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.

Guidelines:

  • 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!

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Offense/Defense and Walking Tag

Find a partner

  • Everyone skips to the music, when the music stops, stand back to back with a partner.

Offense/Defense Tag

  • One partner on each team sits down.
  • The partner who is standing is the offensive player
  • The partner who is sitting is the defensive player.
  • The object of this game is for the defensive player to stay within one arm’s length to the offensive player, so that when the music stops they are within one arm’s length of their partner.
  • The teacher designates a locomotor skill: Skip, gallop, slide step, power walking, jogging.
  • The offensive player will try to lose the defensive player.
  • The defensive player will try to stay within one arm’s length.
  • When the music starts, the game starts. Players are moving around the gym in designated manner. Let the music go for no longer than 30 seconds
  • When the music stops, everyone must freeze immediately and the defensive player will extend their arm to see if they can tag their partner.
  • Switch offense/defense positions every time the music stops.

Walking Tag with Partners

  • This is a game where everyone is playing tag with partners at the same time.
  • Chose partners – One Partner: Raise hand. You will be “it” and begin walking around the gym.
  • Other partner: Close eyes and make three complete turns.
  • Open eyes and walk to try and find partner.
  • Students will tag their partner with a gentle tag on the back with two fingers
  • When a partner is tagged, students  switch roles.
  • After everyone has played for a couple of minutes, the teacher can give a reminder to the class that there are 30 seconds left, so if you haven’t had a turn in both roles, switch roles for the rest of the time.

 

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Oompa Loompa Tag

Setup and Equipment:

  • Oompa Loompa Music from Charlie and the Chocolate Factory
  • Golden tickets: Yarn balls will work
  • Four to five players are chosen to be taggers.
  • Taggers have the “golden ticket” and attempt to tag the other players.

Guidelines:

  • When a player is tagged, they lean down and hold onto their ankles and become an Oompa Loompa.
  • Now, they begin to look for other Oompa Loompas.
  • The Oompa Loompas find each other by walking while holding their ankles.
  • When two Oompa Loompas find each other they hold their hands high and make a bridge.
  • When a third Oompa Loompa walks (while holding ankles) under the bridge, then all three of these players become free and return to the game.
  • Play continues for one to two minutes.
  • The next game starts after the “old taggers” hand their golden ticket (tagging ball) to the”new taggers”.

Alternative Base: Set an area in front of each wall with cones about 10-12 feet apart and 3-4 feet in front of the wall. Students may rest for 3 seconds for a base. They can stay for 10 seconds if they move next to the wall for calf, hamstring or quad stretching.

 

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