Octopus Run

Octopus Run: 

Setup and Equipment;

  • Select three people to be the octopuses (octopi). They stand on the center line to be the taggers. They will will try to tag people using the two-finger peace tag on the upper back of their classmates.
  • The rest of the class are crabs (octopus prey) and stands on one of the lines at one end of the gym, facing  the octopi.

Guidelines:

  • The game starts when the teacher starts the music.
  • The octopi are allowed to run anywhere in the gym and use their tentacles (hands) to tag others.
  • When someone is tagged by an octopus, they become seaweed and their feet attach to the ocean floor. Their arms are outstretched and they wave in the air as they attempt to tag people when they run by them.
  • After most of the crabs have made it to the other side the music is stopped. The students that are running turn around and face the wall they came from.
  • The teacher restarts the music and the crabs attempt to run back to their original starting line.
  • Play continues in this manner until most of the players have had a turn.
  • Anytime an octopus gets tired they may switch with one of the seaweed.
  • The game is over when most of the crabs have been turned into seaweed.
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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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Take A Chance

foam+bowling

Setup and Equipment

  • Using polyspots or floor markings to designate placement of the targets will help spread the game out and encourage individual play.
  •  You will need 10-20 soft balls and and enough targets, so there are 3-4 people left to start in the line. Everyone who has a target does not have to start with a ball.
  • Line up students and hand a ball and target to most students in the class. Leave 3 or 4 students to form a line for entering back into the game.
  • Students spread  the targets are at least 3-4 feet per player. No placing them in a corner or against a wall.

Guidelines

  • Play begins…
  • The object of the game is to keep your target up while knocking other targets over.
  • Player may not venture more than 2 steps from their target.
  • When a foam target is knocked down -students should bring their target to the line and hand it to the next person in line.
  • They now go to the end of the line and return to the game when they move to the front of the line.
  • Game continues for as long as time permits.

 

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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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Popcorn (Bouncers and Chasers)

This game is from the Project Adventure Curriculum. Check out their website: http://www.pa.org/

Setup and Equipment:

  • Pail
  • Whiffle golf balls (simulated  popcorn)
  • Break the class in half. 1/2 = bouncers, 1/2=chasers. With four color teams: 2 teams are bouncers and two are chasers

Rules:

  • The game is set up in the center circle in the gym. An empty pail is set up in the center (absolute) of the circle. The “bouncers” sit on the black line that circles around the pail (about three feet from the pail).
  • The job of the “bouncers” is to sit on the center circle line in the gym and attempt to bounce the balls into the bucket. The attempt works best with one bounce. However, with younger students (K,1,2) you will probably need to make an exception to this rule.
  • The job of the chasers is to retrieve the balls that the teacher throws into the air and roll them to their classmates who are the “bouncers”. Chasers are not allowed to bounce balls into the bucket.
  • The game begins when all of the chasers circle around the teacher who has a full bucket of golf whiffle balls which are thrown at once high up into the air. (Note: A surprising number of students will like to stand close and have these balls land on their heads!)
  • Chasers may not run with the balls, but must roll them to their classmates in the center circle.
  • The teacher will time this activity.
  • When the last ball is bounced into the empty bucket, the time is stopped and now the class should change “jobs”.
  • The bouncers are now the chasers and vice versa.
  • The teacher will start this game in the same manner as before and time it again
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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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