Balloons

Balloon Finger Balance

  • Try balancing a balloon on the end of your finger.
  • Have a competition to see who can do it for the longest.
  • The balloon must not be held, only balanced, and it must not be tapped.
  • The finger must be in direct contact with the balloon at all times.

Balloon Juggle

  • Each team (6-8 per team) is given one balloon each with two additional ones.
  • They are to try and keep all of the balloons in the air.
  • Even more balloons may be added to increase the challenge.

Balloon Juggle Memory Game

  • Each team (6-8 per team) decide on the order by calling out the name of someone in their group (it’s best if it is not passed to the person next to them)
  • Balloons may be added to increase the challenge.

Balloon Partner Volleyball

  • Inflate to medium or medium-low pressure, so the balloon “floats” only a bit but not too much.
  • Stand facing a partner across a line on the floor of the gym.
  • One person serves the balloon by throwing the balloon in the air and hitting it with an open hand across the line. Try to use volleyball techniques, such as the  pass, set, kill, or serve to hit the balloon back and forth across the line
  • If someone allows the balloon to touch the floor on their side, the person on the other side of the net scores a point.
  • Play first person to 5 points, and then start again.
  • You are allowed to touch the balloon more than once on your side.

Balloon Tennis Skills  (Use foam paddles or badminton rackets)

  • Each person in class has a paddle or racket and a balloon.  Start at your individual gym home space.
  • Can you?
    • Starting with the balloon in front of you, can you tap the balloon with an underhand motion without moving your feet. How many taps.
    • Now put the balloon above your head and try tapping the balloon straight up.
    • Forehand, backhand,

Balloon Tennis Game

  • Stand facing a partner across a line on the floor of the gym.
  • One person serves the balloon by throwing the balloon in the air and tapping it with the racket. Try to use tennis techniques, such as the  forehand, backhand, and serve.
  • If someone allows the balloon to touch the floor on their side, the person on the other side of the net scores a point.
  • Play first person to 5 points, and then start again.
  • You are allowed to touch the balloon more than once on your side.

Balloon Over/Under Relay

  • The object of this game is to get your team to the opposite end of the gym by passing a balloon.
  • Teams line up in relay team formation.
  • The balloon is passed overhead to the person in back of them.
  • That person now passes the balloon through their legs to the next person who leans down and picks it up then passes it overhead to the person standing in back of them.
  • When the last pass  is made that person runs to the front of the line and passes the balloon overhead and the pattern continues.
  • The team will eventually move their whole team to the opposite end of the gym.

Balloon Tap Race

  • Equipment : Balloon for each team,
  • Six teams lined up in shuttle relay style. Half of each team is lined up at one end of the gym and the other half at the the starting line at the opposite end of the gym.
  • Each half of each team decides on an order so everyone touches the balloon when tapping the ballon in the air, so everyone has an equal turn.

Partner Balloon Tap Race

  • Equipment : Balloon for each team
  • Six teams lined up in shuttle relay style. First two people on each team line up facing each other with one balloon between them. You may want to require the slide step while doing this.
  • Tap the balloon back and forth between each other until your feet cross the center line reach the center line. Then return back to your line by passing.
  • Pass the balloon to the next two people in line and the relay continues until everyone has had at least one turn. You could also  set a limit of two to five minutes and see how many turns they can get.
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Halloween Activities

Monster Mash – Music: Monster Mash

  • Eight Steps Forward, back – Frankenstein Style
  • Criss Cross Arms – Four counts – two with right arm top, then two with left
  • Hammer Fists – Eight Counts:  two with right fist on top, then two with left
  • Hitch Hike – Eight Counts – two with right thumb, then two with left, two with right, two with left.
  • Twist 8 counts: Start the first two counts while you twist back and forth, then go lower for each two counts until you finish the final 2 counts about knee-high.
  • Repeat the steps above for two stanzas. Then for the rest of the song twist high, low, one foot, then the other.

Pumpkin Tag

Setup and Equipment:

  • Stuffed Halloween character work well instead of yarn balls.
  • Gym mat in front of each wall for a 3 second base.
  • In our gym we randomly choose one team, which is 4-6 people to be taggers

Guidelines:

  • Start up the Halloween music.
  • Taggers can toss or tag by tossing or tagging shoulders or below.
  • If a child is tagged, the child must freeze and sit down on the floor in a pumpkin shape (arm hugging his/her knees to the chest with one fist making a stem on his/her head).
  • In order to become “unfrozen,” any player that is not a “witch” must see the frozen pumpkin, and give their stem a fist bump to free them.

Zombie Tag
Music: Halloween Favorites  with the Simpson’s Halloween Special as transition music.

Setup and Equipment:

  • Stuffed Halloween characters or yarn balls to use as taggers.
  • One mat is set up in front of each wall – these are safe bases

Guidelines:

  • One team of 4-6 students is randomly chosen as “its” – they may throw (shoulders or below) or just tag players.
  • If they are tagged, they are turned into a zombie, they have to find another zombie, then make a bridge with their hands, then a 3rd zombie will walk under the bridge and all three of them will have “free walk backs to a mat.
  • Play continues for about two minutes while the Halloween music is played.
  • When the music stops, choose a new team of taggers.
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Bear Sighting Freeze Tag

Setup and Equipment:

  • Everybody It Version: No equipment needed

Guidelines:

  • Students are tagged with a two finger (peace sign) tag on someone’s knees.
  • If someone is tagged in this game; make themselves as big as they can by spreading legs and stretching out hands.These are  the protocols for a bear sighting in the woods near Spencer Butte. Remain standing in this frozen position until saved by a classmate.
  • To be saved from a frozen state, classmates will give them a high five to get back in the game.
  • Students have one way to avoid being tagged.  They are safe in in this game when they are pivoting on one foot. Students may do this for three turns, then they can move again.
  • Game changer: No bases. For 30 seconds there is no pivoting.
  • The game continues for about about five minutes or so.
  • Variation: Choose taggers who can use yarn balls as taggers.

 

 

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Scooters

Scooters

  • Scooters are not skateboards, no standing on them. Start moving when you are on your scooter (Never run and jump on your scooter).
  • Get on your scooter and move in one of the six ways listed below.Set this up in your gym by putting half of your class spread out on the line at one end of the gym and the other half on the opposite end. Students will practice moving using all of the following methods. It’s important that students know that these are the only safe ways to move on your scooters. It also helps to have students make the effort to avoid collisions at the center of the gym.
  • The students follow the directions for each of the following movements by moving to the opposite end of the gym on the teacher’s signal, turning around and waiting for the next direction.
  1. Walk Forward: Pull forward with feet only – Hands on side handles
  2. Walk Backward: Push backward with feet only -hands on handles, turn head around slighltly to see behind you
  3. Arm Pull Forward: Lie on scooter and balance, use hands only to pull your body forward.
  4. Alligator: Lie on scooter – Use hands and feet
  5. Double Knee Coast: Both knees on scooters –
  6. Use hands to pull yourself forward
  7. One Knee On: Use the foot on the floor to propel yourself forward, while both hands hold onto the side handles.

Musical Scooters Warmup Activity

  • Students move in one of the modes from above.
  • When the music stops, spin yourself by using your hands only
  • Variation: Do a dead bug, by flipping on to your back, holding the scooter in the air and shaking your scooter and legs in the air.

Indy 500:

Setup and Equipment

  • Six color teams and six scooters
  • Set color team cones in a large track formation near the center of the gym to make a race track. Set the cones up so that there is one at each of the short end of the track and two on each of the long sides (straightaways) of the track.
  • Line up each team beside the cone of their team facing in a clockwise directions.

Guidelines for Indy 500

  • This will be a race around the outside of the cones. You’ll be lining up like it’s a 400 meter relay on the track.
  • Break into pairs by your team’s cone. The partner can only push when traveling around the curves. The driver has to  glide or make themselves move on the straightaways.
  • When you get back to your starting part, change places or let your other partners take a turn. Continue taking turns moving around the track.
  • How many laps can your team do in five, or maybe 10 minutes?

Glide Control

  • Two partners from each team line up at the black line in the front of the gym. One is standing, the other is sitting on the scooter.
  •  On the teacher’s signal, the person in back leans down low and pushes their scooter partner towards the climbing wall;
  • When they hit the wall or calmly stop before hitting the wall, pick up the scooter and run it back to the front of the line
  • The scooter is handed off to the next people in line and they now go to the end of the line.

Scooter Games:

Scooter Freeze Tag

Scooter Basketball

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School: Long Rope Jumping Activity

 Long Rope Activity for All: School  

red polejump ropeThis activity works well with grades 1st to 5th.  It’s also a great recess activity.

Equipment: One long rope with one end attached to a wall or pole. At our school we like to attach the rope to a moveable post that can be easily moved around the gym or outside.

  • The teacher is the rope turner.
  • Students line up at one end behind a cone, facing the rope and the teacher begins to turn the rope.
  • Students take individual turns to see if they can pass the grades K-12.
  • One advantage in doing this with a large group of students is that the turns are fast at the start. This gets more involvement with everyone in the line, because they are not just standing and watching everyone else jump. You can certainly continue beyond 12th grade, if the line is shorter and there is time.
  • To pass Kindergarten: Students must run through the rope.
  • 1st Grade: Run into the middle and make one jump, then run out the other side, and run around to the end of the line.
  • Students continue to run in to the middle and make the number of jumps that corresponds to each grade level.
  • If you fail to make the jump for a certain grade, you may try that grade again on your next turn, though we usually give some leeway, so we create a more inclusive atmosphere..
  • It helps to put a line on the floor where the rope hits when you’re turning it. There is a tendency for many students to run past the best place to jump the rope, which is in the center of the rope.

Class Jumping Activity: Work together as a class and see if you can get everyone to run through the rope each time it circles around. The teacher will turn the rope with one full swing in between each turn. Students will really have to focus and run hard to do this. You can have the class do this activity a number of times until they are able to do it together.

Ultimate Class Jumping: Do the same activity as above, but this time work together as a class and see if you can get everyone through the swing of the rope with no extra swings between each student. This will be very challenging for any class to accomplish.

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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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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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Hula Hoops and Polyspots

Musical Hula Hoops or Polyspots: These items are interchangeable. We introduce them at separate times.

Musical Hula Hoops

Equipment and Setup: Hula hoops are spread around the floor in random order. The teacher gives direction, then starts the music, student move in the locomotor skill indicated. When the music stops students balance on one foot inside of a hula hoop near them.  Then, the teacher demonstrates different actions to complete at the hoop. When this is complete, the teacher gives a different locomotor skill to move in. The warmup continues in this fashion.

  • Slide Step: click heels in the middle
  • Skipping
  • Jogging
  • Galloping

How many hoops can you:

  • Step into with one foot
  • Jump with two feet into
  • Put both feet in and touch the floor with your hand
  • Lift over your hand and back to floor

At Your Hoop:

  • Compass: Feet in hoop – Move hands around outside of hoop.
  • Around the World – Hands in hoop – Walk feet around outside.
  • Skip around hoop forwards, then backwards.
  • Step through your hoop, when it’s standing.
  • Roll your hoop – try to go through it while it’s moving.

Polyspots

Musical Polyspots

Equipment and Setup: Hula Hoops  Spread around the floor in random order. All activities stop and start by balancing on one foot. The teacher gives the direction and the type of locomotor movement to start with, then starts the music, students move around the gym, when the music stops students balance on one foot, on the nearest spot.

  • Galloping
  • Slide Step
  • Skipping
  • Jogging, etc

When music stops, stand on one foot and balance. Then follow teacher directions and do the following:

  • Jump side to side ten times – both feet
  • Jump forward and back ten times
  • Jump back on two feet – land on one
  • Jump sideways on two -land on one

Hoop Activity Links:

Hoop D’jour

Arctic Wind Hoops

 

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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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