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Sun, Moon

& Earth
1. Players line up standing 6 feet apart from one another. The teacher will
tell students to listen to the three different commands.
2. There are three designated areas for each command. Use whatever is
available (line, cone, an object etc.) to mark these areas.
3. When the teacher calls:
SUN- slide to the “sun” area.
MOON- hop on 2 feet to the “moon” area.
EARTH- jog to the “earth” area.
4. If a player makes a mistake (going to the wrong area/doing the wrong
movement), they must do 5 jumping jacks to rejoin the game.
Tip:
Be sure to practice the commands before beginning the game

Moon!!

SUN

OON Earth
M
Make a Rhyme

1. Players form a circle standing 6 feet apart from one another.


2. A rhyme master is chosen and they choose a word; the person to
his/her right must say a word that rhymes with it. Continue doing this
until it gets back to the leader.
3. If the group successfully makes it all the way around, the person to the
rhyme master's right chooses a new word.
4. If someone makes a mistake or uses a word that isn't an actual word,
everyone must do 5 squats or an exercise of the teacher's choice. A
new rhyme master is chosen to start the next round.

Tips:
Make a time limit for how long players have to come up with a rhyme.
Change the amount of repetitions to match the type of exercise chosen
and the age group.
CAT!

HAT!

BAT!
Bear's Den
1. This game is very similar to Red Light/Green Light. Players (hunters)
line up standing 6 feet away from each other.
2. One player is designated as the bear and is in its den several feet away
and across from the hunters.
3. While the bear crouches down and turns away from the hunters and
pretends to sleep, hunters tip toe (no running) towards the bear's den.
4. If the bear hears a noise they wake up, turn around and roar! If she/he
sees any hunters moving, they have to do go back to the beginning.
5. The first player to make it to the bear's den is the winner and becomes
the new bear. If it is a hunter's second time winning, choose a hunter
who has not yet had a turn as the bear.
Tips:
Instead of going back to the beginning when getting caught moving,
have players do an exercise before returning to the action.
No arguing with the bear if they see a player move.

ROAR!!
eniL gnitratS

neD s'raeB
Ka Boom!!
1. Players form a circle or make a line, standing 6 feet apart from one
another. A leader stands in the middle of the circle/front of the line.
2. The leader continuously says "Ka, Ka.." and eventually shouts, "Boom!"
3. When players hear BOOM, they can choose one of two actions:
KA-BOOM - turn to someone on either side of you and clap-point
while saying, “ka-boom.”
DUCK - squat and hold it.
4. Outcomes:
If you ka-boom someone whose back is turned to you, then he or she
does five jumping jacks.
If you duck while someone tries to ka-boom you, then the ka-boom
passes over your head to the person next to you.
If two people ka-boom each other, they both do five jumping jacks.
If no one ka-booms anyone, then everyone does five jumping jacks!
Tips:
Make sure to practice the commands and actions before beginning.
Rock, paper scissors if there are any disagreements.

Ka....
Boom!
Animal Relay
1. Players line up standing 6 feet apart from one another. The teacher will
split teams into three or four. If teams are uneven (eg. one team only
has two people), then the first person in line goes twice (first and last)
for that team. If no cones, use any objects to mark start and turn lines.
2. The teacher calls out an animal (bear, kangaroo, elephant). When the
teacher says, “go,” the first students in line will act like the specified
animal as they move toward the end cone or line.
3. They return while still acting out the animal and as soon as they cross
the starting line the next player goes. Returning player sits at the end.
4. The first team to have all players sitting down wins!
Tips:
Demonstrate a round before beginning the game.
Encourage players to cheer on their teamates.

This student goes first and last


since the team has 1 less player
Stomp It!
1. Form two teams. Each team lines up on the sidelines. Players line up
and stand 6 feet away from each other.
2. The teacher will give each player a number. Players must remember
their number.
3. When players hear their number, they run towards the squeaky fish,
frog or chicken designated to their team. Players tap it with their foot,
and run back to their team’s line.
4. The first player to run back and cross over their team's line gets the
point!

Tip:
Use polyspots, dots or bases if you do not have the squeaky animals.

CHICKENS

5!!!

FROGS
Red Light,
Green Light
1. Players line up and stand 6 feet away from each other.
2. One player is designated as the traffic officer and is in its den several
feet away and across from the players, facing away from them.
3. When the traffic officer turns around and says "Green Light," players
run towards him/her.
4. When the traffic officer turns around and says "Red Light," players
must freeze.
5. If the traffic officer catches any players moving after saying "Red
Light," they must return to the starting line.
6. The player to make it past the traffic officer first, becomes the new
traffic officer.
Tip:
Choose a new traffic officer if the same person consistently wins.

Green
Light!!
eniL gnitratS

reciffO ciffarT
Find The
Leader
1. Players form a circle and stand 6 feet away from each other. The
facilitator will pick one guesser that will leave the circle and walk
somewhere with their back turned.
2. The facilitator will pick one leader who will start making movements
(jumping jacks, arm circles, stretching) that everyone else in the circle
will copy without staring at him/her.
3. The guesser rejoins the group in the middle of the circle and tries to
figure out who is the leader by watching for changes in movement.
4. The guesser has two or three guesses depending on the size of the
circle. After guessing, facilitator chooses a new guesser and leader.
Tip:
Tell students not to give away the leader.
Animal
Charades
1. Split your group into two teams and form a and have them make two
parallel lines about 20 feet away from each other.
2. Team A chooses an actor to be given a charade.
3. The actor then has one minute to get his team to guess the (teacher
chosen) charade. Remember, no talking or props are allowed!
4. If Team A doesn’t guess correctly in one minute, Team B gets one
chance at the correct answer in order to win a point. The game
continues with Team B selecting an actor for the next round.
Tip:
Animal noises can be made if the game is too difficult

Lion!

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