Activity-Booklet-PE by linzhengnd


									Name of Game: Musical Spots

Suggested Grade Level: 2-5

Movement Category: Fitness/Dance/Aerobics

Equipment Needed: Different coloured poly spots, stereo, fast paced CD, posters
reminding students of which color relates to which activity.

Use as many poly dots as students are in the class are needed in four different colors (for
example: red, blue, green, and yellow). Space the dots randomly throughout the gym.
When students enter, have them begin slowly jogging in general space around the gym.
Students should maintain their space so they do not bump into anyone. Turn music on as
the children begin. (The chicken dance is a good choice for a song). When the music
stops, the students are to move to the closest dot near them. Depending on which color
they end up on will determine what activity they do. For example: Any student on a blue
dot will do sit ups. A different activity for each color needs to be pre-determined. A
poster on the gym walls reminding the students of which color means what activity helps.

Activities might include: push-ups, jumping jacks, mountain climbers, etc. Give students
about 15-20 seconds to do as many reps as they can do then turn the music back on. As
the music speeds up the students will probably want to move faster to match the music.
Stop the music randomly, probably about four or five times during the whole song.

    Have the students decide what activities to do for each coloured dot
    Have students choose the music for the activity

Submitted by: Amy Lascelle
Name of Game: _Sharks and Barracuda‟s
Suggested Grade Level:K-3
Movement Category: The activity called the Sharks and Barracudas is a fun children's
phys. ed. game involving tagging and chasing. This activity is geared for children at the
1st or second grade level. Their are two teams, one is the Sharks and the other is the
Barracudas . This game involves thinking and having fun. The game is a high paced
cardio workout which requires coordination while running.
Equipment Needed:
15-20 orange cones
5-7 flags
1. All of the students will come to the center of the gym.
2. The students will form a circle and count off by twos. Once that is done the teacher
will select a leader for each group. One group will be the sharks and the other will be the
3. Each group will go to the end line on each end of the gym.
4. The object of the game is for the group that is sneaking up on the other group, is to try
to get away without being tagged from the other group.
5. The game starts out with the sharks sneaking up real slowly behind the barracudas,
which have their backs to the sharks.
6. Once the barracudas leader feel the sharks are getting close enough to be caught, he or
she yells out: Here come the Sharks!
7. The barracudas take off and try to catch as many sharks as possible. Each shark that is
tagged now and becomes a member of the barracudas.
8. Now it is the barracudas turn to sneak up on the sharks. Once the sharks leader feels
that the barracudas are close enough he or she yells out: Here come the Barracudas. The
sharks turn around and chase the barracudas tagging as many as they can.
9. The ones that are tagged now become sharks.
10. Each group used running to catch the other members of the other group. Now the
students will have to skip to tag the other group.
11. The teacher can also modify different techniques for chasing and tagging.
Extensions: This game can be made harder by getting students to wear pinnies. Get the
Barracuda‟s to tuck the pinnie into their pants. When the sharks come to get them, they
must pull the pinnie out. The shark team will have to run faster for a longer period of
time to get the pinnie out.

Submitted by: Sage Perry
Name of Game: Frisbee Softball

Suggested Grade Level: 3-6

Movement Category: Locomotor and Manipulative Movement Skills

Equipment Needed: 4 bases/cones, 1 frisbee, small goal (per group)

Divide the class into two teams of six children or more. Mark the gym floor like a softball
field with three bases and the home base. Set up a small goal beside the home plate but
slightly away from it so there is room between the two . The team that is in the outfield
needs to pick one child to be in front of the goal because he or she is the goal catcher for
that team in the outfield. The objective is for the team who is lined up in a single filed
line to throw the frizbee out into the outfield and run around as many bases as possible
before the outfield throws the frizbee to their catcher and then the catcher has to throw
the frizbee into the goal to stop the runner on whatever base he or she is on at that time. If
the runner makes it all the way around to home base then it is a point. If the catcher
throws the frizbee into the goal when the runner is on third then they have to stay on third
until the next thrower is up to throw. Each player on each team gets one turn up to throw
and then when everyone has thrown the two teams switch positions. If someone in the
outfield catches the frizbee in the air, the offensive player is out. There are no three outs,
everyone gets a turn. The outfield cannot throw the frizbee into the goal, the catcher for
that team must do it after the outfield throws it to him or her. This game could be played
in the gym or outside. If it is played outside, it would be best to have more teams to
maximize participation.

Extensions: You can introduce more rules, such as the Frisbee has to be thrown to 3
players before thrown to the catcher. You could also have more than one player be the
runner at one time and they must hold hands. You could even introduce softball rules
such as tagging the runner with the frisbee to get them out.

Submitted by: Natasha Sarsthi
Name of Game: Ocean Rescue

Suggested Grade Level: K-3

Movement Category: Paired throwing and catching activities

Equipment Needed: Students get appropriate self space markers such as hula hoops.
Fleece balls, Nerf balls (and cones are needed to mark the throwing lines).

[Students should have prior experience with proper throwing and catching techniques]

Description: Class is divided into two groups. One group is selected to be "sailors" and
are instructed to spread out within the playing area. The "sailors” then find a hoop in
which to stand and assume the catching position. The other half of the class are
"rescuers" and are distributed equally along the throwing line.

Teacher then tells introductory story about sailors floating on the sea in need of rescue.
The hoop is designated as the "flotation device" for the "sailors" and a ball is designated
as a "life ring" that the "rescuers" are to throw to the "sailors" from a rescue ship (line on
the gym floor).

Teacher signals and "rescuers" begin throwing their "life rings" (balls) using an overhand
throw to attempt to rescue the "sailors." "Sailors" must catch the "life rings" while
standing in a hula hoop. When a "sailor" catches a ball, the "rescuer" simulates pulling
the "sailor" to the ship. The sailors then join the rescuers by throwing to the remaining
sailors. If the throw is not caught, the "rescuers" must retrieve and continue throwing
from behind throwing line. Play continues until all "sailors" are rescued (or a time limit).
Students then switch roles from "sailor" to "rescuer" and the activity can be repeated.

Extensions: For younger students you could focus on the underhand throw and use a
large soft ball. To modify for inclusion of students with exceptionalities, throwing line
distance can be modified or use a bounce rule.

Submitted by: Josh Quigley
Name of Game: Hungry Wolf

Suggested Grade Level: Primary

Movement Category:
  - Locomotor movement
  - Moving through space

Equipment Needed:
  - Large area (preferably a gym)
  - Cone markers to set boundaries

   - Set up area with cone markers so that two lines are 20 to 30 feet apart.
   - Pick a volunteer to be the wolf and the rest of the students are the sheep.
   - The sheep will stand together on one line whereas the wolf will stand in the center
       of the two lines.
   - When the wolf claps three times, the sheep will try to run from one end of the line
       to the other without being lightly tagged on the shoulder.
   - If the sheep is caught, the sheep then becomes a wolf but only the original wolf
       volunteer can clap their hands to bring the sheep out.

NOTE: once more than half of the students become wolves, start the game over and allow
the original wolf to choose the next wolf.

   - To make the game more difficult for the wolves, allow two sheep to be mama and
      papa sheep (those wearing jerseys). Mama and papa sheep can save their baby
      sheeps, who are caught by the wolf, by holding their hand and taking them to the
      end line where they will be safe.

Submitted by: Shirley Kung

Name of Game: _____Bombardment_____________________________________

Suggested Grade Level:_______Grade 1 to 7_____________________________

Movement Category: Locomotor Movement Skills & Manipulative Movement

Equipment Needed: Pins that fall down if hit with a ball, large soft balls to throw.

This game is a modification of dodge ball that removes the children as the targets of the
ball and replaces them with the bowling pins.
Students form up into two teams, the attackers and the defenders. The defenders setup
some bowling pins at one end of the gym. Each team is assigned a side of the gym and
they cannot cross the center line. The attackers try to lob their balls across the center line
and knock down the pins while the defenders try to stop the onslaught. After time has
passed or all the pins are knocked down the teams switch roles.

Extensions: Vary the game from going lengthwise down the gym to going across the
gym. Add or remove pins and balls to make the game easier or harder. Make the games
time shorter to make the game easier for the defenders, and longer to make it easier for
the attackers.

Submitted by:____David Mathieson_________________________
Name of Game: GOLD RUSH (Capture the Flag)

Suggested Grade Level: Grades 3 and up

Movement Category:

Equipment Needed:
   4 hula hoops
   6 bean bags


      Divide the students into two teams and the gym into two territories at the center
      The gym is set up with two hula hoops at each end. One hoop is the Bank and the
       other is the Jail.
      Place 3 bean bags (gold bars) in each Bank.
      The goal of the game is to get all of the gold bars safely into your team Bank.
      Students raid the Bank of the other team and try to steal the gold bars. Students
       can only steal one gold bar at a time.
      Student Guards defend their Bank by tagging the bank robbers.
      If tagged, the Bank Robbers are sent to jail (hula hoop); and must keep one foot
       inside the jail.
      Players and liberate jailed teammates by tagging them on the hand.
      Freed players and their teammates MUST return to their side of the center line
       before they can return to enemy territory to raid the bank.


      Add more gold bars to the bank.
      Add a pit stop – students must wait 10 seconds before they can re-enter enemy
      Change the theme based on your Socials/Science Unit

Submitted by: Laura Ramsbottom
Name of Game: Pirate Ball
Suggested Grade Level: 3-5
Movement Category: Evading skills, strategy, teamwork, and critical thinking.
Equipment Needed: 4 each of 4 types of balls, 4 mats, rope, 4 hula-hoops, flags and
belts. However, much of this equipment is not absolutely necessary for this game to be
Description: Set up the playing area as follows: Divide the gym into four equal
quadrants. (I use half court line for one direction, and my rope for the other. However,
tape, chalk, cones and such, will also work fine). In the far corner of each quadrant you
will build a base. Each base consists of a mat place diagonally across the back corner.
Behind the mat (inside the small triangle created by the mat placement) place a hula-
hoop. Inside each hula-hoop should be 1 of each type of ball being used (basketballs,
volleyballs, soccer balls and footballs). Divide the class into four equal teams and have
each team put on flags and belts. Each team should be designated by it‟s own color of
flag or pinnies. Each player must begin the game from his or her own home base. Each
team will be given a name that is representative of their particular ball. The object of the
game is for each team to collect all of their designated balls from the opposing teams.
The first team to have gathered all four of their own balls will be declared the winner of
that round.
1.) Once a player enters an opposing team quadrant (pirate ship), he or she is susceptible
to having their flag removed.
2.) If you have a flag torn off, or fall off while in an opposition‟s territory you must
retrieve your flag and go to their dungeon (mat).
3.) Once inside the dungeon (on the mat), you must take your flags off and wave them
overhead while kneeling.
4.) If a student successfully makes it into an opposing teams vault (triangle of floor
behind the mat) he must rescue one of his/her teammates (to rescue; student must escort
his/her teammate, by the hand, all the way back to their own quadrant).
5.) If a player makes it to the opposing teams vault and there are no prisoners from his
team to rescue, then he may steal only the treasure that represents his team.
To win:
     1. Students must gather 4 matching balls regardless of their originally designated
     2. Students must gather their own 4 designated balls.
             a. Students can steal only their designated ball.
             b. Students can steal any ball they choose
Extensions: Instead of running the students would have to hop, crab walk, run
backwards, or some other movement to rescue teammates or get treasure.

Idea from:
Submitted by: Megan Conzatti
Name of Game: Round and Round the Village

Suggested Grade Level:Primary

Movement Category: Dance

Equipment Needed:
   “Round and Round the Village” Music.

Description:                            Select 2 students to be the leaders. These students
Go round and round the village          start on the outside of the circle and skip counter
Go round and round the village          clockwise to the first verse.
Go round and round the village          The rest of the class is to be skipping around in a
As we have done before
                                        large circle clockwise to the first verse.
Go in and out the window                For second verse:- Students all join hands and raise
Go in and out the window                their hand up in the air. The 2 leaders (who are
Go in and out the window                outside the circle) weave under the students arms,
As we have done before.                 working their way around the circle. .

Stand and face your partner             The 2 leaders, stop where they are and each choose
Stand and face your partner             a student closest to them from the circle. Those
Stand and face your partner             selected students then leave the circle, and follow
As we have done before.                 the 2 original leaders.

Go round and round the village             The song then repeats, and students in the large
Go round and round the village             circle skip around clockwise, while the 4 students
Go round and round the village             on the outside skip around counter clockwise.
As we have done before before.             Repeat until all students have been selected to
                                           follow the leader.
Extensions:Change the type movement the students are doing, each time they hear “Go
round and round the village” to make it more interesting (ie. Walk, skip, hop, etc.). Or
increase the speed of the song if singing as a class.

Submitted by:Allison Stewart
Name of Game: Lighthouse and Ships!

Suggested Grade Level: Grade 2 to 5 (it might be slightly more challenging for younger
students because of the blindfolded component, when their sense of space and distance
isn‟t quite fine-tuned yet).

Movement Category: Safety, Fair Play and Leadership – C2: follows rules and
directions when participating in physical activities (e.g. stop on signal, listen to
instructions before beginning activity)

Equipment Needed: Blindfolds

   1. Boundaries are set up around the gym before the game starts.
   2. One student is chosen to be the “Lighthouse” and stands at one end of the gym;
       and three to five students (depending on the size of your class and the size of the
       gym) are chosen to be “rocks”.
   3. All the other students will be “ships” who start at the other end of the gym. All the
       ships must navigate their way through the rocks (within the boundaries) to make it
       to the Lighthouse, who is making BEEP BEEP noise to help guide the direction
       for the ships.
   4. However, the ships are to be blindfolded! The rocks make swishing water sounds
       so the ships know to avoid them, but they can tag the ships if they come within
       arms‟ reach.
   5. If a ship is tagged, they “sink” and becomes a rock in that same place. Game ends
       when all ships are sunk/make it to the Lighthouse!

Another version is called Sharks and Barracudas!
One to three people are “barnacles” who sit in the middle of the gym. They call one team
at a time – either sharks or barracuda – to run through the middle from one side of the
gym to the other. If they are tagged by the barnacles, they are stuck to that spot as
“seaweed”. They can now also try to tag the sharks or barracudas, but cannot move from
that spot. The barnacles can yell “Ocean!” and that means both sharks and barracudas
have to run through the middle. The game ends when all sharks and barracudas are

Submitted by: Claire Fong

Idea from:
Name of Game: “Nine pin” or “Skittles”
Suggested Grade Level: 3-7
Movement Category: throwing, catching, rolling a ball
Equipment Needed: 9 skittles, a dozen or so foam balls,
9 pins are set upright, spaced evenly around gym: 3 on each end line, 3on centre
line. 9 students play at a time. One student guards each skittle. The balls are all in
play and are thrown or rolled with the aim being to knock down other players‟
skittles and defend your own skittle. The students who are not playing wait at the
side of the gym (or on the stage, if there is one) forming a line. As soon as a player‟s
skittle is knocked down, that player joins the end of the line and is replaced by the
first student in line who sets the pin upright and joins in the game. Although there
are many students waiting to play and only nine students actively in the game,
skittles are constantly being knocked down, so the line moves along quickly.

Extensions: There could be a rolling only rule to slow down the game. Throws could
be limited to underhand only. The number of balls in play could be limited to
simplify the game, while the students get the hang of it. More skittles could be
introduced, so that more students can play at once. Different balls can be used to
practice handling specific types of ball. ie: volley-balls, basket-balls, soccer-balls.

Submitted by: Helen Lambourne
Name of Game: Skittles Dodgeball

Suggested Grade Level: Intermediate

Movement Category: Locomotor & Manipulative

Equipment Needed:

   1   Skittles (plastic bowling pins)
   1   Hoola hoops (opt)
   2   Foam balls/any soft sort of ball/ (dodge ball)


This uses the same basic rules as Dodgeball although you can use more than one soft ball.
Divide the sports hall into 2 halves and at each end set up a number of skittle pins
randomly. Divide the class into 2 teams. Set up many balls on the center line. Students
may not cross the center line. Students run to center line, get a ball and try to hit a person
on the opposite team or a skittle pin. If a person knocks over their own skittle pin, the
skittle is down. The game is won when all of the skittles are knocked down or the other
team is all out (whichever happens first). A player is out if they get hit from the waist
down. A player is out if their ball is caught in the air. If a player is out, they need to
know who got them out. The moment the person that got them out is out, everyone who
that person got out can come back in. This prevents children from sitting out for a long
duration of the game.
         Skittles cannot be directly guarded (put hoops around skittles to create an
         'exclusion area').
         Once skittle is knocked down, it remains down.
         An additional idea is to make one skittle a 'life saver' skittle, whereby, if it gets
         knocked down, anyone on the team trying to knock it down who is already out
         can come back in.


To avoid children being excluded in Dodgeball, set up two coned areas the full width of
the playing zone at each end of the hall. If a child gets hit by the ball, they walk across to
the other side into the coned area and are allowed to join in from there, so players can
still join in. The opposition must also be aware that they can now get hit from behind too.

Submitted by: Jennifer Lee
Name of Game: Scooter Basketball

Suggested Grade Level: Intermediate

Movement Category: Basketball

Equipment Needed: Basketball, 2 hula hoops, 2 mobile poles, scooters for all students

There will be two teams of equal number. It does not matter how many students play at a
time, preferably everyone. The court is set up indoors. The court can be has wide as
needed and as long as desired. Students are to stay on their scooters at all times. If the
ball goes out of bounds, then they can come off and retrieve the ball. The court is set up
with a hula-hoop taped in between two mobile poles, with the opening of the hoop
running parallel with the poles. The hoops are to be positioned in the center of the
baseline on both sides of the court (out of bounds). The game will start with the toss up of
a basketball by the teacher, simulating a tip-off in a real basketball game. Students on
offense are to pass (using any basketball passes you have covered) the ball as much as
possible to send the ball down into their half and ultimately score by throwing the ball
through the hoop for one point. Once a team scores, the opposite team will gain
possession in their defensive half. The defense is not allowed to slap the ball out of
another player's hands. The defense, or anyone, is not allowed to push a player off of
their scooter. The defense is allowed to pick up a loose ball and block passes and shots. If
a ball goes out of bounds, then the ball will be deemed to the opposite team that touched
the ball last before it went out of bounds. If at any time a player intentionally picks their
rear off of the scooter, their team gets warned the first time. The second time, their team
looses possession of the ball, if they have possession, or they loose a point. The team
with the most points at the end of the game wins.
This is a good game to still play “basketball” without worrying about dribbling and
shooting too high.
Submitted by: Chantal Richmond
Name of Game: Bombardment

Suggested Grade Level: 2 - 7

Movement Category: Locomotive Movement, Manipulative Movement

Equipment Needed:

Dodge balls, 10 bowling pins


   -   Split the class in half, with half on each side of the gym with the center line as the
   -   Each team has 5 bowling pins set up on their end of the gym spaced out evenly
   -   Dodgeballs are placed in the center of the gym
   -   When teacher says go, students get the balls (while not crossing the center line)
       and try to knock over the opponents pins by throwing or rolling the balls
   -   Students try to protect their pins by blocking the throws
   -   The first team to knock over their opponents pins win

Extensions: To make the game more difficult students must also dodge the balls
themselves and are out if they get hit.

Submitted by: Megan Heise
Name of Game: _____FISH OVERBOARD____________________________

Suggested Grade Level:_______K-7________________________________

Movement Category: __________Locomotor/Cardio_____________________

Equipment Needed:
-4 colored pinneys for four groups
-Pylons to mark each corner and boat area in center

Description: To Begin, you must corner off the 4 different sections with pylons at
each corner of the playing area (each a colored pinney section). Also make a circle
(the boat) in the center for you to stand and for the kids to go after they are tagged,
divide the circle in half with pylons (you stand in one half and the kids sit in the
other half). Divide the class into 4 colored fish groups, and give each group different
colored pinneys. Choose 2 people to be „it‟ they will be your “Taggers” and they will
try to tag the other people when they are running from one colored corner to the
other (upon the teacher whistling a change of direction). If you get tagged you go
into the center section (the boat). You must have a whistle; you will point to 2
groups/colors and cross you arms signaling that they must switch. The children will
do what you say AFTER you blow the whistle. The students will try to get to the
color corner you indicate without getting tagged. If the student is tagged they will
come sit in the other half of the circle that you are standing in. Once the boat is full,
the teacher will shout „fish overboard‟ to start the game again.

Submitted by:___________Melissa Lee____________________________
Name of Game: Yoga Stretches!

Suggested Grade Level: Kindergarten

Movement Category: Stretching/Relaxation

Equipment Needed: If conducting activity in the gym: Mats are necessary. If
conducting activity in the classroom, carpet area will suffice.

  Description: Have students follow these poses while playing calming ocean sounds.
            Warrior                                     Lord of the Dance

                                    Circle of Joy

          (Standing) Mountain                               (Tall) Mountain
       Tree                                                             Half Moon

 Extensions: For the students who have had exposure to yoga before and feel they can do
more, have them take each pose to the next level. Let the rest of the class know they
have a choice to stay at the level they feel comfortable.

Submitted by: Sandeep Sandhar
Name of Game: “Chuck the Chicken”

Suggested Grade Level: Primary Grades, but Intermediates will love this too!

Movement Category: B3 – perform sequences using learned non-locomotor, locomotor,
and manipulative movement skills, demonstrating effective use of qualities of movement
(e.g., speed, force, flow)

Equipment Needed: 5-6 rubber chickens (or bean bags)

Facility: Gymnasium, Open field

Time: 20 minutes.

    Divide the class into groups of 4-5. Pair the groups.
    Have one group of a pair start with the rubber chicken (or bean bag). This group
       yells, as loudly as possible, “Chuck the Chicken!”, and one student from the
       group throws it.
    Have the second group run to the chicken, line up one behind the other, and pass
       the chicken over their heads and between their legs, alternating between the
       movements (“over-under”). When the last student in line gets the chicken, he or
       she yells “Stop!”
    Meanwhile, have the students in the group that threw the chicken form a circle
       where they are and jog on the spot. Have the students who threw the chicken run
       around his or her group until he or she hears “Stop!” A group scores a run each
       time a student runs completely around his or her group.
    Have the group doing the “over-under” sequence throw the chicken and make a
       circle. The other group locates the chicken and then does the “over-under”
    Stop the game to allow 30-45 seconds for groups to meet and discuss strategy and
       adaptations to the game. Then restart the game.

    Integrate with unit on Basketball: Use a basketball instead of a chicken. Students
      on the passing team alternate between bounce passes and chest passes. Students
      on the running team use basketball specific movements, such as side shuffle or
      crossovers while running around the circle.

Submitted by: James Shieh
Name of Game: Steal the Ball

Suggested Grade Level: 4

Movement Category:
Eye coordination
Movement of legs and feet
Healthy completion skills

Equipment Needed:
Cones, hoops and beanbags






Submitted by: Balpreet Toor
Name of Game: Buzz Tag

Suggested Grade Level:2-5

Movement Category: Warm-up Game

Equipment Needed:

   Skipping ropes to mark boundaries


Split the class into two groups and set up a boundary line (can use lines paints on the
floor, or skipping ropes to mark a line) across the middle of the gym floor, with one
group on each side.

One person from team A crosses the boundary line onto the other teams side while
making a buzzing sound on one breath and tries to tag as many players as he/she can
without taking a breath or without running out of breath. The players that are tagged are
out of the game. If another player grabs the buzzer from behind and holds him/her until
they ran out of breath all those that were tagged are free and that player is out of the


This game can be made more challenging by having more than one „buzzer‟ at a time, or
by allowing the other players to tag the „buzzer.‟

This game can also be modified to include other games skills. The „buzzer‟ could dribble
a basketball and shoot the ball into a hoop before he runs out of breath, for example.

Submitted by: Anamika Narang (61081097)
Name of Game: The Chase

Suggested Grade Level: All Grades

Movement Category: Locomotor and Manipulative Movement Skills

Equipment Needed:
Various sized balls, Chalk


This is an activity that can be found in the Action Schools BC resource guide for middle
school students. This activity can used to fulfill DPA requirements and it can be used as
an activity during a softball lesson. The description of the activity is an excerpt from this

“The Chase is a retrieval activity that develops foot speed and agility as well as quick
hands. Mark two lines approximately 15m apart. Players are paired up and stand together
at one line. One person rolls the ball from one line toward the other. The partner‟s goal is
to run as fast as possible to catch the ball before it crosses the other line. To make it even
more challenging, use two balls and have the chasers reach and catch both balls before
either ball crosses the second line.”

Students can work in groups of three where one person rolls the ball and the other two
players chase the ball. Player who retrieves the ball first gets a point. First player to 11
points wins and then rotate positions.

Submitted by: Linda Whitehead
Capture the Flag
Involves two opposing teams, each team has a fort with a flag. The goal of the game is to
capture the other team‟s flag and to bring it back to the fort without getting caught.
   - Large playing field
   - Two flags ( can use anything that‟s bright e.g. pinny, ball)
   - Cones
   - Optional: different coloured pinnies for each team
Set up:
    - Set up cones down the center of the playing field
    - Set a fort and jail for each team at each end of the field:
          o Fort: can use a hula-hoop and flag in inside it
          o Jail (can use cones to create it)
General Rules:
   - Divide class into two teams and each will get one half of the field
   - Field between team A‟s fort and the center line is considered safe for team A, and
      the space between team B‟s fort and the center line is safe for team B
   - If member of team A crosses into team B‟s territory, he or she can be captured
      and taken to the team B‟s jail and vice-versa
   - Goal: for each to cross safely into enemy territory and capture the opposing
      team‟s flag and bring it back safely to their own fort
   - Opposing teams can tag each other
   - Prisoner must then be escorted to the jail and wait until there is a jailbreak (if each
       person is wearing a team color-coded flag, to capture someone the flag must be
       pulled loose)
    -   If trapped in jail, the opposing team can attempt to jailbreak to free their team
    -   To do this, at least 3 team members have to arrive safely in the opposite teams jail
        and yell “Free! Free! Free!”
    -   The prisoners may then walk/run safely back to their own side and resume play
Safe Territory:
   - Each member is safe on his or her team‟s side of the playing field
   - Also safe once he or she enters either team‟s fort or jail
   - Exception is when a flag is removed from a fort, once the flag is taken, the
       individual carrying the flag isn‟t safe until he or she enters his or her own fort

Submitted by: Reetu Vandher
Name of the Game: Soccer
Suggested Grade Level: Grade 6
Equipment Needed: Nets, soccer ball, running shoes and coloured shirts
Students are split into two teams with 7 people on the field at one time. Each side is
recognized by the colour of their shirts. In a class of 30 half the class is wearing black
shirts while the other half of the class is wearing white shirts. Each side is assigned
positions: centre-field, right wing, left wing, midfielder, left defense, right defense and
goal-keeper. Each side has substitutes for each position and each group of seven rotates at
break time. The objective of the game is for each side to score points by kicking the ball
into the opponent‟s net. There is a goal-keeper who keeps the balls from entering into the
net. There are scorers whose objective is kicking the ball into the opponent‟s net. There
are defense people whose objective is defending the goal-keeper and keeping the ball
from entering into the net. When the ball falls out of bound, the player uses their hands in
order to throw the ball back into the game. When the ball crosses the goal-keeper‟s side
of the field, one player kicks the ball from the corner of the field – this is known as the
corner kick. When someone touches the ball, the other side gets a free kick. When one
side scores a goal, the ball is brought back to the centre of the field where the game
begins again. Each side plays 7 minutes and rotates with another group of 7. The total
game lasts 40 minutes.

Submitted by: Nancy Shin
Name of Game: ___Farm Animals_____________________________

Suggested Grade Level:____K_______________________________

Movement Category: _Gross Motor______________________

Equipment Needed: None

Description: Have students sit, spread out over gym with their eyes closed. Go around
and assign each child a farm animal to imitate. It is good to go over the animals to be
used as well as their sounds before begin the game. When the teacher begins the game,
the students are to keep their eyes closed, and begin crawling around in search of other
students that are making the same sound that they are. The first team to get all of their
animals together is the winning team.

Extensions: Students don‟t only need to crawl. In order to find their teammates, they can
imitate the movement of the animals or jump or crabwalk, etc. This time with their eyes
open to avoid collision.

Submitted by: Teresa Esdaile
Name of Game: Giants, Elves and Wizards
Suggested Grade Level: K-5
Movement Category: Locomotor movement (running)
Equipment Needed: None
There are 3 characters involved with this activity. Discuss the characters and how they
are represented or acted out.
 Giants - Formed by raising high on tip toes, stretching arms high, curling fingers and
Wizards - Formed by crouching very slightly, pointing and wiggling all fingers, as if
casting a spell and saying: Bzzz as if electricity is coming from fingers, Kazaam,
abradabra or whatever magic word you choose.
Elves - Squat down on haunches, cupped hands (fingers up) beside ears to represent elf
ears and make shrill high pitched noises or words of your choice (as long as all players
know the words).
    Divide the class into two equal teams. Each team will huddle at their own safety zone
(opposite end of the playing area, designated by a line or some boundary). In the huddle,
teams will agree on a character to portray during the acting phase. The teams will now
face each other about 5 feet apart at the center of the playing area (half-court). On the
signal, teams will act out the character on which their team agreed. The winning team
will now chase and attempt to tag the players from the losing team. The losing team will
attempt to make it back home to their safety area without getting tagged. The players,
who get tagged, must join with the other team. After the chase, the process starts again
with each team meeting to decide the character to portray. Remember all players from
the team must portray the same character.

Character List and rules
Giants beat Elves - as they can squish the elves
Elves beat Wizards - small and quick and outsmart wizards.                    Wizards beat
Giants - as giants are neither wise nor immune to magic
If both teams pick the same character, nothing happens and each team returns to pick
another character. The game ends when all players are on the same team.
Extensions: Instead of using teams, 4 or 5 students could be selected as “it” as that
would eliminate one team winning for the duration of the activity. The boundaries of the
game could also be expanded to full court to provide more room for activity. Also, as the
students are acting as a character, they can also run or walk like their characters. Elves
could crouch down and run low, wizards could use high knee kicks and wave their arms
to portray spell casting and giants could use wide stomping movements.
This game could also be played using characters that are more familiar to your students.

Submitted by: Michelle Parry
Name of Game: ______________Hula Hoop Football__________________________

Suggested Grade Level: ________________5/6_______________________

Movement Category:
B2 demonstrate proper technique to send an object (e.g., kick, strike, throw) at varying
distances in predictable settings
B3 demonstrate proper technique to receive (e.g., catch) an object while adjusting to
varying speeds and different levels
B4 create structured, repeatable sequences of non-locomotor, locomotor, and
manipulative movement skills

Equipment Needed:



1. Begin with stretching (hold for a count of 8)--hurdler stretch, shoulder shrugs, neck
stretch, etc.
2. Jog or walk two laps around the gym.
3. Demonstrate and explain the five football skills.
4. Allow students to practice each skill with a partner.
5. Ask the students to get into groups of three.
6. Send each group to a hula-hoop (hula-hoops hanging from basketball hoops-use sturdy
7. One student swings hula-hoop while the other two students practice throwing through
the hoop using the lateral toss and forward pass.
8. Rotate students after five throws.

Extensions: Divide students into teams and play a game using hula hoops as the

Submitted by:_Hermanjit Kahlon__
Name of Game: Bewildered________________________________________
Suggested Grade Level: 5,6,7__________________________________
Movement Category: Games: _____________________________________
Equipment Needed: balls, hula-hoops, noodles, phase challenge handouts
_Before students arrive, place hula-hoops flat on the floor against the wall at one end of
the gym. The Number of Hula hoops will depend on how many teams you want there to
be. Place similar colored hula-hoops directly opposite, laid flat against the wall at the
other end of the gym. At one end of the gym, place three balls and three noodles inside
each hula-hoop.
The object of the game is for each team to successfully complete three challenging
phases. Teams race against each other to see who can complete the challenges the fastest.
(See below for phase challenges) No positions will be assigned and players are
responsible for determining strategies and choosing what role they want to play.
Divide the class into however many teams you want to have and send each team to one of
the hula hoops with the equipment, where students sit down and await further
instructions. Instruct all teams to choose one player to be their captain. Each captain then
reports to you to get a copy of the phase challenges.
Captains read the phase challenges to teammates and collaborate with them to determine
the best strategy to successfully complete phase 1. Each team continues this process until
they have completed all three phases. The first team to complete all three phases is the
winner of that round. Clean up and start a new round.
It is important for you to walk among the groups and observe for students
comprehension. Stop the game and clarify instructions or provide hints when necessary.
Rules and Safety
1.Each team must carefully read and follow the instructions on the phase challenges
2.Any strategy is admissible as long as it does not violate and of the rules. The teacher
moves around the room and tells teams to start over if they are violating a rule.
3.Everyone must clearly be participating and contributing to each team‟s overall success,
If this is not evident, then the teacher should instruct teams to create a strategy that
includes all players.
4.Teams may not hinder other teams.
1.Create new phases to be completed. A fourth phase, for example, could include the
     a. Transfer each ball back across the gym and place each ball inside you hoop
     b. All balls must be rolled on the floor, and each ball must be under someone at all
         times when being advanced toward the hoop.
     c. Start phase 4 over from the beginning if any ball makes contact with a player or is
         advanced without being under a teammate.
2.Add more balls to each teams hoop.
3 Phases:
1) –Transfer each ball to your hoop at the opposite end without any ball touching the
floor. All balls must be placed inside the hula-hoops
-You must not carry or roll the balls, and you may not advance towards a hoop while in
possession of a ball. However, human contact can be made with the balls
-Return all beach balls and start phase 1 over from the beginning if a player advances
with a ball or any ball makes contact with the floor before being placed inside the hula-
2)-Transfer each ball back across the gym, one at a time, and place each ball inside your
-Each ball must be carried and may not touch the floor. No form of human contact is
made with a ball at any time
-Return the balls and start phase 2 over from the beginning if human contact is made with
a ball or any ball touches the floor before or after being placed inside the hula-hoop
3)-transfer each ball back across the gym and place each ball inside your hoop.
-All balls must be rolled from hoop to hoop without any ball touching the floor. Human
contact can be made with the balls with any body part except the hands and arms. Balls
may not be carried.
-Return all beach balls and start phase 3 over from the beginning if any balls make
contact with anyone‟s hand or arms or the ball contacts the floor before or after being
placed inside the hula-hoop.

Submitted by: Malvina Lewandowska
Name of Game: Traffic Jam: Soccer Dribbling Activity

Suggested Grade Level: 2/3

Movement Category: Locomotor

Equipment Needed:
-soccer balls
-cones, to make a track (playing area)

-Each player stands in a space in the playing area with a ball each. They
 must steer their car (ball) safely around the playing area (road) without
 losing control.

Players have to follow instructions called out by coach, starting with:
  Green - players dribble around area.
  Red - players stop and put foot on the ball.
  Amber - players touch ball between insteps of both feet without moving.
  Turn - steer car (ball) to move in a different direction.

Introduce gears while in green dribbling mode:
1st gear - slow jog
2nd gear - steady run
3rd gear - quicker run
4th gear - quick run
Players continue moving around playing area responding to instructions from coach.

Extensions: coach comes into the playing area and crashes into any
cars that are not being kept under control. Kick balls out of playing area if
not under control and players have to go and fetch it and return as quickly
as possible.

Submitted by: Tlell Pedersen
Name of Game: Frisbee Circle
Suggested Grade Level: 4-7
Equipment Needed: Frisbee
        Students create a circle with 5-8 students. They should be spread out so there are a
few meters between them. One student starts with the disc and passes it to the person on
his/her right. After the first pass, that student runs around the outside of the circle as the
disc continues to be passed around the circle until the running student returns to the
original position to receive the disc. Then the next student goes.
        This activity helps students practice passing and gives them opportunities for
intervals of intense running.
        The disc should be passed in an opposite direction and students should be
encouraged to use the backhand and forehand throwing style. A good warm up activity
for Ultimate frisbee or playing disc golf (see below for these game rules…)
Ultimate in Ten Simple Rules

   1. The Field -- A rectangular shape with endzones at each end. A regulation field is
       70 yards by 40 yards, with endzones 25 yards deep. These dimensions should be
       modified to your class needs.
   2. Initiate Play -- Each point begins with both teams lining up on the front of their
       respective endzone line. The defense throws ("pulls") the disc to the offense. A
       regulation game has seven players per team.
   3. Scoring -- Each time the offense completes a pass in the defense's endzone, the
       offense scores a point. Play is initiated after each score.
   4. Movement of the Disc -- The disc may be advanced in any direction by
       completing a pass to a teammate. Players may not run with the disc. The person
       with the disc ("thrower") has ten seconds to throw the disc. The defender guarding
       the thrower ("marker") counts out the stall count.
   5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop,
       block, interception), the defense immediately takes possession of the disc and
       becomes the offense.
   6. Substitutions -- Players not in the game may replace players in the game after a
       score and during an injury timeout.
   7. Non-contact -- No physical contact is allowed between players. Picks and screens
       are also prohibited. A foul occurs when contact is made.
   8. Fouls -- When a player initiates contact on another player a foul occurs. When a
       foul disrupts possession, the play resumes as if the possession was retained. If the
       player committing the foul disagrees with the foul call, the play is redone.
   9. Self-Refereeing -- Players are responsible for their own foul and line calls.
       Players resolve their own disputes.
   10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive
       play is encouraged, but never at the expense of respect between players,
       adherence to the rules, and the basic joy of play.

Disc Golf Rules
Tee Throws:
Tee throws must be completed within or behind the designated tee area.
The spot on, or directly underneath the place where the previous throw landed. A marker
is placed in front of that spot, and the thrower‟s foot must be within 15 centimeters of it
as the next throw is executed. The other foot may be no closer to the hole than the lie. A
run-up and normal follow-through, after release, is allowed.
Throwing Order:
The player with the least amount of throws on the previous hole is the first to tee off on
the next hole. After tee off, the player whose disc is farthest from the hole always throws
Putt Throw:
Within 10 meters of the target, a player may not step past the point of his/her lie after
putting. Falling or jumping putts are not allowed.
Completion of Hole:
A disc that successfully comes to rest in a basket completes that hole.
Unplayable Lie:
Any disc that comes to rest more than two meters above ground or in a hazard is
considered an unplayable lie. After declaring an unplayable lie, the disc must be thrown
from a new lie one meter out into the fairway but no nearer the hole. A one-stroke penalty
is counted.
Out of Bounds:
A throw that lands out of bounds must be played from the point where the disc crossed
into foul territory. Water hazards, paved pathways and public roads are always out of
bounds (one stroke penalty).
Course Etiquette: Disc Golf is played in a public park, and requires high standards of
conduct and courtesy toward other park users ~ Persons playing Disc Golf must
recognize that all other park users have the right of way ~ A flying disc or frisbee should
not be thrown if it disturbs or interrupts the enjoyment of the park by other users ~ Never
throw a flying disc or frisbee, if there is the slightest chance of it landing on or near
another park user ~ Requests to “play through” an area occupied by other park users
should be made in a polite, courteous manner ~ Treat the park landscape and its natural
features with respect to ensure passive play ~ Don‟t Litter ~ Tread lightly and take care
not to damage low shrubs ~ Never break a branch off a tree or bush to retrieve a disc
from water obstacles or in a tree.
Submitted by: Blake Smith
Name of Game: _______Bust a Move__________________

Suggested Grade Level:_________K-7_________________________

Movement Category: _______Locomotors and non-locomotors movements_

Equipment Needed:

__This is a great DPA or intro to dance activity. The teacher will number the students,
include himself/herself, and instruct the students to each come up with one movement.
The teacher should stress the fact that any movement can be incorporated into a dance.
The movement can be a normal stand or just a clap of hands, but there will be no
repeating movements. I.E. Clap one time, clap twice and so on. Students are expected to
remember each other‟s moves in the number sequence and perform as a class. The
teacher will repeat each student‟s movements and add to the dance routine. The teacher
should continue reinforce each student‟s movement through repetition and ask everyone
to follow. Once everyone has demonstrated him/her moves, the teacher will perform the
entire routine (with the help of students). The teacher will ask for volunteers to perform
the routine or divide the class into groups for
____________I find that this is also a great exercise to memorize students‟ names
because you will have to call out student‟s name when performing his/her move. For
example: This is John‟s move. Um…who‟s next?
Extensions:__You can incorporate music into the routine and ask students to dance to
the beat. You can also introduce your 8 count dance routine and ask students to add to the
routine by using this exercise

Submitted by:_________Han____________________________
Name of Game: Skittles

Suggested Grade Level:7

Movement Category: IRP/PLO‟s
 Applying learned non-locomotor, locomotor, and manipulative movement skills to
  new physical activities.
 Manipulative movement skills including send and receive a variety of objects in
  predictable and unpredictable settings.

Equipment Needed:
 4 different balls
 8 skittles (plastic bottles or cups could be used).
 A large space marked out.

Description: How to play the game:
Using a large indoor/outdoor area, mark one large square and divide into two large
rectangles. Team A and team B will stand inside their respective rectangles, and far apart
from the other group. Remind players to be aware of other players inside their rectangle
to avoid bumping into each other. One team sets the skittles down and defends them by
standing in front of them without touching. The other team, the Bowlers start out with 2
balls, and while remaining inside the rectangle, bowl at the same time, aiming at the
skittles. If a ball goes out of the rectangle, the bowlers are not allowed to leave to get it.
A ball collector will retrieve the ball and return it to that team member. Balls must stay
on the ground to avoid children being hit by flying balls.Bowlers are not allowed past the
middle line. The purpose of the game is to knock down all the skittles on the opposite
side of the rectangle. The game ends when one team has knocked down the other team‟s

 The size of the square could be changed.
 Try kicking the ball with feet or aiming with a bat.
 Change the size and weight of skittles.
 Use different types of balls – size, weight, texture.
 Use a different number of balls/ skittles.

Submitted by: Karen B. Forrester Lara
Name of Game: _________Frogs and Ants____________

Suggested Grade Level:________3 - 5_______

Movement Category: __________Tag Game_________

Equipment Needed: 1-3 pinnies; 5-8 hula hoops

Before playing the game, explain the rules and how students will need to cooperate--work
together safely and nicely--in order for it to be successful. The rules are:

A few "frogs" will be chosen. At the signal, the frogs move around and try to tag the
ants. When tagged, the ant must lay on their back with their feet and hands extended in
the air. At this point, the ants that have not been tagged can try to "save" their fellow ants
by getting four ants to carry and set the "hurt" ant inside a lily pad (have students
demonstrate how to safely carry a "hurt" ant, and how to carefully set them down on the
ground). When all four ants are attached to the "hurt" ant, they are safe and cannot be
tagged by the frogs.

After the ant is placed down on the lily pad, all five ants have two seconds to get away
before they can be tagged by the frogs. The game is over when all the ants have been
tagged and are laying on their backs; frogs will be changed when the game is over.
Whenever the stop signal is given, all students must also immediately freeze.

Once all students understand the game, have them go to a self space to begin at your "go"
signal. Stop the game when needed. If the game gets over too quickly, bring the students
back in to discuss cooperation among the ants. Discuss how ants who do not help others,
in order to keep playing, actually make the game get over more quickly...that sometimes,
we must help others in order to make things work better for ourselves. (Plus, it's just nice
to help others!) Begin the game again with two new frogs; observe any difficulties or
positive actions by students. When the game is over, again bring the students together and
discuss what you saw, asking for their input as to how trying to cooperate is or is not

Extensions:The longer the game is played usually means that greater cooperation was
taking place during the game. You may also add or delete frogs and hula hoops,
depending upon the size of the class.

Submitted by:_______Mandeep Rai__________
Name of Game: Spiders and Flies

Suggested Grade Level: K-3

Movement Category: Movement skills, safety, fair play

Equipment Needed: Pinnies

Description: Choose a few students to be the taggers or spiders. After putting on a pinnie
they stand in the middle of the playing area. The remaining students, the flies, line up at
one end of the playing area. Make sure students are well spread out. The spiders start by
saying "we are spiders!" the flies respond by saying "we are the flies!" then the spiders
return and say "we're going to catch you" and the flies say, "Just you try". At this time the
flies move toward the opposite end of the playing area, trying not to get tagged by a
spider. If they do, they quickly get a pinnie and then become a spider by taking a place in
them middle of the area. Once the flies have made it to the opposite end of the playing
are, they stay there until the "poem" is said again, and the process continues. When only a
few flies remain, start a new game by picking new spiders.

Extensions: Play in a smaller area
Spiders and flies can be paired up so they need to move as a team
Less amount of spiders to start
Less amount of flies to start

Mairi Spence
    Name of Game: Red-Light-Green Light

    Suggested Grade Level: K-2

    Movement Category: Games

    Equipment Needed: None


    Select one child, to start the game and be the “stoplight”.
    All the children line up on the other side of gym.
    The 'stoplight' yells “Green light!” and the children lined up start running.
    Object of game: The first one to make it to the stoplight wins and is now the
    It gets tricky when the stoplight changes...

   The stoplight should yell “Red light!” to get children to stop.
   Any movement by a child means she is sent back to the beginning.
   The stoplight can also call out “yellow light” which means the children can only
    walk very slowly.
   Variations to this game include yelling “red light” two times in a row, or adding
    body movements. Say “green light” with your arms up one time and then say “red
    light,” but throw your arms up again to confuse runners into thinking your body
    language says “green light.”


    Variations to this game include yelling “red light” two times in a row, or adding
    body movements. Say “green light” with your arms up one time and then say “red
    light,” but throw your arms up again to confuse runners into thinking your body
    language says “green light.”

    Submitted by: Ranbir Uppal

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