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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Great Wall of China

Great Wall of China

Setup and Equipment:

  • Pick three people to be the taggers (guards) on the Great Wall of China (center line in the gym).
  • The taggers may only slide back and forth along the line. Both feet must stay on the line.
  • Taggers tag with a gentle touch with their hands.
  • Music: Frantic Dance of Golden Serpent 

Rules:

  • All other players line up across the end line of the gym.
  • When the music begins (Music of China) players try to cross the great wall.
  • Stop the music when the players have made it to the opposite end line.
  • When players are tagged they join the Great Wall of China line.
  • If students lag in getting to the other end, the teacher may want to count down from five to one.
  • When music starts, players try to cross the “Great Wall” and return to the other side.
  • Continue until the “Great Wall” is impossible to cross.
  • Pick new guards and play another game.
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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”

 

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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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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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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.
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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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Balloon Games

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.
  • Other ways to tap, elbows, shoulders, punches
  • 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.
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Hospital Tag

Setup and Equipment:

  • The boundaries are the black lines in front of each wall in the gym.
  • All players must stay inside of the black lines.
  • If a player goes outside of the boundaries they must perform one the fitness exercises (listed below).

Guidelines:

  • Everyone is “it”and may tag others with a gentle two finger touch.
  • You may not tag the students next to you at the beginning of the game.
  • If you are tagged you may continue running but must put a hand over the area of your body that was tagged.
  • If you are tagged a second time you may continue running, but now your other hand should cover the second tagged spot.
  • On the third tag, you must go outside of the black line and perform a “ten count” strength building or flexibility activity.

Examples of Exercises after 3rd Tag:

  • For Strength Building: ten sit -ups, ten count v-sit, or ten push – ups (modified are acceptable)
  • For Flexibility: Hamstring, shoulder, or calf stretch performed for twenty seconds.
  • Skill Building: Dribble ten times with one hand and ten times with the other.
  • Other Options:
  • Climb the wall and touch your hand above the highest handhold.
  • Run up the stairs in the gym, touch the door, and run down the stairs.
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