Bowling Champs
Grade Level(s):3-5
Create two bowling lanes in opposite directions and assign a team to each lane. On your signal have students attempt to knock down all the pins of the other team’s lane. The team that is successful first wins. Play rounds to 10.
SHAPE Grade level Outcomes: Psychomotor
Box Ball
Grade Level(s):K-2, 3-5
Class will be divided into two teams. Two boxes will be created using mats. Students will throw yarn balls or dodgeballs using proper overhand technique. If they miss the other team gets the opportunity to throw that ball. OPTIONS: Can see how many they can get in a certain amount of time, as a class see how long it takes to get all the balls in a box,
SHAPE Grade level Outcomes: Affective Psychomotor
Bridges
Grade Level(s):3-5
The class is divided in halves and each group takes turns building a bridge challenge for the others to cross. Students may use whatever equipment that you give them. As students get better at the game, they should be given enough equipment so that there will be gaps in the bridge that must be navigated by the other team.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Bridges and Stones
Grade Level(s):K-2, 3-5
Divide the class into two groups. Designate one group to find a good self space in the playing area. Have them make their body into a bridge. On the teachers signal the remaining portion of the class tries to go under (or through) as many of these “body bridges” as possible in the time limit (or length of a song) designated by the teacher.
Challenge the children to change the levels and shapes of their bridges. Have the traveling children perform different locomotor movements. Reverse roles as often as you want.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Bubbles
Grade Level(s):K-2
Bubbles: Students stand at one color on the parachute. The group makes a mountain with the cute and teacher calls out a color. Students at that color crawls to the top of the mountain that has been created in front of them and back to their spot as fast as they can.
SHAPE Grade level Outcomes:
Bunny Levels
Grade Level(s):K-2
Helpers hold noodles at various heights. Teach different levels (low, medium, and high), and pre-instruct for appropriate levels to go over and under. The bunnies (students) go around the gym going over and under “logs” and “branches” deciding whether they should go over or under. Noodles will be spread out all over the gym, students can travel wherever they want to go. If multiple people come to a noodle at one time, students should wait their turn before going over or under. For a class challenge, have students see how many logs and branches they can travel by and then after 2 minutes see how many they got. Have them try again and see if they can beat their record.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Castle Ball
Grade Level(s):6-8, 9-12
Castle Ball is like building a “house of cards” out of 4 to 6 hula hoops. This structure will stand on its own but will fall when a ball strikes any part of it. To build the castle teams place one hoop on the floor, four hoops form the sides, and one the top.
Depending on the space available have many games going on at the same time. It works best when teams are 3-on-3 and no more than 4-on-4.
The object of the activity is to try to work with classmates to knock down the castle of the other team, while protecting your own. One point is awarded each time a castle is knocked down, even if a player bumps into hisher own castle. Castles that are knocked down should be set up as quickly as possible so players can continue playing.
The game area is separated by a center line, which players cannot cross to retrieve a ball (this center line is optional–you decide). It is also best to have a throwing line inside each teams area to make sure all balls are thrown from the same distance. Teams are not to throw at castles inside of that line. Players should be encouraged to try different throwing strategies, i.e; different angles, speeds, trajectories, bounced off the wall or the ceiling etc. They should also be encouraged (and even recognized with scoring rewards) to pass the ball to teammates to surprise the defenders or to make sure everyone gets to throw the ball. In defending the castle, players should be alert, on the balls of their feet, and cooperate with their teammates to form strategies that will best defend their “castles”.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Catch and Move
Grade Level(s):K-2
Give each student a soft ball, and review the cues for catching. On the teacher’s signal, students begin throwing and catching the ball in their space. After each successful catch, the student moves to the largest open area they can find within the playing area, and tries to throw and catch again.
SHAPE Grade level Outcomes:
Catch It?
Grade Level(s):3-5
There are two equal groups. Each team is equidistant from a midline that has a box of a variety of balls. Each team has all their participants holding a parachute, except for one person who is the thrower.
Each thrower stands on the midline next to the box of balls and then tries to throw a ball on to the parachute. After their turn, the next player from the team takes a turn. Once all players have had a turn the team adds up the number of balls on the chute.
The students holding the parachute are trying to get the balls to stay on the parachute, and then they have to work together as a team to get all the balls of the parachute into a basket without touching the balls with their hands. The team with the most balls in their basket at the end of the time limit is the winner.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Centipede Chicken Dragon
Grade Level(s):3-5, 6-8
It is like fox and rabbits with a twist of rock paper scissors. Students will be split into two groups. In each group, the students will either be a centipede, chicken, or dragon.
Dragon beats Chicken, Chicken Beats Centipede, Centipede beats Dragon
The objective of this game is to get everybody into one team. The way to do this is by tagging someone from the other team. Once they are tagged then they have to switch to the other team. Once everybody is on the same team then the game is over.
Example: If a centipede manages to tag a dragon from the other team, then that dragon has to switch teams. However, the centipede cannot tag a chicken since a centipede cannot beat a chicken.
SHAPE Grade level Outcomes: Affective Psychomotor
Clear the Yard
Grade Level(s):K-2, 3-5, 6-8
Class will be divided into two equal groups · Object of the game is to throw the spherical objects from your side of the yard onto the opposing teams yard · After the set amount of time, teams will count up how many pieces of “trash” are on their side of the yard
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Color Clean
Grade Level(s):K-2
Students have to work together to help clean the floor in the gym!
Objects of different colors are spread out around the gym floor and hula hoops that match the colors are spread out in the corners of the gym. Students use a bat or long handled implement of their choice to push those objects toward the hoop that matches that object’s color.
Objectives: Familiarity with long handled implements. Learning how to hold a bat.
SHAPE Grade level Outcomes: Affective Cognitive