CHUCKY CHEESE

                                                    GRADES K-2                                   PE HOME

 Description:  One student is in the center of the gym (chucky cheese) while all of the other students are on one side of the line (usually a side of a basketball court works well).  The leader, chucky cheese, calls out a type of pizza.  For example, chucky cheese could call out, “sausage pizza!” or “cheese pizza!”  If a student that is on the line likes that kind of pizza, they have to try and run to the other side and make it to the other line without being tagged by chucky cheese.  If they successfully make it across without being tagged, the students sit down and wait for all of the players to go.  If a player is tagged, they become a chucky cheese.  When you get several chucky cheeses, you can have a different chucky cheese call out the pizza each time.  If chucky cheese calls out, “Chucky Cheese!”, everyone that is on the line goes and tries to make it to the other side.  That will take care of any students that do not like pizza (yeah right).  

Mr./Mrs. Fox

GRADES K-2

You pick 3 students to be Mr. or Mrs. Fox.  You can put a spot marker down to show where the Foxes stand.  All of the other students approach the foxes and all together say, “Mr. and Mrs. Fox, what time is it?”  You then go to one of the foxes, whisper a time to them and they will announce the time to everyone.  If the fox says, for example, “10 o’clock”, the students do not do anything.  The students continue to ask the foxes the time until the correct time is said (the correct time is Midnight).  If the fox says, “Midnight!”, all of the students attempt to run back to their line without being tagged.  If a student is tagged by a fox, that student becomes the new fox.  If one or more of the foxes do not catch anyone, you can choose someone who has not had a turn to take their place. 

 

Variation:  Have the students start at a line away from the foxes and at every time said, they move that many steps forward.  For example, if the students say together, “Mr. and Mrs. Fox, what time is it?” and the fox says, “7 o’clock”, the students move up 7 steps.

Dinosaur tag

GRADES K-3

This is a tag game where all of the students, with the exception of 1 (or more if you choose), are on one side of the gym on a line and will attempt to make it to the other side without being tagged.  If you are on the line you are a Brontosaurus.  There will be one person out in the center (more if you wish).  That person is a Tyrannosaurus Rex.  The teacher calls out a loco-motor movement (running, skipping, galloping, etc.).  All of the dinosaurs must do the movement.  The Tyrannosaurus Rexes attempts to tag as many people as they can while the Brontosaurus’ attempt to make it to the other side without being tagged.  If you are tagged, you automatically become a Tyrannosaurus Rex.  After each round, you should have more T-Rexes.  Once everyone is tagged, start a new game with a new T-Rex.

 

Variation:  Octopus Tag – the game is played similarly to dinosaur tag.  All of the students are on one side on a line and you have 2 or 3 taggers in the center.  When the teacher says, “go”, the people on the line attempt to run to the other side without being tagged.  The taggers attempt to tag as many people as they can.  If you are tagged, you must sit down at that spot.  If you are tagged, you are not out of the game.  You may sit on your seat and use your arms to tag others as the run by.

 

Animal guessing game

GRADES K-3

The class is divided into 2 teams, each on one side of the gym on a line.  One team huddles up with the teacher and decides on an animal movement to do.  Examples of animal movements would be: dog, cat, kangaroo, bunny, frog, snake, lizard, crab (crab walk), bear, etc.  Those students then do that animal movement across the gym until they get near the other team.  Once they are near the next team, the animals stand up and are side by side (make sure they have enough space in between them, otherwise when they turn and run, there will be collisions!).  The students that were waiting are trying to guess which animal they thought the other team was trying to do.  The team that is waiting must RAISE THEIR HAND if they think they know what animal the other team was trying to represent.  The teacher then calls on a student and the teacher goes over to him or her.  That student will whisper in the teacher’s ear the guess of the type of animal.  The teacher will then loudly ask, “is it a _____?”  If the guess is correct, the animals turn and run back to their line.  The students that were guessing run after them and attempt to tag as many of the “animals” as they can.  If you get tagged, you then join the team that tagged you.  If the guess is incorrect, the animals will say, “no” and the teacher will move onto another student with their hand up.  After a group has had a chance to do their animal movement (they should have a few more students in their group after they have tagged a few of the other team), it is the other teams turn and they huddle up.  The same procedure is used.   IMPORTANT SAFETY TIP: make sure the “animals” have plenty of space between them so when they turn and run, they are not running into each other.  Also, make sure the guessers are not shouting out their guesses.  They have to stay quiet with their hand raised, otherwise the game will not work. 

 

AMOEBA TAG

GRADES K-6 

Purpose:  cardiovascular endurance, teamwork 

Description: 

The game starts out with two amoebas in the center of the gym.  In order to make an amoeba, have two students join hands.  These people are the “taggers”.  The amoeba’s job is to go run around the gym (staying attached) and tag as someone as quickly as they can.  If a player is tagged, that player must join the amoeba.  When the amoeba reaches 4 people, the amoeba must split right down the middle.  There will now be two new amoebas.  The game continues until there are just 4 people left.  The 4 people that are left may start the next round of the game as the new amoebas.   

Variations:

Have a different number of people start out as the amoebas.  For example, start with 3 people as the amoeba, and split when the amoeba reaches 6.

 

BUG OUT!

GRADES K-4

This game is played with several hula hoops scattered throughout the floor.  Inside the hoops are “safe areas” where a player may not be tagged.  A student may take over an occupied hoop by approaching the hoop and calling out, “bug out!” to the person occupying the hoop.  That player must then leave the hoop and may attempt to take over another hoop.  If a player is tagged by one of the “it” players, that player must then take over the tagging device (a yarn ball), and may then attempt to tag a different player (no tag backs).  The game may be stopped at any time and new “it” players may be selected or a different loco-moter movement may be chosen.  When tagging, the players must be sure to tag gently and on the shoulder or back and avoid the head and face. 

Variations:

-         more or less hoops

-         more or less tagging devices (usually 3)

-         use a different loco-motor movement to go between each hoop or as a tagger (skipping, galloping, hopping)

Equipment:

-         about 5-9 hula hoops

-         3 tagging devices

 

ROADBLOCK

K-6

            This game may also be called “Cars”.  The students are considered cars and may only travel on the lines on the gym floor.  The lines are considered “roads”.  If a student does not follow the road, they have gotten their car into a wreck and thus, become a roadblock and must sit down on the road.  There are 2 players who are “it” and are called “wreckers”.  The wreckers carry a yarn ball (tagging device) and move along the lines just as the cars do and attempt to tag the cars.  If the wreckers tag a car, then the car is wrecked and must sit down.  Nobody may go around a wrecked car because they are a roadblock.  If the wrecker goes off the road and passes a roadblock, that car, and that car only may re-enter the game and is fixed.  There are also 2 players moving on the roads called mechanics.  They may touch wrecked cars on the shoulders and they are fixed.  The mechanics must also follow the roads and if they go off the road, they are also wrecked and become a roadblock.  The mechanics wear a bright colored pinnie as to be easily identified.  The mechanics may be tagged and must become a roadblock if tagged.  After all players are tagged or a certain amount of time, new mechanics and wreckers are chosen and the game may begin again.

 Variations: 

-         more or less mechanics/wreckers

-         for longer games, have the mechanics be “free” meaning that they cannot be tagged and are free to save all throughout the game.

Equipment:

-         two tagging devices (yarn balls)

-    two pinnies 

BATMAN TAG

GRADES K-6 

This is a game that uses characters from the Batman movies.  The taggers have a tagging device and are called Mr. or Miss Freeze.  The taggers start in the middle.  The job of the Mr. or Miss Freeze is to tag as many players as possible.  If a student is tagged by Mr. or Miss Freeze, that student is “frozen” and must stand in the spot they were tagged with their hand raised in the air.  Another character is Batman.  Batman starts out in the Bat-cave.  The Bat-cave is a coned off area in the corner of the playing field.  When Batman is inside the Bat-cave, he or she MAY NOT BE TAGGED.  As soon as Batman leaves the Bat-cave, he or she may be tagged just like any other player.  The only players that are allowed in the Bat-cave are the Bat-people.  If Batman is tagged, he or she is to stand “frozen” with his or hand up.  Batman’s job is to “unfreeze” as many “frozen” players as he or she can by giving them a high five.  When a “frozen” player is given a high five by Batman, he or she is “unfrozen” and returns to the game.  Only Batman can unfreeze people that are frozen.  The rest of the students are just citizens of Gothom City and must avoid Mr. or Miss Freeze.  Choose several students to be Freeze and several students to be the Bat-people.  After about 2-3 minutes, have the students sit down and choose new Freeze and Bat-people.

 Equipment:

4 tagging devices (Mr. or Miss. Freeze)

4 jerseys (pinnies for the Bat-people)

4 large cones to mark off the playing field

several small cones to mark off the Bat-cave        

 Skills:  cardiovascular endurance, dodging, chasing, cooperation

 Variation:  Have the “taggers” be the Grinches, the “Batman and Batgirls” be the Elves, and have everyone else be reindeer.  You can use this as a holiday game to mix things up.

STUCK IN THE MUD

K-6

Equipment:  2-3 tagging devices (yarn balls)    

Skills:   dodging, movement in space, cardiovascular endurance 

This is a tag game that has 3 - 4 people who are “mud monsters”.  The monsters are “it” and have a tagging device (yarn ball).  The goal is to tag all of the students.  If a person is tagged, they become stuck in the mud and cannot move.  The must put their hands on their head and spread their legs a little wider than shoulder width.  A person that has not been tagged may crawl through THE FRONT of the person’s legs and that person then may re-enter the game.  After a certain amount of time (about a minute and a half), the game is stopped and new mud monsters are chosen.  This game can be played to music and when the students hear the music stop, they freeze and a new game is started.  Key points:  mud monsters must tag gently on the back or shoulder and avoid the head, the students must avoid the wall and other students, the new mud monsters start in the middle of the room, many students can have an opportunity to be “it”.

 

HIGH FIVE TAG

K-6

This is a tag game that can be played in a whole gym area. Three people will be chosen to be the taggers and will hold a tagging device (small yarn ball).  The object is to have the taggers tag as many people as possible during the time they are in (approximately 1-1 ½  minutes).  If a person is tagged, they are frozen and must stay in that place with their hand up.  They may become “unfrozen” if a player that is “free” gives them a high five. If a student goes outside of the black line (basketball court), they are automatically frozen and must re-enter and put up their hand.  I use music to start and stop the students.  After I stop the music, the students freeze (the students will need the rest!).  When the students are frozen, I instruct them to give the tagging devices to new people.  I say, “if you are a boy with a tagging device, give it to a girl that has not yet been a tagger, and if you are a girl with a tagging device give it to a boy that has not yet been a tagger.”  The game can be played until everyone has had the opportunity to be a tagger. 

 Rules

-         the taggers must TAG other students, not throw the tagging device at them

-         if a player goes out of bounds (outside of the black line), they are automatically frozen

-         only a player that is free and in the game may high five (unfreeze) another player, frozen players may not unfreeze each other r

-         no player may be a tagger for the second time until all players have had at least one opportunity to be a tagger

-         I do not force anyone to be a tagger if they choose not to be one

Variations:  Use more or less tagging devices

 

HAWK AND SPARROW

GRADES 4-6

This game is played in a large circle with the circle being made up of partners locking elbows.  You can include an explanation at the beginning about nature/predator-prey/etc.  In this game, two players are in the middle.  One of the players is the Hawk (predator).  The job of the hawk is to try to chase down and tag the other player that is in the middle, the sparrow (prey).  If the sparrow is tagged, the two players switch roles.  The hawk becomes the new sparrow and the sparrow now becomes the hawk.  The sparrow can avoid the hawk by running inside the large circle and hooking elbows with a person (that is part of a pair).  The pair now has 3 people.  The person that the sparrow did not hook elbows with becomes the new sparrow and must enter the circle and avoid the hawk.  The new sparrow may then hook elbow with someone else in the circle, but not with a group directly next to the group it just left.  If the hawk is a slower person or just as a change of pace, the teacher can yell “Roll Switch” and when that happens, the two people inside of the circle will automatically switch roles (The hawk becomes the sparrow and the sparrow becomes the hawk).  The game can continue until all players have had a chance to be in the center.  A variation could be to have 2 circles so that more players will have an opportunity to be in the center.

 

FLAG TAG

3-6 grades

 PURPOSE:  The purpose of this game is to introduce the defensive skills used in flag football. 

EQUIPMENT:  A flag belt and a set of flags for each student

In this lead-up game, the class is divided into two equal teams.  Each member of the team will be wearing a set of flags.  One team will have the red flags, the other will have the yellow.  The object of the game is to pull the flags from the opposing team.  Once a student’s flags are removed, that student is to sit down at that spot.  That person can still take flags from opposing players as they go by (similar to tagging other players in octopus tag).  The game ends when the all of the opposing team’s flags have been removed.

VARIATION:  have one member of the team hold a football and the object of the game is to get the flags of the opposing “running back”; when that happens, that team will score 7 points

 

OCTOPUS TAG

K - 6

Description: This game can be played outside in a large field.  Use cones to set up the field of play.  All of the students, with the exception of the taggers, start on one end of the field.  The taggers are in the center.  On the signal by the teacher, the students try to make it to the other end (coned off area) without being tagged.  If a person is tagged, they must sit down, but are not out of the game.  They must stay in their spot, but may wave their arms around and tag runners that go by them.

 

Variations:  Have the taggers pick the people that attempt to go across.  For example, the taggers could yell, “anyone that is wearing green, go!”  The possibilities are endless (months of birthdays, age, etc.).

FITNESS TAG

GRADES 1-6

Equipment:  4 tagging devices, 4 fitness words on a slip of paper, 4 stations with fitness definitions 

The game starts with 4 “taggers” in the center with a tagging device (small foam ball) and a fitness definition on a small sheet of paper.  When the game starts, the “taggers” attempt to tag as many people as possible.  When a player is tagged, the “tagger” shows that player his or her word.  The person that was tagged must then go to the proper definition (the definition can be placed on the wall, on the stage, or somewhere where the student will be out of the way of the game) and read it aloud.  When that player is finished reading the definition, he or she may return to the game. 

Variation:  In addition to reading the fitness definition aloud, have the student do an exercise that relates to the definition at the spot.  For example, if the definition is muscular strength, the student would read the definition and then do 10 push – ups.  Another variation could be to use various fitness vocabulary terms.