Scooter Hockey
We run this with double classes, about 50 kids. The diagram
has 36, we would add a kid or two to each team (as many scooters as we have). If we have a single class then we have two wider
playing areas with the divider down the middle.
We play for 2 minutes at a time and then rotate the teams
in. Each team plays twice and sits once.
The kids play hockey on scooters, we play with a gator
skin ball and hockey sticks with just a handle and blade (no shaft). We have also used broom ball sticks with no shaft. They
are sold like that.
The kids waiting to get in try to keep the ball on the
field, not rolling over the mats.
- You have to stay on your scooter to play the ball
- There needs to be a "crease" for the goalie only.
- After each goal, and at the beginning of the game the ball needs to start in the middle with a face off
(The two kids who are facing off touch their stick to the ground and then to each other three times then they can strike the
ball).
Goalies
need to rotate so that everyone gets to play that

Crab Soccer -
Divide the class into 4 teams. Place each team onto one side of a large square (defined by the lines on your
gym floor). Number each student 1-whatever # each team has. (for example each team would have a 1-6, if there is an odd number
then one team has an extra #3 or something.)
The large Omnikin ball (very lightweight) goes into the middle of the square. The teacher calls out a # and the
student from each team that has that # crabwalks out to the center and tries to kick the ball out of the square past/over
one of the other teams. I usually give them about a minute to do that. If they have not gotten it out then I blow the
whistle and we reset and try another #. if the ball goes out, then the team who let it out gets no points and the other three
teams each get a point. (If the ball goes past the green team, the red, blue and yellow teams all get one point. If it goes
out on a corner between two teams and I cannot tell who let it out I give the other two teams a point and call the goal
on those two teams).
The students that are not called out are "goalies". They can protect their "goal" or side of the square. They
can sit, crabwalk or kneel. They are allowed to use their hands and or feet. If a goalie stands, or crosses the line into
the square the whistle blows and an "automatic goal" is scored against that team, resulting in points for the other three
teams.
Another version is to play the #'s against each other. For example the 4's when they come out can try to get
the ball out of the square and the rest of the kids can try to keep it in. If it goes out the 4's get a point, if not then
the 1,2,3,5, and 6 get a point. They have to keep their own score for this.
Another version is to play "categories". I give a category snow skiing vs. water skiing and all of the kids make
a "silent choice". When I calll snow skiing the kids who picked that crab walk out and try to kick it out and the kids who
picked water skiing are the goalies. Very fun, timing needs to be shorter. Fun to see what kids like, and to see when
there is only one goalie on a team because everyone else picked the first choice.

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CROSS THE RIVER
This is a discovery game. With 3-6th graders I give very little help in terms of strategy, with the younger kids
I tend to offer up some suggestions.
Object: To "Cross the River". I tell the kids that it is a river of lava and that there is no way around the
river. Each team needs to get across the river, using the equipment provided.
1. A scooter board
2. A piece of jump rope that will reach from the edge to the mat. (Sometimes it requires more than one rope tied
together)
3. There is a mat (island) located half way across the river that is a safe place to touch.
The rules are as follows:
- If anyone on your team touches the river (floor between the lines) , the whole team has to start over.
- The whole team needs to make it across to be successful
- You cannot move yourself on the scooter
Additonal rules:
The lights can be off, and you can play "escape". As they are "escaping" they need to be silent but still communicate.
If I can identify a specific voice I can send that group back. I also shine a flashlight around the room and if I can catch
a student moving in the light I can send that group back.

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CAPTURE THE CHICKEN
- Divide the class in half
- One team on one half of the field, the other team on the other half.
- One guard for the chicken, one guard for the jail. Others may be no closer than 20 ft. to the chicken unless chasing
someone from the other team.
Players may be tagged on the other team’s
side. If you are tagged you go to that team’s jail. There are three ways to get out of jail.
- Someone can come get you without getting tagged and rescue you. If you hold hands on the way back you get “free
backs”, if not you can be tagged.
- A human chain. If a group of players laying on their bellies holding each others feet can reach across the center line
the whole group is free.
- If you have a group of three or more you can ask for a question from the teacher. If anyone on the team can answer
the question the whole group is free. If you cannot answer the question you may ask for another question as soon as another
player from your team gets caught.
There are also “mutually agreed upon tug of wars”. If you lose one of these you
go to the jail.

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SHARK ISLAND
- The whole class starts on the “island”
- Pick 4 students to be “sharks”
- Anytime a student is off the island they can be tagged
- Try to steal all 5 balls and get them back to the island
- Anytime a player is tagged; “hands up” tp signal they have been tagged and they go to jail. (see diagram)
- To get out of jail and back into the game a ball that is successfully stolen is given to
the jail guard (adult) then is given to the 1st person in the jail line. That student returns the ball to an empty hula hoop,
goes back to the island and is back in the game.
- Switch "sharks" every couple of minutes

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PAY NO REVENGE
- Scatter the class around the space.
- Each student needs a ball (gator skin type).
- When the music starts the students chase each other around the room and
throw the balls at each other.
- If you are hit, from the shoulders down, you sit on the floor right there.
Two ways to get up:
1. Someone who is up hands you a ball
2. You throw a ball at someone who is up and hit them, they sit and you
are up.
Pay no Revenge means they cannot hit the person back who hit them
in order to get up. You can get them once you are up.
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DINOSAUR TAG
Equipment: beanbags (lots), 4 mats (caves), 4 pinneys to designate taggers (dinosaurs)
The class need to be divided into 4 teams (6 if it is a huge class then you will need 6 mats). Each team lines up on
a mat (cave). I select one player from each team to come out and be a dinosaur.
When the music starts the first player in line runs from each cave and tries to get to the nest (circle in the middle
of the gym) to steal an egg (bean bag) and get back to the cave.
The dinosaurs try to protect the nest by tagging the "cave people", dinosaurs cannot go into the nest (their feet
are too big :)).
If you get tagged you put your hands up (so others know you have been tagged) and go back to your line. The next player
in line can start as soon as your hands go up.
If you have an egg when you get tagged you drop it right where you get tagged, then put your hands up and return to your
line.
Cave people are safe in the nest (up to 3rd grade then I let the dinos in the nest)
Play for 90 sec. then switch taggers. have the caves put their eggs back at the beginning of each game.
Modifications:
Play cave vs. cave
Play cave vs. dinos

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GARBAGE BALL
Equipment needed: Gym, 3 sets of jerseys, 1 gator skinned ball, two large garbagecans
Goal: to hit the other teams trashcan
with the ball
Focus areas: teamwork, passing, communication
Grade Levels: 4 - 6
How to play:
Each team will be wearing a different colored jersey. Each team consists of 5-7 players depending on size of space available.
(If you play on the ½ court 4 players seems to be ideal). At the start
of the game and after every point that is scored we perform a jump ball (just like in basketball) with all team members staying on their side of the court until the ball
has been tossed in the air. Once the ball has been tossed players may move anywhere
in the gym that they would like - you will need to teach them that some players need to play defense while others play offense. The goal is to maneuver the ball into scoring position by passing and moving. To score
a goal all you have to do is to throw the ball and hit the trashcan without the goalie blocking it. Each goal is worth one point...that includes if they make it in the trashcan.
Rules when you have the ball:
Rules when you don't have the ball:
Goalie
rules/goalie box:
- Goalies job is to defend all 360 degrees of
the trashcan.
- Goalie must stay inside his/her goalie box at all times (No reaching out or exiting the
box to get a ball) - this box is 10 ft. x 10 ft.
- At the same time no one is allowed in the goalie box - no running across, reaching in
etc.
- Leave three of four feet of space behind the goalie box so players can run around the
outside of the box. An excellent place to be on offense
Scoring:
Anytime the ball comes in contact
with the trashcan a point is awarded. This includes if the ball bounces off of
the floor, the walls, another player etc.
Penalty shot:
Anytime a penalty has been called (Usually for rough play) then a penalty shot is awarded. This shot comes from the ½ court line with no goalie in the box. The shot must hit the trashcan while in the air. If a miss
occurs the goalie automatically retains possession of the ball and play continues.
Misc. Rules:
- Choose a new student each time you have a jump
ball
- Change goalies after each score
- Place an emphasis on short passes rather than long passes
- Have a 5 pass rule before a shot can occur

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TABLE/MAT BALL
o 2-3 players
per folded mat. They also need a ball (red rubber)
o Two players
hit the ball back and forth, and the ball must bounce once on the mat and then once on the floor before the next player hits
it. If there are two bounces on the mat the player who hits it loses. If the ball bounces twice on the floor before you hit
it you lose. Play to 3 points and then rotate, if you have won 3 games then you automatically rotate out.
o Serve
is just like 4 square, bounce and gentle hit after that you can hit as hard as you like.

OLD SCHOOL 4-SQUARE -
- Make a square and number squares 1-4.
- The game begins with number one dropping the ball and hitting it
underhanded into any of the other squares.
- The person standing in that square lets the ball bounce
in their square, before hitting it underhanded to any
other square.
- The game continues until the ball is hit out of bounds or a player
can not return the ball.
- Other violations include "carrying" or holding the ball (ball must be struck)
- If the player in square number one loses, each
of the players move up one square and a new number one comes into play. Player
number one moves to square four or out to the line waiting.
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OLD SCHOOL WALL BALL
Rules:
1. All players line up along the wall at the out of bounds line.
2. The server (winner of
the last game) serves a gentle, returnable serve to the incoming player. The serve may not go out of the side lines.
3. The returner must return
the ball stiking it downward so it bounces once before it hits the wall. The returner must not let the ball bounce twice.
They may strike after a direct rebound off the wall.
4. Faults:
·
A bad serve
·
Momentarily holds the ball
·
A ball that bounces outside the court
·
A ball that hits the wall directly with no
bounce
·
Self- interference (getting hit by your own
hit)
5. If a player faults he
then goes to the end of the line, and the next player comes in.
6. First player in line
is the referee.
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BEAM BALL -
Object: to be the first team to get 7 players on the beam
Equipment: 2-4x4x10's, 4 gym mats, a whole bunch of balls to throw and catch (footballs, gatorskin balls,
foam frisbees, foxtail softees) depending on the skill you are working on.
Divide the class in half, one team one one side of the gym one on the other.
Each team needs an inital receiver (this person should switch each game). They need to start on the beam (on the opposite
side of the gym.)
The game starts and the teams throw the balls to their receiver from their own side. If a ball is caught and the receiver
remains on the beam the player who throws it goes to the beam also. Until there are seven players on the beam then the game
is over. ( I make them call to me when they get 7 and I count three seconds where they have to hold the balance to win).
Once the game is over I re-set the teams get a new "initial receiver" and start again. I make the team that wins need 8 players
on the beam to win the next round.
If anyone falls off the beam or touches the mat they have to return to their side, unless their is one receiver remining,
they stay (otherwise there is nobody to catch the balls).
On a catch, the receiver has to hold the ball and balance until the thrower gets onto the beam for it to count

King's Room -
This game is based on a giant 4 square game.
- The gym space needs to be divided into 4 "squares" (rectangles). I run a tape line from end to end basket to basket (see
diagram).
- Divide the class into 5 teams
- The squares are named: 1 - The kitchen, 2, the Princess room, 3 - the Queen's room, and 4 the King's room. The group waiting
to get in is in the "dungeon" - a mat on the floor outside of the Joker's room.
- The game is managed the same way a four square game is. If you are eliminated then you go to the dungeon, and the teams
beolow you move up to fill your square. For example: The queen's room is eliminated, the queens go to the dungeon, the princesses
go to the queen's room, the cooks go to the princess room, and the prisoners go to the kitchen.
- The object is to be in the King's room when the game ends, if so you win and we clap two times for you.
- Teams can be eliminated 4 ways:
- If they have the most balls in their room when the whistle blows.
- If someone on your team gets rid of a ball after the whistle blows and we are all sitting
- If someone on your team crosses the line into another room
- If someone on your team throws or kicks a ball that hits the ceiling
Have each team start back in the corner, we have floor mats their for them to start on. It also helps to have the kids
wearing pinneys, so that we can figure out where they are supposed to be.

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