Parachute: Jaws


 

Parachute: Jaws
 

State Standard: 1, 3, 4

Equipment: Parachute large enough for all to hold
Grade: K-2
Purpose of Event: Movement, teamwork, Upper body strength, Move safely in general space
Time: 15-20 minutes
Description:
Choose two players to be the sharks, who position themselves under the middle of the chute on all fours. On signal “go” standing players, shade the chute gently to create waves while the sharks swim around under the chute. Sharks gently grab the leg of a parachute player and pull that player under the chute. The two players change roles and repeat the game until everyone has been a shark.
Concerns: Cautious moving around the parachute, could be slippery if stepped on. Watch were you are going.
This idea is from:  Benda Berseth @ Medary Elementary, Brookings S.D.

 

Crazy Baseball


 

Crazy Baseball
 

State Standard: 1, 2, 3, & 4

Equipment: 1 bat/racquet, ball set of bases for each pair of teams (I have enough room to have 3 games going on at once, so I need 3 of everything, my gym is about 70′ X 40″) I use Polly-spots for bases and Koosh balls/paddles
Grade: 3-8
Purpose of Event: Work on baseball/softball skills, Throwing, striking, catching, running with minimal standing around
Time: 15-20 minutes
Description:

Divide into teams of  3 or 4.  One team goes to the field the other is up to bat.  I have 6 teams playing, so I always have 3 batting teams and 3 fielding teams. Remind the kids, they are only playing their batters, don’t worry about the other games going on beside you.  One fielding student needs to be at each base (if you have teams of 4, the fourth player starts at the pitching position, and after the ball is batted, covers home).  The batter pitches to them self, and then runs AROUND ALL of the bases.  (I stress running around, because I use Polly-spots as bases and their isn’t a lot of extra room.)  The runner runs around all the bases, everything is a home run.  They do not stop at any base. While the batter is running, the fielding team, gets the ball, throws it to first, then second, then third then home.  If the fielding team gets the ball “home” before the runner gets home, the batting team doesn’t get a point/run.  If the runner gets “home” before the ball, the batting team earns a point/run.  If the ball is caught, it is not an out, it has to be thrown to the bases in order, every time.  After all 3 or 4 batters have batted one time, they go to the field, and the fielding team bats.  If your teams only have 3 players, have the first base player cover home, AFTER they throw the ball to second.

I let them play for about 5 minutes and then switch the teams, so they are playing other teams.  This game rewards great throws and catches, and gets them running and moving.  The batters only are waiting for 2-3 other batters, so they aren’t in line forever and bat every inning.  Fielders always get the ball, and they all have to throw and catch.

I have also used scoops to catch with for that unit!  Really a challenge!  Have them do all of the catching/throwing/”batting” with the scoops and see how they do!

Concerns: Don’t throw the bat!  Make sure to have space between each field.  Don’t let teams purposely interfere with other games. Use soft balls, lots of action!
This idea is from: SHAPE America 2018 National Convention: Nashville, TN

 

Modified Baseball Game


Modified Baseball Game

State Standard1, 2, & 4

Equipment5 Batting Tees, Several Poly-spots, 5 cones, & yarnballs or gator-skin balls.  Grade: 3-5
Purpose of Event: Throwing (Frisbee tossing), teamwork, batting skills, & catching
Time: 15-20 minutes
Organization: Set up 5 multi-colored cones on side of the gym. Spread out the same color of poly spots in a straight line (representing one team). Have one batting tee per team by each cone, along with a bat. 

Description: 
Students will work in groups. Their job is to practice different baseball positions and practice batting off a tee or from a thrown ball. This game is for those teachers who do NOT have field or baseball diamond for activity space. Each student will practice batting, pitching, catching, and fielding. The poly spots represent a different outfield position; such as the outfield, infield, pitcher, and catcher. The batting tee will represent the batter position. When a player hits the ball off of the tee or from a thrown ball they must run to a designated location (in my gym it is the curtain) and back without being tagged by the ball, which represents an out. After this the batter becomes the outfield (stands on a poly spot), and the next person rotates up to the next position in line and the game keeps going until the time is up.

Rule: Make sure students are NOT moving out of turn in their positions! Make sure students are NOT throwing the ball at the runners! They must touch them with the ball! You can also remove this option as well. 

Concerns: Move safely around the gym. 
This idea is from: 

 


Chopstick Pickup


 

Chopstick Pickup

State Standard1, 2, & 4

Equipment Lummi Sticks, Yarn Balls, Beanbags and Hoops. Grade: K-3
Purpose of Event: Cardiovascular Endurance, Spatial Awareness, Control, & Manipulative’s
Time: 15-20 minutes
Organization: Set up hula-hoops on both ends of the gym. The students will be put into pairs. Each player stands across from their partner in relay style. Each student receives a hoop, 3 beanbags, 3 yarn balls, and 2 lummi sticks.

Description: 
Students will work in pairs. Each student places their hoop on the opposite side of the gym from his or her partner.  The balls and beanbags are placed inside the hoop.  On the signal to begin, each player runs with their lummi sticks to their partner hoop and attempts to use just their lummi sticks to pick up either a beanbag or a yarn ball and return it to their hoop.  

 

Rules: If a partner drops their item while traveling back to their teammates hula-hoop they do NOT have to go back and try again. 

Concerns: Move safely around the gym. Being safe with the lummi sticks!!!! 
This idea is from: 

 


Escape From Alcatraz


Escape From Alcatraz

State Standard1, 2, & 4

Equipment 5 Mats, 5 scooters, 5 jump ropes, 10 poly spots, & 4 Hula Hoops Grade: 3-5
Purpose of Event: Cardiovascular Endurance, Spatial Awareness, Control, & Teamwork. 
Time: 15-20 minutes

Organization: Set up 5 mats around the gym. Give one scooter, one jump rope, and 2 poly spots for each team. Place 4 Hula-Hoops around the gym as safe zones (rocks). 

Description: The goal for the students is to try and get your team around the gym using only the items listed above as many times as possible. Divide your students into five groups. Each teams starts on a mat (Alcatraz Island). Students can use the scooters (life boats), but cannot touch the floor (San Francisco Bay) with any part of their body. If, they touch the floor (water) their WHOLE group must start over. Students can use poly spots (lily pads) to stand on while moving around the gym (They are NOT allowed to slide them on the floor). Students can also stand on the hula-hoops (rocks). 

Concerns: Move safely around the gym. Make sure students are not jumping onto the scooters!! They must sit on the scooters!! 
This idea is from: Kris Smith, Physical Education Teacher, Sioux Falls, SD. 

 

Feed Oscar

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Feed Oscar

State Standard: 1, 2, & 3
Equipment: 4 Folding Mats, several yarn balls, & cones Grade: K-2
Purpose: Check throwing skills, opposite foot forward
Time: 15-25 Minutes

Directions: Stand mats on end, Velcro them together (Oscar’s Can) and stand them up inside the red circle in the gym

Start with 2 kids inside Oscar’s Can (for little students, kindergarten, I put 3-4 in at a time, or I run out of time!):

  • All the other kids will throw balls inside the can
  • Kids may only have 2 BALLS in their hand at a time,
  • Kids May NOT go inside the red circle, No “Dunking” 
  •  I play for about one seconds, and pick two new kids to put inside.
Concerns:  Kids getting hit with balls inside “Oscar” have them duck down, and use Soft balls Yarn ball work nice.
This idea is from: Tracy Nelson, former K-5 PE Teacher, Brookings, SD. 

Container Ball

 

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Container Ball

State Standard: 1, 2, 3, 5
Equipment: 4 Folding Mats, Several gator balls, & jersey’s Grade: 3-6
Purpose: Cardiovascular Fitness, Throwing Skills, Movement in General Space, Muscular Strength, & Teamwork.
Time: 15-25 Minutes

Directions:

Game Description: Container Ball incorporates many skills – running, fleeing, dodging, throwing, catching, teamwork strategies, and shooting – all in one fun massive 2-team game! The object is to get more balls into your container than the opposing team, and to empty the opposing teams’ container. The gym is divided by the center line (also needed are the end basketball hoop on each side). “Containers” for the opposite teams are built on each side using tumbling mats placed on their ends to form a rectangle (can use some sort of clamp to hold together if needed). ‘Jails’ are placed down on each side as well by laying a mat flat down on the floor.

Game play description:

  • Players are safe when they’re on their own side.
  • Players who cross over to the other team’s side can get tagged by an opponent who is holding a ball. If tagged, the player goes to the jail on that side. Opponents cannot touch or block an opponent if they are not holding a ball. A player in jail may only possess a ball that he/she has caught in the air.
  • There are 2 ways to get out of jail (these are escapes, not a free pass back to their own side): 1) Catching a ball in the air while on the mat (the ball must be thrown by a teammate from their team’s side of the gym), or 2) The teacher calling out “Jailbreak”.
  • A player has 3 options after getting out of jail and stepping off the mat: 1) Try to make it back to your side without getting tagged 2) Try to throw the ball into the container and then try to make it back to your side, or 3) Try to make a basket.

Rules:

  • You may not throw or shoot from your jail mat.
  • If a player makes a basket then his/her team gets to empty and take possession of all balls in their opponent’s container, and the player who made the basket gets a free pass back to their side.
  • Players may puppy guard the containers, but NOT the jails. Use cones or lines to mark a “no enter zone” that the defense can’t enter into.
Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!!
This idea is from: Russ Alvarez & Bruce Bowman

 

 

Deck of Cards


 

Deck of Cards
 

State Standard: 1, 3, & 5

Equipment: Deck of Playing cards and Projector
Grade: K-5
Purpose of Event: Fun change to regular warm ups!  Add suspense! 
Time: 5-10 minutes
Description:

(I use a projector that displays these  3 options) 3 ways to play:

Pick someone to start: They get to pick an activity and then draw a card. (some days I have rows pick, or all boy/girls, etc.)

OPTION ONE:  Number of activity to do:
face card=20       Ace=10        4=14          7=17
10=10                  2=12             5=15          8=18
joker=2 laps         3=13             6=16          9=19

-Either way let them draw about 12-15 times
-They can repeat any activity.
– If they pick laps (jogging or power walks) limit it to three laps, regardless of what they draw

– Some suggestions: bear hugs, crab push-ups, sit ups, push-ups, vertical jumps, jog, power walks, mountain climbers, line walkers, biker sit ups, boxer sit ups, crunches, bell jumps, jumping jacks, etc.

OPTION TWO:
hearts=10        spade=15
club=10           diamond=25

-Either way let them draw about 12-15 times
-They can repeat any activity.
– If they pick laps (jogging or power walks) limit it to three laps, regardless of what they draw

– Some suggestions: bear hugs, crab push-ups, sit ups, push-ups, vertical jumps, jog, power walks, mountain climbers, line walkers, biker sit ups, boxer sit ups, crunches, bell jumps, jumping jacks, etc.

OPTION THREE:

Take all the guess work out of it: Black=10     Red=15

Face card=Jumping Jack  A=sit ups  2=Push ups  3=Mt. climbers  4=Bell Jumps  5=Vertical Jumps  6=Coordinators  7=crunches  8=Crab Push Ups  9=Lunges 10=Line Walker

Concerns: Have kids know what activity they want to do before they pick a card, saves time and keeps them moving.
This idea is from:

Mission Impossible

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Mission Impossible

State Standard: 1, 2, 3, 5
Equipment: 3-4 Scooters, 5 Frisbee’s, 5 Ropes, [Same color as team], 3-4 Mats, 1-2 Balance Beams, Tires, Benches, & anything to create a challenge. Music: “Mission Impossible” Theme Song Grade: K-5
Purpose: Teamwork – Cooperative Learning
Time: 15-25 Minutes

Organization: 

Set-up items in the gym anyway to create a challenge for the students. 

Goal:

  • Each team attempts to get ALL to the to the other side together as a “team.” Discourage students to take off with their team. The first team to make it to the other side wins.

Rules:

  • Each participate on both teams must use the equipment given to make it across to the other side WITHOUT touching the gym floor. Any student who does touch the floor MUST return back to their starting side and begin again. 
  • Team equipment can only be used by designated team. The team of that color. Equipment must be used in the “journey” from one side of the gym to the other. 
  • Frisbee’s can only be stepped on!!! DO NOT SLIDE!! 
Concerns: Be Careful when trying to step from one Frisbee to another. Make sure students sit on the scooters (DO NOT STAND). 
This idea is from: Jim Jensen, Retired Physical Education Teacher, Sioux Falls School District, Sioux Falls, SD. 

 



Diagram below ==> 

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© DanKirsch

 


Yardball

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Yardball 

State Standard: 1, 2, 3, 5
4 Batting Tees, 4 Gator-Skin balls, 4 plastic bats, & 4 mats Grade:4-7
Purpose: Throwing, Batting Skills, Running, & Cooperative Learning
Time: 15-25 Minutes
Organization: Students will sit around the middle circle while I explain the rules to the game.  Split the class up into groups of 2 to 3 as there are 8 teams in this game. 

  • This game is a mini-baseball type game that can be played in the gym or outdoors to help develop baseball/softball/fielding/striking skills. Smaller teams are created in a broken-down mini game that resembles actual baseball, but with smaller groups getting more reps and practice/skill development. With a few modifications to the regular game of baseball, this game is an effective lead up or fun small style game to try out to get the heart rates up!
  • Set the gym up with four mats evenly spaced out on one end of the gym with the Batting Tees and bats at the opposite end of the mats. 
  • The objective of this game is to have the batter swing and hit a ball of a tee and run to their mate (base) to score a point before they are out. Each time a batter successfully touches the mate before being out their team scores one point. This continues until the outfield players get 3 outs and then they rotate as in real baseball/softball. 

Rules: 

  • A batter is out when: either an outfielder catches a ball in the air, catches a ball off the wall, is tagged out, and/or forced out (outfield steps on the base with the ball before the runner touches the base). 
  • A batters is NOT allowed to bunt in this game and there are NO automatic home runs. 
  • A batter is automatically out if they throw their bat after they have hit the ball of the tee. 
Concerns: Be Careful when tagging and when the batter are swinging the bats! 
This idea is from: physedgames.com