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Four Corners

Group Size: 
Any size
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
10 minutes or more
Developmental Goal: 
To develop decision making capabilities.
Equipment: 
None
Before You Start: 
  • An area with four corners. This can be a classroom or an area on the playground.
  • Have players split equally among the four corners (or as closely as possible.)
  • Do a practice round with leader in the middle. 
How To Play: 
  • The player in the middle will close their eyes and count slowly and loudly from 10 to 0.
  • While they are counting, all others may stay where they are or quietly move to a different corner. When the counter gets to 0, everyone must be at a corner (if not they sit down).
  • After counting, the player in the middle points to corner of his/her choice and can only open their eyes after having done so.
  • Anyone standing in that corner must sit down.
  • If no one is standing at the chosen corner, all players sitting may stand up and get back into the game.
  • When only one player is left standing, s/he becomes the counter for the next round.
Variations: 
  • Change the middle person when one person has been in the middle for 2 minutes.
  • The counter can say that they will point to the loudest corner.

Splat

Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Length of Activity: 
10 minutes or more
Developmental Goal: 
To develop quick thinking and concentration.
Equipment: 
None
Before You Start: 
  • Group forms a circle with one player in the middle
  • Make sure everyone understands the importance of safety and control
  • Check that all players know the rules and what happens if you are last to splat.
How To Play: 
  • The player standing in the middle of the circle is the “splatter”.
  • The splatter randomly points to someone and shouts “SPLAT!”
  • The player pointed to must duck down; then the two players on either side of the “ducker” must “splat” each other by pointing to the other and saying “SPLAT!”
  • The last one to splat sits down, and the player ducking stands back up.
  • The game continues until there are two players left, have them Rock Paper Scissors to determine who will be the new splatter in the middle. 
Variations: 
  • Instead of sitting down when last to splat, have that player switch with the player in the middle.
  • Or have them perform a task to get back in the game.

Sharks and Minnows

Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
10 minutes or more
Developmental Goal: 
To develop listening skills and a sense of boundaries.
Equipment: 
None
Before You Start: 
  • Explain to players that the shark(s) will say "Fishy, fishy come out and play," and all minnows will begin walking across the play are.
  • Be sure all players know minnows will run to the other side when the shark(s) says "Shark Attack"!
  • Remind all players to be aware of their surroundings so that they do not run into others.
  • Remind players that all taggers will use safe 'butterfly tags'.
Set Up: 
Set up a clearly designated rectangular play area with visible boundaries.
How To Play: 
  • Identify who will be the shark(s), either a player or the leader. Eeveryone else will be minnows.
  • The shark stands in the middle of the play area and say “Fishy, fishy, come out and play.” The minnows slowly walk towards the sharks.
  • At any time, the shark can yell “Shark Attack!” At with point, the minnows must run to the opposite boundary line without being tagged.
  • If a minnow is tagged, s/he also becomes a shark.
  • When there is only one or two minnows left; they become the sharks in the next round.
Variations: 
  • Another option is to have minnows run back to the starting line when “Shark Attack” is called.
  • You can choose different predators and preys.
  • Change the consequences for getting tagged, e.g.,
    • If you get tagged on the first attempt to get to the other side, you become a shark.
    • On all following attempts, if you are you become seaweed and you cannot move your feet, but can still tag.

Shipwreck

Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
10 minutes or more
Developmental Goal: 
To increase children's listening skills, endurance and awareness.
Equipment: 
None
Before You Start: 
  • Indentify the boundaries so that all players know.
  • Make sure everyone knows the commands you will be using. Start with a few and increase the number commands you use as the players are able to remember them.
Set Up: 
Have the players line up on a clearly marked line in the middle of the playing area.
How To Play: 
  • The leader explains that s/he is the captain of the boat/ship and is going give commands to the players/crew to perform a specific movement or sound.
  • Explain that the crew is sailing treacherous seas and need to work together and follow the captain’s commands to survive.
  • If crew members does not follow the commands correctly or is the last to follow the command they must go to the “brig” or break-room.
  • Explain the playing area and designate which end is the “bow” of the ship and which end is the “stern.” The goal is to be the last crew member standing.
  • Commands:
  1. Roll call: the crew must line up at the midline of the playing area, feet together, toes on the line, salute and say “aye-aye captain!” The crew may not lower their salute until the captain salutes and says “at ease.”
  2. Crow’s nest: players act as if they’re climbing up a ladder to the crow’s nest, the top of the main mast, an area at the highest point of the ship to lookout.
  3. Swab the deck: players act like they’re mopping the deck.
  4. Shark attack: the captain becomes a shark and tries to tag the crew. Those tagged go to the “brig” to dance or perform an designated exercise.
  5. Break time: active crew members can run to the “brig” and tag as many people as possible. Those that are tagged can come back in and play again. Make sure everyone gets let out of the “brig” during break time.
  6. Sailor overboard: crew pairs up and decides which one gets on their hands and knees and which one stands a places a foot gently on the other’s back while acting like their using a spyglass to find the sailor in the water.
  7. Drop anchor: crew lies on their backs with legs up and acts like an anchor.
  8. Pirates: crew closes one eye, puts up a hook finger, hobbles around like they have a pegleg and say “Aaargh!”
  9. Row to Shore: crew gets in lines of 4; players act as if they are rowing to safety, while singing “Row, Row, Row Your Boat”

 

Variations: 
  • Create and add new rules, especially ones that require students to form groups of 2, 3, 4, 5 and more!
  • Form lower skilled players, pick two or three rules to focus on.

Up, Down, Stop, Go

Group Size: 
Any size
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
Under 10 minutes
Developmental Goal: 
To develop students’ concentration and listening skills.
Equipment: 
None
Before You Start: 
  • Have players stand up either by their seats or spread around the room/play area.
  • Demonstrate the appropriate actions for “up”, “down”, “stop”, or “go”.
    • On “Up”, players should squat down.
    • On “Down”, players should jump, or stretch up as high as they can.
    • On “Stop”, players should move around the play area in a specific movement (such as walking, jogging, running, skipping, hopping, etc.) or, if players cannot move around the play area, they should run in place.
    • On “Go”, players should freeze.
    • Players not doing the correct movement can complete a task (such as jumping jacks, give the leader a high five, etc.) before returning to the game.
  • Do a practice round first so that all players understand the commands and movements that go with them, and understand what to do if they get the movements mixed up.
How To Play: 
  • Call out the commands “up”, “down”, “stop”, or “go” one at a time.
  • For the first few minutes, watch the group and stop when players do the wrong movement and prompt them to  complete the designated task (jumping jacks, etc.)
  • After the first few minutes, call out the commands without stopping for those who make a mistake. They can just quickly do the task and get back in the game.

 

Variations: 
  • Pre-K Variation: Use literal commands (up means up, down means down, etc). Start out just doing up and down. Then do stop and go. Then mix up all four commands.

Dog Chases It's Tail

Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
10 minutes or more
Developmental Goal: 
To develop communication, cooperation and teamwork.
Before You Start: 
Skills Practiced: Agility and body awareness.
 
Equipment Needed: One bandana.
 
  • Have players line up holding each other around the waist. (DO NOT allow kids to hook fingers through belts or belt loops). 
  • Remind students not to run, they can only speed walk.
Set Up: 
Set up a clearly designated play area.
How To Play: 
  • Have the last player in line tuck a bandana in his or her pocket so that it hangs down like a tail. 
  • Next, the front of the line begins to chase the end of the line, attempting to grab the bandana. 
  • Players in the middle can help or hinder the head or tail, depending on their whims. If the line breaks, the player who let go must step out, shortening the line. 
 
Variations: 
  • Set up two lines of players, creating two dogs that can chase each other’s tails. 
 

Crooked Circle

Group Size: 
Large group (10 or more)
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
Under 10 minutes
Developmental Goal: 
Learning how to work within a group to meet a challenge.
Equipment: 
None
Before You Start: 

Skills Practiced: Learning how to develop trust in others.

  • Have students form a circle and number off by 1’s and 2’s. 
  • Explain that the game is a challenge and discuss the concept of ‘trust.’
  • Designate a signal to start.
  • Make sure students are holding hands and remember their numbers.
  • Emphasize the importance of holding hands firmly but not painfully.

How To Play: 
  • The students hold hands and when you give the signal, the 1’s lean forward and the 2’s lean backward.
  • The challenge is to keep holding hands while maintaining balance once half the group is leaning back and the other half is leaning forward. 
  • Once the group has managed to balance, bring them back to center and change roles. 
  • If the group has switched roles successfully, challenge them to do it with their eyes shut.
  • Discuss how ‘trust’ played a role in the game.
Variations: 
  • Play it in a straight line with the ends standing straight. 
  • Put bean bags on their heads and challenge the team to not drop the beanbag as they lean forwards or backwards. 

Unfreeze a Friend

Group Size: 
Small Group (1-10)
Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Age Group: 
Grades 3-5
Length of Activity: 
10 minutes or more
Developmental Goal: 
To practice helping others.
Before You Start: 

Skills Practiced: Balance and movement.

 
Equipment Needed: Bean bags for every student.
 
  • Have the whole group stand in a circle.
  • Announce the boundaries and any safety issues.
  • Demonstrate how to balance a bean bag on one’s head. 
  • Provide every student a bean bag and a chance to practice balancing on her or his head.
 
How To Play: 
  • Every student must balance a bean bag on her or his head.
  • The game begins with the leader announcing a movement, such as walk, hop or skip. 
  • Everyone must move around the space doing the indicated movement while still balancing the bean bag on his or her head.
  • If a student’s bean bag falls from her or his head, the student must let it drop to the ground and freeze their body.
  • Other students may pick up bean bags and hand them to the frozen students in order for them to return to the game.
 
Variations: 
  • Pre K-2nd students: Allow them to pick up their own bean bags in order to return to the game or allow unfrozen students to pick up the frozen students’ bean bags while holding their own.
 

Fox and the Rabbit

Group Size: 
Large group (10 or more)
Age Group: 
Pre K/K
Age Group: 
Grades 1-2
Length of Activity: 
10 minutes or more
Developmental Goal: 
To develop cooperation and strategic thinking.
Before You Start: 
Skills Practiced: Awareness and tactile development.
 
Equipment Needed: Two balls of different size and/or color.
 
  • Have the group form a circle. 
  • Hand the balls out to two people on opposite sides of the circle.
  • Designate which ball is the fox and which one is the rabbit.
  • Explain that each ball is like a hot potato and should not be held for more than one second.
How To Play: 
  • The object of the game is for the fox to catch the rabbit. 
  • Both the fox and the rabbit move by being passed (not thrown) around the circle in any direction. 
  • If a student is holding the fox they should pass the ball to the person next to them, whomever is closer to the rabbit. Those players holding the rabbit should pass to someone farther away from the fox. 
  • When the fox catches the rabbit start a new round
Variations: 
  • For younger groups start, with a Hot Potato warm up, giving them the basic idea of how to receive the ball and get rid of it quickly.
  • If the group can’t catch the rabbit, add an extra fox to the game.     
  • Add multiple balls and see if they can cross over each other.
 

Disco Inferno

Group Size: 
Large group (10 or more)
Age Group: 
Grade 6+
Length of Activity: 
10 minutes or more
Developmental Goal: 
To have students work together to solve a problem.
Equipment: 
None
Before You Start: 
Skills Practiced: Team Building and dexterity.
 
  • Have a small group of students hold hands in a straight line all facing in the same direction.
  • The person at the end puts their hand up against a wall or holds onto a pole.
How To Play: 
  • The task is for everyone, including the person with their hand around the pole or up against the wall, to end up with their arms folded across their chest.
  • None of the students can let go of their hands and the person at the end must keep their hand on the wall or pole.
  • Give students plenty of time to discuss possible strategies and solutions.
Variations: 
Strategies: 
  • One solution to this problem is that the end person who is free to move, leads the entire group under the arm of the person attached to the pole or wall. This end person continues to lead the group under the wall person's arm again and again until everyone has their arms crossed. Finally the end person turns and faces the opposite direction w/o taking their arm off of the wall (this crosses their arms).
  • Another possible solution is to have the person at the end put their inside arm on the wall and have the rest of the line grab the inside arm of the person next to them.
 
Alternate Names of the Game: Twisted People
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