Category: Fun

Steal The Ball


Grade level: 2-8
Equipment: Type of Ball (Soccer, volleyball, basketball, etc. The more the better), hula-hoops
Game Description: Start by placing a whole bunch of balls in the center area, equally spaced between anywhere from 4-8 teams. At each team area, place a hula hoop for the balls to be placed after they are taken from the middle area. On the go signal, players from each team go one at a time to the middle, dribble the ball back to their hoop and tags the next person to go. The object is to take as many balls until all are gone from the middle. When all the balls are gone from the middle, then take one ball from any of the other teams. After a designated time limit count to see which team has the most!
For soccer, the balls are to be dribbled along the ground.
For volleyball, the balls are to be “set” or “volleyed” to self all the way back to the hoop.
For basketball, dribbling.
For football/baseball, the balls can be thrown from the middle back to partner at hoop.
AS ALWAYS, HAVE FUN (WHILE PRACTICING SKILLS)!

Sinkerball


Grade level: 2-6
Equipment: Scooters, pins, skipping ropes, cones
Game Description: Sinkerball is a PHYSEDGAMES original game that combines teamwork with throwing, rolling, kicking, goaltending/blocking, balance, speed, and finesse. 2 teams face-off against each other in either a “who-can-last-the-longest” set of rounds, or point-scoring game. 1 team starts along an end of the gym as the “tugboats” pulling their cargo (a plastic pin balanced on a scooter, pulled by a skipping rope). Each player on that team has their own cargo to pull. The other team is along the sides in a designated throwing area (use cones) – they each have a foam ball or 2 to start with. On the “GO” signal, the tugboats try to travel back and forth from wall to wall as many times as possible, keeping their pin alive (ie, not fallen over, either by self mistake by pulling too fast, or from a ball hitting it down). The throwers will of course try to knock off the pins from the scooters! When a player’s pin is knocked over, that player isn’t out – he or she can then go and block/guard one of their teammate’s pins as they continue travelling along. Eventually, the whole team surrounds their last member’s pin/cargo trying to keep it up until it finally falls and then the 2 groups switch roles for the next round. Points can be earned every time a player makes it safely to an end. Or see which team lasts the longest before all pins are down. Have fun as usual!

Container Ball


Grade level: 3-6
Equipment: Folding mats, foam balls
Game Description: Container Ball incorporates many skills – running, fleeing, dodging, throwing, catching, teamwork strategies, and shooting – all in one fun massive 2-team game! The object is to get more balls into your container than the opposing team, and to empty the opposing teams’ container. The gym is divided by the center line (also needed are the end basketball hoop on each side). “Containers” for the opposite teams are built on each side using tumbling mats placed on their ends to form a rectangle (can use some sort of clamp to hold together if needed). ‘Jails’ are placed down on each side as well by laying a mat flat down on the floor.
Gameplay description:
– Players are safe when they’re on their own side.
– Players who cross over to the other team’s side can get tagged by an opponent who is holding a ball. If tagged, the player goes to the jail on that side. Opponents cannot touch or block an opponent if they are not holding a ball. A player in jail may only possess a ball that he/she has caught in the air.
– There are 2 ways to get out of jail (these are escapes, not a free pass back to their own side): 1) Catching a ball in the air while on the mat (the ball must be thrown by a teammate from their team’s side of the gym), or 2) The teacher calling out “Jailbreak”.
– A player has 3 options after getting out of jail and stepping off the mat: 1) Try to make it back to your side without getting tagged 2) Try to throw the ball into the container and then try to make it back to your side, or 3) Try to make a basket.
– You may not throw or shoot from your jail mat.
– If a player makes a basket then his/her team gets to empty and take possession of all balls in their opponent’s container, and the player who made the basket gets a free pass back to their side.
– Players may puppy guard the containers, but not the jails. Use cones or lines to mark a “no enter zone” that the defense can’t enter into.
(Thanks to Russ Alvarez and Bruce Bowman)

Rock Paper Scissors War


Grade level: 2-6
Equipment: Cones
Game Description: Rock Paper Scissors War gets you moving (and playing some R.P.S. in some fun competition). In this game, players in teams of 4 or 5 face each other at opposite ends of a gym or playing area (ex. blue vs yellow). In front of each teams’ line about a metre out is a cone to mark where a point is scored. On the “GO” signal or whistle, the first person in each line will run towards each other until they meet – they play R.P.S. (HINT: if they play with their sides turned towards their teammates, then they’ll be able to see and react more quickly). The loser of R.P.S. (ex. yellow) returns to the back of their line, while the winner (blue) continues running towards the opposition (yellow) cone. By now the next person in the yellow team should be running towards the blue player advancing towards their cone. Wherever they meet they play R.P.S… the winner continues, the loser goes to the back of their line and hopefully the next in line has reacted and is running out to meet the advancing player, etc, etc, continue, continue. Try it out and have some fun! Play for certain time, or up to a certain amount of points. (Thanks to Pete Anderson)

Hospital Tag


Grade level: 2-6
Equipment: cones, scooters, mats
Game Description: Hospital tag is a fun game idea to try out in your PE class (thanks to Jeff Steffan for this game idea).
1. Use the lines on the perimeter for boundary lines.
2. Section off two small areas in two opposite corners of the gym (hospitals).
3. Assign 1 or 2 taggers.
4. Assign 2 ambulance drivers (can use 4 large scooters connected and place and gym mat on top).
5. Start the tag game. If a student gets tagged they become very ill and must lay down on gym floor where they got tagged.
6. The ambulance drivers will pull up next to the ill student and the ill students will get on ambulance (ambulance drivers can have up to 2 students on ambulance.
7. Ambulance drivers will then drive them to the nearest hospital (coned area) and the ill students will need to take their medicine at the hospital to feel better (medicine can be a muscular strength exercise (5 push-ups, 5 sit-ups, etc.)
8. After they take their medicine they are back in the game.

Walk The Plank


Grade level: 5-8
Equipment: 2 mats, 2 benches, 2 hula hoops, dodgeballs
Game Description: Walk The Plank is best played as a dodgeball game, but it could be a tag game with the right modifications (for those of you who don’t play dodgeball games). This game is a HUGE HIT with students, so have fun! Set-up a dodgeball game with 2 teams, each on their own half of the gym. Except that in the endzones of each team area you will need to set-up a “walk-the-plank” apparatus (use a bench as the plank, and an exercise mat on the floor in front of it as the “water” that the players will jump into off of the bench). You’ll also need to place down a hula hoop at an appropriate distance from the plank/mat apparatus – the hula hoop will be used as the spot for a specific thrower. So set-up all of this stuff the same on both sides/endzones. Use whatever dodgeball rules you normally use (hits below the waist, deadballs on bounce, etc). The difference with this game is that when a player gets hit, he must go to the opposite endzone where the plank apparatus is set-up. The first player will actually go into the hula-hoop and be a thrower. Subsequent players who are hit will go and walk the plank. At the end of the plank walk, they will jump onto the mat (water) but at the same time trying to catch a ball thrown by the player in the hoop. If a successful catch, the THROWER gets to go back to his side and continue playing dodgeball, and the player who caught it is the new thrower. This sequence continues throughout the round as players get hit and go back and forth… OK so this written description doesn’t sound very clear – in fact, it sounds downright confusing, so you really need to watch the video. Enjoy!

Hula Hoop Rescue


Grade level: K-5
Equipment: Cones, Hula hoops
Game Description: This teambuilding relay-type game will really get the players moving and working together. Create teams and have 1 player from each team start behind a cone with a hula hoop, facing his teammates across from him at the opposite cone. On the signal, the players with the hula hoops will run across to their teammates and “save” or “rescue” the first person in line by placing the hula hoop over them. Then the two must travel together back to the original cone. The one who was rescued then becomes the rescuer and continues on to save the next person, etc, etc until all players have been saved and brought to the starting point. But that’s not it – once all the teammates have been rescued, the team must then join hands and race to pass the hula-hoop from person to person by passing their bodies through the hula hoop. Hands may not come apart during the hula-hoop pass. The team to complete both tasks first wins a point or the round. As always, play again and again!
(Thanks to Mike @mdfrailoli for this game idea).

Hide-Out


Grade level: 2-8
Equipment: 4 mats, foam balls, cones
Game Description: Start by creating a “throwing pit” using the middle circle of the gym. Also place down 4 mats, 1 along each side of the gym (like where bases would be placed in baseball except that the mats should be standing upright on their ends). Choose 1 player to be the thrower who must throw from inside the circle/throwing pit – that player starts with all the foam balls. The remaining players will run in the same direction around the mats, trying not to get hit by a ball thrown by the thrower. Whenever a runner is hit, she becomes a thrower in the circle as well. Players must be hit below the waist to count. Players can stop and hide behind a mat for up to 10 seconds, but then must exit and continue running. Play for a certain time limit or until all players have been hit!
(Thanks to Justin Mull)