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

 

 

Knights of The Round Table

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Knights of The Round Table

State Standard: 1, 2, 3, 5
Equipment: 3-4 mats, 10-15 gator balls, 20 pins, 6-8 scooters, & 20 polyspots (set pins on) Grade: 3-8
Purpose: Cardiovascular Fitness, Throwing Skills, Movement in General Space, Muscular Strength, & Teamwork.
Time: 15-25 Minutes

Directions:

Lay the mats across the gym to divide the play area in half. Set up ten pins on each end line (castles). Divide the class into two teams and each team begins on their own side of the play area. Assign each student one of the following roles:

  • Pages – collect  balls and bring them to their team’s Catapults (Aerobic Fitness).
  • Catapults – lay on their backs on their backs ready to perform a curl-up (throwing balls to knock down castles: Muscular Strength & Endurance).
  • Knights – sit on horses (scooters) and protect the castles (Muscular Strength, & Flexibility).

The team that knocks over all the pins (castles) first is the winner.

Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!!
This idea is from: Scott Carlson, Muskego-Norway School District, Wisconsin. 

 

Castle Smashers

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Castle Smashers

State Standard: 1, 2, 3, 5
Equipment: 4 folded mats, 10-12 cones, 5-10 seven inch gator skin balls, 5-10 volleyball size gator skin balls Grade: K-3
Purpose: Teamwork – Cooperative Learning – Throwing Skills
Time: 15-25 Minutes

Organization: 

  • Divide the class into two teams, place two mats on edge around the free throw line (adjust distance based on skill level of throwers) place 2-3 cones on each mat.

How to play:  

  • I tell a story about two kings and how they have a moat that divides their kingdom and they send out their armies to try to defeat the other kingdom.
  • Half court line is the moat. They are catapults (their arms) and they sling boulders (gator skin balls) at the castles trying to destroy the towers.   The small balls are arrows and their arms are the cross bows, they try to hit the other team, if they get out they have exercises to get back into the game. If your castle gets smashed you become part of the other kingdom. We then restart the game. 

Variations:

  • You can have Ss try and catch the “boulders,” which would allow students to put up one of their towers that was knocked over. 
Concerns: Be Careful when throwing the balls to hit the cones. Make sure students are knocking the cones down from the mats on purpose. 
This idea is from: Mark Struck, Physical Education Teacher, Sioux Falls School District, Sioux Falls, SD. 

 


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. 

 



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Pizza Delivery

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Pizza Delivery 

State Standard: 1, 2, 3, 5
Equipment: 20 Hula Hoops, Several Gator-Skin Balls, & Cones (if needed) Grade: K-3
Purpose: Rolling, 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 2 teams. 

  • Pick 2 students to be the pizza delivery person before the games starts. 
  • In this game students are required to “roll” the gator-skin balls “pepperonis” across the gym floor to the hula-hoops “pizzas.” The students goal is to have the pepperoni stay inside the pizza (hula-hoops). 
  • If the ball stays in the hula-hoops the pizza delivery person brings that pizza (hula-hoop) up to me (teacher) and I put it on my cart. 
  • The game is over when one team gets all their pepperonis in the 10 pizzas. 

Rules: 

  • No guarding or blocking the balls.
  • No touching a ball that is STILL rolling (Kindergarten does struggle with this). 
  • Variation: if Kindergarten students keep “touching” the balls that are rolling I just have the students rolling it back to the other team. 
Concerns: Be Careful when running around the gym and making sure students are fighting over the balls (learning how to share). 
This idea is from: Kris Smith, Physical Education Teacher, Sioux Falls School District, Sioux Falls, SD. 

Angry Birds (Fire Brigade)

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Angry Birds (Fire Brigade)

State Standard: 1, 2, 3, 5
5 Foam balls, & 10 Colored Cones, & 5 Wiffleballs Grade:2-5
Purpose: Throwing, Catching, & Cooperative Skills
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 4 or 5 and instruct them to sit behind their designated colored cone. Mark the fire line about 10 feet from their cone. Fire Brigade:

  • The object of the game is to see which team can knock the wiffleball off the cone first. 
  • On the signal, players run to the first fire station (poly spot) and attempt to catch a foam ball from their teammate. If the student does catch the ball then the throw runs to the next fire station (poly spot) and attempts to catch the same foam ball from their teammate who just caught the ball. This continues until the last person reaches the last fire station (poly spot) and attempts to throw the ball and knock off the wiffleball off the cone. 

Rules: 

  • If the ball is dropped, the team must go back to their fire station (cone) and begin the relaying the ball again. If the team miss the throw they must ALL return to the fire station and start again. 
  • If a player is tagged while in the opponent’s side (before they have grabbed a basketball) he/she must return to their end zone and attempt to steal (capture) a basketball again. 
  • The game is over when one team knocks the wiffleball off the cone first. 
Concerns: Be Careful when tagging and moving safely within general space. 
This idea is from: Kris Smith, Physical Education Teacher, JFK Elementary, Sioux Falls, SD. 

Hula Hoop Gathering

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Hula Hoop Gathering

State Standard: 1, 2, 3

Equipment: Hula Hoops (about 18) 1 cone per group, 1 bean bag per group (different color for every group), Groups of 2-3 Grade: K-3
Purpose of Event: Cardiovascular, Throwing, Aiming; Check proper throwing form
Time: 10-15 minutes
Description:Line up teams at one end of the gym, have each group start at their cone.  Hoops are scattered around the gym, different distances away from the cones.  On the signal, the first player in each group tosses their bean bag trying to land it inside a hoop.  If the bean bag lands in a hoop, the thrower runs and picks up the bean bag and hoop and places the hoop over their cone.  The next player takes a turn.  Play continues until all the hoops are gathered.  One point can be awarded for each hula hoop gathered.

Variations: I also play this as an Easter Game. Treat the Hula-Hoops as the “Easter Baskets” and the beanbags as “Easter Eggs.” Students must try and collect as many Easter Baskets as they can before all the “Candy” is gone.

Concerns: Move safely in general space, be careful, bean bags are being thrown all the time!
This idea is from: Wow workshop

 

 

 

Hula Hoop Knockout

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Hula Hoop Knockout

State Standard: 1, 2, 3, 4, & 5
Equipment: Hula Hoops & Basketballs Grade: 4-8
Purpose of Event: Cardiovascular, Dribbling Skills, Movement in General Space
Time: 15-20 minutes
This is a dribbling practice game. Players will partner up so there will be pairs spread out in the gym. In each pair, 1 player will start as the dribbler and have a basketball (or soccer ball depending which game you want to play). The other player will place a hula hoop on the floor and stand with at least 1 foot inside of it. The player inside the hoop will try to knock away the balls of other players who come too near (remember that 1 foot must always be inside the hoop). If a player’s ball gets knocked away, they simply retrieve it and continue dribbling. After a couple of minutes, players switch roles and play again. Another great dribbling practice game, and modification of the original Knockout.
Modifications: You can also have the students who are dribbling knock away the other dribblers basketballs as well; instead of just those students whose foot is inside the hula-hoop.
Concerns: Move safely in general space. Making sure students are tagged in a nice manner w/ the noodles.
This idea is from: PhysedGames.com  

 

Skilz Attack

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Skilz Attack

State Standard: 1, 2, & 4

Equipment: (10 gates total = 20 cones), foam paddles (represent gates), and noodles for taggers, & baskets full of trinkets. Grade: 2-5
Purpose of Event: Provide students with a pre-designed “goal-oriented” tag game that incorporates boundaries, rules/consequences, and safety zones; all of which is flexible to tweaking.  Tag tactics are heavily emphasized which can lead up to Invasion/Territorial games.
Time: 20-25 minutes
Overall Goal of Game:  Score points for your team by running through the gates without being tagged by the defending team.  Likewise, the defense attempts to stop runners from making it through the final zone.  All of this is done within a specified period of time.Rules for original game:

  1. One team is on defense and is positioned to “guard the gates” in play area while other 2 teams are the attacking teams on offense (see starting positions on diagram).
  2. To score, attacking team players must stay in bounds, make it through 1st gate then across zones 1-3 (only 1 gate per zone needed), all while w/out being tagged to score a point. If player makes it past zone 3, the player then travels via the outside perimeter to the original starting point of the game, puts popsicle stick in team collection area (hula hoop or bucket can be used) to score a point for her team, then the cycle starts again by attacking the zones from the start area.
  3. Safety zones (located directly after successfully making it past each zone) are available for attacking team players to rest or strategist before entering the next zone.
  4. Defending team can only tag attacking team players when they are in the attack zone. Defensive players are not allowed to change the zone they are assigned to defend from the start of the game.
  5. If attacking player is tagged, she must immediately stop, return to the start area by traveling via the outside perimeter, and try again.
  6. Play each round for designated time period (90 sec to 2-min is suggested); each team is on defense at least one time.

Variations: Have more gates or remove gates as you see fit. For my students I go 2, 2, 3, which I describe in the tutorial podcast below.

Concerns: Move safely around the gym. Make sure students are tagging appropriately and that students are running through the gates only!!!
This idea is from: Kevin Vanderwal & Amy Staples, Physical Education Teachers, Sioux Falls School District.

 



 

 

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