Warm-Up Games
Rationale:
Students at the secondary level still want to act silly while
participating in physical education. By
starting with a fun, easy warm-up game, the students can warm and the teacher can take attendance or
continue to prepare equipment for the lesson.
Purpose: The purpose of all the warm-up games I have
gathered is to get the kids moving and increase blood flow to the major muscle
groups making them easier to stretch. I
keep the warm-up games rotating so usually the students will not play the same
game twice in the same month in an effort to keep things interesting.
Time:
The warm-up should last for at least 5 minutes.
Some warm-up games require more time to explain and set-up, so these
should be performed on days when you have more class time of which to dedicate
or less complex tasks for them to perform during the main part of the lesson.
Making
teams: I
have several methods I use to make teams.
The easiest is to have the students form partners and then split them up
into two different teams.
Winners
and Those Who Did Not Win- I always try to refrain from
using the term, “Losers” because it sounds so negative. Try to keep the emphasis off of wins and
losses by using terms like: Those Who Did Not Win Today. I also try to keep from having negative
consequences for teams who do not win.
However, if I notice the class is a bit sluggish and not giving 100%
effort in the game, I may institute a consequence to the non-winning team(s) for
motivation. In this instance, I usually
stop the game, give the class options for consequences, let them decide, then
restart the game. Examples may be:
push-ups, jogging laps, or timed planks.
Instant
Activities- Instant activities are performed while
others are still getting changed. An
instant activity should relate to the unit being taught and can be as easy as
having the students dribble around the gym, or hit a birdie to a partner. Once the class is supposed to start, students
gather in attendance lines. Instant
activity descriptions should be written on a dry erase board on the wall so
students can read what to do when coming in to class.
Stretching:
After the Warm-up, the students should always perform a stretching routine. I have found that a Dynamic stretching
routine: keeps the students moving, stretches many different muscle groups, and
prepares many of the muscles to be used during activity. A Static stretch can be supplemented on days
when there is limited time or the students have performed a vigorous warm-up
activity and could use a rest. All
static stretches should be performed safely without the students bending and
stretching to prevent stress on the back.
I have included a description of the dynamic stretching routine I use at
the end of the warm-up games section for reference.
1.
Sharks and Minnows- All students (Minnows) line up on
the baseline of the basketball court or a long line of a playing area. One player (Shark) stands in the middle of
the basketball court or playing area.
When the shark says “GO”, all minnows must try to run to the other end
line. If tagged, they will become a
shark in the next round. Play until all
minnows become sharks. Last player left
decides who will be the shark in the next round.
2.
Elbow Tag- Divide the group into pairs with
each pair hooked together at the elbows.
Ask one pair to break up into an “it” and a “runner”. Give the runner a 3 second head start. If a runner is tagged at any time, they
switch roles. To avoid a tag, the runner
may hook on to another pair, when this happens, the student on the other side
must disconnect and now become the runner.
Play for the length of the allotted warm-up time.
3.
Everybody is “IT”- Tell the players to scatter
around the play area within the boundaries (ex: basketball court). Every player is “IT”. The goal is to be last
player standing. When a player is
tagged, they must walk around the outside of the boundary until the game is
over. On the whistle players try to tag
each other. Ties are solved with a Rock,
Paper, Scissors playoff. Winner stays
and person who does not win walks around the boundary until the game is over.
4.
Shoelace Tag- Everyone is it. Play inside the basketball court. Students try to tag each other’s
shoelaces. If you get tagged, you get a
point. (You do not want points).
Students must stay on two feet at all times, they may Not go down to
their knees at any point and can have only one hand on the ground when trying
to make a tag. Students must stay moving
and cannot block or hit taggers with any body part. At the end of 2 minutes, the student with the
fewest points is the winner. If there is
a tie, have those students play while the rest of the class walks on the
outside of the basketball court. When
tagged, the player joins the rest of the class walking until there is one
person left.
5. Zombie Ball- Students start spread out around the gym. Have enough balls for 50% of the class. Balls are thrown to random students. A person is out if: the player is hit with a ball from the shoulders and below, a player throws the ball and it is caught, a player throws a ball and hits another player in the head. The player that is out goes to the sidelines to jump rope and can enter the game when the person who hit them gets out. Students cannot move when they have the ball and may not roll the ball to themselves. They may throw the ball off walls, backboards or roll to players in their alliance. Game continues for 3-5 Minutes or until there is one player left.
5. Zombie Ball- Students start spread out around the gym. Have enough balls for 50% of the class. Balls are thrown to random students. A person is out if: the player is hit with a ball from the shoulders and below, a player throws the ball and it is caught, a player throws a ball and hits another player in the head. The player that is out goes to the sidelines to jump rope and can enter the game when the person who hit them gets out. Students cannot move when they have the ball and may not roll the ball to themselves. They may throw the ball off walls, backboards or roll to players in their alliance. Game continues for 3-5 Minutes or until there is one player left.
6.
Partner
Tag/Hide and Seek Tag- Have students find a partner. Have them find a good self space in the
playing area. Identify one student as the chaser and the other as the dodger.
On the teacher’s signal, the chaser will
try to tag the dodger. If the dodger gets tagged, he/she will close
eyes and spin three times saying, “I’m It”, he/she then becomes the chaser. Let this continue for about
30-40 seconds, then switch partners.
Play for about 5 minutes.
7.
Japanese Tag- Similar to the regular game of
tag except the one who has been tagged must place his right hand on the spot
where he/she has been touched, whether it is on his arm, his chest, his back,
his ankle, etc. Then he/she must chase the other players in that position until
he has tagged a new person to be “it”, at which point they no longer have to
hold a body part.
8.
All in Tag- Starts off with only one chaser,
but from there on each person caught also becomes a catcher and helps to catch
the others.
9.
Payback Shack- Students are spread out around
the gym. Balls are thrown out randomly. Players cannot move when they have a ball in
their hands and they may not roll the ball to themselves. When a player is hit, they must go to the
payback shack which is an area to the side of the gym with four cones. Players enter through the back and leave
through the front. When there are five
players in the shack at a time (or a designated number based on class size),
the first person in line is free. Game
continues for 3-5 minutes. Those players
who have not visited the payback shack at the end of regulation will play in a
playoff where each player can now move with the balls and the last one left is
the winner. Players cannot stand outside
the payback shack with a ball and wait for players to leave. Use a buffer zone between the playing area and
the payback shack to prevent this.
10.Push Up Ball Fury- Each
team forms a wall on a line, shoulder to shoulder, with their teammates. The
two teams face each other with about 3-5 yards of distance between each team.
Both teams get in a push up position. From the pushup position, their hands
should be placed on the floor on the line. Begin the game with one ball. The
object of the game is to push the ball to the other team, in hopes of getting
the ball to cross their line to score a point. Players have to support their
body with one hand while trying to push the ball or stop the ball. Students may
rest when ball is away from them. But they may not push the ball in this
position. If they try to stop the ball while knees are on the floor, it is a
point for the opposing team. Play to a
desired point total or timed game.
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11.Bean Bag Freeze Tag-
1.
Choose 1 or more students to be the taggers.
2. Taggers use the swim noodle "taggers"
in which to tag (or touch) other students.
3. Disperse 2 beanbags to other students.
4. The taggers count down for 5 seconds
before starting.
5. Taggers may tag anyone.
6.
If a student is tagged, they are frozen and can only become unfrozen if a
beanbag is thrown TO them, NOT
at them. If the bean bag is caught, the student becomes unfrozen (or is free). If the beanbag is dropped, and falls to
the floor, the frozen student
CANNOT pick it up. (This is done to prevent the student from going down to get the beanbag while a tagger is attempting
to intercept it). If a tagger picks up a dropped
beanbag or catches one thrown in the air, then the beanbag is given to the teacher and taken out of circulation. Students with beanbags are given immunity from being tagged or frozen but must get rid
of the bean bag in 5 seconds or it is taken
out. Students who have a beanbag must get their beanbag to "frozen"
students or any student being
pursued by a tagger (beanbag must be airborne, not handed off!) If the taggers intercept both bean bags, the
taggers win and the runners jog two
laps.
12.Chain
Reaction- Children
pair up with each other as in Elbow Tag, holding hands or linked arm in arm,
and scatter around the playing area. One child is chosen to be IT (the chaser).
When a pair is tagged they split up to become chasers. Once you become IT or a
chaser you remain one for the remainder of the games. The game ends when there
are no pairs left. The last pair chooses
the tagger for the next game. You may
allow one group of three.
13.
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Belly Double Circle Tag- Choose one player to be the
runner and one player to be the chaser. All other players are to lie in a big
circle in groups of two. The players lay side-by-side, then a space of about 2
feet, then the next two players with their heads facing the center of the
circle and lying on their bellies. On go, the chaser will try to tag the
runner. The runner will run on the outside of the circle and try to find a
space to lie down next to one set of players. The player on the opposite side
of that group will have to get up and start running from the chaser. If the
runner is tagged then they are to turn around and chase the chaser. The new
runner will find a spot to lie down and the player on the opposite side will
start running because they are the new runner.
The new runner may not lye next to anyone that is less than one group
away.
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14.Heads or Tails Tag- Players divide into two teams.
Label one team HEADS and the other TAILS. Lay out two center lines that are
parallel to each other and three feet apart. Then set up two boundary lines
about 20 feet from the center lines for each team to cross for their safe zone.
(basketball court works great) Use hoses or rope if outdoors and tape if
indoors. To start, make teams stand facing each other at the centerlines. Toss
the coin into the air. Once the coin has landed on the ground, call out if it’s
heads or tails. If it was tails, the TAILS team must run to their safe zone.
The HEADS team will try to tag the TAILS team before they reach their safe zone
to score a point for their team. If the
TAILS team makes it safely to the safe zone, they score a point. After each
toss and chase, players are to return to the centerline. Keep score of how many points are scored each
round. First team to a specified score
wins.
15.Stuck-in-the-Mud- One or more players are chosen as
catchers depending on numbers playing. There is no 'home' or safe base and
depending on the version you are using, players when caught either stand with
their legs apart (the most common form) or arms held out. Players can be set
free again if another player who has not yet been caught crawls between their
legs, or ducks under their arms respectively. Game stops when everybody has
been stuck or a time limit has been met.
16.Dog and Bone- Pick an object to be the bone,
something soft like a ball. Divide into two equal sized teams and get each team
to secretly allocate each team member a number. It is important that members of
each team do not know who has the same number as themselves on the opposite
team. Groups line up at opposite ends of
the room or playing area/pitch being used. The bone is placed equidistant
between the teams and the referee calls out a number. The person with the
specified number from each team runs out, grabs the bone and returns it to
their side, gaining 3 points. However, if you touch the bone first or are
carrying the bone the other person is then free to try and tag you. If they
succeed in tagging you they get one point.
Players cannot throw the bone. If
tagged, the bone is placed back to the start.
After the first round, have players choose different numbers secretively
and begin a new round.
17.Line
Tag- This game is played like a normal game of tag except the tagger
and runners must stay on a line at all times.
Use the lines on the gym floor.
Have one person start as a tagger when another person is tagged, they
become “IT” and must tag someone else.
Players cannot jump from line to line, they must run to where the lines
intersect in order to change lines. You can also play this game where players
tagged become part of the tagging mob and play until the last person is
left.
18.Odds
and Evens Tag- Play this game exactly like Heads or Tails
Tag. One team is even and one team is
odd. Use a foam dice to roll and
whatever number shows, the corresponding team runs while the other team tries
to tag. Keep points after each round and
play to designated score.
19.Chicken Run- One Running Team and one Throwing
Team. The throwing team lines up behind
the basketball sidelines with a ball each.
The running team starts behind the baseline on one end lined up in
running order. A safe zone is designated
by four cones at the opposite end of the court with an item (Rubber Chicken) in
the middle. On the whistle, one person
from the running team runs towards the safe zone to grab the item and runs back
across the end line to score a point.
The runner continues to run with the item from red line to safe zone and
back as many times as possible until hit with a ball. If hit, the runner places
the item down where hit and goes back to the end of the line. The next person in line then tries to pick up
the item and continues in the same direction as the previous runner. Throwers can continue to throw the balls at
any time. Throwers may retrieve the
balls in the middle but may not impede the runner’s progress and may not throw
the ball until they have returned to the sideline. After 3 minutes, tally the number of points
each team has scored. Play 3 innings.
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20.Blob
Tag- One person starts as “IT”.
When the tagger tags another person, he or she must join hands or elbows
with the tagger and they are now part of the “BLOB”. Only the outside members of the blob may tag
the runners. The runners may not go
through the blob to escape. The blob
must stay intact at all times to tag runners.
If at any time the blob breaks up while a tag is made, the runner is
still safe and the blob must rejoin hands or elbows to tag again. This game goes on until there is one person
left. Make sure you allow for at least
10 minutes for this game as it will take a while, especially for larger classes.
21.Monarchy-
The
game begins with all players inside the basketball court or designated
area. Players may not leave the area at
any time. The tagger begins with a soft
dodge ball or slightly deflated exercise ball.
On the whistle, the tagger may run with the ball and try to hit the
other players with the ball. Once a
player is hit, he/she will join with the tagger and try to hit other runners
with the ball, but they may not run with
the ball. Every player hit becomes a
part of the monarchy and must try to get others out by passing the ball and
throwing it below the shoulders of runners.
Runners are safe if: they are
hit in the head with the ball, if the ball is thrown outside of the boundary or
if a member of the monarchy ran with the ball prior to throwing it. Runners
are out if: they are hit with the ball below the shoulders (even if it
bounces on the ground) or if they step outside of the boundary line.
22.Piggy
back Circle Race- Each student finds a partner of the same size,
sex and strength. Form a large circle
with their partner leaving about 4 feet between partner groups. Have one partner stand directly behind their
partner in front. When the teacher says,
“UP” the partner behind will jump on the partners back. When the teacher blows the whistle, 1.) The
partner on the back will jump down and crawl from behind through the partners
legs. 2.) Run around their partner 3 times counter-clockwise. 3.) Run around the entire circle once counter-clockwise
until they get back to their partner.
4.) Run 3 times around the partner counter-clockwise. 5.) Crawl through
the front of the partner’s legs and jump on the partner’s back to end. The first group to complete this is the
winner. Switch positions with partner
and play again. Make sure to explain AND
demonstrate the rules at least twice to make sure students understand before
you play.
23.Hula-Hoop
Scramble- Split class into 6 teams and place 6 hula hoops down in the gym
equidistant from each other and one hula hoop in the middle. Place 30-40 bean bags in the middle
hoop. On the whistle, teams have 90
seconds to try to steal as many bean bags from the middle OR another team’s
hoop and take them back to their own team’s hoop. Teams may only carry one bean bag at a time
and may not throw bean bags. Teams may
not guard their own hoops and must allow other teams to take from their team’s
hoop. At the end of 90 seconds, teams
must freeze and put any bean bags not in the hoop on the ground. Teams tally the bean bags in their hoops and
the team with the most bean bags wins.
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24. Steal the Gold-
25.Down
the Line- Students form teams of 5 or 6 and lay flat in a single file line
with one person’s feet to the side of another person’s head. Something is placed in the first person’s
feet and must then be passed using only the feet all the way down the
line. As soon as the object leaves the
person’s foot, he/she must run to the end of the line lay down in the same
fashion as before. The first team to the
end of the line wins.
26.Perimeter-
Students
form groups of 5 or 6 and lay flat on the ground close to each other with feet
against the wall. A stability ball is
placed on against the wall by the first person in line. When whistle blows, the team must pass the
ball using the feet along the wall. As
soon as the ball leaves the person feet, he/she must get up and run to the end
of the line to keep the ball moving. If
the ball touches the ground, the team must start at the beginning. First team to a designated spot is the
winner.
27.Swamp
Ball- This is a dodge ball game.
Students are placed into two teams of equal numbers. On each side of the court, place one or two
fitness mats. When students are hit with
a ball, they must go to the opposite side and stand on the mat (Swamp) they may
only return to their side if a player on his/her team throws them a ball and
they catch it. They may not step off the
mat to catch. If a player is hit in the
head, the person who threw it is out. If
a player catches a ball, the person who threw it is out. The Game is over when everyone from one team
is in the swamp, or a pre-determined time has expired and the team with the
most remaining players has won.
28.Prison
Ball-
29.Snowball
Fight-
30.Aerobic
Matball-
31.Castleball-
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