This action might not be possible to undo. Are you sure you want to continue?
Physical Games for Cooperative Play
Tom Drummond North Seattle Community College firstname.lastname@example.org Laugh a lot to make these games fun. Only if you participate and have fun yourself do these become successful.
WALL TO WALL Find a space to run across from wall to wall or wall to fence. Start with a countinggo game, yelling the loudest "Go!" you can muster, where upon the children run from one wall and stop at the other. Run with different children each time. Count up to different numbers. Count down. Then challenge different ways to run. Tip toes? Knees high? Arms high? Circling? Swinging? Twisting? Zig zag? Backwards? Jumping? RUN RUN CHICKEN GO HOME Like wall to wall, the children run from one safe zone to the next, but in the middle is the catcher, who calls, "Run run chicken go home" to signal the others to run across the mid space. Anyone tagged becomes part of the catchers for the next run, proceding until all are caught and the game begins anew. SOCKS Anyone who wants to play sticks an old sock in the back of their shirt or coat, not in a belt loop or any place that could cause a problem. The "it" has no sock and has to get one. Preschool children love this game and generally don't care about the rules. They love the chasing and grabbing. (Laura Richenbaugh) ROTTEN EGG A number of years ago my preschoolers made up this game that is the opposite of regular tag. One person is the Rotten Egg and
and if you're the Rotten Egg and tired. Children stand outside the hoops. the group establishes a specific safe object (tree or climber) or difficult body position (standing on one leg or standing back to back with another child). Change the boundaries. If you don't want to play. ELBOW TAG Pairs of children who are linked together arm in arm at the elbow are safe. HOOP TAG In this tag game the hoops or tires are free zones. e. On the command "Hoopers" each child must find the nearest hoop to jump inside.g. IT and one runner have no hoops. you stop and someone else can tag you and the game continues. When tagged. the person on the opposite arm must escape to find a new partner before being tagged. skip. Change who is IT every few minutes until each child has had a turn. Vary the actions outside the hoops. Combine with Wall to Wall. place 1/2 as many hoops as the number of children. HOOP PASS The group makes a straight line holding hands. the object is to move a hoop from one end of the line. a child must freeze. turn. In this variant of tag. Others may touch the frozen child to free him or her. you just stop running." IT tries to catch the others. Only one person can be in a hoop at one time. Change the number of children who are IT. Change the number of ITs. When tagged. gallop. Use the same number of hoops as players. FREEZE TAG One person is "IT. Without letting go at any time. minus two. jump. when a third child joins the pair by linking to an available arm. IT chases the runner who can displace any person by jumping into his or her hoop. . (Kate Puckett) HOOPERS On the ground. SAFE TAG In this tag game..everyone else who wants to play has to try to catch that person. Change the safe object or pose. On the command "Run" the children run around the area without touching anyone or the hoops. IT and runner change places.
DUCK. The Blob may either tag or encircle its prey. . whichever you specify. DUCK. who is IT. with banks nearly touching in some places. trying to get around the circle and back to the empty spot and sit down before being caught by the Goose. If someone lets go. one larger than the other. the hoop is returned to the beginning. Try jumping with feet together. but there must be at least two to a Blob. "Duck" each time.passing each child through it. Together. touching each head. The Blob grows larger with each capture. Mark the spots where children demonstrate the ability to jump across. Touch outside and you die. THE BLOB Establish boundaries. Draw the safe areas with chalk. The challenge to get to the other side. Then. saying. or three children are left. Nerf® balls are ideal. after four or five taps. Inside the hoops a child is safe. widening to no more than 4 feet. Chase the children until you catch one. GOOSE The children sit in a circle. who is now chasing him or her. still holding hands. Clap and cheer. you catch others. or they can sit in a line in front of a fixed climber. Vary the width. such as. Start by calling yourself the Blob. The old Goose becomes the new IT if he or she fails to touch the child in time. Try running leaps. One child. That child then grabs your hand and becomes part of the Blob. saying. the game ends. Let the children figure out why. two. "Geronimo!" DEATH LEAPS Set out a number of hula hoops in a uneven pattern between two safe zones. "Goose!" IT then runs around the circle (or the climbing apparatus) away from the Goose. Let the children draw the safe spots. Have children yell something fun when they jump. CAT AND MOUSE You need two balls. When one. Only the outside free hands can tag. One of the characteristics of the Blob is that it can split up in to different numbers of smaller Blobs. CROSSING THE STREAM Use chalk to draw two lines to represent a stream. Those children unite and begin the next Blob. walks around the outside of the circle.
and so on. He wraps it around his waist. Crazy Legs tries to run around the ring and back to the empty spot before Speedy catches him or her. CATERPILLAR Four or five children are chosen to lie sidebyside. passes . The adult can stand or sit in the middle to catch wayward balls. Kick it to a friend? Kick between two cones? Kick through a hula hoop? Bounce all kicks off the wall? BALLOON CITY Place a large number of balloons in a small area. The child on the end rolls over the other children. and passes it to another child. Start the smaller ball. trying to keep it moving. The balls are handed from one child to the next as quickly as possible. a few seconds later. One child is chosen to be Crazy Legs. Meanwhile the circle children kick the ball back and forth. As they finish their roll they lie down quickly in position so the next roller can roll. the Cat. with their arms tight by their sides or stretched over their heads. Challenge children to kick with their non dominant foot. the whole process is reversed. who kicks a ball around the outside of the circle.The children are seated in a circle. KICK CITY Place a large number of soft balls in a small area. The last player begins to rewind the ball. The challenge is to keep them all in the air any way they can without holding them. No hands? CRAZY LEGS Children stand in a big circle an arms length from each other. Tell a short story about how the Cat always chase the Mouse and the Mouse is little but quick. Once the whole group has been intertwined in yarn. MILE OF YARN One child starts with a bright ball of thick yarn. first and the larger one. Add a second ball and a second Crazy Legs. then the second child starts. the Mouse. face down. At some point Crazy Legs kicks the ball through the ring into the circle and touches someone who becomes Speedy. and passes the ball to another child. The challenge is to keep them all moving. wraps the end of the yarn around her waist.
When the tail is tagged. POINTS In this game. Tall? Wide as possible. etc. have the children try to balance on two specific points with you." The head tries to catch the tail by maneuvering the line around so he can tag the tail player. Each person places hands on the shoulders of the person in front of them. CATCHING THE DRAGON'S TAIL Gather 10 or more children in a line. then onepoint balancing. and so on until the fully wound ball reaches the first child. heels. buttocks. Points include hands.it to the next child. joining in on the next "Simon says" command. four to two. The first in line is the "head" of the dragon. transfers to the second game. instead of being eliminated. Then have them try their own ideas. the tail player moves to the front of the dragon to become the new head. each body part that can support body weight counts as a point. only movement between the two groups. when the leader says." However. make a dog shadow? Create monsters? Machines? NONELIMINATION SIMON SAYS Two games begin simultaneously. "Do ___. BLEACH BOTTLE CATCH Cut off the bottom portion of a gallon bleach bottle to use as a catcher or thrower of Koosh® balls. the last is the "tail. knees. The old head is now in second. Challenge them to make shadows with different characteristics. " any child who follows. bean bags. Have them try different twopoint balancing. SHADOWS When the sun is shining. Try challenging them to discover the most difficult ways to balance. and feet. toes. In this way there is no exclusion. who performs various movements which the children mimic when given the command." without having said "Simon says. To introduce the game. find a space where the children can watch their shadows. At an advanced level challenge them to change from three points to two points without falling. "Simon says do ____. or Nerf® balls. then threepoint balancing. . Narrow as possible? Lie on back and make shadows with their legs only? In combinations with others. fingers. each with a leader. elbows.
The object is to have the least number of paper wads. Give each child a piece of paper to wad into a ball. The teacher shows the children how to run with the paper. clearly marked with chalk. Pebble. They blow together and take off floating around the room. presses it between his or her palms and moves from player to player pretending to drop it into the outstretched hands of each. On the signal "go" the children throw their wads over to the other team's area. In the end one Giant bubble collapses to the floor with one loud "POP!" . a cradle by gently swinging it back and forth with a doll or a teddy bear inside. If Pebble returns safely. The leader takes a pebble. The challenge is to run in circles. then. the receiver. It is relatively easy to keep it in place running in a straight line. When the leader actually does drop the pebble into a person's hand. he or she becomes the leader. The children can use it as a slide by pulling someone around the room. first by holding it on her chest. They can avoid contact with other Bubbles. a catapult for tossing balls or other soft objects. letting go so the air pressure holds it in place. PEBBLE CHASE Players stand in line facing a designated safe area some distance away. Give each an area to patrol. or a merrygo round by having one or two children sit in the middle while others walk around holding the edges. float around with eyes closed. The one who tags Pebble before he or she returns gets the pebble and becomes the leader. runs to the safe area and returns to the leader. or lines drawn in the dirt. BUBBLES Divide children into small groups of three. after picking up speed.PAPER RACE Give each child an ordinary piece of paper. On the signal "stop" the children count up the number of wad balls on each side. BLANKET PULL Provide a sturdy blanket. GET 'EM OUT OF HERE! Divide the children into two teams. Each group joins hands and becomes a Small bubble. chased by all the others. tape. or touch and join into a Large bubble.
"Eight o'clock. The rest lie in their "graves" hiding their eyes and counting to 20 as the ghost hides. what time is it?" The cookie monster responds with a clock time.g. scooting on your bottom under a table. COOKIE MONSTER All children line up along a wall. the opposite side is the shore. or demarcation line. seven. OBSTACLE COURSE Get some of the children to contribute ideas for obstacles with whatever is in the room or play yard and whatever actions they can create for difficult ways to move in relation to it. The children chant." The 'cookies' then count out loud together as they take large steps toward the Cookie Monster. "Ghost in the graveyard!" and all rush back to their grave. e. three. "All hands on ship!"all run to the ship side. "Cookie time!" whereupon the Cookie Monster chases the cookies back to the wall. The cookie monster continues to respond with time numbers until he or she decides to answer. "Attention!" means all must stand in military style. "Salute!" means all salute in unison. Then everyone searches. When anyone finds it. One person is the Captain who barks the orders. ALL HANDS ON DECK Establish three areas: one side of the play space is a ship. eight. Anyone caught before he returns to his grave. When the count is finished.HUCKLE BUCKLE BEANSTOCK Select an object to hide and designate a home base where all of the children can gather at once. "All hands on deck!" means all must run to the deck and sit down. fence. "All hands ashore!"all run to the shore side. five. The first finder yells. One child is the Cookie Monster who stands some distance away. . lies down and hides his eyes becomes the next ghost. They are cookies. e. two. "Huckle buckle beanstalk!" They continue until everyone has found it. everyone starts to look for the ghost. Cookie Monster. four.g. six.. choosing any number he or she wishes. GHOST IN THE GRAVEYARD One person is the ghost. "One." The 'cookies' repeat their 'what time' call. "Cookie Monster. they run to home base shouting. in between is a marked area called the deck. A player is designated to hide the object without the others peeking.
" or "It" person. If a person is caught moving. The "Oni" turns his or her back to the group and begins counting VERY loudly to ten or says each syllable of the name of the game. First an "Oni. "Hajimeno itsupo" (one step of the beginning).and take one step forward.DARUMASAN GA CORONDA A Japanese game. "Da Ru Ma Sa N Ga Co Ro N Da" in Japanese. Everyone stands as far from "Oni" as possible in a line. The players run towards the "Oni" as fast as they can during the counting but have to freeze on "Ten" or "Da". is chosen. he or she becomes a hostage and must wait to be rescued by the touch of a player. To start all the players say. .