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)

 


 

Egg Chase Base Race


 

Egg Chase Base Race
 

State Standard: 1, 3, & 4

Equipment: Batting tees (1 per group), Foam or whiffle balls, Large Poly Spots (to mark bases), Plastic Easter eggs (10–20 per group), A few Golden Ticket” eggs, Buckets/baskets (we use the large cubstakes), Tootsie Rolls (or small prizes). Grade: K-5
Purpose of Event: Students will strike a ball, run bases quickly, and make safe decisions while working cooperatively in a fun, Easter-themed game.
Time: 18-25 minutes

Organization:

Students are organized into small groups of one to two per station and arranged in a relay-style formation. Each station includes one tee, one batter, and one outfielder who stands on a large poly spot, along with a designated base marked by another large poly spot. A basket of eggs is kept by the teacher for distribution during the activity.

How To Play:

In this activity, the batter begins by hitting the ball off the tee and then runs to the base (large poly spot) and back as many times as possible. Meanwhile, the outfielder quickly retrieves the ball and returns it to the tee. Once the ball is returned to the tee, the runner must stop immediately. For scoring, each successful trip down and back earns the batter one Easter egg, which they collect at the end of their turn. After a 2-minute round, students (only the batter) open their collected eggs; if they find a Golden Ticket, they earn a Tootsie Roll. After each turn, students rotate roles: the batter becomes the outfielder, and the outfielder steps up as the next batter, continuing the cycle.

Variation:

For K-2 students, we use short-handled foam paddles instead of bats, plus putting the ball on the 8″ tall cone instead of a batting tee. 

Concerns: Use foam/soft balls only, Clear running lanes, emphasize awareness when striking the ball off the tee (do not throw the bats), running and fielding, & One batter at a time per station
This idea is adapted from Matt Eichel, a Physical Education Teacher at St. Ignatius School, whose original idea was called “Race To the Base.”

 

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: 
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Pits & Alleys


 

Pits & Alleys
 

State Standard: 1, 3, & 4

Equipment: Several Items (listed below) Grade: K-5
Purpose of Event: Teamwork & Strategy
Time: 18-25 minutes

Description:

Pits and Alleys—Tag game involves strategy where taggers try to tag players and players try to avoid taggers by using the alleys and pits to their advantage. The POLY SPOTS are land mines—step on them, and you are out. The TIRES are booby traps—step in them, and you are out. The BOWLING PINS are hurdles to jump—knock them over, and you are out. The MATS are alligator pits—step on them, and you are out. The BALANCE BEAMS are a laser beam of light—step over it, and you are out. The ROPES and CONES make alleys—step over them or knock them down, and you are out. The TAGGERS are to tag students; if they do tag you, you are out. When out for one of the above reasons, you must sit on a designated MATS called the “PITS.” A new game starts when only a couple of people are left. New taggers must be selected.

 

Concerns: Students need to ensure they are following the game’s rules, exiting and entering the game through the correct doorways, and traveling in the right direction so they do not run into one another. 
This idea is from Kurt Skogstad, a retired Sioux Falls School District PE teacher.

 


 

Unifix Cube Warm-up


 

Unifix Cube Warm-up
 

State Standard: 1, 3, & 4

Equipment: Unifix Cubs, Buckets, and Cones Grade: K-2
Purpose of Event: Moving in General Space, Manipulative Skills, and Throwing
Time: 18-25 minutes

Organization:

Divide students into teams of 3-4, giving each team one empty bucket. In front of each team, set up three buckets in a line, similar to basketball lines, with 10-15 unifix cubes or small items in each. Each bucket should hold cubes of a single color to make sorting easier later. Players take turns running to any of the three buckets to grab one cube and bring it back to their team’s bucket. If a player takes the last cube from a bucket, they flip it over. The game continues until all buckets are empty. Once finished, teams sort the cubes by color and refill the buckets to prepare for the next class.

Variations: Instead of using Unifix Cubes, you can also use cutup pool noodles.

Concerns: Ensure the students take turns and stay in line. 
This idea is from Kris Smith, a Sioux Falls School District PE teacher.

 

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.

 

Wild Wild West


 

Wild Wild West

State Standard: 1, 2, & 4

Equipment: 4 Mats & Several yarn balls. Grade: 2-5
Purpose of Event: Running, Throwing, & Catching
Time: 15- 20 minutes
Organization: Set-up four mats on end in the shape of a circle. Place a basket of several yarn balls in the middle of the gym. Separate the students into two teams. One group will be the throwers (cowboys/cowgirls) who will be standing inside the middle oval on the gym floor. The other group will be the runners/catchers (buffaloes) standing on the outside of the mats.

Activity: On the signal, the buffaloes begin by running around the outside of the mats in a circle (around gym) as the cowboys/cowgirls (standing in the middle) are trying to throw the yarn ball at the buffaloes. The goal is for the buffaloes to try and catch a yarnball thrown by a cowboy/cowgirls before hits the ground. The game keeps going for 4-5 minutes and then switch the groups. The cowboys/cowgirls become the buffaloes and the buffaloes become the cowboys/cowgirls.

Variations: Group the students into groups of two (partners). Have one partner begin as a buffalo and the other as runner. The goal is for the two pairs to catch a ball 5 times in a row and then switch places (can make it a higher number for older students). For younger students try using a larger ball (i.e., beachball or beanbags). Instead of running; incorporate different locomotor skills for the buffaloes (i.e., skipping & galloping). Have students practice underhand or overhand throwing as well. You can also have the students rotate when they have caught a ball so many number of times. I have my Ss usually go to 5 times and then switch.

Concerns: Move safely around the gym. Making sure students are sharing the yarn balls (not fighting)!!! Students are NOT to be throwing the ball at the runners; not dodge ball. Working on throwing and catching while moving.
This idea is from: Amy Staples, Physical Education Teacher, Sioux Falls, SD.

Run For Fun Games

PE_Wordle


Run For Fun Games

State Standard: 1, 2, 3, 4

Equipment: Several items required/Running Space. Grade: K-2
Purpose of Event: Cardiovascular exercise
Time: 15- 20 minutes
Organization: Make sure the students understand the directions before they start running.  Maybe practice one time in the gym before going out to the track.  

Fox and Hounds: One student is selected to be the fox.  The fox begins to run around the track or other designated area.  After a 3-5 second head start, the rest of the students begin to chase the fox.  When the fox is tagged by a player, all of the students slowdown and begin to walk around the track for a short period.  When all of the students are back in a large group, select another student to be the fox and continue.  Do this several times as the class completes the number of desired laps around the track.

Chase the Herd: This game is like “Fox and Hounds” in reverse!  The herd gets a head start and the chaser tries to pass as many of the herd as possible.  When the chaser appears to “run out of steam”, signal all of the students to walk and assemble at a designated point on the track.  Begin the game again with a new chaser.

Rendezvous Run: A partner running game.  Each partner runs in the opposite direction around the track.  The object of the game is to rendezvous at the starting line at exactly the same time.  Pacing and keeping an eye on your partner is very important!

Catch Me if You Can:  Equipment: Cones

Students will work in pairs.  One partner will be the runner and the other will be the walker.  The runner begins just in front of the walker.  The runner begins running laps around the perimeter (around the cones) and the walker begins walking.  The objective is for the runner to catch the walker.  When this happens they switch roles.  If a whistle sounds during the activity they must switch directions they are moving.   Variation: If a signal is given they switch roles(runner-walker) instead of switching directions.

Concerns: Move safely in general space. Tag carefully!!!
This idea is from: