Dribble Noodle tag
Grade Level(s):3-5
Dribble around the gym without getting tagged by the tagger. If you get tagged hold your ball in the air and wait for a teammate to untag you by tapping their ball on yours
SHAPE Grade level Outcomes: Psychomotor
Dribble Tag
Grade Level(s):3-5
Each player is given a soccer ball and told to find a personal space. On “Go!” all players dribble around the playing area while trying to tag other players. Players must keep control of their ball at all times. Tagged players must go to the sideline to do a set of self-dribbles before returning to the game.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Dribble Tip Over
Grade Level(s):3-5
Create teams of students and have them wear different colored pennies. Give every student a ball, and on the signal from the teacher, students try to knock over cones of the other teams while dribbling. In addition, students are continuing to dribble while they set the cones up for their own team as well.
SHAPE Grade level Outcomes: Affective Psychomotor
Dribble Transfer
Grade Level(s):3-5
Have students get a ball to dribble, a hoop, and a beanbag. Tell them to find a good self space in the playing area and then put their beanbags in the middle of their hoop which will be on the floor in front of them. On the teachers signal, the students, while dribbling their ball, go throughout the room picking up one beanbag from hoops and then they are to take them and drop them in the center of hoops that are unoccupied. Each student can only transfer one beanbag at a time. Students cannot dribble the ball inside the hoops or throw the beanbags. The goal of the activity is to have the most bean bags in your hoop as possible when time ends.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Dribbling pathways
Grade Level(s):K-2
Make your own pathway with toilet paper and practice dribbling on top of it. Have a friend make a pathway and try dribbling on theirs!
SHAPE Grade level Outcomes: Affective Psychomotor
Dribbling Sharks
Grade Level(s):K-2, 3-5
Students will line up on the baseline of the basketball court with a basketball. Two students will be chosen to be taggesr, and will try to tag the students while everyone is dribbling a basketball. Instead of getting knocked out, students who get tagged have to go on the side of the court, and dribble ten times with one hand to get back into the game
SHAPE Grade level Outcomes: Psychomotor
Ducks pond
Grade Level(s):3-5
The teacher tosses a ball to the students in line on the other side of the net. The students have to pass the ball over the net into the pond. They go to where they their ball lands. The ball has to land inside the court (pond). The student stands there and tries to catch any ball that comes their way. The object is to be the last person standing on the other side. The students have to try to hit the ball where no people are so that they do not catch their ball. The teacher can make the activity more challenging by throwing the ball so that they have to move or hitting the ball at them.
SHAPE Grade level Outcomes: Affective Psychomotor
Ethan’s game
Grade Level(s):3-5
There is one tagger in the middle of the gym. The rest of the class starts on the end of the gym. There are two designated throwers, one on each end of the gym. The class runs across the gym trying not to get tagged. If you get tagged you go to the “jail” hula hoops. If the throwers can throw the ball across the gym the game is over.
SHAPE Grade level Outcomes: Psychomotor
Everybody Catch (or Roll)
Grade Level(s):K-2, 3-5
Place a large number of balls all around the playing area. Instruct players that they are to try to successfully roll and catch a ball with every other person in the class. If the students are excelling at rolling, then the task can be made more difficult by having the the students throw the ball underhand towards each other. Have players sit down when they think they are done. Set a time limit and play again.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
FIre and Ice Freeze Tag
Grade Level(s):K-2, 3-5
Level one
3 ways to get frozen: Getting tagged by an icicle, falling down, going out of bounds
- If you are frozen you must do the fist pump dance moving side to side (just like Noodle Dance Tag)
- If you have a fireball you can not be frozen
- If you are frozen, someone can toss you a fireball and if you catch it you are unfrozen
- If the fireball is not caught when tossed, it must be re-tossed until it is caught successfully
Level Two:
- If the fireball is dropped it is dead and can not be picked up
Level 3
- The fireball is no longer invincible and can be frozen by the ice. If frozen they can still be unfrozen by another fireball if they make a successful catch. They should then have 2 fireballs to toss to other players that are frozen.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Flip The Hoop
Grade Level(s):K-2
For this activity you will need a hula hoop and any object that you can throw. For example, a bean bag, yarn-ball, gator-ball, etc. For this activity students will start on the sideline of a basketball court. Their hula hoop will be in front of them and they will have to toss their object (whatever that object is) into the hoop by means of an underhand throw. Once they make it inside of the hoop they will then have to flip the hoop and then go back to the sideline and make it inside the hula hoop again and repeat the process. The students should do this until about halfway from the sideline to the other sideline. After they make it halfway, they can come back to the start and select a different throwing object and repeat the process.
SHAPE Grade level Outcomes: Affective Psychomotor
Floor Hockey Golf
Grade Level(s):K-2, 3-5
- Assign two or three players to a course. For a larger group, assign two or three players to start at each hole.
- Design a golf course by placing a numbered bowling pin (1 thru 9) in a scattered formation around the gym or play area.
- Players establish a striking order.
- If needed, give each player a scorecard and pencil.
- The game begins with each player, in turn, striking the puck toward Hole #1, trying to knock the bowling pin over or make contact with it.
- The number of shots needed to make the “Hole” is recorded.
- When finished, the group moves to Hole #2, and each player continues to strike the bowling pin in as few attempts possible.
- The objective is to finish the course by having the lowest score (that is, the fewest shot attempts).
GOALS:
Goal: student goal – Passing for accuracy
Opportunities: All students get a chance to practice long-handle striking for accuracy
Appropriate: this game is appropriate for 1st through 3rd graders
Learning domains: this activity allows students to practice long-handle striking and teamwork
Slanted creek: the objective of this activity is attempting to break person record (to get the smallest number of attempts to), so all students can succeed in this activity.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor