3-Team Continuous Tee-Ball


 

3-Team Continuous Tee-Ball
 

State Standard: 1, 3, & 4

Equipment: Two Batting Tees, Jerseys (3 colors), 4 Mats, large Poly spots, and bats Grade: 3-5 (2nd possibly)
Purpose of Event: Students will demonstrate striking, base running, and spatial awareness skills by safely hitting a ball off a tee and continuously advancing around bases to score points while avoiding getting three outs.
Time: 18-25 minutes
Organization:

  • Place 4 mats on the floor to represent bases (baseball diamond style).
  • Set up 2 batting tees at home plate (slightly spaced for safety).
  • Divide students into 3 groups:
    • Team A (Batting)
    • Team B (Batting)
    • Team C (Taggers/Fielders)
  • Provide taggers with safe tagging equipment (see options below).

Description: The game begins with the first player from both Team A and Team B hitting the ball off the tee and immediately running the bases, while the next batter in line prepares to go, keeping play continuous. Runners must travel in order from first to second to third and then home, and they are safe while standing on a base (mat). There is no limit to how many runners can be on a base at once, even if they are from different teams; however, once a runner steps off a base, they must continue to the next base without stopping or going back. A team earns one point each time a runner successfully returns to home plate.

Rules:
Players are out if they are hit by a ball, a ball is caught in the air, or they are forced out (per normal kickball rules). Teams continue batting until they either receive three outs and/or run out of players in their lineup. When this happens, that team rotates to the outfield, and the current outfield team becomes a batting team. Throughout the game, multiple runners from both teams are active at the same time, batters enter play continuously, and the activity maintains constant motion, quick decision-making, and high engagement.

Scoring:
We use three different-colored buckets, each corresponding to a team’s color. We also use popsicle sticks (or, during Easter time, plastic Easter eggs). Each time a runner from a team successfully rounds the bases twice before their team rotates to the outfield, they place one popsicle stick (or egg) into their team’s bucket. At the end of the game, we count the items in each bucket to determine the winning team.

Concerns:

  • Ensure all runners move in the same direction and stay aware of others
  • Clearly define safe zones (bases, aka mats)
  • Maintain proper spacing at batting areas (on-deck circle)
  • Require students to stay behind designated lines when not actively participating
This idea is from: 

 


 

Base Race Bonanza


 

Base Race Bonanza
 

State Standard: 1, 3, & 4

Equipment: 5 mats set up like 5 on a dice, yarn balls, & foam dice Grade: 3-5 (2nd possibly)
Purpose of Event: Students will develop locomotor skills, particularly running and base movement, while reinforcing accuracy in overhand throwing and evasion strategies. It also integrates cognitive learning by engaging students in math and literacy tasks as they move.
Time: 18-25 minutes

Organization:

Divide the class into 5 equal groups, one on each mat. The one in the middle is a thrower attempting to hit the runners (working on overhand throws). You could have a 6-member group retrieve the yarn ball. The other 4 groups are the runners.

Description:
Play begins when the teacher does: Option 1. The teacher calls out a number, and that is the number of bases they run. Option 2. Math problem (add, Sub, multiply), Option 3. Use dice to do the math problem. Option 4. Run using letters or spelling (e.g., run until you get to the letter M in the alphabet), 5. Run to the spelling of your name or spelling words. If you get hit, you become a ball retriever, or you must add bases. ** We use this activity to teach students how to run the bases (in which direction) before we play our T-Ball/Wiffleball games.** 

Concerns: Use only soft yarn or foam balls and require all throws to stay below the shoulders to minimize injury risk. Clearly define running lanes and space bases appropriately to prevent collisions, while ensuring students remain aware of their surroundings. Establish controlled throwing rules, designated retriever areas, and clear stop/play signals for safe game management.
This idea is from Kurt Skogstad, retired PE Teacher (Sioux Falls School District)

 


 

Shamrock Send-Off


 

Shamrock Send-Off
 

State Standard: 1, 3, & 4

Equipment: Floor hockey sticks (one per student), 6–12 foam or plastic balls (Shamrocks), 1 long rope or jump rope (The Rainbow), Cones to mark boundaries (optional), & Gold Coin cards or tokens for scoring Grade: K-5
Purpose of Event: Students will use hockey sticks to send shamrocks under the rainbow rope into the opposing team’s field while working cooperatively to defend their area and earn gold coins for their team.
Time: 18-25 minutes

Organization: 

  1. Divide the gym into two equal treasure fields.

  2. Stretch a rope across the center about 2 feet off the ground to create the Rainbow Line.

  3. Split students into two teams of leprechauns.

  4. Each student gets one hockey stick.

  5. Place several Shamrocks (balls) in each team’s Shamrock Garden near their end line (4–6 balls per team to start).

  6. Place a stack of Gold Coin cards or tokens near the teacher.


How To Play:

When the teacher shouts “Send the Shamrocks!”, players begin using their hockey sticks to send their team’s shamrocks toward the rainbow. Players must hit or push the shamrocks with their hockey sticks. The shamrocks must travel under the rainbow rope to count. Players can defend by stopping or redirecting shamrocks with their sticks. Players should spread out to guard open space and protect their side.

** If a shamrock crosses the opponent’s end line, the opposing team earns one Gold Coin.**

The student (s) then strike (with their hockey stick) the shamrock back into play, allowing the game to continue.

When the Game Ends

Play for 2–4 minutes or until the teacher calls “Treasure Time!”

Teams count how many Gold Coins they collected.
The team with the most gold coins wins the treasure!

Variation:

Instead of using hockey sticks, the K-2 students can kick or use a short-handled implement to strike the “shamrocks” under the rainbow. 

Concerns: 
This idea is adapted from a game called “Boundary Ball” by Jerry Poppen

 

Bombardment


 

Bombardment
 

State Standard: 1, 3, & 4

Equipment: 6–10 footballs, 4 buckets (2 per team), 12 bowling pins (6 per side), 2 Tchoukball rebounders, basketballs for shooting opportunities, and scoring items (beanie babies, clothespins, popsicle sticks, or whiteboard). We use Beanie Babies. Grade: 3-5 (2nd grade possibly)
Purpose of Event: Students will throw accurately at targets, practice basketball shooting skills, work cooperatively with teammates, and make quick decisions during gameplay.
Time: 18-25 minutes
Setup 

  • Use a full basketball court with the main hoops down. 
  • Divide the court using the half-court line. 
  • Place two kiddie pools on each side. 
  • Place six bowling pins (or anything to be knocked down)  behind the three-point line on each side. 
  • Place one Tchoukball rebounder behind the three -point line on each side. 
  • Court boundaries are the full basketball court and each three-point line. 

Game Start 

  • Divide the class into two teams, with each team on opposite halves. 
  • On the signal, players throw footballs toward targets (bowling pins/Tchoukball rebounder/Basketball backboard)
  • Students DO NOT throw at people. 

If a Target Is Hit 

  • BackboardBasket Player attempts 1 jump shot. 
  • Bowling Pin Player attempts 1 layup. 
  • Tchoukball Rebounder Player attempts any basketball shot. 
  • After shooting, the student returns basketballs to the bin and grabs a football. 

Scoring 

  • Jump Shot Made 1 point 
  • Rapid Fire 1 point for each basket made (out of 5 shots) 
  • Layup Made 1 point 
  • Any Shot from Rebounder 1 point 

Scoring Items: (anything). We use Beanie Babies. 

Concerns: Watch for players throwing footballs at each other. Be aware of collisions,  and make sure students do not fight over basketballs. 
This idea is from: This is my adaptation of another game called “Bombardment,” but using basketball skills. Thanks to @physedgames for creating the video & posting! 

 


Build a Snowman Relay


 

Build a Snowman Relay
 

State Standard: 1, 3, & 4

Equipment: Several (hula-hoops), balls, scoops, cones, beanbags, & jerseys. Any item students can add to their snowman.  Grade: K-5
Purpose of Event: Students participate in a winter-themed cooperative activity that develops locomotor skills, teamwork, and problem-solving as they build a snowman through movement and relay-style challenges.
Time: 18-25 minutes

Organization:
Divide the students into equal teams, usually 3-4 groups, in a relay formation. Place several items (hula hoops for a snowman body, balls, scoops, cones, beanbags, hockey sticks, & jerseys). Any item students can add to their snowman in a line away from the students, requiring them to run to obtain one item per trip to build their snowman.
Activity:

In Build a Snowman, students are divided into small teams. Each team starts at a home base with a designated “snowman building area ” across the gym. Using a relay format, students travel from their team’s line to collect snowman pieces (e.g., body circles, eyes, hats, or buttons) and return to assemble a complete snowman. Students must first build their “base” snowman (3 hula-hoops: Head, Body, and Bottom). 

Students use a variety of locomotor movements (running, skipping, galloping, or sliding) as determined by the teacher. Only one student from each team may move at a time, thereby reinforcing turn-taking and fair play. Teams must communicate and work cooperatively to correctly assemble their snowman before the activity ends. The goal is for students to be as creative as possible, making their snowmen as unique as possible. 

Concerns: Simultaneous movement by multiple teams can increase the risk of collisions among students.
This idea is from Several PE teachers within my district. 

 

 

Reindeer Pooper Scoopers


 

Reindeer Pooper Scoopers
 

State Standard: 1, 3, & 4

Equipment: Scooters (1 per student), Scooper or long-handled scoopers (1 per student), Gator balls or foam balls (multiple colors) = “Reindeer Poop”, Buckets or bins (color-coded) = “Dumpsters”, & Cones to define the play area. Grade: K-5
Purpose of Event: Scooter control and spatial awareness, improve upper-body strength and coordination using scoopers, Practice color recognition and decision-making, & Cooperate and stay engaged in a themed physical activity.
Time: 18-25 minutes

Organization

  1. Scatter all balls evenly throughout the play area.

  2. Place color-coded buckets (dumpsters) around the perimeter of the gym.

  3. Assign each bucket a matching ball color.

  4. Give each student a scooter and a scooper.

Activity:

At the start of the lesson, the teacher gathers students and introduces the activity with a fun holiday story: “Uh oh! Santa just called… the reindeer had an accident in the gym! Your job today is to help clean up all the reindeer poop before Christmas!” The teacher then briefly reviews expectations by explaining the purpose of scooters, identifying where the color-coded dumpsters are located, and demonstrating how to safely scoop and move while traveling around the space.

For the activity, students sit or kneel on their scooters and move carefully around the play area. Using their scooper, they pick up one ball at a time and transport it to the matching colored dumpster (bucket). After placing the ball in the correct bucket, students return to the play area to collect another piece of “reindeer poop.” The activity continues until the gym is clean or until the teacher calls time.

 

Concerns: Scooters must stay on the floor at all times with no standing, scoopers are used gently without swinging, students watch where they are going to avoid collisions, and only one ball may be carried on the scooper at a time.
This idea is from: Garret Stephens

Landmine Strike


 

Landmine Strike
 

State Standard: 1, 3, & 4

Equipment: Nets, Beachballs, Volleyball Trainers, Hula-Hoops Grade: 3-5 (2nd grade possibly)
Purpose of Event: Deactivate and collect the other team’s landmines using accurate volleyball skills!
Time: 18-25 minutes

Description:

Each team begins on their own side of the court with landmines (hula-hoops) scattered across both sides of the net. I use 10 on each side. Players will use volleyball skills—serves, forearm passes, or sets—to send the ball over the net and try to land it or bounce it inside a landmine. When the ball successfully lands or bounces in a landmine, that landmine is considered “deactivated,” and a teammate may run to collect it and bring it safely back to their side. Players must be cautious: they are not allowed to step or stand on a landmine at any time; if they do, the landmine “explodes” and must be returned to the other team. Play continues until all landmines have been collected.

Concerns: Watch for players crossing paths, Be aware of the net and poles to avoid collisions,  No diving into landmines — protect knees, wrists, and heads, & Keep eyes up when moving so players don’t bump into each other.
This idea is from: This is my adaptation of the Volley Battleship by OpenPhysed

 


Around The World


 

Around The World
 

State Standard: 1, 3, & 4

Equipment: Cones, Yarn Balls, Gator Balls, Jerseys Grade: 3-5 (K-2 possibly)
Purpose of Event: Throwing, Cardiovascular Endurance, & Strategy
Time: 18-25 minutes

Description:

Depending on the gymnasium, you may use the lines that make a “Box” in each corner of the gymnasium, or you can mark those areas with cones. Additionally, cones should be placed around the center of the gymnasium, making a large rectangle. In the center of that rectangle is an assortment of yarn and gator balls. To start the activity, select two (2) students to be the throwers. Those students stay inside the large rectangle, and they will be throwing yarn balls and gator balls throughout the entire activity. Select four (4) students to be “Shaggers” Place these students on the outside of the gymnasium, and their job during the activity is to pick up the yarn balls and gator balls that have been thrown and throw them back into the large rectangle. The remaining students must find a “Box” in the gymnasium to stand in. The rules are that they need to have one foot in the “Box.” On the cue of the music, the students can stay in the “Box” for no more than ten (10) seconds. After that, they must either run to the next “Box” or skip it and keep moving to another “Box” or continue running. While running, the students in the large rectangle throw yarn and gator balls at them, trying to knock them out of the game. If a student is hit at any time, they become throwers! If the ball bounces off the floor, wall, another student, etc., they are out and become throwers! Headshots do not count! The game is over when one student is left. Rotate often and switch roles for the students so they can try the different roles in the game.

Concerns: 
This idea is from:

 


 

“Basket” Ball


 

“Basket” Ball
 

State Standard: 1, 3, & 4

Equipment: Yarnballs (several), Laundry Baskets, Cones, Scooters, Poly Spots, and Cones Grade: K-2
Purpose of Event: Throwing, Teamwork, & Muscular Strength
Time: 18-25 minutes

Organization:

Attach a laundry basket to each scooter using Velcro, a short piece of rope, or ZipTies for the setup. Place four poly spots inside each basket to weigh it down. Select six students to be the “Scooter Crew,” who will sit on the scooters and move around the playing area. The rest of the class will stand on either sideline. Scatter several yarn balls throughout the play area. Additionally, place an equal number of poly spots along both sidelines to serve as designated throwing spots for students to use before attempting their throws.

Description:

On the teacher’s signal, the Scooter Crew moves back and forth across the gym, maneuvering their baskets. The remaining students, acting as throwers, must retrieve a yarn ball one at a time and return to a poly spot before attempting a throw into a moving basket. Students aim and throw their yarn balls inside the baskets. Once all the balls have been thrown (or the time limit is up: 3 minutes), the Scooter Crew counts the number of balls inside their baskets, with the player with the lowest number of balls declared the winner. A new Scooter Crew is then selected, the yarn balls are redistributed, and the game is played again.

Variations/Modifications:

  • Easier: Allow students to throw from anywhere rather than requiring a return to the poly spot.
  • Harder: Have the Scooter Crew move at different speeds or change direction more frequently.

Team Play: Divide the class into teams and keep score over multiple rounds.

Concerns: Students on scooters must keep their hands and feet on the scooter to prevent tipping. They should maintain a controlled speed and avoid sudden stops or sharp turns. When throwing yarn balls, they should use underhand throws, be mindful of their surroundings to prevent hitting others and watch for classmates to avoid collisions while retrieving a yarn ball.
This idea is from Kevin Tiller: The Great Games Handbook.

 

Go Fish Dribble

 


 

Go Fish Dribble
 

State Standard: 1, 3, & 4

Equipment: Basketballs (one per pair), Go Fish Card Sets, Cones, and Buckets. Grade: K-2
Purpose of Event: Dribbling  Skills (Basketball) & Teamwork
Time: 18-25 minutes
Organization:

  • Divide the Class into Pairs: Each pair will share one basketball.
  • Relay Formation: Place cones to designate a starting line and a turnaround point (about 10-15 feet away).
  • Treasure Chest Area: At the turnaround point, place a bucket (I use kiddie Pools), a hula hoop, or a small box filled with shuffled Go Fish cards.
  • Demonstration: Show students the proper dribbling technique (using finger pads, keeping the ball low, looking up).

Description:

The first player in each pair will dribble the ball to the treasure chest area to play the game. Once they reach the chest, they stop dribbling, pick one Go Fish card, and dribble back to their partner. Upon returning, the first player hands off the basketball to their partner, who then dribbles to the treasure chest, collects a card, and dribbles back. This relay continues for 10-15 minutes, allowing students to collect multiple cards. Students are encouraged to dribble under control throughout the game rather than race.

After the relay ends, pairs sit together and try to find matching pairs of Go Fish cards from their collection. If students find a match, they yell, “GO FISH!” and hold it up. Once a round is over, each team rotates to a different cone, and the Go Fish cards are redistributed into each bucket, ensuring that teams face new opponents and have a fresh selection of cards to choose from in the next round. To wrap up the activity, students celebrate how many matches they found and briefly discuss what was easy and tricky about dribbling. If time allows, partners can be mixed up and the game played again.

Variations/Modifications:

For beginners who may struggle, allow walking dribbles or two-handed bounces to help them build confidence. For a more significant challenge, students can use a different dribbling hand each time or navigate around obstacles such as cones. To keep the game engaging, themed variations can be introduced using different card sets —such as sports, animals, or colors —to add variety. For older students (3rd – 5th), students could attempt a shot and get a piece of treasure (poker chips) or money (fake money) instead of getting a Go Fish card. 

Concerns: Primary safety concerns include collisions and losing control while dribbling. Since students are moving back and forth, they might accidentally run into each other if they aren’t looking up. To prevent this, ensure enough space between relay lanes and remind students to keep their eyes up while dribbling.
This idea is from Various PE teachers.