P.E. Lesson: Spinjammers (Spinning Frisbees)


Spinjammers

  • Hold the Spinjammer disc in both hands with fingers pointing upwards.
  • Toss the disc about two feet above your head, while simultaneously moving hands in opposite directions to create the spin.
  • To catch the disc move your finger downward when you are about to catch it.
  • Catch the disc on the tip of your finger.
  • To spin longer, turn the angle of your finger so the disc is spinning primarily on the fingernail.

Variations:

  • Pass from right to left hands – while keeping it spinning.
  • Balance on finger – touch knee to floor.
  • Balance on one finger – sit down. Then get back up.
  • Toss – Catch with partner -try catching it on your finger.
  • Walk while spinning the disc.
  • Spin it on a stick – Keep it spinning by lightly tapping it on the edge.
  • Pass the spinning disc back and forth with a partner.
  • Walk while spinning a disc.
  • On Balance Beam – walk from one end to the other.

Door Knob Start

  • Another way to start this disc is by holding the cone in the middle of the disc with your fingers and thumb.
  • Quickly twist your hand (like turning a door knob).
  • Simultaneously throw the disc into the air, then catch it on your finger.

Door Knob Start Variation:

  • You may also start the disc by grasping in the same door knob manner, while your finger stays in the center.
  • Quickly twist your hand.
  • In this case, you will not have to toss the disc into the air.
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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
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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.

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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.
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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

 

 

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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.

 

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Polyspot Basketball: All Grades

polyspot

Setup and Equipment:

  • Polyspots are lined up in half/circle fashion in front of four basketball hoops. It helps to have basketball hoops of different heights.
  • Each team (6 teams) has a basketball to dribble to a spot on the floor.
  • Set up the spots so that the green and yellow spots are at the taller hoops and harder shots. The purple and orange spots will be the easiest shots at the shortest hoops.
  • 20 points for yellow – 20 points for green
  • 10 points for red and blue
  • 5 points for purple- 5 points for orange

Rules :

  • On the start signal, one player from each team will dribble to a spot and try score a basket.
  • The players may have both feet on the spot, or one foot in back and one foot on the spot. No feet in front of the spot.
  • If they miss the shot, they have one more opportunity to make it.
  • If both shots are missed, they must dribble back to their relay team and pass to the next player in line.
  • If the shot is made on the first or second try, the player should pick up that spot and dribble the ball in one hand and carry the spot in the other hand back to their relay team. Pass the ball to the next player in line and go to the end of the line.
  • A maximum of one polyspot per turn.
  • Each team will start a pile of spots and try to accumulate the most points.
  • Remind players that they must dribble to and from the polyspots.
  • At the end of the game, teams may count up their points.
  • The Most Fun Wins!
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Offense vs. Defense: Soccer Style Take a Chance

foam+bowlingSetup and Equipment

  • Soft balls that can be kicked in the gym.
  • Enough pins/targets for each pair of players.
  • Form two lines next to each other at one end of the gym. One line is offense, the other line is defense. (Use cones to designate).
  • One player from the offensive line enters the game with their defensive partner
    • The defensive partner picks up a foam target and sets in down on a a spot. They will be trying to protect their team’s target.
    • The offensive partner picks up a foam soccer ball. They will be moving anywhere in the gym in an attempt to knock over other targets by kicking the ball. They cannot work to help their defensive partner.
  • The teacher will need to stand at the beginning of the lines, to help students get a ball for the offense and a target/pin for the defense. It will help the game to move along if the teacher stays in that area during the game.
  • Have 3 or 4 people in the “next in line ” to start the game.

Guidelines

  • Play begins…
  • The object of the game is for the defensive player on each team to block any shots at their target.
  • The offensive partner will be moving around the gym and attempt to knock over other targets by using soccer skills, while kicking ball. keep your target up while knocking other targets over.
  • When a foam target is knocked down -the defensive player should tell their offensive partner that they are out. Then they bring their target to the line and hand it to the next person in the defensive line.
  • Now the players will switch their roles in the game. The defensive player goes to the end of  the offensive line, while the offensive player will now go to the end of the defensive line.
  • Players always switch from offense to defense after each turn.
  • Game continues for as long as time permits.

 

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Basketball: Guard the Target

This a great small group activity that allows for a lot of practice passing a basketball or a softer ball for younger students.

Equipment and Setup:

  • One Basketball of Playground ball per group and one foam target.
  • Break  into groups of six to eight students.
  • Form a circle that is outside the distance of a 4 square court. Use the 4-square court if you are able to.
  • One person is in the middle, their job is to try and keep the foam target from being knocked over.

Guidelines

  • The players in the circle pass the ball around the outside of the circle until they see someone open that has a good shot at knocking over the target.
  • If the foam target is knocked over, the person in the center goes to the circle and those two players exchange places.
  •  Play continues with a new person in the middle.

Other Ideas: If the skill level is very high, you could add a second ball.

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Volleyball (Use balloons to begin)

Balloon Keep it Up

  • Grade level: 2nd and up
  • Equipment: one ball or balloon for every group of four to six students.

Guidelines: 

  • See how long your group can keep the ball in the air, or count consecutive taps.
  • No one may tap the ball twice in a row.
  • Variation: Everyone must tap the ball once before anyone can tap it again softly.
  • Use the verbal cue “tap”, instead of “hit.” Try to stay in your own area.
  • Variation: Play one group against another. See which group can keep the ball up the longest.

Balloon Tap Race

  • Equipment : Balloon for each team,
  • Split each team in half, so there are 2-4 on each end of the gym.

Guidelines:

  •   The ball is tapped in the air and each person on the first team take turns keeping the balloon in the air in an attempt to move the balloon to the opposite end of the gym.
  • When the balloon reaches the other end of the gym the balloon is passed to the other half of the team, while the 1st half of the team takes their places at that end of the gym.
  • How many times can your team move the balloon to the opposite end in 4 minutes.
  • Variation: Use different kinds of volleyballs and/or use different volleyball passes. Variation: If using a balloon, teams of three to four students take turns tapping the ball towards their poly spot partner. The balloon must stay in the air or all return to the starting line. When their partner catches the balloon, score one point, next person on line becomes the catcher, and team runs back to the starting line to begin again.

Team Juggle

  • Grade level: 3rd and up
  • Equipment: Three to five balls for every group of five to eight students.

Guidelines:

  • Each group forms a small circle. One student begins as the leader. S/he self sets or self bumps the ball to someone else in the group who is not standing directly next to him/her. That student catches the ball. The next student continues by performing the same type of pass to someone else. The pattern continues until everyone has had one chance. The last student passes the ball back to the first.

  • Repeat the passing pattern. Always keep the same established pattern. After a few successful times around, add a second ball, then a third and so on. Variation: Use any volleyball pass, and/or use different kinds of volleyballs. Variation:

  • After striking the ball, move to a new position or the position you just passed to. Safety: The first time around call the student’s name before passing. Make sure s/he is looking at you before passing the ball.

  • Cues: Always make eye contact with the student who is passing the ball to you. Make careful passes.

Lightning

  • Grade level: 3rd and up.
  • Equipment: Two volleyballs, volleyball trainers, or playground balls for every group of six to ten players, one basketball hoop and two poly spots for each group.

Guidelines:

  • Form two lines close to each hoop.
  • Give one ball to the first student on each line.
  • Each student self sets the ball from the starting line (poly spots). They can then self set from anywhere.
  • They self set until the ball goes through the hoop. Alternatively, limit chances to a specific number, or allow the student to pass to next partner after three or four unsuccessful attempts.
  • Score one point for each basket, pass the ball to next player on line, and go to end of the line. Play for 3 minutes

Keep Away

  • Grade level: 3rd and up.
  • Equipment: one volleyball or volleyball trainer for every four to five students.

Guidelines:

  • Form a triangle or square around one student.
  • The student in the middle attempts to intercept and/or touch the ball while the others self set it.
  • The student in the middle either scores points or changes places with the last student who passed the ball.
  • Variation: place two students in the middle

Advance Ball

  • Grade level: All
  • Equipment: One volleyball, trainer, beach ball or balloon for every two to three students.

Guidelines:

  • Pairs begin by standing next to each other on any starting line.
  • One student moves far enough away from his/her partner so that s/he can catch the ball on a fly.
  • Choose a volleyball pass or serve. After each catch, the partner without the ball moves while the partner with the ball must remain still. The objective is to advance the ball up and down the playing area as quickly as possible.
  • Time each round for two to three minutes.
  • Most distance with least amount of passes.
  • Variation: Different kinds of passes. Switch equipment and/or partners after each round.

Multi-ball

  • Grade level: 3rd and up
  • Equipment: One volleyball, beach ball or trainer for every three to four students, pinnies for half the group.

Guidelines:

Establish goal areas at opposite ends of the court. Each team begins in their own goal area with half of the balls.

  • The object of the game is to score goals by performing a volleyball pass to a teammate in the opponents’ goal area. You may not move with the ball. Use a volleyball serve, spike, forearm pass or overhand pass. When a goal is scored, the student who caught the pass should drop the ball and run to a central location to mark the score on a chalkboard or piece of cardboard. Either team may pick up a dropped ball. The person who dropped the ball may not pick it up. Passes may be intercepted. After a score or a dropped pass in the goal area, only the opposing team may pick up the ball. Note: this is one of the only games on my web site or in my book where I actually divide the class into two teams. However, because there is so much equipment being used, no one really knows the score during the game. I also stop the game very often and move players from one team to another in order to prevent the focus from becoming winning and losing rather than skill building. Additionally, because I am not a referee or scorekeeper, I am able to walk around and help students where needed. Variation: Allow only one type of pass.Safety: Move carefully.

Pound the Penguin – Grade level: 3 and up. Equipment: one traffic cone, one tennis ball and one volleyball trainer for every group of four or five. The game: Place the tennis ball on top of the traffic cone. One student guards the cone (penguin). S/he may use any part of his/her body or hands to block the ball. The other students – using a volleyball skill- pass the volleyball trainer until someone has a clear shot at the cone. Depending on the skill level, the students can catch the ball or continuously pass it. Use the spike to knock the tennis ball off the cone by hitting the ball or cone. The student who knocked the ball off becomes the new guard. Alternately, the student who got the assist becomes the new guard. Safety: Control passes and shots. Be careful, when retrieving loose balls.

Knock My Block Off – Grade level: kg and up. Equipment: one traffic cone, one small type ball, and one volleyball, volleyball trainer, or beach ball for every three to four students. The game: Set up the cones in a line in front of a wall. Leave about four to five feet between cones. Place a nerf type ball on top of each cone. The students attempt to knock the nerf ball off the cone by taking turns spiking the volleyball at the target. They score two points for hitting the nerf ball and one point if the nerf ball falls in any other way. Safety: Watch for other students crossing in front of you to retrieve a ball. Before spiking, make sure you have a clear path.

Five versus Three – Grade level: 4 and up. Equipment: two traffic cones, two nerf type balls and one volleyball or volleyball trainer for each group of eight. The game: Each group of eight plays their own small sided game. Use the width of the playing area. Place the two cones at opposite ends. Place the nerf balls on the cones. Divide each group into two teams. One team should have five and one team should have three. The team with five begins on offense. The idea is to pass the ball so that a teammate can spike the nerf ball off the cone. No one may move with the ball. As in basketball, they can establish a pivot foot. The team with five must score twice to get a point. The team with three only needs to score once. No one may knock or grab the ball out of anyone’s hand. The defender must be at least three feet away from the student holding the ball. After a dropped ball, a shot, or a violation, the opposing team gains possession from that point. Any extra students can become referees. The referees can rotate into the game after each score. Variation: Instead of traffic cones, tape hoops to walls. The ball must be spiked or served into the hoop to score a point. Variation: Play 3 v.3 or 4 v. 4. Safety: Each group should stay in their own area. If a ball goes into another area, retrieve it carefully. Variation: Allow only volleyball type passes, or allow the students to throw the ball to each other.

Cooperative Volleyball Baseball- Grade level: 4 and up. Equipment: one volleyball or volleyball trainer for each group of four to six students; poly spots or traffic cones for dividing the play area so that each group can play in their own space; two poly spots or bases for each group. The game: Use the width of the play area. Place the two bases a reasonable distance apart depending on the age and ability of the group. Each group may decide this distance for themselves. One player in each group is the pitcher, one is the catcher, one is the batter, and the other(s) is/are the outfielder(s). The pitcher does not actually pitch the ball, but serves as a relay person. The batter must serve (volleyball style) the ball into the field of play. A ball that goes into another territory is a foul ball and is an automatic out (they only get one attempt). However, a ball that lands in the proper territory, but then goes into another area is considered fair. After the ball is served, s/he runs from one base to the other continuously until the catcher receives the ball from the pitcher. The fielders must pass the ball to each other using a volleyball pass. They may not move with the ball. When the catcher catches the ball, play stops. The batter scores one point for each base touched until the catcher has control of the ball. Points are scored each time a runner touches a base. After each play, rotate positions. Each time a player comes up, add the points to the previous total. Variation: Allow the fielders to throw the ball to each other, or insist on specific volleyball passes. Safety: If a ball goes into another game’s territory, enter that territory carefully to retrieve the ball. Take it to the beginning of your own territory before passing it.

Volleyball Steal the Bacon – Grade level: 3 and up. Equipment: two volleyballs, trainers or beach balls and two hoops or upside down scooters to hold the volleyballs for each group of six to ten players. The game: The game is played like “Steal the Bacon,” except that it is played in small groups with less running. One student becomes the leader in each group. This position should be rotated after each game. Every two students get the same number and line up opposite each other or diagonally across from each other. When the leader calls the number, the two students come out pickup a ball and do one of the following:

  • Forearm pass it to each group member

  • Overhand pass it to each group member

  • Serve it to each group member

The team completing the passes first receives one point.

Three – Four – Five Student Shuttle – Grade level: kg and up. Equipment: one volleyball (any kind) for every three to five students. For younger students, use balloons or beach balls. The game: Two students line up facing one student. The first student who is on the line of two holds the ball. S/he uses a volleyball pass to the student standing by himself/herself. Immediately after passing the ball, s/he runs to where the ball was passed and goes to the end of the line. After each pass, the passer runs to the other side. The object of the game is complete as many successful consecutive passes as possible in a given amount of time. A successful pass is defined as one that is self set by the passer and caught on the fly by the catcher. If the group has four students, two students face the other two. If the group has five students, three students face two. The team of three begins with the ball. Time each round for two to three minutes. Variation: Change the distances between players depending on skill level, change the kind of pass, and/or change the kind of ball. Variation: More advanced students can set and/or bump the ball continuously without catching the ball. Safety: Make passes soft enough for the partners to catch.

Volleyball Relay

  • Grade level: 3rd Grade and up.
  • Equipment: any ball or balloon, two poly spots for each team.

Guidelines:

  • Play as in any relay race. However, instead of each team completing the race by going once, play for a designated amount of time.
  • Each team gets one ball and two poly spots.
  • Set one poly spot down on the opposite side of the gym.
  • Place the other poly spot down next to your line.
  • The first person in line goes to the opposite side of the gym and stands with one foot on the spot.
  • The next person on line uses a volleyball pass to try to get the ball close to the teammate on the opposite poly spot. That person must catch the ball before it bounces.
  • If not caught on a fly, touch the person’s hand on line behind you; s/he then runs to the ball and passes from that spot. You may not run with the ball in your hand.
  • When the ball is caught by the person on the opposite poly spot (one foot must be on the spot), the team scores one point.
  • The person who just passed the ball switches places with the person who caught it.
  • The person who caught the ball runs it back to his/her team, places it on the other poly spot for the next person on line, and goes to the end of the line. The game continues in this manner.
  • Variation: Use different kinds of volleyballs and/or use different volleyball passes. Variation: If using a balloon, teams of three to four students take turns tapping the ball towards their poly spot partner. The balloon must stay in the air or all return to the starting line. When their partner catches the balloon, score one point, next person on line becomes the catcher, and team runs back to the starting line to begin again.

Games Using a Net

Crazy Volleyball: Use a regulation volleyball court. Play with six or seven per side. The rest of the class may practice skills at one of the stations described below. Use three to four volleyballs. Volleyballs may be hit on a fly or after one bounce. Score one point for each volleyball that does not come back over the net. That ball is put into play immediately by a serve. Positions may be rotated every one to two minutes. Use one scorekeeper for each side of the net. Rotate scorekeepers into the game every few minutes. Allow unlimited hits for each volleyball. Variations: Substitute volleyball trainers or beach balls for volleyballs; allow more than one bounce; allow unlimited bounces as long as the ball is not rolling on the floor; allow only one kind of pass; use the width of the play area and play more than one game at a time.

Station to Station: Place a volleyball net in the middle of the gym. Form groups of six. Only two stations are at the net. The rest are on the periphery of the play area. Set up several stations:

  • Station 1: Volleyball overhead pass into basketball hoop. Group takes turns setting a ball into a basketball hoop. If a basketball hoop is not available, tape a hula hoop to the wall. Score one point for each success.

  • Station 2: Catch a serve is up. One person serves against the wall. Whoever catches the ball is up next. Score one point for each catch. More advanced players may bump or set the ball to themselves and then catch it.

  • Station 3: Use half of the net. Divide group in half. See how many times the group can keep a ball (any kind) going back and forth over the net.

  • Station 4: At the other half of the net, divide group in half. One team takes turns serving the ball, the other team, must begin with a forearm pass, the next person must set, the last person must spike. Score one point if ball goes over the net. Change roles: Variation: if a successful spike is made, play continues.

  • Station 5: Use another basket to play same game as station 1.

  • Station 6: Play Keep it Up. Count consecutives hits. Try to beat the best score. Variation: allow only forearm pass.

  • Station 7. Set up traffic cones, bowling pins, or tennis cans on a bench. Students take turns spiking the ball toward the target. If a bench is not available, pl

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