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!

 

 

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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
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    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.

     

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    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

     

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    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 

     

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    Bump Basketball (Official Rules)

    Setup and Equipment: 2 Basketballs, Basketball Court – Free Line marked

    Objective: The object of the game is to “bump” the other players out of the game by making a shot before the person in back of you in the line does.

    • Order is established by forming a line at the free throw line.
    • All players must attempt their first shot from this point.
    • The first and second players in the line get a basketball. Play begins with the first person in line taking the first shot.
    • After the 1st player shoots, the 2nd player may shoot.
    • If the first shot by a player is missed they must follow their rebound and try to make a basket from anywhere on the court.
    • The game at this point is between player #1 and #2
    • If player #2 makes a shot before the first player, then player #1 is “bumped” from the game.
    • If Player #1 makes a shot, the ball should be rebounded and immediately passed to the third player in line. The contest is now between players #2 and #3.
    • Players may only touch their own ball. There is no basketball skill involved in hitting a basketball with another basketball, so this is not allowed in the official rules of “Bump”.

     

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    Triple Shot Basketball

    Triple Shot Basketball

    Setup and Equipment:

    • For the teacher led demonstration chose three or four students

    • The demonstration is important especially for the second shot of the three shots. (Shooting from the spot you rebound from)

    • Each of the four teams has one basketball and a polyspot to designate an approximate free throw.

    • Another option for this game is to use the terms “recreational” and “competitive”for different games, this allows students to choose the game that is the best match for their skills.

    • In a typical Gym class four groups line up in back of the free throw line and start shooting on the teacher’s signal.

    Rules:

    • Each Player gets three shots

    • SHOT ONE: From inside the free throw line – worth three points.

    • SHOT TWO: Wherever you catch the rebound from – worth two points.

    • SHOT THREE: A layup – worth one point

    • After turn is completed, pass the ball to the next person in the line.

    • Groups add each player’s points to their total.

    • After two or three minutes the teacher calls the game and all of the group rotates to the next basketball hoop.

    • The scoring continues at each of the four designated hoops.

    • The goal is to get your team to score as many points as possible, though, as usual, the most fun wins.


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    Warmup: Chicken Dance

    Chicken Dance – Music: Chicken Dance

    Students start at “Gym Homes” facing teacher

    • Peepers (Seven counts) Hands up – Cluck by talking with fingers on top and thumbs on the bottom with the music.
    • Wings – Thumbs in arm pits, Elbows out for seven counts).
    • Tailfeathers – (Six counts) Do the Twist back and forth with the music.
    • Clap – (three claps) with the music
    • This “theme” repeats four times.
    • Teacher calls out locomotor movement for the “bridge” of the song.
    • During this time, students move in the same clockwise direction as is commonly used for station movement, etc.
    • When the “bridge” of the song is about to end, the teacher may need to remind  students to return to their gym homes so they can dance again to the “theme”.
      • 1st Time: Skip
      • 2nd Time: Slide Step
      • 3rd Time: Jog

     

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    Beanbag Slide Tag

    Setup and Equipment:

  • Twenty – twenty-five beanbags are spread around the floor
  • Students are standing at walls of the gym to start the game
  • Guidelines:

  • The object of this game is to hit the other player’s feet by rolling the beanbag
  • Players may not run with a beanbag!
  • Students stay within the boundaries (black lines) unless retrieving a beanbag that is out of bounds.
  • On the teacher’s signal – students run into the playing area
  • Students may roll it towards the feet of another student
  • If a player is hit on the foot – they go to the “out” line (Having some mats set up at one end of the gym will work).
  • Players that are out – reenter the game when the player that got them out gets out
  • When students don’t know who got them out, they go to the “clock box” – the teacher will time them out for 1 minute or at which time – they may reenter game
  • When too many students are waiting to get back into the game, Teacher may call out “everybody free” and the game continues.
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    Pajaggle

     

    Pajaggle Stacks

    • Hold up a Pajaggle (large foam puzzle piece) and show the students that the outside piece is the ring. Click Pajaggle for more information.
    • The inside piece is the insert. If there is a still smaller insert, this is called a mini insert.
    • Note: Use your hand only whenever you are removing an insert from a ring.

    Activity: Team Pajaggle

    • Distribute a class set of Pajaggles (Large foam puzzle pieces) at one end of the gym.
    • Separate the rings and the inserts.
    • Relay: Line up the classes in four equal lines at the opposite end.
    • First person on each team gets ready to run.

    Guidelines:

    • On the  teacher’s signal, students run to the end of the gym and pick up one ring.
    • They run back to their line and give a high five to the next person in line.
    • The second person in line will pick up an insert that they think matches the ring.
    • If it fits, the next person in line runs down and gets a new ring.
    • If the insert does not fit, the next person in line returns the insert and tries to find another one that fits.
    • This continues all of the pieces are gone.

    Game: Chasers and Puzzlers (This event is timed)

    Setup and Equipment

    • The class is divided in half.
    • One half of the class are the chasers and the other half is the puzzlers.
    • The puzzlers sit around the center circle in the gym.
    • The pajaggles are set up at one end of the gym with the inserts taken out.
    • The chasers line up their relay teams, so they can easily pass beside the puzzlers in the center of the gym.

    Guidelines:

    • On teacher’s signal, the chasers run one at a time to pick up one piece at a time and hand it off to the puzzlers.
    • The puzzlers will begin to put the pajaggles together in one giant puzzle.
    • Chasers continue running until all of the pieces are in the center of the gym.
    • Puzzlers continue until the giant puzzle is put together.
    • The teacher stops the time when everyone is sitting down and the puzzle is completed.
    • For a Challenge: Classes may compete against each other, to see who has the lowest score

     

    Go to the Pajaggle Website for more information.

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