Place the Dragon Eggs (foam balls) in the center of the playing area. Dragon Eggs should be in a ball cart or a container large enough to hold 36 6” foam balls. You should have 6 Dragon Eggs of each color red, blue, yellow, orange, green, and purple. Place 2 goals on each end of the playing area around 30 feet away from the center. Or use four goals and place them in a square pattern 30 feet from the center of the court with the holes facing towards the middle.
Optional game play: Place the goals in the middle with the holes facing outward. Using six hula hoops place them evenly spaced in a circle 30 feet away from the center and place one ball of each color in each hoop.
How to Play:
Split the class up into 6 even teams. There should be one red, blue, yellow, orange, green and purple team. Each player starts with a super strap around their waist matching their teams color. If you have a class size of 30 students you will have 5 players per team. The player at the front of the team is the Dragon Head and the person at the back of the team is the Dragon Tail. The Dragon Tail should have two flags, one on each side or hip. Only the Dragon Tail has 2 flags. Each Dragon should start at the outside of the playing area. Dragons must be connected at all times by having everyone behind the Dragon Head resting their hands on the player’s shoulders in front of them. If at any time this link is broken or another Dragon Head pulls either of the flags on the Dragon Tail the Dragon must return to the side of the court where the Dragon Head choses an exercise that everyone in that Dragon must do 5 times. Then the player who was the Dragon Head moves to the back and becomes the Dragon Tail and everyone else moves up one spot in the Dragon. The object is to get all of your Dragons Eggs into any of the Dragon Nests (goals). The first team to accomplish this is the winner.
Note: When a Dragon Tail’s flag gets pulled the Dragon that pulled the flag must hand the flag back to the Dragon so they can re-attach it before they get back into the playing area after doing their exercises.
Optional Game Play:
Create a “no go” zone in front of each goal and make the Dragon Heads throw the Eggs into the Nest from 10 feet away.
Place the 12 buckets and stations signs around the perimeter.
Put the hoops in the center. In each hoop put a whiteboard, marker and two dice.
2-3 students at each hoop.
How to Play:
Two people to a hoop
Each hoop contains a white board and two dice
Students take turns rolling dice (each rolls one dice)
Students add the two dice together (older students can multiply the dice together) You can use the whiteboard to write out the problem.
Students run to the number on the wall which is the sum of their two dice
Once at the sum (# on the wall) they must do the exercise that it says to do then grab a stick out of the bucket below and return to their hoop with their stick.
Floor tape or liquid boundary markers may also be used
Set Up:
Place the Round Base Goal in the center of the playing surface (can be indoor or outdoor)
Use boundary markers to create two large rings with the Round Base Goal at the center. One ring is 15 feet from the Round Base Goal and the outer ring is 30 feet from the center. The area within the ring closest to the goal is neutral and not to be entered unless to retrieve a ball.
The area between the 15 foot and 30 foot rings will be known as the “defensive area” and the area outside of the 30 foot ring is the scoring/offensive area.
Players:
This game is played with two teams and no limit to the number of players.
The two teams are divided in equal number of players and skill.
Game Play:
Both teams start in the defensive area
Players are never allowed to go within the inner most circle that is closest to the RBG unless it is to retrieve the ball.
Play begins when the teacher throws in the 5” ball.
The team that gains possession of the ball leaves the defensive area for the offensive area.
Once all the offensive players are outside of the defensive area, they can begin trying to score. They score goals by throwing the ball into the Round Base Goal. One point is scored if the ball hits any part of the outside of the goal and 3 points are scored if the ball enters the goal from the top. The ball does not have to stay in the goal or net to count.
Players in the offensive zone can run and pass the ball to team mates. This includes throwing the ball to a player on the far side of the offensive area.
The team in the defensive area tries to block the goal and knock down or catch any attempts to score or when the ball is passed through the defensive area. All defensive players must stay in the defensive area until they gain possession of the ball.
When a defensive player gets the ball, everyone on their team must get into the offensive area as fast as they can before they can score any points. If any goal is scored before all players are in the offensive area, the goal will not count and the ball is given to the opposing team.
When a goal is scored the defensive team takes possession of the ball and immediately heads to the offensive area and begins trying to score.
The first team to score 21 points is the winner.
Game Variation:
Place a 20” Round Base Goal (#17278) in the center of the 40” Round Base Goal at a different height. Assign higher points if the ball goes into the 20” Round Base Goal (think of Skeeball).
Set-up: •Divide your class into two teams, split up the colored parachutes into teams (red, purple, yellow vs. blue orange, green) or whatever combo you prefer. •Put a round net goal on each side of the gym •Each parachute needs a partner duo. •The fish starts on one of the parachutes.
How to play: •The RPY team will try to pass the fish up the court to try and score into the round net goal on the opposite side. The BOG team will try to intercept the ball to try and move it down the other side of the court to their round net. •You always have to travel with your partner and cannot let go of the parachute at anytime. •If a team does not catch the fish, it is a turnover to the other team. •Once a goal is scored, then the other team starts with the fish.
Adaptations: •Use a big fish •Use a small fish •Use a ball •Use multiple balls or fish
Set-up: •Split the gym into two sides and the kids evenly onto two sides •Each team needs to set up their hoops into mini hula huts, and place an animal inside •Each side needs an equal number of animals in a bucket behind
Procedure:
Roll/throw balls at the other team’s chicken coops while protecting your own.
When a coop collapses, the other team can send over a student to collect that animal and put it in their bucket.
When a coop collapses on your side, you need to take an animal out of your bucket and rebuild a new chicken coop for it.
Keep playing until the music stops or the teacher determines that the game is over.
The team that has more animals in their bucket wins the game.
Both a team and partner target activity using cannon launchers to earn alphabet cards to place them in sequential order!
Objectives/purpose: Stomp & Score Sequence is both a team and partner target activity using cannon launchers to earn alphabet cards to place them in sequential order. This activity can add math or literacy to your P.E. lesson.
Floor Marking Tape to play the cards (length depends on # of cards in the sequence) (#21071-PS)
Set-up:
Before students arrive set up all the targets (hula hoops, poly spots and round goals within the 10’ volleyball court lines (or in the center area of the gym). Based on the age and ability level of your students, decide on a distance and set up 6 cannon launchers with cubes on each side of the gym. Younger students should be about 10’ away, and you can increase the distance for older students. Use your best judgement. Behind each set of launchers lay down a floor tape line (length depends on the number of cards in your sequence). Place a cone at the front of the line where the students should start the sequence. Next to the cone, place a bucket with all necessary cards.
Sequence of events:
Divide the students into two teams and send them to a side of the gym. Within each team, students will need partners. Each set of partners should sit by 1 cannon launcher.
Partners will take turns launching the cube from the cannon launcher. The person who launches the cube, must retrieve it and put it back into the launcher for their partner.
If a cube lands on a target, the student who launched the cube will go to their team’s bucket and collect the correct number of cards:
Hula hoop = 1 card
19” poly spot = 2 cards
Round goal = 3 cards
Once the cards are collected, the student will place the card(s) on the floor tape line in sequential order.
The first team to place all ABC cards in sequential order wins.
If time allows, reset the game and play again.
Rules and safety:
Students will be moving in various directions. Remind students to be aware of their surroundings.
Students may only touch their cube.
There is no defense or interfering with another cube.
If a student recognizes that a card is out of order, they MAY fix it for their team.
Variations:
Use any sequence variation:
Numbers
Site Words (alphabetical order)
Math Flash Cards (sequence by total, product, etc.)
Place a bucket of cards in the center. The team that can collect the most cards AND have them in sequential order wins.
Scatter hoops around the gym space, all over the floor.
In each hoop put one letter and one weighted pin. Put the same letter outside of the hoop about 6 feet away.
Students need to be in pairs and they need a scorecard, pencil and 1 ball to roll.
K-1 Version:
Each duo needs an alphabet card.
Go in order on the card.
For example, you and your partner have the letter N. Go find the N spot, one partner rolls the ball and tries to knock down the pin. If you knock it down, you get to earn the letter. Check it off on your sheet and then set the pin up for the next group. Go to the next letter O. The other partner attempts the roll. Keep attempting the rolls until you are successful. Or you can play that both partners have to roll and knock it down to earn the letter.
2-5 Version:
Same as above, but now you give the student pairs spelling words to spell. They have to go in order of the word they have to spell. The words are in the upside down roundnet goals.
For example, if you have have the word PLAY. Go to the P, roll the ball, earn it. Then go to the L, earn it, and so on.
You can also earn skill points in this version.
1 points if your ball stays in the hoop
2 points if your ball knocks down the pin
3 points if your ball knocks down the pin and it stays in the hoop.
2-5 Version with Scoring:
You make up your own words and try to earn points. Use the scrabble scoring guide.
White boards (#21202-PS) & dry erase markers Various Balls to throw
Description of Game:
One student from each group/pair grabs ball or throwing item and stands on the spot and tosses/throws/launches into any of the available round net goals
Students receive a point (different point values for each spot depending on distance from round net goal) if ball lands inside
Students take turns attempting to hit target (round net goal at various heights and flipped upside down)
While one throws, the next person (or partner) tracks the points.
Set-Up:
Place round net goals in center of playing area (usually half court line)
Set up stations at each endline under the basket with whiteboard to track points
Place secret spots distanced from each other leading up to goals on both sides for maximum participation
Each station contains a hula hoop, whiteboard, and throwing items