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: