Tag team Singles in Tennis
Grade Level(s):3-5
Divide players into two groups with each group forming a line behind the middle of each baseline. One player is up on each side. The first player from side A drop-hits the ball over the net and moves to the back of the line. The first player on side B returns the ball and goes to the back of their line. From there, each subsequent player hits one ball and moves to the back of the line, keeping the point going until one side misses. This can be cooperative with both teams attempting to get 10 consecutive rallies.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Team Outfield Scramble
Grade Level(s):3-5
Divide the class into a team with at least four players in each group. Two members from each team are selected to hold the two person parachute and be the “catchers”. Their job is to work together to catch a thrown object with the parachute (the object may not bounce or be rolled). Catchers may move side to side but cannot move closer to the thrower. If an object is caught in the parachute, the “catchers” must work together to transfer it into the team hoop/basket without using their hands. Each caught pop–fly is counted as a run/score.
One player is selected as the “thrower” and they must perform an underhand or overhand throw from a designated area (cone) using the parachute as the target. The last member of the team is the “Retriever.” They must pick up one object that is scattered in the outfield and run it to the “thrower”. They must hand it (do not roll or throw) to their team thrower and then go back to the outfield for another object. After all the objects have been collected from the outfield, count up your team “runs”, return objects to outfield and switch jobs so that everyone gets a chance to work the parachute, throw, or retrieve.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Team punting
Grade Level(s):3-5
- Divide students into teams of two
-Two students from each team are the first designated “punters”; these students will have a large supply of balls to punt out to their teammates
-Teammates out in the field will try to successfully trap balls out of the air or on a bounce; once ball is trapped, students will place them in a designated safe area
-Team who traps the most balls in 60 seconds wins the round
-Rotate the punters out every minute
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Tee Derby
Grade Level(s):K-2, 3-5
In this game, students will be given a partner, a ball, and a tee and bat. Each group will also have a square taped on the wall in front of them which contains smaller squares that have different point values. Students will try to aim their hits to hit the higher point value squares to get the highest score they can. If this activity is too easy, they can back up to make it more challenging. Students will switch turns every hit and try to get as many points as they can in the time limit.
SHAPE Grade level Outcomes: Affective Psychomotor
Tennis Baseball
Grade Level(s):3-5
Create small teams of 4-6 players and give them each a small area that is divided by some sort of a net. One team on each side. The teacher tosses to the first player on the hitters) team and the first hitter in line tries to strike the ball so that it lands on a part of the “fielders” side where a fielder can’t touch it. A double is a ball that lands between the service line and the net and a home run is a ball that lands between the service and baselines. All hitters take a turn and then teams switch.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
The Shepherd
Grade Level(s):K-2
Once your K-2 students can volley and strike their balloon with some control, try applying that skill to a little game called The Shepherd. In this game, 3-5 students are designated as “sheep dogs” that stand in the center of the area. The other players line up on an end line, each with a balloon. They are the shepherds and their balloons are the sheep. The object is to volley their sheep continuously as they walk through the “pasture” without allowing a sheepdog to tap their sheep away.
SHAPE Grade level Outcomes: Psychomotor
Throw (Don’t Mow) the Yard
Grade Level(s):3-5
Start the lesson off with an instant activity that involves throwing and catching (for example, get a ball and a partner and begin to throw and catch to each other). When done, let students know that they will be working on a throwing game today. Remind them that the purpose of the game isn’t to see who “wins”, but rather, for them to show how well they can throw using one of the throwing cues. Let them know you will be looking for them to use this cue today all through the lesson, and you’d rather see them making a few “good” throws versus lots of “bad” throws.
Divide the area, and students in the class, into four (or more) equal-sized “yards” (use cones if needed) and teams, respectively (hint: place students on teams so that each team has students with differing throwing abilities–for example, don’t put all the “good” throwers on the same team).
Place the same number of crates, large and small boxes, and large garbage cans (clean!) in similar places in each of the “yards”. Give each team the same number of objects to use for throwing (e.g., yarn balls, “gator” balls, bouncy foam balls, etc.). On the “go” signal, students try to throw balls from their area into the containers in the others’ yards. Students may pick up balls from the ground or take them out of containers to throw.
On the teachers “stop” signal have students divide the balls up so each team once again has an equal number of balls, and begin the game again.
As the game progresses, observe students on one team at a time. Record whether they are throwing using the cue you are looking for “most or all of the time”; “some of the time”; “almost none of the time”. Try to observe each student for at least five throws. As you stop each round, give students feedback on their use of the throwing cue.
Teaching Suggestions:
The “competition” factor among teams should not be stressed. If a “team” challenge is desired, have students see if their team can get above a certain number of points in each round (announce the number at the beginning of each round). A point can be scored if a throw goes into a container in someone else’s yard. Have each team give a cheer at the end of the round if they got more than the number of points you called out. You may want to start out with a small number of points (for example, 3 or 5) and increase it slightly each time. Doing this puts less emphasis on “beating” other teams and more emphasis on making good throws.
SHAPE Grade level Outcomes: Affective Psychomotor
Tia Tac Throw
Grade Level(s):K-2, 3-5
Students are paired off. Each group goes to a station/target on the wall. Working on overhand throwing and our T-Bend-Step-Throw, throw a bean at the target on the wall. If you hit the target you get to play on your tic tac toe board. If you miss the target you do not get to play. The first person to get three in a row wins.
SHAPE Grade level Outcomes: Affective Psychomotor
Toe to Toe
Grade Level(s):K-2
Youngsters perform a locomotor movement around the area. On signal, each child finds the nearest partner and stands toe to toe (one foot only) with that person. It is important to emphasize that students must take the nearest person without searching for a friend. Youngsters who can’t find a partner within two giant steps run quickly to the center of the area (use a marking spot or cone) to find a partner. The goal is to find a nearby partner as quickly as possible and avoid being the last pair formed. If the number of youngsters playing is uneven, make that student your partner and subtly assign them to another twosome. Use a variety of movements to mix the students each time.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Toilet Paper Pathways
Grade Level(s):K-2
Each student is given a roll of toilet paper and create a pathway on the floor. They will then push a ball along their pathway. After they complete theirs, they can visit other friends pathways!
SHAPE Grade level Outcomes: Psychomotor
Tunnel tag
Grade Level(s):K-2
Identify 1-3 taggers, and when tagged a player must stand with their hand in the air, and legs spread apart. Any player may unfreeze a frozen player by going underneath their legs. After saying “thank you” an unfrozen player may return to the game.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Two pass
Grade Level(s):K-2
Spread many balls of different sizes around the gym or outdoor area. Each student has a partner, and the object is to pick up any ball, complete 2 passes with the partner, set the ball down, and move to another ball. To make this more challenging set a number for them to try to reach or you could set a time limit.
SHAPE Grade level Outcomes: Affective Psychomotor