Pin-Galore Hockey


Pin-Galore Hockey
 

State Standard: 1, & 3

Equipment:  20 Plastic pins, Several gator-skin balls, Hockey Sticks (enough for two teams), and Poly Spots
Grade: 3-5
Purpose of Event: Using Long-Handled Implements while striking a Ball. 
Time: 15-20 minutes
Organizations:
Place 10 foam pins on each side of the gym on Poly Spots. Put several poly spots down the middle of the gym to separate into two halves. 
Description:
This is a modification to the regular game of floor hockey.  Instead of the typical scoring (puck into a hockey net), players will try to knock over the other team’s pins while striking a gator-skin ball with their hockey stick! If a player strikes the ball and it knocks down a pin from the other team their team scores a point (I use a digital scoreboard). Once the pin is down it stays down!!!!!  Once one team has knocked all the other teams pins down their team wins. Goalies are optional. If I do use a goal they must be in-between the pins to protect. 

Rules:
No high sticking. Both hands must be on the hockey stick. If a student breaks the rules they go to the penalty box (area where students have to do an exercise to get back in the game). 

Concerns: Be cautious when students are using their hockey sticks!!! 
This idea is from: Idea modified from physedgames.com

 

Warm-up Activities


 Warm-up Activities
Standards: 1, 2, 3
Grade: 3-5
Purpose of Event: The following list of activities will help in warming up the students and get them excited for other activities to follow.  Each activity listed should last four to five minutes.
Time: 3-5 minutes

Balance Tag: Two taggers are chosen and are given gator balls to use to tag the other students as they move around the gym.  Players may stay on a safe zone (poly spot) if they can balance on the correct foot, such as — orange spot – left foot balance; blue spot – right foot balance.  The students must move off the spot if they put their foot down or if they rest the foot on top of the balanced foot. Players who are tagged are required to perform a certain task.  When the task is completed, the player can return to the game.

Circuit Training: Set up various exercise stations in the gym.  Place students in same number of groups, as there are stations.  Place groups at a station. On the command “Go!” The students will perform the exercise at there station.  After 45 seconds have groups switch stations until they have completed the entire circuit.

Class exercises: Students will be stay in their homes.  Students will perform various teacher led exercises. Exercises may include jumping jacks, sit-ups, pushups, ski jumps, arm circles, and other various exercises and stretches.

Countdown Stations: Set up exercise stations in each corner of the gym.  All players begin at station one. Students must perform the exercise posted at station one and then jog 4 laps.  They then move to station two and perform the required exercise; plus jog 3 laps. Students will then go to the third station and continue to count down to one lap.

Exercise Cards: Many different exercises are posted on a set of 3X5 cards.  As the students enter the gym have them draw a recommended number of cards.  After they have drawn their cards they must go to their home spaces and complete the exercises on their cards.

Exercise Tag: Two students are chosen to be it.  On the signal, the It’s try to tag the other students.  If the students get tagged they must come to the center circle and perform an exercise assigned by the teacher.  Once they complete the exercise they may return to the game.

Exer-dice: In this activity the students roll one foam die to determine the exercises they perform.  Post a list of six exercises on the gym wall and correlate them with the dice numbers. For example a students rolling a six may have to do 25 jumping jacks for rolling the six.  They perform the exercises in their home then come back to the line. Each student will get 4 turns.

 “Fit”-tionary: Divide the class into six groups.  Place exercise cards face down opposite each group.  Take turns running down picking up a card, placing the card in another pile.  Run back to the group, without talking draw the exercise. When the team guesses the correct exercise everyone in the group does 15 of the exercise.

Four-corner Cartoon Traveling: To begin show students how each corner of the gym has a picture of a cartoon character.  Let them know that when the music begins, they will be moving around the gym using a specific locomotor movement that you call out (skip, jog, gallop, etc.)  When the music stops, they are to safely move to one of the four corners and wait there until you pick one of the exercise cards from your hand. The students standing by the picked character card must do a chosen exercise.  Continue until song is complete.

Jogging: Have the students jog a teacher determined number of laps.  Encourage the students to pace themselves.

Jump roping: Have the students jump for a certain length of time.  Students should jump the rope in their home space and they may experiment with different styles of rope jumping.  Use music to increase the enjoyment.  

Jumping:  Students will work in pairs.  Designate one partner as partner A and the other partner as partners B.  Students will face each other and jump up and down together 6 times. On the sixth jump, each student will place either their left or right leg out.  If the students have opposite legs out Partner A gets a point if the students have the same leg out Partner B gets a point. Play to 10 points and begin again.

Mat-ercise: Each student is supplied a mat to take back to their home space. Have students perform various exercises on the mat.  Use sit-ups, push-ups, and stretching activities. Also have them build bridges over the mat.

On the Bank – In the River:  Line students up behind a line.  When you say “in the river”, they jump across the line.  When you say, “on the bank”, jump backward across the line.  If you catch a mistake, or they are the last one, they go back to the next line on the gym floor and keep on playing after they do 5 push-ups, jumping jacks, or crunches.  Keep playing until last one on the original line is still there.

Partner Duck, Duck, Goose:  Start by placing the children in pairs.  Each partner faces the other about two to three feet apart; close enough to be able to touch each other with a hand.  Mark a safety line off about 20 to 30 feet behind each player. Each player takes turns tapping the other on the shoulder and saying either “duck or goose”.  When a player says “duck” nothing happens. When a player says “goose” he or she turns and runs to the safety line while the other player chases. If the chaser tags the runner before the runner reaches the safety line, the chaser wins the turn and they return to the starting area for another turn.  If the runner makes it to the safety line without being tagged, the runner wins the turn and a new game is started.

Partner Tasks: Students will work in pairs.  Each partner will line up on the sidelines across from each other.  They will be given different tasks to do. For each task they are given they will run to the middle and meet and perform the task together.  Example: 1) give each other a high five 2) give each other a low five 3) give each other a sole five 4) do 10 jumping jacks 5) do 10 pushups 6) do 10 ski-jumps.

Playing Card Warm-up: As the students enter the gym they go to the middle circle and draw 2-3 cards from the pile.  They will then match the number/letter on the card with the numbers on the posters and perform the exercise posted.  

Playing Card Warm-up II: As the students enter the gym they go to the middle circle and draw one playing card from the pile  (two decks with 2’s, 3’s, & 4’s removed). They match the suit of the playing card to one of the four posters in the corners of the gym and go to that corner.  The posters tell them what activity to perform and the number on the playing card tells them the number of repetitions. When completed, he/she goes back to the center of the gym to get another card.  Picture cards count as 10 and aces are 11. When the students complete five cards, they sit in their homes.  

Pushup Fun:  Students will work in pairs.  Have students either side by side or facing each other approximately 1 foot apart.  Pushup tag: One person begins as “it” and attempts to tag their partner on the hand while remaining in pushup position. You can only move your hands not your whole body.  “It” person is constantly changing. High Five pushups: Partners will proceed to give each other a high five with the left hand and then the right hand while remaining in pushup position.  They will continue this pattern for 1-2 minutes.

Stretching: Have the students perform various stretches in their home space.  Be sure to stretch each area of the body. The teacher should lead the activity.  

Tag Team Running: Each student will pick a partner.  While #1 partner is running a lap, #2 is performing a specific exercise.  When #1 finishes running, he/she tags his/her partner and they switch roles.  The students will run a total of 2-3 laps and do 2-3 different exercises

Trading Cards:  Equipment: a number of different colored cards & colored wallstops.

Give each student a colored card.  Students move throughout the gym, switching cards.  After 45-60 seconds give them the signal to stop and whatever color card they are holding will determine which wallstop to go to.  If a student has a red card they go to the red wallstop and pick and exercise from the list to perform. After a certain time, signal them to begin moving and switching cards again.  

Tug of War: Divide the class into evenly matched teams. Have the rope going across the length of the gym.  The team in which has their anchor touch the red mat first is the winner. Be sure to switch teams around so everyone has a chance to be on a winning team.

Concerns: Be cautious when moving around the gym and working in partners.
This idea is from:

 

Haunted House


 

Haunted House
 

State Standard: 1, 3, & 4

Equipment: Several Beanbags, Buckets, Cones, and pool noodles (tag sticks) Grade: K-5
Purpose of Event: Work on Listening skills, directions, strategy, lots of movement
Time: 20-25 minutes
Set-up:
Big circle of cones around the gym – the haunted house walls. Place all your bean bags in the middle of the circle – candy. Put Hula hoops by the walls of the gym – candy buckets2 people at each station. Pick four students to be  taggers in the middle of the haunted house (ghosts). Taggers can’t leave house area. The other students are trying to steal the candy from the haunted house. Description:
Try to enter the haunted house  and steal 1 piece of candy without being tagged by a ghosts. If a student gets tagged, they put candy back and go back and tag their partner.  (For 3-5 classes I have them perform an exercise before they attempt to steal again). For K-1 students, they go back to bucket and do jumping jacks or whatever at their buckets.Modifications:
You may only tag your partner, and nobody else. Once you have decided to run to the West or East, you may not change your mind.  Get back to the line as soon as you get to the base line, or are tagged.
Concerns: Being safe while tagging. Making sure students are staying in their order. For the older kids: No cheating!!!! 
This idea is from: Amy Bertrand, Sioux Falls School District., Laura Wilder Elementary School 

 


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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.

 

Football Hoop Tag


Football Hoop Tag
 

State Standard: 1, & 3

Equipment:  5 hoops, 5 nerf footballs (may need more depending on number of students) 3 noodles (for tagging), music
Grade: 4-8 (1-3 with koosh balls)
Purpose of Event: Throwing and Catching skills, Locomotor movement
Time: 15-20 minutes
Description: 

Scatter 5 hoops around on the floor, and have a student start in each with a football. (You may need to add hoops/balls)  Give out 3 noodles for tagging.  At the start of the music, the taggers start to tag as many people as possible (people in the hoops cannot be tagged).  If you get tagged you are frozen.  Once frozen you must get the attention of someone in a hoop and have them throw you a football.  If the football is caught, you are un-frozen, and take the spot of the person in the hoop, that threw you the ball.  If you do NOT catch the ball you remain frozen until you catch a ball.  People that are not frozen, need to pick up the balls that are not caught, and give them back to the students in the hoops, because the students in the hoops may not leave the hoops until they are replaced.  You cannot be frozen if you have a football in your hands.

Stop every couple of minutes to switch taggers, also change the locomotor movements.

I would play this with lower grades, but use a koosh ball instead and have more hoops and balls since the throwing and catching isn’t as controlled.

Concerns: Be cautious of the hoops, don’t step on them, they slide.  Throw carefully, lots of movement going on.
This idea is from: “Great Activities”

 

Pass Me The Spider (or Chicken)


Pass Me The Spider (or Chicken)
 

State Standard: 1, 3, & 4

Equipment:  2 noodles, 2 stuffed spiders (chickens)
Grade: K-2
Purpose of Event: Work on Catching, Throwing, Movement, Locomotor, Personal/General Space
Time: 10-25 minutes
Description:
Select 2 students to start with the noodles, they will be freezing people.  Two students will start with the spiders, the spiders will “thaw-out” frozen students and allow them to move again.  Spiders will be passes to someone who is frozen, so they will change hands often.  

If you are frozen, you must sit and say, “please pass me the spider” to a student with a spider.  The student with the spider will then pass it off.  Spiders should be moving to different people all the time so no one stays frozen for more than a few seconds.  If the spider is in your hands, you can not be frozen.  After about a minute, switch the students with the noodles.

Start the game by walking, and then change to different locomotor skills as the game progresses and they get the hang of it.

Concerns: Moving safely in general and personal space
This idea is from:

 

Battleship


 

Battleship
 

State Standard: 1, 3

Equipment:  Several gator-skin balls, folding mats, 25-30 foam pins Grade: K-5 
Purpose of Event: Manipulation, Control, Team Play

Organization: Form two equal teams with each team starting in its half of the gym. Stand the folding mats up and put them on the half court line. One team on each side on the mats. Each side will setup 12 bowling pins on their side of the mat.

Battleship:

  1. Each side will throw dodgeballs over the mats trying to knock down the pins on the other side.
  2. If you catch a ball that is thrown over the mat, you get to leave your side of the mat and take a lap around the other side. You can throw the ball you caught at their pins (you only throw one ball). After you throw your ball continue running until you have made your half lap. If you catch another ball, run around to the other side and throw again.
  3.  The teams can guard their pins.
  4. When you only have one pin left…only 1 person can guard that pin.
  5. The team that knocks over all the other teams pins wins.
  6. Set up and play again.
Concerns:  Must be able to move in general space safely and while on the scooters. Be careful when trying to strike the hockey puck that nobody is around the shooter. 
This idea is from:  Kathy Wait (Sioux Falls, SD). Original Idea: Ben Prillio = Teach Physed. 

 


Hit The Ball


Hit The Ball

State Standard: 2 & 3

Equipment: ball per student, (koosh ball and nerf ball per pair) lots of wall space Grade: K-5
Purpose of Event: Work on throwing under and over hand, Hand-eye coordination, Timing, Aiming, Team work
Time: 15-20 minutes
Description: 
One partner stands near the wall and tosses the nerf ball into the air. the other partner throw his/her koosh ball attempting to hit the tossed ball. Alternate who throw which ball, about every 5 tosses. Need to focus on team work.

**Could be a possible station activity for K-2 students.**

Concerns: Make sure the person throwing the koosh ball is throwing at a wall so it stays safe. Have lots of room between partners.
This idea is from: WOW Workshop

Hit The Spot


Hit The Spot

State Standard: 1, 2 & 3

Equipment: Ball (nerf) and poly spot per pair of students Grade: K-5
Purpose of Event: Work on throwing under and over hand, Hand-eye coordination, Timing, Aiming, & Teamwork
Time: 15-20 minutes
Description:
Line up students in a double line about 10-15 feet apart, facing their partners. Place a poly spot between them. Objective is to throw the ball and have it hit the spot.

Each of these 5x’s and then continue to next, can also switch partners if you would like: Start by having the students standing and throw; then Jump up and throw while in the air; 3 steps and throw; 3 steps jump and throw. (Even with the steps, they should still be 10-15′ from the poly spot.) Increase distance as skill improves.

**Could be a possible station activity for K-2 students.**

Concerns: Have lots of space between pairs
This idea is from: WOW Workshop

Scooters/Roller Racer


 

Scooters/Roller Racers
 

State Standard: 1, 3

Equipment:  One Scooter/Roller Racer per student.  Grade: K-2
Purpose of Event: Locomotor Movements. Manipulatives and Control
Organization:

Form equal teams of four to five player.  Have each team sitting in a single-file formation at the mid-court of the gym.  The first person in each line has a scooter. On signal “go” each player in turn performs the following tasks as they move toward a cone marker on the opposite end of the gym.  Each player moves around the cone marker and back to his/her team. As the player returns he/she then hands off the scooter and the next player in line takes his/her turn. The original player then moves to the back of the line.

Scooters:

  1. Safety:
  • Do not stand on them or crash them into each other.
  • Watch your fingers and clothing.
  1. Performance Tasks:
  • Two hands, one knee relay: Place two hands and one knee on the scooter and push forward with you free foot.
  • Kneeling relay: Kneel on your scooter and move forward with your hands only.
  • Stomach relay: Lie on your stomach and use a swimming motion to propel yourself.
  • Seat and Feet Relay: Sit on your seat and move using both your hands and feet.
  • Back Relay: Lay on your back and move using your feet.  Be careful of your hair.
  • Two Hand Relay: Place both hands on the scooter board and move using your two feet.  Be sure to hand off the scooter.
  1.  Indy 500: Divide students into groups of 3 with 2 scooters per group.  Use cones to make an oval track in your gym. Each group has a car name.  The driver sits one scooter with his/her feet on the other, the student who is the motor pushes, and the third student is the pit crew.  The teacher is in the middle and records the laps. When a car has made a lap the pit person runs to the middle and tells the teacher their car name, the teacher will write down a lap for that group.  The group takes turns at the different positions and continues the race. At the end of the class period the group with the most laps is the hot wheels winner.

ROLLER RACERS

EQUIPMENT:  One roller racer per squad and cone markers

ACTIVITY: (15-18 min.)

Organization: same as the scooters, except the course is one lap around the gym.  You may set up scones to make the track.

Roller Racers:

  • The roller racers can only be propelled in one way.  To move the racers, the students must move their hands in a side-to-side fashion.  Have the students take turns riding the racers. Have the students ride laps around the gym.  Too add excitement we name this activity the “Roller Racer 500.”
Concerns:  Must be able to move in general space safely and while on the scooters/roller racers. 
This idea is from:  myself