Offense vs. Defense: Soccer Style Take a Chance

foam+bowlingSetup and Equipment

  • Soft balls that can be kicked in the gym.
  • Enough pins/targets for each pair of players.
  • Form two lines next to each other at one end of the gym. One line is offense, the other line is defense. (Use cones to designate).
  • One player from the offensive line enters the game with their defensive partner
    • The defensive partner picks up a foam target and sets in down on a a spot. They will be trying to protect their team’s target.
    • The offensive partner picks up a foam soccer ball. They will be moving anywhere in the gym in an attempt to knock over other targets by kicking the ball. They cannot work to help their defensive partner.
  • The teacher will need to stand at the beginning of the lines, to help students get a ball for the offense and a target/pin for the defense. It will help the game to move along if the teacher stays in that area during the game.
  • Have 3 or 4 people in the “next in line ” to start the game.

Guidelines

  • Play begins…
  • The object of the game is for the defensive player on each team to block any shots at their target.
  • The offensive partner will be moving around the gym and attempt to knock over other targets by using soccer skills, while kicking ball. keep your target up while knocking other targets over.
  • When a foam target is knocked down -the defensive player should tell their offensive partner that they are out. Then they bring their target to the line and hand it to the next person in the defensive line.
  • Now the players will switch their roles in the game. The defensive player goes to the end of  the offensive line, while the offensive player will now go to the end of the defensive line.
  • Players always switch from offense to defense after each turn.
  • Game continues for as long as time permits.

 

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Basketball: Guard the Target

This a great small group activity that allows for a lot of practice passing a basketball or a softer ball for younger students.

Equipment and Setup:

  • One Basketball of Playground ball per group and one foam target.
  • Break  into groups of six to eight students.
  • Form a circle that is outside the distance of a 4 square court. Use the 4-square court if you are able to.
  • One person is in the middle, their job is to try and keep the foam target from being knocked over.

Guidelines

  • The players in the circle pass the ball around the outside of the circle until they see someone open that has a good shot at knocking over the target.
  • If the foam target is knocked over, the person in the center goes to the circle and those two players exchange places.
  •  Play continues with a new person in the middle.

Other Ideas: If the skill level is very high, you could add a second ball.

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Volleyball (Use balloons to begin)

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.
  • 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.
  • Variation: Use different kinds of volleyballs and/or use different volleyball passes. Variation: If using a balloon, teams of three to four students take turns tapping the ball towards their poly spot partner. The balloon must stay in the air or all return to the starting line. When their partner catches the balloon, score one point, next person on line becomes the catcher, and team runs back to the starting line to begin again.

Team Juggle

  • Grade level: 3rd and up
  • Equipment: Three to five balls for every group of five to eight students.

Guidelines:

  • Each group forms a small circle. One student begins as the leader. S/he self sets or self bumps the ball to someone else in the group who is not standing directly next to him/her. That student catches the ball. The next student continues by performing the same type of pass to someone else. The pattern continues until everyone has had one chance. The last student passes the ball back to the first.

  • Repeat the passing pattern. Always keep the same established pattern. After a few successful times around, add a second ball, then a third and so on. Variation: Use any volleyball pass, and/or use different kinds of volleyballs. Variation:

  • After striking the ball, move to a new position or the position you just passed to. Safety: The first time around call the student’s name before passing. Make sure s/he is looking at you before passing the ball.

  • Cues: Always make eye contact with the student who is passing the ball to you. Make careful passes.

Lightning

  • Grade level: 3rd and up.
  • Equipment: Two volleyballs, volleyball trainers, or playground balls for every group of six to ten players, one basketball hoop and two poly spots for each group.

Guidelines:

  • Form two lines close to each hoop.
  • Give one ball to the first student on each line.
  • Each student self sets the ball from the starting line (poly spots). They can then self set from anywhere.
  • They self set until the ball goes through the hoop. Alternatively, limit chances to a specific number, or allow the student to pass to next partner after three or four unsuccessful attempts.
  • Score one point for each basket, pass the ball to next player on line, and go to end of the line. Play for 3 minutes

Keep Away

  • Grade level: 3rd and up.
  • Equipment: one volleyball or volleyball trainer for every four to five students.

Guidelines:

  • Form a triangle or square around one student.
  • The student in the middle attempts to intercept and/or touch the ball while the others self set it.
  • The student in the middle either scores points or changes places with the last student who passed the ball.
  • Variation: place two students in the middle

Advance Ball

  • Grade level: All
  • Equipment: One volleyball, trainer, beach ball or balloon for every two to three students.

Guidelines:

  • Pairs begin by standing next to each other on any starting line.
  • One student moves far enough away from his/her partner so that s/he can catch the ball on a fly.
  • Choose a volleyball pass or serve. After each catch, the partner without the ball moves while the partner with the ball must remain still. The objective is to advance the ball up and down the playing area as quickly as possible.
  • Time each round for two to three minutes.
  • Most distance with least amount of passes.
  • Variation: Different kinds of passes. Switch equipment and/or partners after each round.

Multi-ball

  • Grade level: 3rd and up
  • Equipment: One volleyball, beach ball or trainer for every three to four students, pinnies for half the group.

Guidelines:

Establish goal areas at opposite ends of the court. Each team begins in their own goal area with half of the balls.

  • The object of the game is to score goals by performing a volleyball pass to a teammate in the opponents’ goal area. You may not move with the ball. Use a volleyball serve, spike, forearm pass or overhand pass. When a goal is scored, the student who caught the pass should drop the ball and run to a central location to mark the score on a chalkboard or piece of cardboard. Either team may pick up a dropped ball. The person who dropped the ball may not pick it up. Passes may be intercepted. After a score or a dropped pass in the goal area, only the opposing team may pick up the ball. Note: this is one of the only games on my web site or in my book where I actually divide the class into two teams. However, because there is so much equipment being used, no one really knows the score during the game. I also stop the game very often and move players from one team to another in order to prevent the focus from becoming winning and losing rather than skill building. Additionally, because I am not a referee or scorekeeper, I am able to walk around and help students where needed. Variation: Allow only one type of pass.Safety: Move carefully.

Pound the Penguin – Grade level: 3 and up. Equipment: one traffic cone, one tennis ball and one volleyball trainer for every group of four or five. The game: Place the tennis ball on top of the traffic cone. One student guards the cone (penguin). S/he may use any part of his/her body or hands to block the ball. The other students – using a volleyball skill- pass the volleyball trainer until someone has a clear shot at the cone. Depending on the skill level, the students can catch the ball or continuously pass it. Use the spike to knock the tennis ball off the cone by hitting the ball or cone. The student who knocked the ball off becomes the new guard. Alternately, the student who got the assist becomes the new guard. Safety: Control passes and shots. Be careful, when retrieving loose balls.

Knock My Block Off – Grade level: kg and up. Equipment: one traffic cone, one small type ball, and one volleyball, volleyball trainer, or beach ball for every three to four students. The game: Set up the cones in a line in front of a wall. Leave about four to five feet between cones. Place a nerf type ball on top of each cone. The students attempt to knock the nerf ball off the cone by taking turns spiking the volleyball at the target. They score two points for hitting the nerf ball and one point if the nerf ball falls in any other way. Safety: Watch for other students crossing in front of you to retrieve a ball. Before spiking, make sure you have a clear path.

Five versus Three – Grade level: 4 and up. Equipment: two traffic cones, two nerf type balls and one volleyball or volleyball trainer for each group of eight. The game: Each group of eight plays their own small sided game. Use the width of the playing area. Place the two cones at opposite ends. Place the nerf balls on the cones. Divide each group into two teams. One team should have five and one team should have three. The team with five begins on offense. The idea is to pass the ball so that a teammate can spike the nerf ball off the cone. No one may move with the ball. As in basketball, they can establish a pivot foot. The team with five must score twice to get a point. The team with three only needs to score once. No one may knock or grab the ball out of anyone’s hand. The defender must be at least three feet away from the student holding the ball. After a dropped ball, a shot, or a violation, the opposing team gains possession from that point. Any extra students can become referees. The referees can rotate into the game after each score. Variation: Instead of traffic cones, tape hoops to walls. The ball must be spiked or served into the hoop to score a point. Variation: Play 3 v.3 or 4 v. 4. Safety: Each group should stay in their own area. If a ball goes into another area, retrieve it carefully. Variation: Allow only volleyball type passes, or allow the students to throw the ball to each other.

Cooperative Volleyball Baseball- Grade level: 4 and up. Equipment: one volleyball or volleyball trainer for each group of four to six students; poly spots or traffic cones for dividing the play area so that each group can play in their own space; two poly spots or bases for each group. The game: Use the width of the play area. Place the two bases a reasonable distance apart depending on the age and ability of the group. Each group may decide this distance for themselves. One player in each group is the pitcher, one is the catcher, one is the batter, and the other(s) is/are the outfielder(s). The pitcher does not actually pitch the ball, but serves as a relay person. The batter must serve (volleyball style) the ball into the field of play. A ball that goes into another territory is a foul ball and is an automatic out (they only get one attempt). However, a ball that lands in the proper territory, but then goes into another area is considered fair. After the ball is served, s/he runs from one base to the other continuously until the catcher receives the ball from the pitcher. The fielders must pass the ball to each other using a volleyball pass. They may not move with the ball. When the catcher catches the ball, play stops. The batter scores one point for each base touched until the catcher has control of the ball. Points are scored each time a runner touches a base. After each play, rotate positions. Each time a player comes up, add the points to the previous total. Variation: Allow the fielders to throw the ball to each other, or insist on specific volleyball passes. Safety: If a ball goes into another game’s territory, enter that territory carefully to retrieve the ball. Take it to the beginning of your own territory before passing it.

Volleyball Steal the Bacon – Grade level: 3 and up. Equipment: two volleyballs, trainers or beach balls and two hoops or upside down scooters to hold the volleyballs for each group of six to ten players. The game: The game is played like “Steal the Bacon,” except that it is played in small groups with less running. One student becomes the leader in each group. This position should be rotated after each game. Every two students get the same number and line up opposite each other or diagonally across from each other. When the leader calls the number, the two students come out pickup a ball and do one of the following:

  • Forearm pass it to each group member

  • Overhand pass it to each group member

  • Serve it to each group member

The team completing the passes first receives one point.

Three – Four – Five Student Shuttle – Grade level: kg and up. Equipment: one volleyball (any kind) for every three to five students. For younger students, use balloons or beach balls. The game: Two students line up facing one student. The first student who is on the line of two holds the ball. S/he uses a volleyball pass to the student standing by himself/herself. Immediately after passing the ball, s/he runs to where the ball was passed and goes to the end of the line. After each pass, the passer runs to the other side. The object of the game is complete as many successful consecutive passes as possible in a given amount of time. A successful pass is defined as one that is self set by the passer and caught on the fly by the catcher. If the group has four students, two students face the other two. If the group has five students, three students face two. The team of three begins with the ball. Time each round for two to three minutes. Variation: Change the distances between players depending on skill level, change the kind of pass, and/or change the kind of ball. Variation: More advanced students can set and/or bump the ball continuously without catching the ball. Safety: Make passes soft enough for the partners to catch.

Volleyball Relay

  • Grade level: 3rd Grade and up.
  • Equipment: any ball or balloon, two poly spots for each team.

Guidelines:

  • Play as in any relay race. However, instead of each team completing the race by going once, play for a designated amount of time.
  • Each team gets one ball and two poly spots.
  • Set one poly spot down on the opposite side of the gym.
  • Place the other poly spot down next to your line.
  • The first person in line goes to the opposite side of the gym and stands with one foot on the spot.
  • The next person on line uses a volleyball pass to try to get the ball close to the teammate on the opposite poly spot. That person must catch the ball before it bounces.
  • If not caught on a fly, touch the person’s hand on line behind you; s/he then runs to the ball and passes from that spot. You may not run with the ball in your hand.
  • When the ball is caught by the person on the opposite poly spot (one foot must be on the spot), the team scores one point.
  • The person who just passed the ball switches places with the person who caught it.
  • The person who caught the ball runs it back to his/her team, places it on the other poly spot for the next person on line, and goes to the end of the line. The game continues in this manner.
  • Variation: Use different kinds of volleyballs and/or use different volleyball passes. Variation: If using a balloon, teams of three to four students take turns tapping the ball towards their poly spot partner. The balloon must stay in the air or all return to the starting line. When their partner catches the balloon, score one point, next person on line becomes the catcher, and team runs back to the starting line to begin again.

Games Using a Net

Crazy Volleyball: Use a regulation volleyball court. Play with six or seven per side. The rest of the class may practice skills at one of the stations described below. Use three to four volleyballs. Volleyballs may be hit on a fly or after one bounce. Score one point for each volleyball that does not come back over the net. That ball is put into play immediately by a serve. Positions may be rotated every one to two minutes. Use one scorekeeper for each side of the net. Rotate scorekeepers into the game every few minutes. Allow unlimited hits for each volleyball. Variations: Substitute volleyball trainers or beach balls for volleyballs; allow more than one bounce; allow unlimited bounces as long as the ball is not rolling on the floor; allow only one kind of pass; use the width of the play area and play more than one game at a time.

Station to Station: Place a volleyball net in the middle of the gym. Form groups of six. Only two stations are at the net. The rest are on the periphery of the play area. Set up several stations:

  • Station 1: Volleyball overhead pass into basketball hoop. Group takes turns setting a ball into a basketball hoop. If a basketball hoop is not available, tape a hula hoop to the wall. Score one point for each success.

  • Station 2: Catch a serve is up. One person serves against the wall. Whoever catches the ball is up next. Score one point for each catch. More advanced players may bump or set the ball to themselves and then catch it.

  • Station 3: Use half of the net. Divide group in half. See how many times the group can keep a ball (any kind) going back and forth over the net.

  • Station 4: At the other half of the net, divide group in half. One team takes turns serving the ball, the other team, must begin with a forearm pass, the next person must set, the last person must spike. Score one point if ball goes over the net. Change roles: Variation: if a successful spike is made, play continues.

  • Station 5: Use another basket to play same game as station 1.

  • Station 6: Play Keep it Up. Count consecutives hits. Try to beat the best score. Variation: allow only forearm pass.

  • Station 7. Set up traffic cones, bowling pins, or tennis cans on a bench. Students take turns spiking the ball toward the target. If a bench is not available, pl

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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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Keep Away

 Setup and Equipment:

  •   One soft ball for 6-7 players standing in a four square or circle (10X10)
  •   One player is in the middle

 Guidelines:

  •   Players pass the ball around or through the square – no passing to the person next to you.
  •   If a ball is dropped the person that dropped it goes to the middle
  •   If a ball is uncatchable, the person that threw it switches places with the person in the center.
  •   If the center player steals the ball, they switch places with the player that threw the ball
  •   The center player may also get out by tagging the player that is holding the ball
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Inclusion Tag

Inclusion Tag: This is a variation of Blog tag

No equipment needed

● There are no safe bases in this tag game.
● Pick four people to be “taggers”. You may tag with your hand, using a gentle touch (shoulders
and below). Ready, Go:
● When you are tagged, join hands or elbows with your tagger. Now two people are taggers and
they move together in an attempt to tag more people.
● When the group has four people in it, it breaks into two groups of two and both groups
continue tagging and growing their group to a maximum of four.
● This continues until all or nearly all of the people in class have been tagged.

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Knee Tag

Knee Tag: Everybody It

Setup and Equipment: No equipment needed.

handsonkneesGuidelines:

  • This is an “Everybody It” Game:
  • The object of this game is to tag other players on the knee
  • If you get tagged on the knee, you immediately go down to one knee and extend a hand. You may continue playing the game after a classmate gives you a “five” with their hand.
  • Variation: You may have students do a 5 second or 5 repetition exercise such as push-ups, sit-ups, etc.
  • You are immune from getting tagged whenever you are standing still with your hands covering your knees. This is the same as standing on a base in many other tag games.
  • Players may only have hands on knees for three seconds, then they have to move.
  • You may not move or run with hands on your knees.
  • This is continuous game.
  • Speed Up Variation: To add some excitement near the end of the activity– The Teacher stops the music and asks everyone to raise their hands in the air. For the next minute you cannot cover your knees so there are no bases and the other tag rules remain.
  • After a minute is up, stop the music and everyone returns to the regular Knee Tag rules.
  • THE MOST FUN WINS!
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Juggling and Diabolo

juggledog

Juggling 1 ball:  Throw – Catch, Throw – Catch

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.

Juggling 2 balls: 1. Throw – Throw, Catch-Catch

  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

Three Balls; Throw – Throw – Catch – Throw – Catch

  1. 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.
  2. Throw #1, Throw #2, Catch #1, Throw #3 and let #2 and #3 fall
  3. Throw #1, Throw #2, Catch #1, Throw #3, Catch #2 and let #3 fall
  4. 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.

    ____________________________________________________________________

Diabolo

Diabolo

 

 

 

 

 

  •  Set the diabolo in front of your right foot, stand up and move to farther to the right if possible. The farther the diabolo is set to the right of you, the more spin possible. (Note: lefties will need to set the diabolo to the left)
  • Before rolling the diabolo, stand pointing your sticks at the diabolo off to your left. The string should be hanging from sticks to diabolo. If not, position the diabolo even farther right.
  • Roll the diabolo across the floor in front of you. Start your roll slow, but accelerate faster as the diabolo moves left.
  • As the diabolo reaches a point in front of you (before your left foot’s position); gently lift the diabolo up with both sticks.
  • The diabolo should be spinning counterclockwise.
  • Try to center the diabolo and begin to pull harder with the Right handstick.
  • Practice goals are to reach a medium speed without causing the diabolo to swing wildly after the pickup.

 

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Rock, Paper, Scissors Partner Tag

Equipment and Setup:

  • Two lines facing each other in the middle of the gym.
  • Space each line so players are  spread out.
  • Each player should have someone across from them. This is their partner.

Practice with the teacher:

  • Rock is a fist (Everyone make a fist).
  • Paper is a flat hand facing down (Everyone make a flat hand facing down).
  • Scissors is a hand that simulates scissors with the 1st and 2nd fingers separating and closing (Everyone make a hand that simulates scissors).
  • ROCK SMASHES SCISSORS
  • PAPER COVERS ROCK
  • SCISSORS CUTS PAPER

Guidelines:

  • Teacher gives signal or starts music to begin game.
  • Partners do rock, paper, scissors by facing each other and pounding their fist into their hand and together chanting: “1,2,3 show”.
  • One the word “show” each player displays either rock, paper, or scissors.
  • When a player wins they become  they become the tagger and do 5 jumping jacks or three spins.
  • The other player may move around the gym and attempt to avoid the tag. When playing in the gym you may want to  define a locomotor skill such as walking (power walking), slide-stepping, skipping, or galloping.
  • The tag we use is called the peace tag. Hold your two fingers up and show the peace sign. When you tag, it is a  peaceful tag,  two fingers in the middle of your partner’s back.
  • After the tag, you can do the rock, paper, scissors to begin a new game again. In grades K /1/ 2 it may work better to just have partners change roles each time.
  • For a longer game and more interaction, pick new partners after each player has completed turns as the tagger and another turn as the player being tagged.

 

 

 

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