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Page 1: Games - Thriving Blogthriving.childrenshospital.org/.../2010/09/Games-PDF.pdf• The objective of the game is to manipulate the ball down the field toward their team’s end zone

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AKIDS

Games

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Capture the Flag. Equipment:

• 2 – 4 items to represent flags (beanbags or scarves). • One item per team.

Organization:

• The class is organized in 2 – 4 teams and the play area is divided into even sections.

• Each team has a flag that is kept on their side. • The goal is to capture the flag of the other team(s).

Description:

• The team members can cross over into other territories to try and grab the flags without being caught.

• If their flag belt is pulled off by an opposing team member, they must drop the flag where they are and perform a task (5 jumping jacks, etc.) on the sidelines before returning to the game.

• The team can then bring their own flag back to the designated area before another opponent tries to steal the flag from its designated spot.

• If the team does not move their flag to its designated area, then opponents can try to steal it from where it is.

• There is no guarding or moving the flags from their designated areas. • The game ends when one team has captured all of the flags from their

opponents and has returned safely to their own side.

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Odds and Evens (Crows and Cranes) Equipment: Cones to designate activity area, large dice, flag belts Organization:

• The class is divided into two teams, the “odds” and the “evens” (or “crows” and “cranes”), spaced along a line around 4-5 feet away from the other team.

• Goal lines are drawn at the ends of the activity area.

Description: • All the members of each team line up with one foot on their own start line.

They should be close enough to reach out and touch each other otherwise they are too far apart.a

• One player rolls the dice in the middle of the court. If the dice equals an odd number, Odds chase Evens, and vice versa if the dice equals an even number.

o Modification: have a caller call out either “Crows” or “Cranes” instead of rolling the dice.

• Whichever team is called becomes the pursuer and the other team is chased. • If the number on the dice is “Odd”, Odds chase the Evens and tag as many

as they can before the Evens reach their goal line. • If they safely cross their goal line then they are safe and return to their

team’s start line for another run. • If an Odd tags an Even, the Even becomes an Odd. • The game is won by the team that gains all the members of the other team. • Change the teams for successive games by switching out a few members of

each team.

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Bears in the Cave (Hibernation) Equipment:

• Cones and music Organization:

• 3-4 bears are “it” and begin in the center of the activity area. • The other players are scattered outside the center area. • A second larger circle of cones or lines on the court are used to mark the

safety zone. Description:

• Played similar to musical chairs with children circling the bears outside the bear’s cave until the music starts.

• Bears move in bear-walk motions inside the center circle of cones. • The other students either skip or side step (or some other variant) around

the circle (circling the bears cave) • On a signal, either “Bear in the Cave” or a stop in the music, the children

rush to their safety zone using the same mode of travel without getting tagged by the bears.

• Children who are tagged become bears. • Children who make it into the safety zone without being tagged continue the

game • The last 3 – 4 children who were not tagged become the bears to start a new

game. Modification:

• Change bears to leaping frogs in the pond or other animal motions/settings. • Flag belts can be used to eliminate pushing instead of tagging.

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Cone Crazy (Builders and Bulldozers) Equipment:

• Multiple cones (4 - 6 dozen) • Cones may have numbers or letters of the alphabet on them

o As many needed to spell out players’ full names Organization:

• Designate a small area that is just large enough to allow movement of all the children in the same space. Use court lines to mark area.

• Cones are scattered throughout this designated area. • Some cones are left up while others are knocked over.

Description:

• Several different ways to play. • Builders and Bulldozers

a. Separate the group into two teams: builders and bulldozers b. The builders run around and try to set the cones upright c. The bulldozers, using only their hands, run around and topple the

cones over. d. Care is taken to keep the cones within the designated area and if the

bulldozers knock them outside the area, they need to retrieve them. e. Every minute or less (set time before you begin) have the teams

switch roles so the builders become bulldozers and vice versa. • Crazy Cones

a. Players run around and try to collect cones to spell out their name. b. Each player attempts to steal cones from others and the first one to

spell their own name wins. c. Modification: have the kids pick a word from a hat to spell – this way

the words can be of even number of letters to make it fair for those with longer names.

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Cardio Course Equipment:

• 10 Cones numbers 1 – 10 • Hats for the cones with names of activities

o Gorilla walk, side step, bear walk, fast walk, bunny hop, skip, slide, duck walk, leap frog, etc.

Organization:

• Set the cones up in a large circle that fills the majority of the gym floor. • Assign each student a number for the cone they will begin at and then place

the hats on the cones to designate the mode of transport from one cone to another.

• Students may work with a partner or alone. Description:

• Students travel from cone to cone using the designated mode of transportation or movements identified by the hat on the cones.

• Periodically change the hats on the cones to change the way the students complete a lap.

• Direction of travel can also be changed (completing the movements backward – only if the students appear coordinated to do so without falling).

Modification:

• Place the cones out and place labeled hats on the cones indicating the type of activity.

• These hats can be changed throughout the

1

2 3 4

5

6

7 8 9

10

Skip

Fast Wal

k Slide

Gallop

Bear Walk

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Stop and Go Equipment:

• Ball (football, basketball, or playground ball) • Pinnies (1-2 colors and enough for at least one half of the class)

Organization:

• The class is divided into two teams. • At least one team should get pinnies to show the different teams.

Description:

• This game is played much like ultimate frizbee but with a ball. • Each team has a designated goal line (end zone). • The objective of the game is to manipulate the ball down the field toward

their team’s end zone. • When a player has the ball, they cannot move or travel with it, but must pass

it to teammate who is free to move throughout the playing field. • A team member must be standing in the end zone to receive a pass in order

to score a goal. • Opponents continually try to intercept the passes. If successful they begin

moving the ball toward their own end zone. Modification

• Stipulate the number of times the ball must be passed between team players before a goal can be scored to encourage more activity.

• Encourage each player who scores to complete a victory dance to add to the fun of the game and allow them to express themselves.

• Periodically change up the teams to encourage fair play and de-emphasize the competition of the game.

End Zone

End Zone

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Fitness Tag Equipment:

• 4 different colored soft balls or beanbags • 4 cones the same color as the balls • Cards of different types of activities

Organization:

• Cones are set up at the 4 corners of the activity area. • Place a card at each cone to designate the activity for that location. • Students are scattered in the activity area. • There are 4 students who are “it” who hold a colored object.

Description:

• The “its” chase and tag the others with the ball they are holding. • Once tagged, the student leaves the activity area, performs that particular

task at the colored cone, and then returns to the game. Modification:

• Change the mode of locomotion to skipping, hopping, gallop, etc. • Change the activities at the cones as the game continues. • Have the children who are tagged take the colored ball before they

complete the activity and then they become it. This keeps things changing up all the time to increase the activity level and the fun.

BICYCLE = Sit on the floor. Lift feet and circle legs (like riding a bike).

CRAB-UPS = Sit in crab-walk position and straighten arms. Lift stomach as high as possible. Bend elbows and touch seat to the floor. Straighten arms and repeat.

KNEE TO CHEST CURLS = Sit, knees together, feet on ground. Lift knees to chest. Return feet to ground and repeat.

SEAL WALK = Lie on stomach. Push up, walk on hands. Drag legs behind.

SEAT WALK = Sit on the floor with legs extended in front. Fold arms at chest. Walk forward alternating leg-hip movement. (Walk on your seat!)

FUNKY JJ = Do jumping jacks with silly arms while jumping.

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CRAB KICKS = Sit in crab-walk position. Lift stomach as high as possible. Kick right foot in the air straightening your leg. Repeat alternating legs.

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Pirates’ Treasure Equipment:

• 4 plastic hoops and 10 beanbags for each. Organization:

• Class is divided into 4 groups, each with their own hoop (treasure chest) filled with their 10 beanbags (their treasure) in their designated area.

• The hoop is placed in the center of their area and the beanbag is placed in the hoop.

Description:

• Pirates of each group protect their treasure in their hoop and tag anyone who tries to steal it.

• The treasure hunters of each group attempt to steal the treasure from the other groups’ hoops without being tagged.

• No one is allowed to step inside any of the hoops. • The pirates can be tagged if they are carrying any treasure. If tagged they

must drop the treasure and then complete a small task (e.g. 5 jumping jacks) before returning to the game.

• Team effort is encouraged allowing the treasures to be tossed to teammates to get it across into their hoops without getting tagged.

• The game ends when one group has everyone’s treasure in their chest. Modification:

• Number the children on each team and call out the numbers quickly but spaced out enough to avoid crashes. The children can only attempt to steal the treasure when their number is called.

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Steal the Bacon Equipment:

• As many soft objects possible (beanbags, soft balls, small cones, spots) Organization:

• The class is divided into two teams. • Mid-court center line is used to divide the activity area into two sides.

Description:

• The objects are scattered evenly between the two activity areas. • On the “go” command, students attempt to sneak over to the other team’s

side and steal a piece of bacon (one at a time) and bring it over their side. • If the student gets tagged while they are on the other team’s side they are

not allowed to gain a piece of bacon and must complete a small task before returning to their side the area until they can try again.

• The game ends when all the bacon is on one team’s side. Modifications:

• This can also be played with 4 teams if the area is split into 4 areas. • Can also play to determine which team has the most bacon at the end of a

certain time period (e.g. 1 minute)

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Dragon’s Tail Equipment:

• 1 scarf per student • Cones to designate activity area

Organization:

• Students are scattered throughout the activity area. • Scarves are tucked into the back of the pants to become a dragon’s tail. • Flag belts may be used instead of scarves.

Description:

• Students attempt to pull out each other’s tail while protecting their own. • If a student pulls out a tail they say “Name, I got your tail!” • The student who lost his tail must complete a task (e.g. jumping jacks)

before returning to the game. • Students must not be allowed to make further contact with each other, sit

on the ground, or hide their tails. • The game ends when one student steals all the tails or at the end of the

time period the one with the most tails wins.

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Clean Your Room! Equipment:

• As many soft objects as possible (balls, beanbags, cones, spots, etc.) Organization:

• The activity area is divided into two sections • The objects are spread evenly between the two sections. • The class is divided into two teams.

Description:

• Students must “clean” their designated area by tossing all the objects in their area into the other team’s area.

• Items are encouraged to be thrown low so as to reduce contact to the head. • If the opposite team catches an object in the air thrown by the other team,

the other team member must complete a task before returning to the game. • No kicking items.

Modification:

• Randomly switch teams up throughout the game to take the emphasis off winning or losing.

• Determine the cleanest room after a set time (e.g. 1 minute).

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Eagles and Sparrows Equipment:

• Music • Cones • Flag belts may also be used.

Organization:

• 2 people (Eagles) are “it” and crouched down at center court. • A circle of cones is created at center court big enough to allow all the

students playing to move around the Eagles. • The other players (Sparrows) circle the Eagles using the designated mode of

locomotion staying within the circle of cones. Description:

• On the word “GO” or a stop in the music the Eagles come alive and chase the Sparrows as they hurry to the safety zones at the end of the activity area..

• If an Eagle tags a Sparrow, the Sparrow becomes an Eagle. • The last two Sparrows who are not caught by the Eagles become the new

Eagles for the next game. Modification: Vary locomotion

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Monkey in the Middle Equipment:

• 1-2 beach balls for each game • cones to designate the square activity area(s).

Organization:

• Divide the activity area into separate game areas. • Divide the class into groups of 5 students. • 1 out of every 5 students is a monkey. • Each group is given their own game area and 4 students chose a corner of

their area with the monkey floating in the middle. Description:

• The object of the game is to toss the beach ball among the 4 corners of the game area while keeping it away from the Monkey in the Middle.

• The monkeys attempt to grab the beach balls. • If a monkey snags a beach ball, they change positions with the person who

tossed the ball.

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Crazy Soccer Equipment:

• Exercise ball (slightly deflated) Organization:

• Divide class into 2 – 4 teams. • Use two different color pinnies to differentiate teams.

Description:

• Similar to soccer, but played with a larger ball. • Students are not allowed to use hands during play and follow same rules as

regular soccer. • Cones replace the larger net/goal. If the team knocks over their cone with

the ball, they score a point. Modifications:

• Can add a second ball to increase activity level. • Can divide the class into 4 teams with at each corner. Students can score on

any net other than their own to earn team points.

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Mini Kickball Equipment:

• 1 beach ball for 2 students • Cones or markers on floor evenly spaced out

Organization:

• Pairs of students face each other about 10 – 15 yards apart. One player, the pitcher, has the ball; the other player is the kicker.

Description:

• The pitcher rolls the ball toward the kicker. • Kicker kicks the ball and runs over the markers as many times possible

without getting caught. • To get the kicker out, the pitcher retrieves the ball and tags a marker

before the kicker reaches home plate or the pitcher catches the ball in the air (fly ball).

• The kicker scores a point for every successful run around the markers. Players change roles after 3 kicks.

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Race Day! Equipment:

• 1 Spot and jump rope per pair • Cones to designate track course

Organization:

• Place cones about 3 – 5 yards apart in the shape of a race track. Designate the direction students will move around the track.

• Students work in pairs, designate #1 and #2 in each pair. Assign each pair a spot in the pit area.

Description:

• One player for each team draws a card with a list of activities. • On the “Go” command, Player #1 of each team runs around the race track

while their teammate remains in their pit area. • At the same time, player #2 performs the 1st task on the card in the pit

area until their partner returns to the pit. • Player #2 tags their partner and they exchange places and Player #2 runs

the track while Player #1 performs the task. • This exchange continues until each partner has completed each of the

assigned pit area tasks on their card. • The first team through the activities on their card first wins.

Modification:

• Call out the activities for the pit area as a group to eliminate the competitive nature of the activity.

KANGAROO JUMP IMAGINARY JUMP ROPE

GORILLA WALK JOG IN PLACE

MARCH IN PLACE SKIP IN PLACE

HOP IN PLACE JUMP IN PLACE

JUMP & TWIST SKIP FUNKY

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Pass the Hat Equipment:

• 1 different color beanbag per line (5 – 6 students) • Cones to mark a large course or several smaller courses.

Organization:

• File 5 – 6 students in a line around each course. • The last person of each line carries 1 item to pass. • Stagger the file lines around one large marked course or separate then

around smaller courses. Description:

• The child at the front of each line lead the line around the course playing follow the leader.

• The last child in each line runs quickly to the front of the line and passes the item to the one behind and takes over the leader position.

• The item is passed down the line from child to child. • Once the last child receives the item they run to the front and take over

the leader position and they pass the item back again. Modifications:

• Challenges a. How many laps their line can complete without dropping “the hat.” b. Which group is the first to have each child as the leader.

• Change the mode of locomotion to keep things moving and fun.

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Computer Virus Equipment:

• buckets (computer), hula hoops, beanbags (chips) and spots (viruses) Organization:

• The buckets are scattered throughout the activity area. And the spots are spread out on the floor at varying distances around each bucket.

• Each group of 2 - 3 students has their own hoop containing 12 objects to throw (beanbags).

Description:

• On signal, a member of the team picks up a beanbag and runs to a spot on the floor.

• While standing on the spot the student throws the beanbag underhand toward the bucket.

• If the student throws the beanbag into the bucket they win the spot and return it to their team.

• The game continues until all the viruses are cured (won). Modification:

1. Have the other student who is waiting their turn doing an activity (jumping jacks, jump rope, etc.).

Hoops Buckets

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Couple Tag Equipment:

• Scarves – 1 for each couple • Use markings on the court to make the activity area.

Organization:

• All children who are not “it” travel in pairs • One child travels alone and is “it”. • Pairs are joined by a scarf or baton.

Description:

• The object of the game is to tag someone and take their place in the couple and the tagged person becomes “it”.

• If pairs break hands, they are considered tagged. • This is a simple chase game.

Modifications:

• If couples who are being chased lose their bond, the person who loses the connection (does not have the scarf in hand) becomes “it”.

IT

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I’m A New Skunk Equipment:

• Cones • 1 – 4 soft balls • 1 hula hoop

Organization:

• Four cones are set up in the corners of the activity area. • The hula hoop is set in the center of the activity area. • 1 – 4 skunks are chosen and each is given a small soft ball.

Description:

• The skunks try to tag one of the other players. • The cones may be used as “safety spots” or “dens”, but they may not stay on

the cone for more than 5 seconds. • If tagged, the player must take the ball, go to the center circle and declare

that “I’m a new skunk”, and change positions with the previous skunk. Modification:

• The student can only stay at a safe zone while they perform 5 jumping jacks or twist jumps, etc.

• The children can add more to their announcement to add humor to the game (e.g. “I’m a new skunk and I stink like last week’s trash”)

“I’m a new skunk”

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Fox and the Hound Equipment:

• Cones to designate “dens” Organization:

• A player is the hound and all other players are foxes. Dens (cones) are set up around the activity area – not necessarily in any pattern.

• There is always one less cone than there are foxes. Description:

• The hound chases the fox around. • No den may hold more than one fox at any time leaving one fox always

available to be chased. • If a fox enters an occupied den then the first person must leave and is fair

game to be tagged by the hound. • When a fox is caught, he or she changes positions with the hound.

Modifications:

• Remove cones (dens) throughout the game to make it less “safe” and easier to get tagged.

• Have the student complete 5 jumping jacks at the cones and then they must leave the den.

• Have more than one fox. Designate the foxes with pinnies.

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Barker’s Hoopla Equipment:

• 1 hoop & 8 – 10 items for every 2 – 4 students Organization:

• The hoops are scattered throughout the activity area, with 8 – 10 items in each hoop

• Each person may have their own hoop if number of children is small (< 6). • Players are divided into teams of 2 – 4 (matching the number of hoops).

Description:

• The object of the game is to collect similar items from other hoops and bring them back to their own hoop.

• On signal all players simultaneously collect items 1 at a time from the other hoops to bring to their own.

• No throwing the items and no protecting their own home base • The game is played until one team gets all of a similar item (e.g. all the blue

beanbags or all the spots). Modifications:

• Designate a locomotor movement used to travel between the hoops (e.g. skip, gallop, etc.)

• Set a time limit and see which team has collected more of one item than any other team by the end of this time limit.

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Start / Finish

Blob Tag Equipment:

• Jump ropes can be used to hold the circles together Organization:

• Two or more teams are formed or even number players. • If even teams cannot be formed then designate a player who must

complete the task twice in the team(s) that is/are short players. • On each team, one person stands in the middle of the remaining students

who join hands and form a circle around the middle person or hold a section of the jump rope that has been tied into a circle.

Description:

• At the signal, each blob team moves as a unit down to the end of the activity area and back.

• At the finish line, the person in the middle is replaced by another teammate and the blob takes another lap.

• This repeats until everyone has had a turn running in the center of the blob. • The team who completes the relay with all members having had a turn in the

center of the blob wins. • If the blob breaks, that team must start that leg of the race over.

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High Tunnel Collapsed Bridge

The Great Escape (Bridges and Tunnels) Equipment: None Organization:

• The team is divided into 4 – 5 lines. • The first person in line gets into tunnel position (hands/feet on ground with

body high in the air). Description:

• On the whistle, the second person crawls under the first tunnel and becomes a bridge (toes/elbows on the ground with body level with the ground).

• The third person crawls under the tunnel and over the bridge and then makes another tunnel and so on...

• Any bridge or tunnel along the line must be able to touch the next to avoid long distances between children (reduce excessive traveling).

• When all the players of a team have gone through, the first person crawls through and over to the front again.

• This continues until the team safely reaches the other side of the activity area and back again.

• If it is a large class, more small teams can be used to encourage more movement (crawling and jumping) and “less bridge-work”.

• The next person in line only waits for the person ahead of them to move to the next bridge before they start crawling. This is a continuously moving set of bridges and tunnels.

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Hot Spot Equipment:

• Spots • 1 basketball/pair • 1 basketball goal

Organization:

• The class is divided into pairs and each pair has 1 basketball. • A hula hoop is place at the one end of the activity area for each team to act

as their home base. • Several spots are placed at varying distances from the basketball goal at the

other end of the court. Description:

• On signal, 1 player from each team dribbles to the other end of the court, chooses a spot, and shoots a free throw from that spot.

• The other teammates are completing a specific task (e.g. jumping jacks or running in place) until it is their turn to try for a spot/basket.

• If they make the basket, they pick up the spot and dribble back and their partner takes a turn.

• They must hand their partner the ball rather than throwing it to them. • The pair with the most spots at the end of 2 -3 minutes or once all spots are

gone wins the game. Modification:

• Switch teams part way through the game to take the emphasis off winning. • For those with lower skill level, hitting the rim with the basketball may also

earn a spot for their team.

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Dribblers & Shooters Equipment:

• 1 Basketball per player • 1 spot per pair

Organization:

• The class is divided into pairs — 1 dribbler & 1 shooter in each pair. • The dribblers line up on the sideline on their team’s spot and the shooters

line up near the backboard of the goal. Description:

• On signal, the dribblers dribble around the outside of the court as fast as they can while their partner (the shooter) tries to make as many baskets as they can before their dribbler gets back to their spot.

• After the dribbler reaches their spot, they switch with the shooters, and the game continues.

• Points are earned for the following: o Most points for baskets they scores (2). o Less points for hitting the rim (1). o Less points for hitting the backboard (1).

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Sharks and Minnows Equipment:

• 1 Flag belt per player Organization:

• One-two students are selected as the Sharks. Description:

• The Minnows all wear flag belts and line up at one end of the activity area. • The Sharks line up along the center court. • On the “Go” command, the Minnows attempt to reach the other side of the

area without the Sharks grabbing their flag belt. • Anyone that gets their belt pulled off becomes another Shark. • The game continues until there is only 1 – 2 Minnows left, who then become

the new Sharks for the next game.

X

X

Go!!

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Can’t Touch This Equipment:

• 1 Basketball or soccer ball per student Organization:

• Students are scattered in a designated activity area. • Every student has their own ball. • Use court markings on the floor to designate the activity area.

Description:

• On signal, students dribble their ball throughout the activity area (either their basketball or their soccer ball).

• Students attempt to tap other kid’s balls outside the boundary of the activity area while continuing to dribble their own either with their hands (basketball) or with their feet (soccer).

• Students may tap away other balls only when they are in possession of their own ball. If they lose possession of their ball they must run and retrieve their ball, do a small task, and then return to the game.

• The game is stopped periodically to see who is in control of their own ball and who has lost theirs.

Modification:

• Make the activity area smaller to increase the difficulty of retaining possession of the ball.

• Take balls out of play as they are kicked or tapped out of bounds and end the game with the last person in control of their ball as the winner of the game.

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Castles Equipment:

• 1 ball per student • 2 – 4 dozen cones or bowling pins as castles

Organization:

• Divide the class into 2 teams. • Each team stands outside the castle area (kingdom) designated by 3 parallel

lines (10 – 15 yd apart). • Place the pins or cones along the center of this area (the kingdom),

approximately 1 yard apart. Description:

• Students conquer the kingdom by knocking down all the castles (pins/cones) as quickly as possible.

• On signal, students throw a ball at a castle. Children MUST not cross the throwing line except to retrieve a ball.

• The game is over when all the castles are knocked down (kingdom is conquered).

Modification:

• Can keep score of which team knocks down a pin and the most points wins. • Add pins behind the kicking line and the student must dribble the ball around

the back pin before kicking at the castles.

Pins