Professional Documents
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Game/Activities to Improve
Physical Literacy Manual
1. Rationale
Inquiry Question: How do we implement activities that promote physical literacy for
life through a variety of activities for those students who struggle in PE class?
We are going to create a Google Form for each of our students in our classes.
Each student will complete the form about their interests, what motivates them, and
what they struggle with potentially. We will then take the data from all the students
answers and hand pick which students we would like to interview. We want to ensure
the students are comfortable with the interview and do not feel put on the spot due to
their participation in gym. We want to find out why they are struggling to participate, and
what we can do as their teachers to help them out and get more involved. By
investigating the factors that are contributing to their struggles, and constructing
activities to complement their needs, we hope to increase both participation and
motivation for these students. Not only is physical education important within schools,
but it is also teaching them physical literacy for life in order to achieve a healthy and
functional society. It is our job to find a way to implement this and encourage them to
participate for life, and we want to get to the bottom of how to do this for each and every
student we teach.
Being able to compile a resource that contains activities that are not only
engaging for all students but also accommodates to a specific need of the students will
be a valuable tool for future use. We have included differentiation with a number of
activities when necessary and have organized the manual according to grade level, unit,
and specific student need. We envision this tool as an evolving resource where new
activities and necessary changes to meet the needs of the students are updated.
3. Games/ Activities
Collaborative Activities
4 Corners
Equipment Needed: None.
Set-up: Number or label each corner of the gym (1-4). Select at least one student to be
it who will sit in the center circle of the gym and cover their eyes. When the teacher yells
“GO” the students will run to a corner. The student who is it yells a number between 1 &
4 and the students in that corner that is called are out. Students who are out join the
center circle and cover their eyes and guess a corner as a team. The game is over once
the person in the middle guesses a corner where no one is or guesses where the last
student is.
Modifications: Students can do an exercise and rejoin the game.
4 Square
Equipment Needed: 1 volleyball per court. Tape or cones to mark boundaries.
Divide students into groups of at least 4. There is one student per square with one
square designated as the “kings court”. The king will serve to start the game and must
have one foot on the corner of their square. The other opponents can be anywhere
within their own square. To serve, the ace must first bounce the ball once in his/her own
square then with both hands, palms facing up, push the ball into one of the other 3
squares. Whichever square the ball lands in the individual in that square must then do
the same. This will continue until: someone cannot return the ball (they are out), the ball
goes out of play (last person to touch the ball is out), the individual returns the ball with
only one hand (out), an individual returns the ball with palms facing down (out), the ball
lands on a line (re-serve). You will then rotate to the appropriate square and the ace will
serve again. If you are out, you are in charge of being a linesman until you are rotated
back in the game.
Modification: Can change the type of ball used to change the difficulty of the game.
Accumulation Tag
Equipment Needed: None
Set-up: Scatter groups with an equal number of students in a single- file formation.
Once the game begins, the first student in each line must run to a designated line and
touch it. Then this person runs back and gives the second person in line a high five. The
two then run to the designated line and back for another player until the entire team has
run. The victorious team must be sitting with hands on their own head to designate a
winner.
Modifications: You can rearrange the teams in each line or change the distance or
number of lines the students have to touch.
Skills This Game Works On: Loco-motor skills, spatial awareness.
Animal Tag
Equipment Needed: Pinnies
Set-up: Divide students into groups of four or five animals (different colored pinnies).
Students will line up against the wall/baseline. The teacher selects an animal catcher
who calls out the name of 1,2,3 or all of the animals (colour of pinnie). All animals run to
the other side of the gym while the animal catcher tries to capture as many of the called
animals as possible. Any of the animals belonging to the group called by the catcher
and who are tagged, will join the catcher in the center and help tag animals.
Modifications: Can have more than one animal catcher to begin the game depending on
the number of students and gym space.
Banana Tag
Equipment Needed: None
Set-up: Select at least one student to be it. Similar to freeze tag. If someone gets
tagged, they become a banana by standing in a half moon pose. They will have their
arms above their head and bend sideways to form a banana. Someone who is still in
the game can peel the banana by grabbing the arm and pulling/ peeling it down. That
player is now back in the game.
Modifications: You can alter the boundary and number of players who are it to increase
the difficulty of the game.
Barnyard
Equipment Needed: 4 Cones
Set-up: Place two cones along each baseline. Split the class into two equal teams. Each
team will line up behind the line on each side of the gym. Teams decide on a barnyard
animal to be such as a sheep, cow, or horse. Select at least two students to be it
“farmers” and to start in the center circle of the gym. Those who are it call out an animal
and all those types of animals from both teams have to run to the opposite end of the
gym without being tagged. When barnyard is called, everyone must run to the opposite
ends. Once you are caught you help the farmers tag the other animals.
Modifications: You can increase or decrease the number of farmers to change the
difficulty.
Bean Sweep
Equipment Needed: 1 bean bag per person, 1 bowling pin or ball per student.
Set-up: Divide the class into two equal teams and have them line up facing the opposite
team on the volleyball attack line. Each student will place their bowling pin/ball behind
them. Every person has 1 bean bag.
Students try to knock over the opponents bowling pins. If a pin has been knocked over
either by a bean bag or person, it must remain “down” for the rest of the game.
Modifications: Can alter the line to throw from and use rhino skin balls instead of
beanbags.
Blob Tag
Equipment Needed: Pylons
Set-up: Use pylons to set boundaries. Select at least two students to be it “blobs”.
When the teacher says “Go” the blobs chase the other students and try to tag them.
Tagged players link arms with the blob. When the blob becomes 3, only the outside
players can tag. When the blob becomes 4, they split into 2 “mini-blobs” of 2 players
each and continue to chase remaining untagged players until all are caught.
Modifications: Can start the game with more than one blob depending on size of the
class and playing area.
Body Balance
Equipment Needed: Beanbags for each student.
Set-up: Split the class into two equal teams and have them start at each baseline. When
the teacher says “GO” the students carry beanbags on different body parts (determined
by the teacher) up to the middle line and back to their respective baseline. The team
that is back first wins.
Modifications: You can increase or decrease the students have to carry their beanbag.
Bombardment
Equipment Needed: Bowling pins, rhino skin balls
Set-up: Divide the class into two equal teams. Have each team set up the bowling pins
together on their half of the gym.
Teams are trying to throw the balls and knock over their opponents’ pins. Balls cannot
be rolled and cannot be blocked or caught.
Modifications: Change the throwing method e.g. underhand.
Cats’ Corner
Equipment Needed: Cones for each corner, rhino skin balls, pinnies.
Set-up: Set up a pylon in each corner of the gym. Split the class into four equal teams
and assign each of them to a corner they will be the mice. The teacher will pick at least
two students to be it “cats” and they will be given a pinnie and start in the center circle of
the gym. When the teacher yells “GO” the mice must run to a corner they have not been
to yet and avoid being hit by the cats. If a mouse is it, they now become a cat.
Modification: Change the number of cats to start the game.
Flag Tag
Equipment Needed: Pylons, flags or different colours of pinnies.
Set-up: Place pylons to mark four corners in the gym. Divide two different colored flags
or pinnies in the corners. For example, if you have blue and green flags or pinnies, put
half of the blue in one corner and the other half in the corner across. Do the same with
the green. If there is just one color of flag you can just have a big free for all. Select a
number and type of exercise such as ten jumping jacks. When the teacher says “Go”
The blue team will try and take the green teams’ flags and the blue team taking the
green teams’ flags. If a player loses their flags, they will go to their original starting point
and they will start doing the exercises that are written down and keep going through
them until the round is over. The round ends when one of the teams has lost all of their
flags.
Modifications: You can add the number of reps or the type of exercise for the students
to perform.
Garbage Day
Equipment Needed: Rhino skin balls
Set-up: Divide the class into two equal groups. Each team will start on their respective
baselines of the gym. The students must always stay on their half of the gym. The
object of the game is to keep your half free of beanbags and balls “garbage” by throwing
them to the opposing team’s area. Once the teacher yells “GARBAGE DAY” no more
items are thrown, and each team will count how many balls and bean bags are on their
side. The team with the least number of items wins and does not have to clean up the
equipment at the end of class.
Modifications: Add addition manipulatives and balls to change the difficulty of the game.
Heart Attack
Equipment Needed: Pylons to mark boundaries. Two different colors of pinnies.
Set-up: Use pylons to set a boundary. Give “heart attacks” one colour of pinnies, and
“doctors” another colour of pinnies. The teacher will call out what caused the heart
attack (stress, lack of sleep, non-active lifestyle, unhealthy eating, genetics etc.). “Heart
attacks” then will tag the other students. When students are tagged, they have to cross
their arms and jump up and down. A “doctor” can save them by going up to them and
both students need to do jumping jacks while saying CPR.
Modifications: Can change up boundary size to increase or decrease difficulty and the
number of heart attacks.
Hot Potato
Equipment Needed: Rhino skin balls, music
Set-up: Have the students gather into groups of 4-8 and form a circle.
When the teacher starts the music, the students will pass the ball around the circle, from
player to player as if it were a hot potato. When the music stops the player holding the
ball will receive the first letter of the word “H-O-T”. When the music starts, continue
passing. The challenge is to NOT be the first player to receive all three letters of the
word “H-O-T” the first student to spell “H-O-T” has to do an exercise determined by the
teacher such as jumping jacks.
Modifications: Can add additional balls to the game.
Hunger Games
Equipment Needed: Hula-hoops, rhino skin balls, cones.
Set-up: Divide the students into four equal teams and divide the gym into four equal
quadrants “districts”. All the dodgeballs “weapons” will be placed in the center of the
gym. Each team will make a hula-hoop fortress and place it somewhere within their
district. Once the teacher yells “GO” all districts race to the center of the gym and collect
as many weapons as they can and return back to their corner. Once the teacher yells
“LET THE GAMES BEGIN” each team is trying to throw the ball at the other hula-hoop
fortresses and knock it over. You cannot block or catch the balls and the last hula-hoop
fortress standing wins. If you are struck with a ball you are out of the game.
Modifications: If you are hit with the ball you must join the district that hit you with the
ball.
Jail Break
Equipment Needed: At least 4 rhino skin balls. Hula hoops for approximately half of the
number of students in class. Pinnies.
Set-up: Divide class into two equal teams and give pinnies to distinguish between
teams. Place hula hoops on each side of the gym behind the volleyball attack line to
create the jail. Each team will begin on their respective baseline. The teacher will select
half of each team to be in jail (each stands inside a hula hoop on the other team’s side
of the gym. Give an equal amount of balls to each team and balls must start on the
ground to begin the game.
The first team to help their prisoners escape wins. Players get teammates out of jail by
throwing them a ball. If the prisoner catches the ball. They have to throw it back to
whoever threw it to them. If both players are able to catch the thrown ball, the player is
out of jail and re-joins the team on their side of the gym. Play continues until all players
are out of jail or the time limit is up. Use an allotted amount of time or until all the
prisoners on one team have escaped. Defenders must be at least three steps away
from the jail and can only block incoming balls by throwing a ball to deflect the ball.
Modifications: You can move the jail further or closer to the half court line to change
difficulty.
King’s Court
Equipment Needed: Rhino skill balls, pinnies, 2 cones or bowling pins.
Set-up: Set outside and inside boundaries for the rectangular playing area. Place the
balls along the center line. Place a pylon/ bowling pin on opposite sides of the playing
area. Split the class into two even teams and tell students to pick someone to be a
goalie for their team.
If someone is hit by a ball they must go to the opposing team’s jail. If one of the
prisoners picks up a ball and hits a player on the opposing team the player can return to
the game. The player who is hit must go to the opposing team’s jail. The goalie is
invincible but may not catch the ball (they are out if they do). Their job is to protect the
pylon from getting hit by a ball. The game is over when one team has all the players on
their side or if a pylon is hit by a ball. You can alter this by giving points/goals for hitting
the pylon to make the game longer.
Modifications: You can alter the number of goalies and if they are able to be hit by the
ball.
Octopus Tag
Equipment Needed: Pinnies
Set-up: Select at least one student to be given a pinnie and be it. Those students are to
stand in the center circle of the gym.
Those who are “It” call out “octopus” and all other players attempt to run from one side
of the gym to the other without being tagged. If a player gets tagged, they become
seaweed and either sit or stand where they got tagged. These players can now tag
runners going by but are not allowed to move their feet from where they got tagged.
Modifications: You can start the game with more than one octopus to increase the
difficulty of the game.
Paintball
Equipment Needed: Rhino skin balls, gymnastic mats, cones.
Set-up: Have the students set up a paint ball course with the mats to hide behind in the center
of the gym. Split the class into two equal teams. One team is on offence and is trying to run from
one baseline to the other to collect one beanbag and safely return to their side with the
beanbag. If a barrier is knocked over by a runner or a thrown ball it must remain down. If you
are hit with a ball you step outside of the course and walk back to the start. Defense must throw
behind the boundaries marked by the cones but can enter the boundary to collect balls. After
the allotted amount of time teams switch and the team that collected the most beanbags wins.
Modifications: You can change the number of rhino balls used to change the difficulty of the
game.
Pick Up Tag
Equipment Needed: Pinnies.
Set-up: Select at least two students to be given a pinnie and be it.
Students run from one side of the gym to the other. The students who are it try to pick
up the other students off the ground. Students are not allowed to tackle or throw
students. Once a student’s feet are lifted off the ground, they help the others who are it.
The last person to be caught is it for the next round.
Modifications: Students have to wrap their arms around students if they cannot pick
them up “wrap tag”.
Pinball
Equipment Needed: Bowling pins, rhino skin balls.
Set-up: Divide the class into two equal groups. Teams will start on their respective
baselines.
Students will roll the balls and try to knock over the pins that are set up in the basketball
key. Students cannot roll the ball past the volleyball attack line or block any balls.
Modifications: You can change the distance of the pins and throwing boundary.
Poison Ball
Equipment Needed: rhino skin balls
Set-up: Divide the class into two equal teams. The teacher will sporadically throw rhino
skin balls” poison balls” to each team once the game begins. Once you are hit with a
ball you are poisoned and must join the other team. You walk outside of the boundary
and must touch the wall before joining the game and are safe until this point. The
objective of the game is to get everybody onto one team.
Modification: Increase or decrease the amount of poison balls in the game.
Pound Puppies
Equipment Needed: Pinnies.
Set-up: Select at least five students who are to be given a pinnie and be “Dog
Catchers”. The other students are “Pound Puppies” and are to spread out throughout
the gym. The center circle of the gym will be the dog pound. When the teacher says
“Go”, the dog catchers try to tag the pound puppies. One a student is tagged they must
go to the dog pound. Students can run through the dog pound give the tagged pound
puppies a high five to bring them back into the game. Dog catchers are allowed to have
only one guard in front of the dog pound.
Modifications: Change the amount of dog catchers and guards.
Shark Tag
Equipment Needed: Playground or gymnastics equipment.
Set-up: Select or more students to be the sharks “it”. They are to begin on the
equipment within the set boundaries.
Those who are it have to tag the next person while they are on the ground. They can
work together and tag other people while one of them is touching the ground or can go
on their own to tag others. The game continues until everyone is caught. The winner of
the game becomes the next person to be it.
Modifications: Can add more students to be it depending on class size and space.
Sky Ball
Equipment Needed: One rhino skin ball per group.
Set-up: Have students get into groups of three. Groups will find open space in the gym
and form into a triangle. To begin the game one player will throw the ball high up in the
air within the area of the triangle. Whoever is closest to the ball needs to yell “MINE”
and catch it with two hands.
Modifications: Award points for catches and change the score required to win the game.
Soccer Tag
Equipment Needed: Soccer or dodge balls
Set-up: Once the boundaries are set have students spread out throughout the gym.
Select at least two students to be it and they start with a ball. The teacher will have a
cart of balls to throw in the game sporadically. Those who are it will try to tag students
by kicking the ball at them as long as the ball is below the waist. Once a student is
tagged, they also become it until all students have been tagged. They will go and grab a
ball from the bin and join in on the game so there are more taggers. Those who are it
use a combination of dribbling, passing, and kicking the ball to tag the other players.
Modifications: You can change the number of players who are it as well as the number
and type of ball in play.
Space Battle
Equipment Needed: Rhino skin balls, bowling pins, cones.
Set-up: Divide the class into two equal teams and have each team start one either side
of the center line in the gym. One team is the astronauts and the other team are the
aliens. Set up the “galaxy” using bowling pins on the astronaut’s side of the gym.
The astronauts are the defenders of the universe and can use their hands to deflect
incoming balls from destroying the planets. They also can throw the balls back into the
universe and strike an alien. If an alien is hit they must do 10 jumping jacks to renter the
game. Once the allotted time is up if there are still some planets that have not been
destroyed the astronauts win the game.
Modifications: Can add a point value to the game for planets destroyed and aliens hit.
Star Wars
Equipment Needed: Two different colour of pool noodles.
Set-up: Select at least two students to be Sith Lords “it” and are given one colour of pool
noodle and then select at least two students to be Jedis “doctors” and they are given
another colour of pool noodle. The rest of the student spread-out throughout the
boundaries of the galaxy. Sith Lords try to tag students using their light sabre “pool
noodle”. Students are not to swing to hit others with their light sabres. Once a student is
tagged, they freeze in place. The Jedis can save students by tagging them with their
light sabres. Once the allotted time is up switch roles often.
Modifications: Can increase or decrease the size of the playing area and amount of Sith
and Jedi.
The Border
Equipment Needed: Pinnies
Set-up: Select at least one student to be it, this student is given a pinnie and will start in
the center circle of the gym. All other students line up on one baseline of the gym. Gym
is split into two sides with a line straight down the middle. On one side of the gym you
can never have the soles of your feet touch the ground (must crawl, roll, seal walk, etc.).
On the other side of the gym, you can move however you like (example: running,
jogging). If a student is tagged, you also become it. You choose which side you move
on when each round begins, but you can
Modifications: Can add more than one tagger to begin with. Can change the movements
that students must do when cross from one side to the other.
Tiger Tails
Equipment Needed: Pinnies (at least two colours).
Set-up: Divide two different colored pinnies amongst the two teams. Students will tuck
two of the same colored pinnies on their sides creating the “tails”. If you only have one
colour of pinnie to use, you can have a free for all. Use a whiteboard or poster with
some exercises e.g. 10 jumping jacks. If a player loses their flags, they must perform
the exercises and are given two more tails and can rejoin the game. The round ends
when one team or player collects a designated number of flags.
Modifications: You can change up the difficulty or repetitions of the exercises as well as the
designated number of flags.
Tip It
Equipment Needed: Frisbee
Set-up: Divide the class into groups of three. One team will nicely toss a Frisbee to the
other team. Upon receiving the tossed Frisbee, the object is to tip it to one of their
teammates. The teammates catching the Frisbee must catch it with one hand and not
trap it against their body. For every tip, one point is tallied however, the points are only
received if the Frisbee is successfully and properly caught. Ex. If there are two tips and
a successful catch, then there is two points rewarded.
Modifications: Different points for various tips and catches.
Toilet Tag
Equipment Needed: 1 or more pinnies.
Set-up: Select at least one student to be it, those who are it will wear pinnies.
When students are tagged, they must kneel down on one knee and hold their arm out
parallel to the floor to emulate a toilet. The student must stay like this until another
student comes over to them, sits down on their knee and “flushes” their arm. Some
students like to make the flushing sound. It is a non-elimination game, so students are
constantly active and participating.
Modifications: You can alter how many students are it depending on class size and gym
space.
Triangle Pass
Equipment Needed: Rhino skin balls.
Set-up: Students should form a triangle in a group of 3. Students should space apart far
enough to pass the ball between each other. When the teacher yells “PASS” the ball
around clockwise until the teacher yells “REVERSE” where the direction of the ball will
switch.
Modifications: You can increase the number of students in the group and add additional
balls.
Call Ball
Equipment Needed: Rhino skin balls
Set-up: All the students will sit down in the middle of the gym in a large circle.
The teacher throws a ball up into the air so that it lands in the circle and bounces high.
As the ball is thrown, call out the name of one of the students or an indicator such as
those wearing red. The student tries to catch the ball before it bounces a second time.
Once the student catches the ball the leave the circle and help the teacher throw balls
into the circle.
Modifications: Change the types of balls to increase or decrease the bounciness and
difficulty.
Captain’s Coming
Equipment Needed: None
Set-up: Select one student one person to be the captain. The role of the Captain is to
call out the actions which are usually exercises or movements/locomotion’s. The other
students need to perform these actions.
a) Captain’s Coming! -everyone stands at attention (in a salute), and they can’t
move from this position until the caller says, “At Ease!”. If they laugh or break
from the attention, they are “punished” by the captain.
b) Starboard- players run to the right wall
c) Port-players run to the left wall
d) Bow-players run to the front wall
e) Stern-players run to the back wall
f) Torpedo-Players lay on their stomachs with their arms pointing ahead of
them.
g) Submarine-Players lay on their backs with one leg up in the air as the
periscope.
h) Swab the Deck-players kneel on the floor and pretend to wash it.
i) Crowsnest-players pretend to climb a ladder as quick as possible.
j) Sharks-players lay on the ground and pretend that they are all sharks
Modifications: You can alter the level of difficulty depending on age and skill level.
a) Man Overboard- Three players group up. Two hold hands, forming the side of
the ship. One player leans “over the rail” (the other two’s arms) and pretends
to look out for the lost shipmate
b) Life Boat-players sit on ground in line and pretend to row a boat.
c) Chow Time-players sit in a circle and pretend to eat
d) Captain’s Daughter- players find a partner and one kneels on one knee while
the other sits on the upright knee
e) Sea Sick-players kneel and pretend to throw up
Crab Wars
Equipment Needed: None
Set-up: All students begin in the crab walk position.
Students will try to pull out an arm or leg of the other students and make them lose
balance. If a student’s bottom or back touches the ground the other person wins.
Encourage 1 on 1 wars.
Modifications: Can have students only working with one partner.
Everybody’s It
Equipment Needed: None
Set-up: Have students spread out throughout the gym. Everybody is it and are trying to
tag other students. Once a student is tagged, they must stand still with both hands in
the air. The only way to free them is for another person to give one of their hands a high
five.
Modifications: Can add an exercise for students to do to re-enter the game such as
jumping jacks.
Five Noses
Equipment Needed: One beanbag per student, music.
Set-up: Have the players sit anywhere in the gym. Scatter all the beanbags throughout
the gym.
When the teacher starts the music, the students run around trying to not step on any
beanbags. Once the music stops, the teacher will yell out a body part and a number for
example, “five noses.” Students then have to touch their nose to five different bean
bags.
Modifications: You can change the number of repetitions of the exercises.
Goalie
Equipment Needed: Rhino Skin Balls, cones or beanbags.
Set-up: Students will find a partner and grab a ball, two cones or beanbags. Pairs of
students will find an open space on the wall and make a goal about four steps apart.
One partner be the Roller; the other, be the Goalie. The roller will start about three giant
steps away. Using a one-handed roll, try to roll the ball past the goalie. Goalies can only
stop the ball using their hands. Trade places after ten shots on goal. Trade partners and
repeat the game.
Modifications: You can increase the size of the goal.
Human Alphabet
Equipment Needed: None
Set-up: Students spread throughout the gym. Students move around in a space using a
locomotion of the teacher’s choice e.g. run, skip, gallop. The teacher will then call out a
letter of the alphabet. The students must find the nearest person, quickly partner up, get
down on the floor, and use their bodies to make the shape of the letter.
Modifications: Use manipulatives such as pool noodles or institute groups of multiple
students to create words.
Knee Tag
Equipment Needed: None
Set-up: Students must find a partner. The teacher will call “go”, students will try and tag
their partners knees. Each time a player tags their partners knees that counts as one
point. Play for a set amount of time and whoever has the least amount of points can
perform an exercise determined by the teacher such as jumping jacks.
Modifications: Can also be played in teams.
Line Tag
Equipment Needed: 1 or more pinnies.
Set-up: Pick at least one student to be it, those who are it will wear pinnies. Players try
to avoid being tagged and can only walk (not jump) along the lines of the gym. When a
player is tagged, they must sit down where they were tagged creating a “roadblock”.
Players are not allowed to pass one another on the same line or pass a roadblock. All
players need to be careful not to block themselves in between two people they have
tagged.
Modifications: Vary method of locomotion to skip, shuffle, gallop, etc. Boundaries can
gradually be reduced to increase difficulty.
Owe Me Three
Equipment Needed: None
Set-up: Have students find a place in the gym to sit facing the teacher. The teacher will
call out a number and an object to touch such as three walls. Once the student touches
the allotted number of items they run back to their spot and sit. The last three players to
sit each time “owe me three” which is an exercise that the teacher has determined such
as three burpees.
Modifications: Have students all return to the same spot instead of where they were
sitting.
Prison Ball
Equipment Needed: Rhino skin balls
Set-up: The teacher will select one prison guard and the rest of the class will be
prisoners. The prisoners must stay within the boundaries of the volleyball court and the
guard is circling outside of the boundary throwing dodgeballs at the prisoner. Prisoners
must dodge at all costs and cannot catch or deflect the ball. One a prisoner is hit with
the ball they leave the boundary and become one of the prison guards. The last
prisoner standing wins.
Modifications: You can begin the game with multiple guards to increase the difficulty of
the game.
Push Up War
Equipment Needed: None
Set-up: Students are spread out throughout the gym in the push up/plank position.
Students will try and pull out an arm or leg of an opponent in the class and make them
lose balance. If an elbow, knee, or stomach touches the ground the other person wins.
Encourage 1 on 1 wars.
Modifications: Can have students only working with one partner.
Roller Battle
Equipment Needed: Rhino skin balls, 10 cones, small balls that will stay on top of the
cones, bowling pins.
Set-up: Divide the students into two equal teams. Place an equal number of bowling
pins on each side of the half court line.
Students must stay on their side at all times. Students can only roll the ball to knock
over the bowling pins. If a student throws overhand or rolls the ball above the
instructor’s knee’s the student must do an exercise of the teachers choosing such as
jumping jacks.
Level 1: When the teacher yells “GO” students guard their pins using only their hands
and trying to roll and knock over the other teams’ pins. If a pin gets knocked over it can
be set back up.
Level 2: For each pin that is knocked down is one point awarded to the other team. To
keep track of points the player who knocked over the pin must collect a piece of gold
“bean bag” and place it in their team’s treasure chest “hula-hoop”.
Level 3: Select one cone on each side and place a lacrosse or tennis ball on top of the
cone. If the ball is knocked over it is worth 5 points. The other pins are still worth 1 point
when they are knocked over and can be set back up once they have been knocked
down.
Level 4: The teacher will select a small number of rollers from each team and they are
the only players who can roll and knock over the opponent’s pins and cones.
Once a pin is knocked down it is out for the remainder of the game.
Modifications: Can change the number of rollers and cones to change the difficulty of
the game.
Sticky Parts
Equipment Needed: One beanbag per student.
Set-up: When the teacher yells “GO” all students have to run, skip or hop around until
the teacher calls out a body part. Then all students have to try to balance the beanbag
on that specific body part. The last person to complete this is out of the game. The
winner is the person left after all rounds. They then get to take over from the leader in
the next game and give
Modifications: Students can perform an exercise and return to the game.
Wall Ball
Equipment Needed: Rhino skin balls
Set-up: Students need to find a partner and have one ball between the group.
Students will take turns throwing the ball off the wall and having their partner catch the
ball. If the ball is caught without a bounce each student takes two steps back. If there is
one bounce each student takes one step back. If the ball bounces more than once the
group has to start from the beginning. Challenge students to make it ten steps back.
Modification: Change the type of ball to change the bounciness and difficulty.
Wasps
Equipment Needed: One beanbag per student, four cones to mark boundaries, music.
Set-up: Use the cones to set up boundaries. Students will find a partner. One partner
will be a wasp and get their “stinger” (beanbag). Partners stand back to back in a free
space. Once the music starts, wasps will chase their partners and try to tag them with
their stinger. Once you are stung, you pick up the stinger to become the new wasp and
immediately chase your partner. The partner who is the wasp when the music stops
must do an exercise determined by the teacher.
Modifications: Have the wasps sting anybody not just their partner, have to tag with the
stinger cannot throw it.
Wonka Tag
Equipment Needed: N/A.
Set-up: Everybody spreads out in their own personal space within the set boundary.
Everybody is it, and everybody can also get tagged. If a player gets tagged, they must
sit where they were tagged. You return to the game once the player that tagged you
gets tagged. If players are sitting too long then the teacher can yell out, “Wonka” and
everyone returns to the game. If players tag each other at the same time then they play
a round of “Rock, Paper, Scissors” to see who sits.
Modifications: Boundary can be decreased to increase difficulty of the game.
Zoo
Equipment Needed: Hula-Hoops
Set-up: Place hula-hoops throughout the gym. Students will be standing in hoops
except there will be always be one less hula-hoop than students. When the teacher
yells “GO” all the animals must walk around the gym until the teacher yells “ZOO” where
they will quickly step into a hula-hoop. The student who does not find a hoop needs to
act like an animal of the teacher’s choice to re-enter the game.
Modifications: You can have the students do exercises instead of acting like an animal.
Cultural Activities
Stealing Rocks
Equipment Needed: Equal number of beanbags, 2 hula-hoops, pinnies.
Set up: Stealing rocks is a cooperative team game that teaches dodging and weaving
(around the forest) to stay alive. It is also a strategic game to gain possession of the
opposite team’s rocks (bean bags). Many 1000’s of years ago the Stó:lō people used
this game to work on agility. Students are broken into two equal teams and the same
rules as capture the flag apply.
Owl Hop
Equipment Needed: None
Set up: The Owl Hop is connected to the traditional way of life, imitating one of the
animals of the traditional home lands. To build endurance, and strength for hunting and
also celebrating the spiritual connection of man and animal. Complete as many one-foot
hops as possible without moving the other foot. To win the round, you must go the
greatest distance. Large Area: The game is played as a race. Either half or all of the
class line up beside each other. On ‘Ready’, all players balance your body on the foot of
the hopping leg only. Hook the other foot firmly behind the knee of the hopping leg and
bend the knee of the hopping leg to about 45˚. Raise and extend the arms sideways so
that they are parallel to the floor. The hands are clenched into fists. The thumbs point
up. Now begin hopping forward on one leg. Hop as far and as often as possible, but do
not skip between hops (only one foot contact with the floor between hops is allowed).
The player hopping the greatest distance wins round. Do not switch hopping legs during
the attempt. Smaller Area: If not playing as a race or confined to a small area, students
can stand all over room and hop in place. On “GO!” athletes hop as long as possible on
the one leg. When they put the other leg down, their time is up. Once everyone has
stopped, switch legs and repeat.
Bashball
Equipment Needed: Cricket set, gymnastic mats, rhino skin ball.
Set-up: Set up the gymnastics with home, 1st, 2nd, and 3rd base similar to belly baseball.
Divide the students into two equal teams. Similar to cricket the pitcher is trying to knock
over the wickets and the pitch must bounce once before reaching the batter. Once a hit
is made just like crazy kickball you can send as many runners as you would like, and
they can run either direction as long as there is someone on deck to bat or this results in
an out. On defense you can catch a ball throw the ball to hit a runner and tag them out
at the base. Once ten runs are scored or there are three outs on defense the teams
switch.
Modifications: You can change the baserunning to a conventional kickball style and only
go one direction to make it easier for the defense.
Cricket
Equipment needed: cricket set
Set up: Each team takes turns batting and playing the field, as in baseball. In cricket,
the batter is a batsman and the pitcher is a bowler. The bowler tries to knock down the
bail of the wicket. A batsman tries to prevent the bowler from hitting the wicket by hitting
the ball. Two batsmen are on the pitch at the same time. To score, the batters can run
after the ball is hit. A run is scored each time they change places on the pitch. The team
with the highest number of runs (typically in the hundreds) wins the match. You are out
when the bowler knocks over (breaks) the wicket with a bowl, fielder catches a batted
ball on the fly, fielder catches ground ball and throws it at the wicket, knocking it down
before the batsman gets there, or batsman's body interferes with a bowled ball that
would hit the wicket.
Giant Bowling
Equipment Needed: Bowling Pins and Yoga/ omnikin balls
Set-up: Once the pins are set up have groups of 4-6 students per lane. Students will roll
the ball and try to knock down the pins.
Modifications: Students can change which size of ball they use.
Blob Tag
Equipment needed: open wide area
Set up: Students will start dispersed around the playing area. One or two students will
be designated to be it. Once they tag someone, the person who got tagged must join
hands with the tagger. They must run around connected by the hand or arm to tag other
people. The more people to get tagged, the bigger the blob will become.
Balloon Volleyball
Equipment needed: volleyball net, bright coloured balloon
Set up: students will play a regular volleyball game with an even amount of players on
each side. Students must try to keep the balloon up in the air and return it over the net
in three hits. They must work together as a team to do so.
Modifications: Can use a bigger ball that is light as well to speed up the game if
possible. An exercise ball could work.