Opposition Freeze tag
Grade Level(s):K-2, 3-5
We are playing a quick game to remind us of that important piece of overhand throwing, stepping forward on the foot opposite from your throwing hand. Put your throwing hand high, now take a step opposite (remember that opposite step.)
A few taggers are selected and provided with noodles for tagging. On Go!, students run around trying to avoid being tagged. If tagged, players assume the position “opposition.” Any unfrozen player can give a high five to frozen players to get them back in the game.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Ouch Tag
Grade Level(s):3-5
Describe the qualities of a safe and friendly tag: gentle, on the upper back, not accompanied by “Got you!” Have students spread out around the gym. Select 3-4 players to be “it”, and have them put on pinnies. Have all students begin on a poly spot. On “go!” taggers try to tag others, who say “ouch!” when tagged. Players are not out when tagged, they simply continue on as this is a practice activity.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Pac Man Locomotion
Grade Level(s):K-2, 3-5
Arrange the class in a scattered formation on the lines of the gym floor which will include the jump circle, foul lines, out of bounds, sidelines and possibly volleyball court lines. Use the lines like a Pac Man “game”. But they can’t pass each other or touch each other and when they meet at the lines, one of them has to go the other way. Tell the class to do these locomotor skills: run, jog, skip, leap, jump, gallop, etc. Then later, you can have a few chasers that try to tag them with a soft object. When tagged that person steps off the line and to be set free another person must tap them on the shoulder to continue….
SHAPE Grade level Outcomes: Affective Psychomotor
Paper or Plastic
Grade Level(s):3-5
One partner throws a plastic grocery bag up in the air, while the other partner throws a ball at the bag. Partners get one point for each time they hit the bag in the air.
SHAPE Grade level Outcomes: Affective Psychomotor
Parachute Catch
Grade Level(s):K-2, 3-5
Teachers use the parachute to launch lots of yarn balls into the air and the students try to catch as many as they can. Set a goal of catches and students win when they catch that many.
SHAPE Grade level Outcomes:
Partner Add On
Grade Level(s):K-2, 3-5
- Students stand 10-15 feet away from a partner, depending on skill level, with a hula-hoop in the middle of them.
- Bean bags are placed about 10-15 feet behind each line of students, with poly spots scattered in between students and bean bags.
- On a signal, students will hop from poly spot to poly spot and grab a bean bag behind them. They then hop on the poly spots back to their starting position.
- Students will underhand throw the bean bag to their partner. If the partner catches it, they will place it in the hula-hoop.
- The other partner will now hop and grab a bean bag from behind them. They now must throw and catch the bean bag 2 times in a row before putting it in the hula-hoop.
- Partners alternate getting bean bags as they attempt to toss and catch 3, 4, 5, etc. times consecutively.
- If a miss occurs, partners must start over.
SHAPE Grade level Outcomes: Affective Psychomotor
Partner Hand Dribbling Assessment
Grade Level(s):3-5
Use the following sheet with students to see how they are doing with the cues for dribbling a ball with their hands. One student will watch the other and use the sheet to check off how they are doing. You can do this during the class being taught on dribbling or at any time at the end of a class.
Basketball Dribbling Partner Assessment
SHAPE Grade level Outcomes: Affective Psychomotor
Partner Path Plays
Grade Level(s):3-5
Have players use their knowledge of pathways to create football pass patterns. Challenge them to use as many pathway as they can in each pattern. Have players take turns running their own pattern and having their partner throw the ball to them at the end of the pattern. Exchange pass patterns and try again.
SHAPE Grade level Outcomes: Affective Psychomotor
Partner Travel Challenges
Grade Level(s):K-2
Students perform the following stunts with/without partners after they problem-solve the methods. Each of the following stunts should be performed by moving from one end of the gym floor to the other. Examples: How would you move across the floor with 1 foot? 2 feet? 2 feet and 2 hands? 2 feet and 1 hand? Or with a partner: how would you move across the floor together with 2 feet total? 4 feet and 4 hands? etc.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Pathway Striking
Grade Level(s):3-5
Remind students about the various pathways; straight, curvy, zigzag, and circular. Have each student use streamers to create a pathway on the floor, and the other students try to recreate (by pushing an object with a stick or wand) the same pathway next to the one on the floor.
SHAPE Grade level Outcomes: Cognitive Psychomotor
PE Running Man
Grade Level(s):6-8, 9-12
Requirement: A large amount of space that can hide people and stuff (Mostly building on Gym night)
People will be split into two groups. Each person will have their own nametag on their back. The main objective of this game is to eliminate everyone from the other team. A person can be eliminated if their nametag is ripped off by the other team and placed on the wall. However, there is more than one way to eliminate someone. There will also be a nametag of every participant hidden somewhere. If someone found the hidden nametag of someone from the other team and placed on the wall, then that person from the team will go to the “Return” zone. So it is a game of strengths and wits.
The people who are eliminated are sent to the “Return” zone. While in the Return zone, they can participate in activities with objectives that can get them back in the game. If the objective in the zone is completed the player is back in the game. Activities can be designed to match the skill being taught in class that day.
Activities objective Examples: Make 10 3 pointers in a row, dribble consecutively 30 times, use alternate hands to dribble for a minute, etc.
If
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor