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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Skill Practice/Activity: Group Juggle

Setup and Equipment:

  • A variety of balls and other objects can be used. Doing  a bounce pass with a basketball is a good place to start. Students are spaced out around a square grid such as a four square floor design.

Guidelines:

  • Team of players are set up at the corners and lines outside of a four square floor design. For larger groups everyone will need to take a step or two back to accommodate everyone.
  • The first player passes a ball to someone across from them (Note: Not next to them unless they are the last player)
  • The second player passes the ball to someone across from them.
  • This continues until everyone has the ball at least one turn.
  • It is important to remember who passes you the ball and who you will be passing to.
  • To learn names, you can also have students call out the name of the person they are passing to.
  • After your team can successfully pass the ball in a continuous fashion, the starter may add another ball.
  • Additional balls can continue to be added as long as the team is successful.

Tip for Success: Do not watch the ball – watch the person that passes you the ball.

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Warmup: Toe Knee Chestnut

Equipment and Setup:

Go to the Learning Station Web Site for the Original Movements and Lyrics.

1. Tony Chestnut knows I love you.   Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

2. Tony knows.  (Tony knows.) Point to your toes, knees and nose.

3. Tony Chestnut knows I love you.  Point to your toes, knees, chest, head, nose, eyes, heart and straight ahead.

4. That’s what Tony knows. Point to your toes, knees and nose.

5. Tony, Tony and his sister Eileen.  Stand and balance on one foot,  then lean to the right.

6. And Eileen loves Neil and Neil loves Pat.  Everyone lean to the right, kneel and pat your bottom.

7. But Pat still loves Bob. Bob your head up and down.

8. And there’s Russell and Skip.  Rustle up your hair, then one skip and hold a balance on one foot.

9. This song is silly, but it’s hip. Make a silly face (thumbs in ears and wiggle fingers), then stick out your right hip.

10. How it ends, just one man knows. Shake your end, hold up one finger, point to self, then flex your muscles.

11. And guess what (what), it’s Tony Chestnut.  Finger next to head (thinking).  Point to your toes, knees, chest and head.

  • Music will begin to move faster…
  • Repeat the lyrics and movements.

Tony Chestnut

From the CD, Tony Chestnut & Fun Time Action Songs

Copyright 1997, Monopoli/The Learning Station

www.LearningStationMusic.com

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Frog Pond

Setup and Equipment:

  • Six groups of students are lined up relay style at one end of the gym.
  • Set a pail with beanbags at the opposite side of the gym.  Put the poly spots in a circle surrounding the the pail. Put the 5 point spots closest to the pail, the 10 point spots go next. The spots that are the most challenging are the 20 point spots which are placed the furthest out.
  • 20 points for yellow – 20 points for green
  • 10 points for red and blue
  • 5 points for purple- 5 points for orange
  • Each color team (6 teams) has it’s own beanbag and may only throw and retrieve that beanbag.

Guidelines:

  • On the start signal one player from each team takes their beanbag to a spot and tries to throw it into the pail in center of gym. One foot may be on the spot and the the other foot must be behind the spot.
  • If the player makes it into the pail, they will pick up the poly spot and take it back to their team. If a player misses the pail, they just run and pick up the beanbag and return it to the next player on their team, then go to the end of the line.
  • Play continues until all of the spots are gone. Players may want to add up their points at the end of the game.
  • 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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Warmup: Meet and Greet

Setup and Equipment

  • Class breaks into partners – It works well to play music, then stop the music and have students stand back to back with someone near them.
  • Line up two lines with equal numbers of students
  • Initially you may want to  put Poly spots  down so that students are spread out equally.

Guidelines

  • Stand facing your partner with the middle line in the gym between you.
  • On the teacher’s signal, you will run to the wall in back of you, touch the wall,  and return to face your partner.
  • Each time you meet, the teacher will add a simple physical task for you to complete.
  • These activities will be cumulative. So, it is important to remember each task.

Here’s a Start:

  • High-five R hands
  • High-five L hands
  • Jump and turn 360°
  • Jumping high-ten
  • Elbow turn R and L
  • Do si do
  • Create your own
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Juggling

juggledog

Skill Lesson 1: One Ball

1. Throw and catch using one hand, then the other
2. Throw with one hand and catch with other
3. Throw, clap, catch with other hand
4. Throw, clap, clap, catch with the other hand
5. Throw, clap under leg and catch with the other hand and so on
5. Throw, turn all the way around and catch with other hand, etc.
CUE: THROW-THROW, CATCH-CATCH

Skill Lesson 2: Two Balls

1. Start with two balls in your favorite hand, throw one up, when it gets to the top, throw the other one
2. Throw around in a circle, throw the first one out toward the side, when it peaks throw the second in the same arc, keep them going in a circle
3. Throw in circle from outside to the center
4. Do each of these 3 moves with the other hand
5. Hold a ball in one hand, throw the first across like a big letter “x”, when it gets to the top throw the second up and across the other way; catch the first, pause, catch the second

CUE: THROW-THROW, CATCH-CATCH

Skill Lesson 3: Three Balls

Start with 2 balls in your dominant hand. #1 is held loosely on the finger tips, #2 is in the other hand and #3 is deep in the dominant hand.

Throw #1, Throw #2, Catch #1, Throw #3 and let #2 and #3 fall

Throw #1, Throw #2, Catch #1, Throw #3, Catch #2 and let #3 fall

Throw #1, Throw #2, Catch #1, Throw #3, Catch #2, Catch #3

CUE: THROW-THROW-CATCH-THROW-CATCH-CATCH

Challenge: Under the leg and behind the back can be used to start a juggling sequence.

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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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Relays with Agility Activities

Setup and Equipment:

  • No equipment needed
  • Students line up in six (or more) lines at one end of the gym.

Traditional Relays:

  • The goal of this relay is to have each team add up the number of laps that are run in the alloted time (2 minutes or the length of a song). Then we add them together to see how many laps were run by the entire class. To add a touch of competition you can compare the totals to those of other classes.
  • Another goal is to set it up,so that the students are  encouraging each other to do their best!
  • Six or more teams are split in half and face their teammates at the opposite end. If your gym is big enough, having a team of two will get a lot of exercise quickly.
  • On the signal the music starts and the first person on each team carries a baton runs to the other end
  • Hand a baton to the person standing in line on the opposite end of the gym.
  • After running your lap, go to the end of the line and rotate as turns are taken
  • You may set an elapsed time of two minutes or complete an entire song.

Variations:

  • Dribble a basketball and give a bounce pass
  • Carry a football and handoff
  • Dribble with a hockey stick and puck
  • Dribble soccer style

Agility and Movement Pattern Relays

  • The teacher tells the students different traveling patterns as they move to the other end of the gym.
  • When the student reaches the opposite wall, they return to their line by jogging outside of the running area and return to the end of the line they started from.
  • After the class has completed one of the patterns, the teacher calls out the next pattern.
  • Run: Straight to the other end
  • Run – Turn Right – Run Run to the center line in the gym, make a complete right turn, then continue running.
  • Run – Turn Left – Run Run to the center line in the gym, make a complete left turn, then continue running.
  • Right Hop – Turn Right: Hop to the center line in the gym, make a complete right turn, then continue hopping.
  • Left Hop – Turn Left Hop to the center line in the gym, make a complete left turn, then continue hopping.
  • Skip – Right Turn: Skip to the center line in the gym, make a complete right turn, then continue skipping.
  • Skip – Left Turn: Skip to the center line in the gym, make a complete left turn, then continue skipping.
  • Slide – Switch: Slide to the center line in the gym, then switch and slide while facing the opposite wall.
  • Grapevine – Switch: Grapevine to the center line in the gym, then switch and grapevine while facing the opposite wall.
  • Run Backward – then Forward: Run backward to the center line in the gym, then switch and run the rest of the way.
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Arctic Wind Hoops

Setup and Equipment:

  • Each member of a Color Team (red, purple, green, yellow, orange, green) stands inside of a hula hoop that is the same color as their team (if possible).
  • Hula Hoops are spread around the floor.
  • Students move their hoops by making short steps from within their hoops.

Rules:

  • The teacher calls out a color team and announces that this color team is the “Arctic Wind”.
  • This designated color team attempts to tag others by bumping their hoop into a different color hoop.
  • Once a hoop is tagged that student stands frozen with arms extended.
  • They may be unfrozen with a “high five” or a hoop tap from one of the teams that is not the “Arctic Wind”.
  • Each turn will take one-two minutes.
  • Continue until everyone has a turn.
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