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  1. GYM SHORTS PHYSICAL EDUCATION ACTIVITIES Grades K-12 Written By: Dave Hoffa And Lisa Davis

  2. Guardian Angel • Divide team into three Groups. Assign an Angel to each group. Place team on three different sides of a square. Place all three Angels on the fourth side of the square. Blindfold everyone but the Angels. Place 5 green, 5 blue and 5 yellow bean bags on the floor inside the square. Each groups is assigned a color and must one at a time enter the square and retrieve one bean bag of the correct color. Their Angel will guide them with verbal commands. The team who collects all of their bean bags first listens best to their Angel!. Guardian Angels

  3. KaBoom • One team member chooses a KaBoom card. The card will contain a map that will show what spots they can step on. The spot must be stepped on in order. The rest of the team takes turns one at a time trying to navigate the mind field. If he / she steps on the correct spot the card reader will give them a thumbs up. If they step on the wrong spot the card reader will say KABOOM!!!!! And they must return to the back of the line. There is only one path that will get the team to the other side. • Objective: Learn from the mistakes your teammates make. Everyone on the team should watch their teammates and but cannot help with decisions. Card Reader

  4. Lower The Boom • Divide team in half. Form two columns facing each other. Extend both arms shoulder width apart. Point the index fingers, with the thumbs up, of both hands toward their opposite team mate. Place the boom (folding tent rod) on top of the teams index fingers. Teammates must not hold or lose contact with the boom. • Objective: Lower the boom to waist height. If anyone holds or loses contact with the rod the team must start over.

  5. Disappearing Islands • Objective- try to get the whole team across “Acid Lake”. The team uses “lonely stones” to make the crossing. If a stone is left untouched by a member of the team then that stone can no longer be used and is removed from the game. If any team member touches “Acid Lake” the whole team must start over.

  6. Human Knot • Form a circle. Each person puts a strap in his/her right hand an holds the left hand in the air. One at a time, they reach across the circle with the left hand and take a strap end from another person. One cannot take a strap end from the person to either side of them or from the person that took theirs. Without letting go of either hand, “untie” the knot that has been created. The task is complete when everyone is standing in a circle with no crossed lines.

  7. Toxic Waste • Five people to a group. Four people are transporters, they hold the loop at the very end of each rope. Transporters can use one hand only. The fifth person is the Toxic waste handler. He/she is the only one allowed to touch the toxic waste. • Objective: Move the Toxic Waste (Basketball) via the carrier to a new location. If the Waste falls off the carrier the group must start over. The carriers return to the starting point and the Toxic waste handler returns the waste to its starting point.

  8. Book idea • Buy the book get a log in code to see a video of the games being played

  9. Long Rope Object- tie a knot in a long rope with out letting go of the rope with either hand. Divide team in half. Place each half of the team on the rope separated from each other by a empty space in the middle of the rope. Have team grab rope with both hands. When finished tying the knot must hang free in the middle of the rope. ( ½ hitch knot )

  10. Team Juggle Group forms a circle formation. Have everyone raise either hand. Starting with one yarn ball pass it one at a time to everyone in the circle. Each participant drops their hand after catching the ball. Each participant must remember who they receive the toss from and who they toss the ball to…it is always the same person. Leader throw yarn balls one at a time until there are more yarn balls then participants or there is a breakdown in the task. If a ball is dropped leave it, and catch the next one. X X X X X X X

  11. Tarp Flip Everyone stands on a 8X8 tarp. The object is to flip the tarp completely over with out anyone stepping off the tarp. If anyone steps off the tarp, the whole group must start over. No one can talk until everyone is on the tarp.

  12. Hoosier Handcuffs • Pair up participants. Connect each other with a HH. Make sure the cuffs are connected. Have the students disconnect the cuffs without slipping the loops off the hands or breaking the line. • Go online to find out the secret to Hoosier Handcuffs.

  13. Zone Floor Hockey Divide class into teams of 6 0r 7 people. Assign area of responsibility. 1 goalie, 2 defensive backs and three offensive forwards. Start game with a face off. Play till there is a goal and then switch offence to defense . New goalie from the new defensive team.

  14. Firing Squad Each student needs one stick and two balls. Goalie needs a goalie stick. Standing in a line facing the goalie they attempt to shoot their balls into the net one at a time in rapid fire sequence. Goalie rotates back to the line and a new goalie steps in. Repeat till all students have been a goalie.

  15. Give one cylinder to each student. Students scatter through out gym. Have half of the students place cylinders on their sides. The half in a vertical position. On your go students try to place every cylinder in the gym in their original position. Students can not move the same cylinder twice in a row. Contradiction I _ _ I _ _ _ I I _ _ I _ I

  16. Cross Fire Floor Hockey • Divide class into two teams. • Assign each team one side of the gym • Line up fifteen targets on each side of the volleyball side lines. Spread the targets out evenly • Object: try and knock down the other teams targets shooting a yarn ball with a hockey stick, before they can knock down yours. Players must stay behind the basketball sideline. • Players must keep blade below knee level. • If a target is knocked down by your own team “friendly fire” it stays down. • First team to knock all the opponents targets down wins! • Students may go anywhere to retrieve a ball, but, must return to the side line to shoot. ################ O O O O O O O O O O O O O O O O O O O O O O O O XXXXXXXXXXXXXXXXXXXXX

  17. Steal the Bacon • Divide class into two sides. • Divide each side into teams of three. • Assign a number to each person, 1-3. • Have each team of 3 face off 20 feet apart. • Place a pig half way between the student groups. • On command (1,2, or 3) students will race out and try to pick up the pig first. • Once a student has the pig they race back to their starting point. • The student who does not have the pig tries to tag the one who does before they get back to their starting point. ooo ooo ooo ooo xxx xxx xxx xxx

  18. When Pigs Fly • Equipment • 4 nets, barnyard animals, and 1 / 12’ parachute • Divide class into two teams. • First team flings the animals, on command, with the nets, while second team tries to catch them. • Count the total number animals caught and then trade throwers to catchers and catchers to throwers • Who ever has the most animals caught, wins.

  19. Grass Basketball • Equipment: 2 large basketballs, two large hoops, and pennies. (four colors) • Object: Make the ball go into your teams hoop. • Rules: Same as basketball. • Divide class into four teams. • Assign each team a hoop. Two teams per hoop. • Hoop holders (2) per hoop, one from each opposing team, rotate out every time a basket is made, he who makes the shot becomes the hoop holder. • Hoops rotate around the playing area. At least as big as a basketball court. ( area depends on size of class) D C C D C D D C C D A A B B B A A B B A

  20. Flag Tackle games • Three on One • Divide students into groups of four. • Each group has one set of flags. • Three of the four students form a triangle by holding wrists. • The student outside the circle tries to pull the flag of the one in the circle who is wearing it. The group of three try to circle away from the attacker. • Free floating. • Same as above only the student wearing the flags is outside of the blockers. Only the blockers hold wrists x 0 x x x x 0 x

  21. Secret Service • One to two agents protect the Dignitary. They may use every part of their body to deflect an assassination attempt. • All others are would be assassins and try to knock off the Dignitaries be hitting them with a Ruffskin ball. “ Dignitaries are foam targets” • Assassins are not allowed to step over line. But may move anywhere along the line. • If an assassin is successful they switch places with the secret service agent. A SS A A A SS A A A SS A A A A SS A A A SS A

  22. Ladder Tic Tac Toe • Divide students into partner groups. • Assign one partner to either side of the ladder. • Place 3 yackle galls and 3 deck rings at each end of the ladder. • Goal: get 3 yackle balls or three deck rings in a row. • Students take turns throwing. One throw from (alternating teams ) till all equipment is throw or 3 in a row is achieved. X0 X 0

  23. Aerobic Softball B A • Divide the class into two teams. • Assign one team to offense and one team to defense. • Once the offence has three outs they go to the defense. • Divide offense into two teams. A and B • Offensive team A has first person bat. Once the ball is struck everyone on team A tries to round all the bases. • The defense must pass the ball to everyone on their team before everyone on the A team crosses home base. • If the A team does not make it time they are out. If they do they receive one run. • The batter goes to the back of the line. B team now has their first player bat and the process repeats. B A B A B A B A B A O O O O O O O O O O O O O

  24. Bronze Silver and Gold • Divide play area into 3 zones. • All students begin in the middle zone. “Silver” • On command students engage in an individual contest. Rock paper scissors, thumb wrestling, etc. • The winner moves to gold and the loser moves to bronze. They play again. • Students move up in medal standing when the win and down when the lose. Students are stuck in the bronze till they win. • If student wins in the gold he receives a token and starts over in the bronze. Gold Silver Bronze

  25. Comingle • Divide class into 2 teams. • “Offensive team lines up in a “batting” order. • Each player takes turns serving the ball one at a time. • After a good serve player tries to score a run by dribbling a basketball around the net and back to the serving line. They may stop at the halfway base. Only one player on the base at a time. • The Defense must field the ball and touch the server before they get a run to get them out. Defense can-not move with the ball. They must throw the ball to advance it. Defense can throw or touch the ball to the runner. • Three outs is a signifies a switch. D D D D D D XXXXXXXXXXX D D D OOOOOOOOOO

  26. Jedi Training School • Divide class into groups of three. • Space groups evenly around a thirty foot circle. • Give each group one two foot long foam noodle. • Students inter the circle one person from each group at a time. • Object: Students try to clear the circle of opponents by tagging them below the knee with there “sword”. • If you are touched below the knee immediately raise your sword into the air and hand it to the next musketeer in your line. • Collect one point for each person you send out. • The team with the most points wins. You can play to a predetermined score or for a set time. A H A B H B A H B G G G C C C D F E D D F E F E

  27. Cross Fire • Divide class into two teams. • Assign each team one side of the gym • Line up fifteen targets on each side just inside the basketball sideline. Spread the targets out evenly and well apart. • Object: try and knock down the other teams targets before they can knock down yours. Players must stay behind the sideline. • Use a varitiey of throws or kicks. • If a target is knocked down by your own team “friendly fire” it stays down. • First team to knock all the opponents targets down wins! ################ O O O O O O O O O O O O O O O O O O O O O O O O XXXXXXXXXXXXXXXXXXXXX

  28. RollerBall • Divide class into teams of 3 -4. Assign teams a colored penny and matching Rollerball. • Divide each team into an offensive team and a defensive team. • Offensive team must move to an opponents goal and try to knock their pin down using an underhand roll. • One may only pivot while holding the ball. The ball must be advanced by passing to a partner. • Defensive team acts as the goalies. • They must get possession of the ball to stop the offensive team from shooting at them. • If the offense knocks down a pin the defense rewards them with one string of beads. Must move to new team. • Ball must be “checked” before action starts. • Assign 3-4 other players as disrupters. They do not shoot, only interfere with other teams. G R D P B P R B G O D D O R G G O O R D P P Y Y Y B Y B

  29. Secret Service • One to two agents protect the Dignitary. They may use every part of their body to deflect an assassination attempt. • All others are would be assassins and try to knock off the Dignitaries be hitting them with a Ruffskin ball. “ Dignitaries are foam targets” • Assassins are not allowed to step over line. But may move anywhere along the line. • If an assassin is successful they switch places with the secret service agent. A SS A A A SS A A A SS A A A A SS A A A SS A

  30. Partner Target Shoot • Two partners work together to knock down the center target. • Targets are placed in center of gym. Students stand on the volleyball side lines, one partner on each side of the target. • Using one yarn ball and a hockey stick each, partners take turns trying to knock down the target. • First team to knock down their target ten times wins. • Move back to the basketball side line for a greater challenge! • One to two agents protect the Dignitary. They may use every part of their body to deflect an assassination attempt. A A A A A A A A A A A A A A A A A A A A

  31. Aerobic Softball B A • Divide the class into two teams. • Assign one team to offense and one team to defense. • Once the offence has three outs they go to the defense. • Divide offense into two teams. A and B • Offensive team A has first person bat. Once the ball is struck everyone on team A tries to round all the bases. • The defense must pass the ball to everyone on their team before everyone on the A team crosses home base. • If the A team does not make it time they are out. If they do they receive one run. • The batter goes to the back of the line. B team now has their first player bat and the process repeats. B A B A B A B A B A O O O O O O O O O O O O O

  32. Chariot Race • Divide class into teams of four. • Give each group a potato sack and a 10’ jump rope. • Students space out around the basketball court in their own starting areas. • One student sits on the potato sack and the other 3 pull him/ her around the outside of the court. • Students switch when the get back to their starting area.

  33. Pedometers 10 ways to use pedometers in your class • 1. As a motivational tool. • 2. Integrate Math into your curriculum. • 3. As a geographical asset. • 4. Student to student challenges. • 5. Check how much movement does your lesson plan really have. • 6. Run a mile anywhere not just on the track. • 7. Estimate and predict outcomes. • 8. Check how many calories you burn in a class. • 9. Factualize fitness journals. • 10. As an objective grading tool.

  34. When Pigs Fly • Equipment • 4 nets, barnyard animals, and 1 / 12’ parachute • Divide class into two teams. • First team flings the animals, on command, with the nets, while second team tries to catch them. • Count the total number animals caught and then trade throwers to catchers and catchers to throwers • Who ever has the most animals caught, wins.

  35. Ultimate Javelin x x • Divide class into two teams. • The field size should be about the same as a basketball court. • Use two ring holders for each team. • Ring holders stay to the outside of the field (End Zone). • Object of the game is to move the javelin down field and throw it throw a ring. If an attempt is missed or made the opposing team takes possession of the javelin. • A player who has the javelin cannot take a step. (pivoting is allowed) • The game can be played on time frame or by a predetermined score. o x o x x o o o x x x x o o o x x o o o

  36. Pyramid Volleyball • Divide Class into two teams. • Use a volleyball court. No net. • Assign four players from each team to be the “net” • “net” players face the opposing team. • Object is to get the floater across the live net without it going out of bounds or hitting the floor. • Players rotate into the “net” on every point. Front line becomes the net , net goes to back line, other lines move forward. • Students may not “hold” onto the floater or hit it more than once at a time. • Game may be played in rally scoring or traditional scoring. x x x x x x x x xo xo xo xo o o o o o o o o

  37. Hand Paddle Tag • Divide class into teams of three. • Have the students face off Three on three • Each group of three has two hand paddles. • First person in each group places their paddles on top or bottom of the opposing teams paddle. • Object: The person on bottom tries to tag the top of the paddle of his opponent. • Winner stays loser goes to the back of the line. • Keep track of the total number of wins. • Rotate groups so students get a chance to play a variety of people. xx xx xx xx xx xx

  38. Grass Basketball • Equipment: 2 large basketballs, two large hoops, and pennies. (four colors) • Object: Make the ball go into your teams hoop. • Rules: Same as basketball. • Divide class into four teams. • Assign each team a hoop. Two teams per hoop. • Hoop holders (2) per hoop, one from each opposing team, rotate out every time a basket is made, he who makes the shot becomes the hoop holder. • Hoops rotate around the playing area. At least as big as a basketball court. ( area depends on size of class) D C C D C D D C C D A A B B B A A B B A

  39. Chicken Crossing o o o o o o o o o o o o • Divide class into half. • Divide one team into groups of three. • Assign groups of three to different zones on the court. • The other team must Carry an animal and make their way through all zones. • If they are tagged they must return to the starting point and try again. • If they make it through all zones they are awarded one token. • After five minutes the teams switch. • The team with the most tokens wins. x x x x x x x x x x x x

  40. Steal the Bacon • Divide class into two sides. • Divide each side into teams of three. • Assign a number to each person, 1-3. • Have each team of 3 face off 20 feet apart. • Place a pig half way between the student groups. • On command (1,2, or 3) students will race out and try to pick up the pig first. • Once a student has the pig they race back to their starting point. • The student who does not have the pig tries to tag the one who does before they get back to their starting point. ooo ooo ooo ooo xxx xxx xxx xxx

  41. Frog Wars • Divide class into six teams. (teams of 4-6) • Assign each team to a goal. • One teammate stays back and guards the the goal. • Others work together to knock down opponents targets. • Offensive players can not walk with the frog. They must toss it to a partner to advance toward a goal. The offense must toss the frog underhand to hit a target. • Goalie must stay outside of hoop. If goalie intercepts toss the offense must move to another goal. If offense knocks down the goal, goalie pays them one token. • Team with the most tokens at end of game wins. • If may also include “Giggers” These students have no goal. There soul responsibility is to make it difficult for the offensive teams to get to a goal. They try to intercept the frog and then toss it as far away as possible. A A D D D A D A E E B B E E B B F F C F F C C C

  42. 22 Skidoo • Space: 1 ten foot circle surrounded by a thirty foot circle. • Choose four people to start as jailers. Give each jailer one 2 foot long foam noodle. • Place 5-6 people in the middle of the ten foot circle. These are prisoners. • All other students stand to the outside of the 30 foot circle. They may move anywhere they want on the outside. • Object: Students on the outside try rescue the prisoners. The prisoners may flee to the outside once they have amassed a total of 22 hand shakes. They may get 6 from one and 10 from another and 6 more from someone else. All shakes are added together . • If a jailer touches a rescuer while they are in the circle they become a prisoner. If a rescuer steps into the prison they become a prisoner. • Set an allotted time. If the rescuers can free all the prisoners before time runs out they win. X X X X J X J P P P P P P X J X J J X X X X

  43. Soccer Birdie • Divide class into groups of 4-6 students. • Give each group one Soccer Birdie. • Challenge each group to keep the birdie “up” the longest, or most hits. • Challenges: • Use any and all body parts to keep birdie in the air. • Use hands only to keep birdie in the air. • Use feet only to keep birdie in the air • Use above body parts hit the birdie only one hit per person at a time. • Hit the birdie in order of group members. • Hit birdie in sequence; hands, feet, hands. x x x # # # x x x # # # * * O O * O * * O O * O

  44. The Falcon and the Dove • Divide class into groups of three. • Each student will start as one of three different roles: Falcon, Dove, or Falconer. • The students stand in a line holding hands. The falconer needs to be in the middle. • On the teachers command the falconer hands off the ball to the dove, then 3-5 seconds later releases the falcon. The falcon tries to pull the flag from the dove before it can get back to the falconer. The Falconer must stand in one place. • Rotate positions so each player plays every role. • Variation: Doves may go to any Falconer and falcons may tag any dove. F F F F F F F F F

  45. Rounders • Equipment: • 6 cones, 2 bases, Kickball or Frisbee • Directions: • Divide class into two teams. Throwing team lines up behind home base. The fielding team scatters in the outfield. • The first player throwsor kicks the object so that it is in bounds (between the cones or out the top.) That player then needs to decide how many cones he can get around (each cone is worth one point) before the fielding team gets the object back to the pitchers base. If object reaches the pitchers base before runner can get back to home base it is an out. Three outs and teams switch from offense to defense. Pitchers Base

  46. Move the Mountain • Divide the class into to teams • Line teams up on each half of a 30’ circle. • Each student starts with one 8” Ruffskin ball. • Place large cage ball into center of circle. • Object: throwRuffskin ball at cage ball. Try to get it to cross opponents side of the circle. • Students must throw from outside the circle but may enter circle to retrieve a ball. • If cage ball touches a player it is an automatic point for the other team.

  47. Shark Attack • Divide class into groups of four. • Each group has four bases spread into a square 20 ‘ apart. • One student (the shark) starts in the middle. • The other students try to move from their starting point base to a new base. They can move to any open base or switch with someone else. • If the shark can tag them off the base then they become the shark. • Students must stay in the base lines or across the middle.

  48. Flag Tackle games • Three on One • Divide students into groups of four. • Each group has one set of flags. • Three of the four students form a triangle by holding wrists. • The student outside the circle tries to pull the flag of the one in the circle who is wearing it. The group of three try to circle away from the attacker. • Free floating. • Same as above only the student wearing the flags is outside of the blockers. Only the blockers hold wrists x 0 x x x x 0 x

  49. Give one cylinder to each student. Students scatter through out gym. Have half of the students place cylinders on their sides. The half in a vertical position. On your go students try to place every cylinder in the gym in their original position. Students can not move the same cylinder twice in a row. Contradiction I _ _ I _ _ _ I I _ _ I _ I