Pac-Person Tag

Setup and Equipment:

  • Yarn balls (taggers)
  • Connecting lines on the gym floor
  • Chose 4-6 people to be the ghosts (taggers)
  • Everyone else spreads themselves out with both feet on a line on the gym floor.

Guidelines:

  • Four to six students are the ghosts and they can move anywhere in the gym and try to tag the Pac-people. If you have the class divided into six groups, then you can have students from one group at a time be the taggers.
  • The pac-people can only move while they are on the lines on the floor. For gym floors that do not have a lot of lines, you may need to allow some jumping from one line to another.
  • When one of the pac-people are tagged by a ghost, they stop and balance on one foot and raise their hand in the air.
  • To be freed from this frozen position, one of their fellow pac-people will give them a high five. They can now return to the game.
  • After one or two minutes, stop the game and choose new “ghosts”

 

Recess Games and Activities

Tetherball – You are out if you:

  • Touch the pole
  • Touch the rope
  • Cross the center line
  • Rope/ball is wrapped around pole
  • Server may only serve two times, then must go to the end of the line.

Four Square

  • Underhand only
  • Lines are in
  • For Disputed call – The “judge” is the next person in line
  • The “judge” makes all calls: overhand hit, ball out, line (redo called only if cause is interference)
  • Please, no teaming or arguing
  • When a player is out, they must go to the end of the line and players move up to fill vacated square.

Climbing Structure

  • Slide down the slide on your bottom.
  • Walking and climbing only-no running or chasing
  • Stay on the inside of the structure
  • No jumping from the top

Parallel Bars

  • Only 4 kids on at one time
  • No standing on top of or jumping off of the bars
  • 2 tricks each, then give someone else a turn

Swinging Gate

  • One person rides
  • One person pushes 20 spins equals a turn.
  • After completing 20 spins, the next person in line begins turn.
  • Stand in line on the blacktop until it is your turn.

Jump Rope

  • 2 misses is an out.
  • Rope turners turns for 2 people.
  • Jump ropes are for jumping only.

Hula Hoops

  • Each person should have their own hula hoop to play with.
  • Hoops are for spinning and balancing
  • No catching students by looping the hula hoop over someone’s head.

Dunk Basketball

  • 3 players VS. 3 players only
  • Practice shots O.K.
  • No hanging off the rim

Backboard Basketball

  • 5 players vs. 5 players maximum.
  • Even number of players on each team.
  • Follow official basketball rules

Wall Ball

  • One person is pitcher.
  • All other kids are on the wall between the lines.
  • Pitcher rolls the ball like you are bowling.
  • If you are hit with the ball-go out and stand at the side.
  • When 2 people are out, a new game starts
  • The pitcher chooses a new pitcher from the kids left on the wall.
  • Boy chooses girl or girl chooses boy.

Soccer, Football, and Kickball

  • Follow standard rules
  • Safety and Fairness must be maintained at all times.
  • Game will be discontinued if arguing replaces play.

Jump Ropes

K-2 Skills:

Short Rope – Every student has a rope and has personal space for jump roping.

Lay rope in a line in front of you in a straight line

  • Walk heel-toe from one end to the other while next to the line.
  • Walk heel toe backwards next to your  line.
  • Zig-Zag skier style (side to side) starting at one end, then turn around and return
  • Put one hand on each side of your rope and jump both feet back and forth.
  • Tightrope walker from one end to the other, then return

Lay rope in a circle in front of you

  • Balance on one foot and go as low as you can – then, as high as you can
  • Put one hand in the middle and see if you can move your feet 360 degrees around the circle
  • Leap into your rope on two feet
  • Leap in on one foot and out on one foot
  • Leap over your rope on two feet

Partners put your two ropes together and make a circle

  • Around the Lake Tag
  • Choose one person to be it
  • Try to tag your partner with a hand
  • Tag without going in “lake” or into the forest (rest of gym)
  • When tagged – count thousand one, thousand two, switch “its”

Before you jump rope… 

  • Thread the Needle (hand on both handles and jump over it)
  • Swing the rope and stop it with your feet.
  • When you’re ready to jump, just watch for the rope to be closer your feet Most people miss because they jump too soon.

Long Rope for K,1,2: Teacher is the rope turner

It works best initially if the teacher turns the long rope by hooking one end of the rope to an eye bolt on the wall.

  • Ocean Waves (Up and down ripple)
  • Snake Jump (Side to side ripple)
  • Blue bells (back and forth jump)

School: Long Jump Rope Activity 

3rd/4th/5th Skills

Novice:

  • Single Side Swing and Jump – Always keep a handle in each hand
  • Cue: left-jump-right – jump
  • Swing rope to right side – jump
  • Swing rope to left side – jump

Scissors – Forward Straddle

  • Cue: Left-Right
  • Jump to stride position with left foot forward
  • Jump and reverse position of feet

Straddle Cross

  • Cue: Apart – Cross
  • Jump to straddle position
  • Jump to crossed legs

Wounded Duck

  • Cue: Apart-Cross
  • Jump, toes and knees together, heels spread
  • Jump, heels together, toes and knees spread
  • Heel – Toe
  • Heel – Toe – Heel – Toe
  • Hop on left foot, touch right heel forward
  • Hop on left foot again, touch right toe backward
  • Repeat on opposite side

Strategies for Teaching in the Gym

A Successful Activity in the gym is on that has most students engaged and their mood is lifted by music, physical activity, and positive relationships with their classmates.

Music: Music has the ability to change the mood of a class. It has untapped potential in assisting with management in the classroom too. When you want students to put everything away and be ready for transition, use a 30 second song. Then the song is running your class and not the teacher. Also, it’s a good stress manager for the teacher if you like the music too!

Tag Games: Make sure all tag games have a way for students to get back in the game after the tag. This is essential for creating a fun atmosphere, because students aren’t just getting each other out, they are getting them back in the game. Partner tag games may have the highest level of participation and many require no equipment. Also, if you have old stuffed animals, they make for very popular taggers.

Gym Homes and Color Teams: If you teach or student teach P.E. to a classroom of students for whom you are also the classroom teacher, you would be wise to create gym homes and color teams for them. If you go to this much trouble, you might also consider organizing your classroom with the same format. I’m attaching a grid that can be used in a gym or classroom. I do mix up the classes with an equal number of boy and girls whenever. I do also try to spread out the students that have more athletic experience or skill, so that when we break into teams they are more evenly matched.
Here’s the color scheme that we use in the gym, It is also used by the major P.E. suppliers, so you can often have equipment that is the same color as the teams, which makes for much easier transitions.
Blue     Orange     Yellow     Green     Purple     Red

When You’re teaching: Connecting to previous experiences improves the pace of understanding:
When teaching in the gym it is helpful to connect a new activity to a previous one. It makes for quicker understanding. For example you might say, “You remember when we held a parachute in a circle in the center of the gym. Let’s make a circle about the same size”.

Demonstrating: When teachers have small group of students come up and do a physical demonstration, it much more inclusive to the diverse learners in the class.

Classroom and P.E. Nonverbals: If you find yourself repeated a verbal directive, look for a way to change it to a nonverbal. For example if you excuse students from class by saying the name of a group. Put up the group names on the wall and use a laser pointer instead. It’s quieter and kids respond more quickly to visual information and something that is unique, like a laser pointer.

Project Adventure

Chicken Impulse

(Project Adventure Book p. 240) Equipment: Rubber Chicken

  • Split class into 2 even groups – First 4 on each color team for example
  • Students sit down facing (backs?) to each other, 12 inches between teams
  • Students hold hands with the person on either side of them
  • The rubber chicken will be at the end of the line between the last two players on each team
  • Close eyes, except for the two people at the beginning of each line
  • The teacher flips a coin
  • If the coin lands on heads – both teams send down the pulse to the end of the line and tries to be the first to grab the chicken.
  • If the coin lands on tails, neither team sends an impulse down the line
  • Teams gets a point when they are able to send the pulse down their line by using the hand pulse technique
  • Teams lose a point if a pulse is passed down, or chicken grabbed when the coin landed on tail

Gotcha

  • Whole groups stands in a circle – close enough to touch hands.
  • Everyone puts left hand out and open (palm up).
  • Right hand with finger resting above neighbor’s left open palm.
  • On the count of three, try to catch  your neighbor’s finger, while trying to avoid being caught by your neighbor.

Team Tag:

  • This is an everyone is it game.
  • You are trying to tag other people and they are trying to tag you.
  • However, people are split into smaller groups of three or four and each group is given a different color ball.
  • Now, if a person is tagged they take a knee and can only get back in if someone from their team throws them their team ball.

Human Knot (Knot my Problem):

  • Coil-up a looped rope (ends tied together) and place it in the center of the group.
  • Ask participants to reach across the coil of rope and grab a section of rope with one hand.
  • Once this is done, ask folks to reach across and grab another section of rope with their other hand.
  • When participants have a hold of the rope with both hands they shouldn’t let go.
  • The object is for the group to untangle the rope.
  • Participants can slide their hands along the rope but may not let go.

Circle The Hoop:

  • Participants stand in a circle and link hands with a hula-hoop around a designated set link hands to start.
  • The group must then pass the hula-hoop around the circle by passing it over and under their bodies and arms, without letting go of each other’s hands.
  • An added challenge is to add a second hoop traveling in the opposite direction.

NASCAR:

  • With the group standing in a circle and each person holding a rope (ends tied together) the teacher will start a stopwatch and time how long the knot in the rope can be passed around the circle and back to the starting spot.

Popcorn (Bouncers and Chasers)

This game is from the Project Adventure Curriculum. Check out their website: http://www.pa.org/

Setup and Equipment:

  • Pail
  • Whiffle golf balls (simulated  popcorn)
  • Break the class in half. 1/2 = bouncers, 1/2=chasers. With four color teams: 2 teams are bouncers and two are chasers

Rules:

  • The game is set up in the center circle in the gym. An empty pail is set up in the center (absolute) of the circle. The “bouncers” sit on the black line that circles around the pail (about three feet from the pail).
  • The job of the “bouncers” is to sit on the center circle line in the gym and attempt to bounce the balls into the bucket. The attempt works best with one bounce. However, with younger students (K,1,2) you will probably need to make an exception to this rule.
  • The job of the chasers is to retrieve the balls that the teacher throws into the air and roll them to their classmates who are the “bouncers”. Chasers are not allowed to bounce balls into the bucket.
  • The game begins when all of the chasers circle around the teacher who has a full bucket of golf whiffle balls which are thrown at once high up into the air. (Note: A surprising number of students will like to stand close and have these balls land on their heads!)
  • Chasers may not run with the balls, but must roll them to their classmates in the center circle.
  • The teacher will time this activity.
  • When the last ball is bounced into the empty bucket, the time is stopped and now the class should change “jobs”.
  • The bouncers are now the chasers and vice versa.
  • The teacher will start this game in the same manner as before and time it again

Hoop Driving

Equipment and Setup:

  • One Hula Hoop for each student.
  • Set cones (at least four) up as the outline for the circle.
  • Spread students out in a large circle that allow for student movement.

Guidelines:

  • Today you are going  be driving a car with a large steering wheel (hula hoop).
  • Hold your hoop in front of you, like you’re driving a car.
  • First, you must learn the rules of the road as you move your car around the cones on “Gym Street”.

Music Playlist and Directions:

  1. Car Start and Drive Away Snow: Turn the key or tell Siri to start it: Start your engine! 
  2. Grease: RED Light – Stop – Stop your car and wait.
  3. You Make Me Feel Like DancingSchool Zone – Skipping happily!
  4. You Can’t Stop the Beat: Yellow light – Move slowly 
  5. I’m a Gummy Bear: Tunnel –  Walk low to the floor 
  6. Don’t Stop: STOP – Stop your car
  7. Life Is a Highway: Highway – Move faster, jogging and running
  8. Yakety Yak: Oil Slick – It’s very slippery, so be careful. Quick turns 
  9. Sirens-Remix (Sound Effect) Highway Police! – Pull over to the right.
  10. I’m Walkin’:  Flat Tire – Hop on one foot
  11. Banana Song (From the Minion Movie): Potholes – leap over the holes
  12. Vehicle Reversing Beep: Reverse – Walk backwards
  13. Happy: School Zone – Skip backwards in Reverse

 

 

Climbing Wall Tag

This is an “everybody it” tag game.

Equipment and Setup:

  • Many elementary schools have climbing walls that are not higher than eight feet. These “traversing walls” can be used in this game.
  • Open part or all of the climbing wall, so students have the room to climb up and down.
  • Emphasize climbing up and down the wall.

Guidelines:

  • Everyone is “it” to start the game.
  • Students may tag each other by using the a two-finger (peace) tag on the back of their classmates.
  • Three Second Standing Base: Players are immune from being tagged if they are standing and balancing on one foot. They can only do this for three seconds. Then, they have to move around the gym before they stand and balance on one foot again.
  • When a student is tagged they go to the wall and climb up and tap their hand above the highest handhold.
  • Then, climb back down and reenter the game.

 

Ocean Week

Warm up Activity: Shipwreck

Students are taught the following commands, then asked to follow them.

  • All Aboard: Go to center circle in gym
  • Crows Nest: In center circle – jog in place, while “climbing rope”
  • Captain’s Coming: salute the teacher
  • Dance on the Deck: Do right/left arm swing with a partner
  • Crew Overboard: One partner lay on floor, the other partner pulls up with one arm – switch
  • To Your Cabins: Go to gym homes
  • Lifeboat: 3-4 students sit with feet in each others laps and row forward
  • Periscope: Lay down with one foot straight up and turn different angles
  • Swab the deck
  • Radar: Both arms up with elbows out and forearms and hands straight up – rotate from side to side with a “beep-beep” sound
  • Go to:
    1. Bow – Yellow Wall
    2. Stern – Red Wall
    3. Port – Green Wall
    4. Starboard – Blue Wall

Partner: Shipwreck

Everyone gets a partner. There may be group of three if needed. count down in 5 seconds

Students are taught the following commands, then asked to follow them.

  • Captain’s Coming: Salute your partner in sync.
  • Swab the deck: Sing or whistle the Song: It’s a Pirates Life for me
  • All Aboard: Horn Sounds (Sea Cruise) Everybody goes to the deck of the boat (middle of the gym) and balances themselves when the wave hit the boat.
  • Dance on the Deck: Do right elbow swing with a partner. Then switch and do left elbow swing.
  • Crew Overboard: One partner lays on floor flailing in the water. The other partner looks far below the deck and throws life preservers until they finally get one, then they are pulled up by the rope. Switch roles.
  • Birdy on a Perch: One person get down on one knee, while the other sits on the propped leg and acts like a bird. Song: Rockin’ Robin
  • Lifeboat: 2 sets of partners sit on the floor,  students sit with feet in each others laps and row forward while singing
  • Whirlpool: One partner puts their arms in front and makes a circle. The other partner spins inside the circle.
  • Periscope: Lay down with one foot straight up and turn different angles
  • Swab the deck
  • Radar: Both arms up with elbows out and forearms and hands. With a partner, try moving your arms in opposite directions.Rotate from side to side with a “beep-beep” sound

Warm-up Game: Predator vs. Prey (Floppy Fish) Tag

Parachute Games and Activities

  • Grip: Roll the chute under your fingers for a firm grip.
  • Do not use the handles (if you still have some that haven’t ripped off yet).
  • Cue: Shoe tops, Lift up, pull back, then, follow the  teacher’s  signal.

Ocean Waves:  Shake the chute

  • Big Waves: Students make big waves while music is playing, and freeze when music stops.
  • Elevator: Use large movements to make big waves. Use small movements 
to make small waves.
    Pull the chute as tight as you can at  ground level. On “elevator up”, lift the chute overheard while keeping it tight. On “elevator down”, lower the chute to starting position.
  • Popcorn Variation:Place 6 whiffle balls  on the chute. Shake the chute and make them rise like 
corn popping. This can also be done with foam or soft rubber balls.
  • Popcorn: Throw out beach ball, tennis balls, rubber chicken and rope (snake) and have the students shake the chute, popping them up in the air.
  • Variations, the stop and freeze:
  • Jump up and down with both feet off the ground
  • Jump on one foot, then other foot

Bounce Me: Divide class into teams, one on each side.

  • Make waves to keep a ball up.
  • The object of this game is to bounce the ball off the chute to go over the heads of the other team.

Ball Surfing:

  • Try to get a beach ball rolling all the way around the chute. Keep it as near to the outside of the chute as you can.

Housekeeping: One group throws the balls on while the others try to bounce the balls out of the parachute

Touch the Sky!

  • Try to work together to get a ball to touch the ceiling of the gym. Try a variety of balls to see what works best.

Merry Go Round: Students move around in a circle, while holding onto the chute.

  • Start the Music.
  • Students move in same direction with left hand holding chute.
  • When the music stops : freeze, change hands the hand that is holding the chute.
  • Turn then get ready to move in the opposite direction.
  • Locomotor Movements: Skip, Slide-step, gallop, grapevine,  move like a dolphin, a fish, a shark, etc.

Color Chase

Crawling Under:

  • Students grip the parachute with their both hands, while on their knees. Shake the chute to make ocean waves.
  • Teacher calls out one of the colors of the panels of the chute.
  • Everyone with that color being called will let go of the parachute, crawl underneath and find a new panel (same color) to hold onto.

Crawling Over:

  • Same as crawling under, except this time crawl on top of the parachute.

Panel Color Exchange

  • Teacher says, “Shoe tops, 1,2,3, lift up, pull back”.  Hold high enough for students to run under.
  • As players lift chute overhead a color group is called to exchange places under chute
  • Remind students before they go under that it is easier to go all the way through, then find your color panel.
  • Continue until all color panels have been called.

Climb the Bubble (Color panel style)

  • Teacher says, “Shoe tops, 1,2,3, lift up, pull back”.
  • Teacher calls out one of the colors, they will crawl forward and try to climb the bubble and deflate the chute.
  • Everyone else will, snap the chute down, put their knees on top of the chute, trying to keep the bubble filled.
  • Continue until all color panels have been called.

Mushroom

  • Grip: Roll the chute under your fingers for a firm grip.
  • Cue: Shoe tops, the  teacher leads the students while saying, “Go Ducks”,  – Lift up and pull back,  (note: when you see the chute is filled with air).
  • Then, students march 8 steps forward and 8  steps back with the music.
  • Variation: Everyone runs to the center and the chute will fill up with air and you’ll have a mushroom.

Igloo

  • Grip: Roll the chute under your fingers for a firm grip.
  • Cue: Shoe tops, Lift up, pull back, pull back, pull back.
  • When the teacher sees that the chute is pulled back well:
  • Cue: Go under and immediately sit inside the chute, while keeping the chute tight.
  • Once inside, the teacher can let the class scoot forward and the chute will get taller.
  • Panel color exchange: When the teacher calls out a color, people sitting on that color can get up in the middle and exchange places, with other people with the same color.
  • Rocking Chair: One half of the chute leans forward, while the other half leans back, so that there is a rocking chair motion under the igloo.

Circular Sit-ups: One half does sit up forward, while the other half does the down position of the sit-up.

Swooping Cloud: This one works best outside. Everyone lifts the parachute up and then half of the people let go, while the other half try to run with the chute.

Mousetrap

  • Kids stand around parachute and hold it high above their heads (a very taut parachute is needed so have the kids take an extra step or two backwards).
  • *When a number is called, those students become the mice.
  • *They must crawl under the parachute, trying to crawl out between the students still holding the chute and back under the chute as many times as they can.
  • *When you blow the whistle, students still holding the chute pull it quickly to the ground to see how many mice they can trap.

Alligator

  • Students lay down on floor and pull parachute up to their chin.
  • They must have their legs straight out under the chute and legs together.
  • They pretend to be asleep with eyes closed.
  • Teacher walks around and taps one student on the shoulder–this student becomes the alligator.
  • Alligator crawls quietly under parachute in order to “eat” other students.
  • Alligator “eats” by quickly pulling the feet of another student. When a student is pulled under, they must SCREAM as loud as they can to warn others, and then they also become an alligator
  • Continue until all students are alligators, then start over.

Space Ship

  • Pull down together to the top of shoes.
  • Lift up chute.
  • On “Go”, everyone should let go of the chute together.
  • If done properly, the chute will hover off the ground like a space ship.

Shark Attack:

  • Class sits with legs underneath parachute.
  • One panel color will be the lifeguards. They will stay outside of the parachute and try save students that get pulled under by the sharks.
  • Another panel color will be the sharks under the parachute. Give each shark a frisbee to hold above their head under the chute.
  • When someone is pulled under the parachute by the shark, they will exchange the frisbee to the new shark.
  • The “old shark” will replace the person they pulled under on the outside of the chute.

Parachute Volleyball

Setup and Equipment:

  • Parachute
  • 15-20 beach balls or soft foam balls
  • 1/3 of students hold the parachute
  • 2/3 of the class spread out in general space around the parachute.

Guidelines

  • The class is divided into 3 teams.
  • All students hold on to the parachute, alternating order so that no player from a team is next to another player from the same team
  • Two teams then let go of the parachute and take 2-5 steps back away from the parachute so that one team is holding the parachute with the balls on the parachute when the game begins
  • When the music starts, the team holding the parachute begins to shake the parachute to get the balls on the floor.
  • The other two teams use the bump or set pass to hit the balls back on the parachute.
  • If a ball touches the floor the team holding the parachute gets a point. If a ball touches the floor it remains there.
  • Teams rotate after a minute or so.

Twister – One person in the middle of the chute

  • People on the outside of the chute, twist the chute up, then pull and untangle the chute and give the person in the middle a fun ride.

Air Conditioner – Cool Down –

Everyone stands around the chute:

  • When you call a color, that group crawls under the parachute, lies down on their backs with feet crossed and hands covering eyes.
  • Kids that are still around chute make fast waves to “cool them off”.

Hoop d’Jour

Setup and Equipment:

  • Equipment: Hula Hoops and a sash or jersey for the “its”
  • Twenty five – thirty hula hoops are spread out across the floor.
  • Four – Six students are designated as “its” and stand in the middle of the gym. They will be kicking any of the hoops to try to get them to slide across the floor to hit the players that are running across the floor filled with hoops.
  • The rest of the class starts the game at one end of the gym.
  • This is a a tag game that lasts for one – two minutes for each set of taggers. It works best to make sure that everyone gets a turn. They really enjoy the way the hoops slide on the floor.

Rules:

  • The teacher starts the music and  the runners will try to navigate themselves through the hoops without stepping on or being being tagged by a sliding hula hoop.
  • Players that touch or are tagged on the feet by a moving hula hoop must stop running and stand frozen and balance on one foot inside of a hoop. They can be defrosted and return to playing when one of their classmates gives them a high-five.
  • When the runners have made it to the other side or are frozen and balancing on one foot the teacher stops the game. When everyone is standing on the end line, restart the music and the players will try to run back their original starting line.
  • Continue having students run back and fort for a couple of minutes, then choose new taggers to kick the hula hoops.
  • Repeat the same game format for each new set of taggers until everyone has a turn.