Jump Tag
Grade Level(s):K-2
Have students start in a scattered formation, with everyone “it”. Players may tag each other at any time, and every time a player is tagged, they must jump into the air. Change the types of jumps and play again.
SHAPE Grade level Outcomes: Psychomotor
Keep it up
Grade Level(s):3-5
Have students form into groups of three/four. The groups then need to choose a ball they would like to volley between them. After they find a good safe playing space in the activity area they are to have one student start the activity either by volleying or tossing the ball to another group member. From then on their task is to try to keep the ball in the air. They must use either bumping or setting skills that they have previously practiced in class. Students can hit the ball twice in a row if they want. If the ball hits the floor they start again.
SHAPE Grade level Outcomes: Affective Psychomotor
Kick 500
Grade Level(s):3-5, 6-8
Kick to fielders-Like 500, players kick the ball so that players in the field can catch it. Every ball that they kick that is caught is 100 points and every ball that is still moving when it is gathered in is worth 50 points.
SHAPE Grade level Outcomes: Psychomotor
Kick across
Grade Level(s):3-5, 6-8
Two teams of players face each other across a wide area designated by lines or cones and approximately 20-30 yards across. On “Go!” players try to kick the balls across the other teams line. Players assume the roll of both goalie and forward as they kick and try to defend their goal lines. One point is given for each ball the crosses the line below the knees.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Kick Pin
Grade Level(s):K-2, 3-5
Partners will kick a ball back and fourth trying to knock over a pin placed between them. If they knock the pin over they get a point and set the pin back up. If the ball misses the pin the other partner has to trap the ball before it rolls past them. The goal of the game is to see how many points you and your partner can get before time runs out.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Kicking Cricket
Grade Level(s):K-2, 3-5
- Two cones are set up (distance is discretion of players)
- If playing with one pair, one person is roller, one person is kicker; if playing two pairs one pair is roller and kicker the other pair is outfield
- When ball is kicked runner uses locomotor skill (not running) to go around cones
- Pitcher (1 pair) or outfield (2 pair) must get the ball and bring it back to touch a cone as fast as possible
- If playing in 2 pairs, both outfielders have to touch the ball before getting it back to the cone
- Runs are counted by how many cones the kicker (and pitcher if playing with 2 pairs) run around before the outfield gets it back to the cone
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Kicking Pin Guard
Grade Level(s):3-5
Kicking Pin Guard: Pins are spread out arond each half of the gym. Class is split into two teams. Each team has two objectives, (1) guard their pins (2) knock over the other teams pins by kicking.
SHAPE Grade level Outcomes: Affective Psychomotor
Kickwall
Grade Level(s):3-5, 6-8
Create two teams of players and assign one team to start as the kicking team while the other begins as the fielding team. During each inning, all players get one chance to kick. Kickers try to hit as many walls as possible with their kick. Players advance one base for every wall that is hit. No throw outs or force outs. Fielders try to keep the ball from hitting the wall. After the last kick, count the number of runs scored and switch sides. Any kick that hits the ceiling is an out.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Kindergarten Clean-up
Grade Level(s):K-2
Students begin on the baseline each holding a gator ball. On the teacher signal, the students underhand serve their ball so that it goes straight ahead of them. The goal of the activity is for the entire class to hit the balls straight ahead of them without crossing over into another persons lane. Start by using a short distance and extend the task to include the entire gym floor. The class wins when the entire class can move across the floor in a straight pattern.
SHAPE Grade level Outcomes: Affective
Leap Frog Tag
Grade Level(s):3-5
Everybody is it, and when tagged a person must freeze in a crouched down position as low as they can go. Players may unfreeze frozen players by leapfrogging over them. After saying “thank you” unfrozen players may return to the game.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Leaping sets
Grade Level(s):K-2
Describe and demonstrate good hopping, jumping, and leaping form. Describe cues for good locomotor movement as well as safe landing. Talk about what elements can make up a set. Discuss how color, size, shape, etc. can all be ways to combine teams in sets. Place plastic figures of various types all over the floor. (Little plastic animals work well.) Create small teams of players and give each team a designated home area. On go, have one player from each team move forward and collect an item by hopping, jumping, or leaping over the top of it. Continue sending players forward until all of the items have been collected. Have students create as many sets as they can from the items they collected.
SHAPE Grade level Outcomes: Affective Cognitive Psychomotor
Letter tag
Grade Level(s):K-2
Partners face each other with a pile of cards in front of them. They both choose a card and turn it over at the same time. The player with the letter that comes earlier in the alphabet becomes “it” and tries to tag the other. After being tagged or a certain time limit, the game is repeated.
SHAPE Grade level Outcomes: Psychomotor