Capture the Targets


Setup and Equipment:

  • Players are divided into two teams.
  • Each team has a different colored jersey.
  • The wall for each team has a gym mat in it, this is the “Cooler” for the opposing team.
  • Six foam targets are placed at each end of the gym (inside of a hula hoop). It works best if the team with the blue jerseys are retrieving the blue targets, etc.
  • The area between the wall and the endline is the designated safe area for opposing players attempting to retrieve their pin. Only one player from the opposing team may be in the safe area at a time.
  • The Object of the Game: Players attempt to remove the pins from the  opposing team’s endline and return them to their own endline.
  • The Game is Over: when all of the pins have crossed the line and are in their team’s safe zone.


  • Students are safe on their own side.
  • If a player crosses the center line they may be tagged by the opposing team.
  • Tagged players are frozen until a teammate reaches them and grabs their hand.
  • They both are allowed free walk-backs to their side, as long as they are holding hands and have their hands raised in the air.
  • Players that reach the opposing team’s targets are safe as long as their hand is on the pin and they remain behind the line in the safe zone.
  • If the player removes their hand from the targets, the opposing player may tag them and the target stays at that spot. The tagged player goes to the “Cooler”.
  • As soon as the target leaves the safe zone line the player may be tagged. The target is set down at this spot. The player who was carrying the pin, then returns to their side.
  • Only one player at a time may be in the safe zone. If two players are in the safe zone at the same time, they both must go to the “Cooler”.
  • A player that is tagged while carrying a pin must set the target down at that spot and go to the “Cooler”.
  • Targets may never be thrown.



Diabolo Tricks Link

  • Start by setting the diabolo on the string and then on the floor to your right.
  • Set the diabolo in front of your right foot, stand up and move to farther to the right if possible.
  • The farther the diabolo is set to the right of you, the more spin possible. (Note: lefties will need to set the diabolo to the left)
  • Before rolling the diabolo, stand pointing your sticks at the diabolo off to your left. The string should be hanging from sticks to diabolo. If not position the diabolo even farther right.
  • Roll the diabolo across the floor in front of you. Start your roll slow, but accelerate faster as the diabolo moves left.
  • As the diabolo reaches a point in front of you (before your left foot’s position); gently lift the diabolo up with both sticks.
  • The diabolo should be spinning counterclockwise.
  • Try to center the diabolo and begin to pull harder with the Right handstick.
  • Practice goals are to reach a medium speed without causing the diabolo to swing wildly after the pickup.


  • Once you know how to get the diabolo spinning, the next problem is to keep it from tilting.
  • If the diabolo’s near cup is tilted down toward you, put your right stick forward. You can keep pulling with your stick forward to keep your speed up as you correct.
  • If the diabolo’s near cup is tilted up toward you, put your right stick back. You can keep pulling with your stick back to keep your speed up as you correct.

P.E. Lesson: Fitnessgram

FITNESSGRAM: is the national fitness test battery for youth. The assessment includes a variety of health-related physical fitness tests designed to assess cardiovascular fitness, muscle strength, muscular endurance, flexibility, and body composition.

Personal fitness self-testing is considered to be the principal use for FITNESSGRAM test items. Students are encouraged to do their personal best and improve their “PR” on subsequent tests during each school year.

Pacer: The Pacer running test is administered in the gym.  Students run from one end of the gym to the other (20m) at the pace of the CD. Students are allowed one lap to catch up if they fall behind the beep sound that designates the time allotted to for each lap. When a student does not make the lap in time, their test is over.

pacer runner’s grid.xls Rather than have the whole class run at the same time, students pair up and tally for their partner on this sheet. One partner lines up at the starting line, while the other partner sits at the side of the gym and puts a line through each number as laps are completed.

P.E. Game: Ball Frenzy Games – Three Variations

Soccer Frenzy – Ball Frenzy – Super Ball Frenzy

1. Soccer Frenzy: Kicking only – Including Goalies

2. Ball Frenzy: Throwing only – Goalies may use hands and body

3. Super Ball Frenzy: Throwing and Kicking allowed. Goalies may also use hands and/or kick

Setup and Equipment:

  • Twenty pins are lined up on the black lines in front of the opposing walls.
  • It works best to pick a couple of students to begin setting up the targets while the rules are covered and the teams set.
  • Break class into two teams. In our gym we have four teams (red, blue, yellow, green). So it’s pretty easy to put two teams on each side.
  • The dividing line in the middle of the gym cannot be crossed
  • Each team has twenty pins that are defended by goalies on their team.
  • Each team starts with an equal number of soft foam balls.(between 10-15 works well)
  • Players sit in front of their targets and wait for the music to start to begin the game.


  • The object of the game is to knock down all of the targets on the opposite  side of the gym.
  • The balls may be thrown or kicked, depending on which game you’re playing.
  • No balls may be knocked out of the air with a thrown ball
  • When a targets is knocked down, it works best if it is immediately put into the container that it came from.
  • Note: For K,1,2 they often choose to put the targets back up.
  • Players may switch on their team between protecting the targets and throwing at the other team’s targets.
  • If a goalie accidentally knocks over targets, they must stay down
  • Switch ends of the gym after all targets are knocked down.

The Most Fun Wins!

Skill Practice/Activity: Group Juggle

Setup and Equipment:

  • A variety of balls and other objects can be used. Doing  a bounce pass with a basketball is a good place to start. Students are spaced out around a square grid such as a four square floor design.


  • Team of players are set up at the corners and lines outside of a four square floor design. For larger groups everyone will need to take a step or two back to accommodate everyone.
  • The first player passes a ball to someone across from them (Note: Not next to them unless they are the last player)
  • The second player passes the ball to someone across from them.
  • This continues until everyone has the ball at least one turn.
  • It is important to remember who passes you the ball and who you will be passing to.
  • To learn names, you can also have students call out the name of the person they are passing to.
  • After your team can successfully pass the ball in a continuous fashion, the starter may add another ball.
  • Additional balls can continue to be added as long as the team is successful.

Tip for Success: Do not watch the ball – watch the person that passes you the ball.

Warmup: Toe Knee Chestnut

Equipment and Setup:

Go to the Learning Station Web Site for the Original Movements and Lyrics.

1. Tony Chestnut knows I love you.   Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

2. Tony knows.  (Tony knows.) Point to your toes, knees and nose.

3. Tony Chestnut knows I love you.  Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

4. That’s what Tony knows. Point to your toes, knees and nose.

5. Tony, Tony and his sister Eileen.  Stand and balance on one foot,  then lean to the right.

6. And Eileen loves Neil and Neil loves Pat.  Everyone lean to the right, kneel and pat your bottom.

7. But Pat still loves Bob. Bob your head up and down.

8. And there’s Russell and Skip.  Rustle up your hair, then one skip and hold a balance on one foot.

9. This song is silly, but it’s hip. Make a silly face (thumbs in ears and wiggle fingers), then stick out your right hip.

10. How it ends, just one man knows. Shake your end, hold up one finger, point to self, then flex your muscles.

11. And guess what (what), it’s Tony Chestnut.  Finger next to head (thinking).  Point to your toes, knees, chest and head.

  • Music will begin to move faster…
  • Repeat the lyrics and movements.

Tony Chestnut

From the CD, Tony Chestnut & Fun Time Action Songs

Copyright 1997, Monopoli/The Learning Station

Frog Pond

Setup and Equipment:

  • Six groups of students are lined up relay style at one end of the gym.
  • Set a pail with beanbags at the opposite side of the gym.  Put the poly spots in a circle surrounding the the pail. Put the 5 point spots closest to the pail, the 10 point spots go next. The spots that are the most challenging are the 20 point spots which are placed the furthest out.
  • 20 points for yellow – 20 points for green
  • 10 points for red and blue
  • 5 points for purple- 5 points for orange
  • Each color team (6 teams) has it’s own beanbag and may only throw and retrieve that beanbag.


  • On the start signal one player from each team takes their beanbag to a spot and tries to throw it into the pail in center of gym. One foot may be on the spot and the the other foot must be behind the spot.
  • If the player makes it into the pail, they will pick up the poly spot and take it back to their team. If a player misses the pail, they just run and pick up the beanbag and return it to the next player on their team, then go to the end of the line.
  • Play continues until all of the spots are gone. Players may want to add up their points at the end of the game.
  • The most fun wins!

Warmup: Takeoff and Land

Equipment and Setup:

  • Music for Airplane Travel
  • Cones spread out in front of walls, so students move in a circle.


  • Students spread out in the gym in a large circle.
  • Teacher says,”Pilots, start your engines”.
  • Students spread out their arms with one knee on the floor.
  • Teacher says,” Fasten your seatbelts and prepare, for takeoff”.
  • Students fasten seatbelts and begin to slowly walk a bit faster.
  • Teacher says,”Cruising Altitude”.
  • Students glide their arms through the air, while jogging.
  • Teacher says, “Prepare for landing”.
  • Students begin to slow down and lower their arms.
  • Teacher says,” Wheels on the ground”.
  • Students slow down and come to a complete stop.

P.E. Lesson: Flying Disc

Equipment and Set Up

  • Partners
  • One disc for each pair

Backhand Throw

  • Place your thumb on top of the disc, and your index finger on the outside edge.
  • Curl your other fingers under the rim, and grip firmly.
  • To make your throw, turn your side to your target,
  • Point your throwing elbow at your target, and step toward the target with your front foot.
  • Extend your arm, and snap your wrist as you release, pointing at the target.

Clap Catch

  • Hold hands out in front of you, one above and one below.
  • As the disc comes into your hands, “clap” it between them.
  • Keep your eyes on the disc as it comes into your hands.

Two Hand Catch

  • Both hands in front; palms out; thumbs down.
  • Bring your fingers to your thumb as disc hits hand.
  • Alternate throwing and running/catching.
  • Use the two hand catch when you can.

One Hand Catch

  • One hand in front; palm out.
  • Higher than waist; turn your thumb down. Lower than your waist; your thumb is on top.
  • Bring your fingers to your thumb as the disc hits your hand.

Under the Leg Catch

  • As the disc nears, lift 1 leg high enough for the disc to fly under.
  • Catch with 1 hand behind your leg.

Forehand Throw

  • Face your target
  • Throwing arm out to the side, away from your body.
  • Hold your thumb under the front side of the rim.
  • Curl your fingers under the front edge
  • Bring your throwing elbow to your hip.
  • Keep the disc parallel to the ground.
  • Flick your wrist as you release the disc