Slammer

Equipment and Setup:

  • 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.
  • 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 (unless going to the slammer)
  • Each team has twenty pins that are defended by goalies on their team.
  • The object of the game is to knock down all of the pins on the opposite end
  • Each team starts with an equal number of soft foam balls.(between 10-15 works well) Players sit if front of their targets and wait for the music to start to begin the game.

Guidelines:

  • Players may kick or throw the balls.
  • The only way that a player is out is if their ball (kicked or thrown) is caught in the air by an opposing player.
  • A player goes to the slammer (the area behind the pins on the opposite end of your team) when their ball is caught by someone on the opposing team.
  • They get out of the slammer when they catch a ball thrown from a teammate. or they throw a ball from the slammer to a teammate.
  • The games is over when all of the pins are knocked down. If there is time still left in the class, teams change ends and continue the game.
  • The Most Fun Wins!

 

 

Tunnel Ball

This is a game that can be played at recess

Equipment and Setup:

  • One foam ball or playground ball for a group of five to eight students.
  • The group sets up in a circle with legs wide apart and feet touching.
  • The space between each player’s feet is a goal that they defend by using their hands only.
  • Bend your knees and get low with the palms of your hands facing the middle of the circle and your fingers pointing down.

Guidelines:

  • The game starts when one player sets the ball in front of them and taps it with their hand in an attempt to get the ball through another player’s legs.
  • The ball may only be tapped with their hands. No stopping the ball and rolling it.
  • You may not reach over in front of another player’s “goal”.
  • If a ball travels outside of the circle, the player that touched it last should retrieve it and start a new game.
  • Variation One: Use two or even three balls if it is a larger group.
  • Variation Two (Doggy Style): Turn around so you are facing out. Position your feet, so you have to hit the ball through your legs backwards.

 

Air Strike

Setup and Equipment:

  • Every safe/ small ball you have . Two towers (made out of mats) set up fifteen feet from the half court line on each side. The stiff and  light mats with  eight to ten folds in them work best.
  • Divide the class into two equal teams.

Guidelines:

  • The object of the game is for the teams to destroy the other team’s tower by throwing all of the balls into it.
  • Students are not allowed to cross the half court line and must throw one ball at a time.
  • Students cannot peek in or enter the tower at any time during the game.
  • Students can play defense by blocking the throws at the line or at the mat.

 

Crows and Cranes

Setup and Equipment:

  • Divide class into two teams.

Guidelines:

  • Have each team line up facing each other about 6-10 feet apart.
  • One team is the “crows” and one team is the “cranes.”
  • The teacher calls one of the teams.
  • The team’s name that is called has to run back to the end line without getting tagged by someone on the other team. If they get tagged, they join the other team.
  • If “crows” is called, cranes are chasing the crows. If “cranes” is called, crows are chasing the cranes.

One Base

Setup and Equipment:

  • Two or three  foam  balls, two cones: each one placed 10 feet from the baseline on each side.
  • Two teams: a running team and a defense team

Guidelines:

  • The running team starts behind one cone in the gym. This area is their “base.” They must run from their base to the other cone in the gym and back without getting hit with a ball.
  • If they get hit, they stand against the wall.
  • The defense cannot move with the ball. They have 3 seconds to either throw at a runner or pass to a teammate who is closer.
  • Emphasize teamwork! Teams that work better together and pass the ball well will be more successful. Switch teams every 2 minutes.

Recommended for 3rd, 4th, 5th

Circle of Power

Setup and Equipment:

  • Foam balls, stackable mats set up vertically at each corner of the basketball court lines, stopwatch
  • Two teams: a running team and a throwing team.

Guidelines:

  • The running team starts in one corner of the gym. Their goal is to complete as many laps as possible in the allotted time (usually 1 or 2 min.). For every lap each team member completes, they get one point for their team.
  • If they get hit with a ball (must be a direct hit, no bounces or deflections, *headshots don’t count), they must stand against the wall, out of the way of the runners. They can get back in only if they catch a ball that the throwing team throws.
  • The throwing team stays in the middle circle to throw at the runners. They may leave to get a ball, but must return to the circle to throw.

Warmup: Corners

Setup and Equipment

  • 4 Cones: Set up near each corner of the gym.
  • 4 Signs with various locomotor movements. (4 different movements on each card).
  • Set up an equal number of students to start at each corner.
  • Start the music to begin

Guidelines

  • Each group reads the top item on their list and moves in counterclockwise direction to the next cone.
  • At the next cone, read the first item and complete that movement to the next cone.
  • Continue completing the 1st item on each card until you reach your starting point.
  • Now, do all of the #2 items on each card, until you reach the starting point.
  • Continue this pattern until all four items on each card are completed.
  • You may start over on #1 and continue until the music stops
  • Walk
  • Gallop
  • Side-Slide (facing inside area)
  • Crab Walk
  • Jog
  • Power Walk
  • Skip
  • Grapevine
  • Tip-Toe Walk
  • Gallop (change lead foot each time)
  • Hop
  • Heel Walk
  • Invisible Jump Rope
  • Side-Slide (facing outside area)
  • Run
  • Jump Rope Tag

    Setup and Equipment:

    • Jump Ropes and one end of the gym designated as the Jump Rope Area
    • Yarnball Taggers

    Guidelines:

    • Four or five people are chosen to be “it”
    • All other players have a “safe base” available to them at all times.
    • If a player wants to avoid being tagged, they simply have to be completing a
    • series of ten jumps with the “invisible rope style” when the tagger tags them
    • If a player is tagged they must complete ten jumps with a jump rope in the designated jump rope area.

     

    Soccer Activities in the Gym

    Floor is setup in a scattered fashion with polyspots, domes, hula hoops and balls (in hula hoops)

    Dot Stop:

    • Warmup: Students get a ball and begin to dribble with their feet anywhere in the playing area.
    • On Teacher’s signal students trap the ball on as many different polyspots as possible
    • Each time they trap a ball on a spot they earn one point
    • After one minute, check with students to see how many points they earned
    • Repeat activity to see if they can improve their score
    • Add targets (used in Take a Chance Games)
    • If a target is knocked over they lose a point

    Zero Ball:

    • Students get a ball and begin to dribble with their feet anywhere in the playing area.
    • At the beginning of this activity the students have zero points
    • The object of this game is to have zero points at the end of the game
    • Music starts and students dribble at any speed they chose
    • When the music stops, they are expected to trap the ball under one foot
    • The students get a point if they are unable to trap the ball within the teacher’s count of one, two.
    • A point is also earned for bumping another ball or bumping a cone
    • After playing for awhile, start the game back at zero points again

    Close the Tunnel

    • Students get a ball and begin to dribble with their feet in the playing area
    • On teacher’s signal – half of the students stand in a wide straddle position.
    • These “tunnel” may pass aball to themselves in the air, while the other students are dribbling their balls.
    • The other half of the students will dribble their balls on the floor, and attempt to pass a ball through as many tunnels as possible.
    • The “tunnel” students should count how many balls pass through their legs.
    • When five balls have passed through a tunnel, that tunnel is closed and feet are together.
    • When all of the tunnels are close students change positions.
    • Teacher may time students, then see if they can improve the time it takes to shut down all of the tunnels.
    • Variation: Tunnels open and close (jumping jack style)

    Driving with Style:

    • As the students are dribbling on the floor they must follow the following driving rules:
    • Going for a Drive = Dribble in area
    • Stop Light = Trap the ball
    • Around the block = Dribble around hoop
    • Flat Tire = Stop ball with stomach
    • Out of Gas = Toss and catch the ball
    • Race Car = Dribble faster, but in control
    • Delivery Truck = Dribble around a cone and back
    • Parking Lot = Leave your ball and get a new one
    • Rush Hour = Dribble while changing lanes often
    • Curvy Road = Dribble in a curvy pattern
    • Hilly Road = Dribble four to five touches, then trap
    • Billboards = Keep eyes up

     

    Basketball: Dribble Train

    Setup and Equipment: Break students into 6 teams, each student has a basketball and has some dribbling experience.

    Guidelines:

    • This will work best with students that have some basketball dribbling skills. You can adjust to their skill level. 
    • The object of this activity is to get a lot of practice dribbling a basketball.
    • Every students has a ball to start.
    • We break into six teams.
    • Teams line up so the students can follow the leader at the front of the line.
    • This will require students to keep their heads up to follow each other.
    • The team leaders will will “snake”  their line around gym without crossing through another team.
    • Their leader should move at a steady pace and try to keep the team together.
    • If someone loses their ball, they can retrieve it and return to their place in line.
    • The teacher can blow a whistle or stop the music after a minute or two. I like to use train sounds instead of a whistle. When it is time to rotate, the first person in line goes to the end of the line and everyone moves up one spot.  Each team now has  new leader to follow. After a few turns at moving in this manner, the students get the routine established and the activity moves smoothly.
    •  In the gym, I use the music to guide students through this activity. There are train sound effects that you can download and add to your music list. (see music ideas below).
    • Continue until all students have a turn as a leader.

    Music for Dribble Train:

    1. Sweet Georgia Brown – The Globetrotters Theme Song #1 Basketball Songs Blues
    2. Train Bell Sound Effects 
    3. Mystery Train The Paul Butterfield Blues Band Blues  
    4. Freight Train Horn – \ The Hollywood Edge Sound Effects Library
    5. Last Train To Clarksville Sugar Beats Children’s Music
    6. (Chicago Bulls Theme) Bobby Morganstein
    7. Kernkraft 400 Power Music Workout Fitness & Workout
    8. Block Rockin’ Beats The Chemical Brothers 
    9. I’m a Gummy Bear (The Gummy Bear Song) Gummibär
    10.  Everybody Movin’, Pt. 1 (Kurd Maverick & Eddie Thoneick Remix) Bob Sinclar
    11. Wake Me Up Avicii
    12. Pumpin Blood  NONONO