Indy 500


 

Indy 500

State Standard: 1, 2, & 4

Equipment: 4 Hula-Hoops & 5-6 deck rings, and cones Grade: 2-5 (Possible K-1)
Purpose of Event: Cardiovascular Endurance & Teamwork
Time: 20-25 minutes
Organization:  Place large hula-hoops in a circle around the gym (4 teams). Each team gets 5-6 deck rings or other rings (make sure  there are different colors for each team).  

Indy 500: On the signal, the 1st runner carries a deck ring and tries to catch the runner ahead of them. If you, get tagged, you lose the ring (place it in the middle of the gym – center circle). If the runner makes a full lap without getting tagged they hand off the ring to the next person in their group. After a few minutes stop and see what team has the most rings left.

Rules: Students cannot tag the student behind them!! They must catch the person in front to them.

Variations: Play for a few times and switch students around to make different teams and/or run the other direction.

Concerns: Move safely around the gym.
This idea is from: Kris Smith, Physical Education Teacher, JFK Elementary. Sioux Falls, SD.

 

TurmioPallo

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TurmioPallo

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: This is a handball and target type game. The main goal of the game is for players to score as many points as they can on the opposing team goal before the round is over – either 3 minutes per round or first to 5 points! There are goalies on each side who do their best to save the shots taken. 

Rules: Students who throw a ball that is caught by the goalie (only) that student must go to a designated area and perform a desired exercise then they are allowed back in the game. This rule applies to the goalies as well; however the change is if the goal steps off the mat they to MUST go and perform a desired exercise and then are allowed back in the game. This forces the goalie to NOT step off the mat otherwise it leaves their goal unguarded. 

Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!! Making sure students are being honest when the teacher asks how many points each player earned. 
This idea is from: Mitch Begeman, Physical Education Teacher, Sioux Falls, SD. PhysGames.com ==>  https://physedgames.com/turmiopallo/

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. 

 

Jail Ball

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Jail Ball

 
State Standard: 1, 2, 3, 5
Equipment: 4-8 Gator Skin Balls, 4-6 Hula-Hoops, Cones, & Jersey’s.  Grade: 2-5
Purpose: Teamwork – Cooperative Learning – Throwing Skills
Time: 15-25 Minutes

Organization: 

  • Set up the playing area with cones to separate the gym into two halves. Place the hula-hoops (Jails) at about 20-40 feet behind the half court line. **Distance: depends on students skill level.** 

How to play:  

  • The purpose of this game is to be the first team to get your teammates out of jail. Players get teammates out of jail by throwing them a ball. If the jail bird catches the ball, they must throw it back to whoever threw the ball to them. If BOTH players CATCH the thrown ball, the player is out of jail and rejoins their team. Play continues till all jailbirds are out of jail or the time limit is up. I use a 3-4 time limit. 
  • Players begin by lining up on their side of the gym. I select 4 students to be the jailbirds (each students stands in a hula-hoop on other team’s side of the gym). 
  • When the game begins, players attempt to throw balls over the opponents head, staying on their side of the gym to get it to their teammates who are in jail. 

Rules:

  • The opponents are not allowed to block the thrown balls and CANNOT stand directly in front of the hula-hoops (jails). 
  • Players may NOT cross the center-line. 
  • Jailbirds may NOT step outside of their hula-hoop (jail) to try and catch a ball. 
  • Students are NOT allowed to throw the ball at each other!!! 
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: Carly Glanzman, Physical Education Teacher, Michigan. 

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

 

 

 

Turkey Trot

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Turkey Trot

State Standard: 1, 2, 3

Equipment: Bucket of Yarn Balls (or other small balls for throwing), 2 Cones, 2 Scooters, & turkey pictures. Grade: 2-5
Purpose of Event: Demonstrate throwing at a moving target.
Time: 15-20 minutes
Description:
Divide the class into 2 teams, I put each team on each side of the gym floor (turkey hunters).  Then I pick two student to be the Turkey Trot (pulling the scooter with a rope attached).Rules: The turkey hunters have to stay behind the out of bounce lines trying to throw the ammunition (yarnballs) at the turkey’s being pulled by the turkey trotters from each end of the basketball court. Once a turkey hunter throws their ball they are allowed to go inside the basketball court and retrieve more ammunition, but they MUST be behind the out of bounce lines before they can attempt another throw.  If a turkey is knocked of the cone via a yarnball being thrown by a turkey hunter the turkey trotter must sit and wait till game is over (the other turkey being knocked off) or the time limit is up and we switch turkey trotters. I play for a minute or two and then rotate jobs.

Safety: Make students are not running into one another with the scooters and make students are not throwing the yarnballs at students!! Must be trying to aim at the turkeys (cones).  Moving in General Space.

This idea is from: Adapted from Jason Steele in Minot, ND. www.pecentral.com