a
touch-down is scored.
Safety:
A. It is very important that field students start running after the person before them has passed at least one cone.
B. Field runners that run laps one after the other should NOT pass each other.
C. If the home team figures out the strategy of standing on the touch-down line to catch the ball and make a touch-down, the
teacher should make sure that they change “the line person” so everybody will experience making a “touch
down”.
Variations:
The variations depend on the goal of the lesson; what do the students need to practice? If the students need to practice SOCCER
skills:
1) The field team player who starts the game will kick or punt the ball.
2) The home team will have to bring the ball to the touch-down line by foot passing to teammates.
If the students need to practice THROWING skills:
1) The field team player who starts the game will throw the ball.
2) The home team will have to bring the ball to the touch-down line by throwing to teammates.
Touch-Down
Age Group: 3rd-5th grade
Game’s concept: A group game that helps to practice sportsmanship, cooperation, teamwork, cardiovascular endurance,
throwing, catching, dodging, running, defense positions, and offense positions.
This game can be a “practice game” for all these different skills or at the beginning of a football unit, especially
when the space is limited.
Equipment: 2 colors of vests, soft round ball/ soft football.
Game set up:
1) The students need to be divided, and they need to wear their team color vests
2) Since this version of the game has very high pace; it is recommended not to have more then 12 students on a team in a small
space (half of the gym). In case of more than 2 teams in a small space; it is recommended to do “team rotations”
with each game being 5 minutes. The team that doesn’t play can do the clock or be referee.
3) The game starts like basketball with each team on one side and two students in the middle to jump for the ball. Then, the
teacher throws the ball (like basketball), and two students jump to tip it to their team.
Procedure:
1) The person with the ball can not run with the ball.
2) The person with the ball must try to pass to someone on his/her team.
3) If the ball goes to the ground the other team immediately gets it where the ball ends up.
4) Teams score by catching the ball in the end zone of the other team.
5) Students may not guard the person with the ball - only the receivers.
Points:
The team that earns more points (touch-downs) wins!
Safety:
1) There is no pushing, tagging or tackling.
2) Student has to leave the ball on the ground for the other team if teammates couldn’t catch it.
Variations:
1) The game can also be played like Ultimate Frisbee when the person with the ball can run with the ball, but not toward his/her
goal.
FRUGBY
This is an innovative gane that combines the skills of football and rugby. Most of the set -ups are similar to flag football
. The kick -off is started with a drop kick and the alignment is similar as in football .After the possession , all passes
must be made from a backward or sideward motion. Here are some modifications :
SKILLS AND RULES
- All passes must be made in a backward/sideward motion and only one forward pass is permitted. Any incompletion results
in a loss of possession.
- There are five tries to score. A try is like a down in football.
- All players have rip flags. After a rip the possession stops there. A roll ball is executed from there.It is a backward
tap to a player. The ball travels along the ground.
- Both teams must be onside
- Give at least three-5 seconds to start the next try and if a player on defense is offside and is not involved in the
play, then play progresses without penalty.
- A try is scored by running the ball over the goal line and placing the ball on the ground.
- An extra point is a place kick worth two points. But, where ever the player scored is the angle the kick must be tried.
So, try to score in line with the uprights, or the kick will be at a difficult angle.
- The place kick is from the 10 yard line
- A field goal is three points. It can be taken from the run with a drop kick. Usually, this is taken when the progress
has been stopped by the defense and "tries " have been completed.
- A missed kick results in possession from the point of the kick.
- Any ball passing passing over the try line can be either a free pass or roll ball from the 20 yard line .
- Any ball that goes out of bounds results in a lineout.This is where the opposite teams line up in parallel lines. The
tosser tries to make a completion to a team mate. If the ball is dropped only the defense may start the action.
- The ball may be punted any time to get the ball away from their own goal line and keep the opposition back to their own
area.
TIPS AND TECHNIQUES
- Both teams must try to string out the action. The offense for better passing attempts , and the defense to control the
offense.It is best to attack in channels or lanes , and on defense , to close the gaps for running progress.
- Keep some players back for a last line of defense.
- Self kick and catch to get away from the defense
- Grubber kick- a rolled ball , catch up to it to continue the progress forward
- While running- fake passes to a team mate , and or swerve away with head feints
- Penalties are rough play - this can be a free field goal attempt . Or all tries are started over from the first try ,
that is, all completed tries revert to a first down , like in football.
For a complete description of the skills , click on the Rip Flag Rugby link from the start page , on the left pane side of
the web site. There you will see diagrams and more precise directions.
Remember to modify the rules and skills to accomodate all skill levels. Gradually , practice the skills unti there is a 50/50
application between flag football and rugby.