Tagged with 'Cannon Launchers'

The Zone™ Cannon Launcher Games

 

The Zone™ Cannon Launcher Games

A customer favorite! Here are 4 games you can play with our Cannon Launchers! 

Court – Similar to a baseball field, Set up 3 Cannon Launchers to create a “home plate” and place the Poly Spot or any Base where the pitcher’s mound would be. Increase or decrease the distance between the Cannon Launchers and the Poly spot depending on the age/grade level of participants. Game Play – Separate the class into two teams. Have one team go into the outfield and one team lines up as the Jumping/batting team. Each player on the Jumping/batting team takes turns jumping on the Cannon Launcher to send the foam ball into play. To score a run the jumper/batter must run to the Poly spot and back to the launchers to score one point. They can choose to stay on the Poly spot and wait for the next jumper to get them home. The team in the outfield can get the jumpers/batters out by catching the ball in the air, or making a force out by getting the ball to the base before the runner gets to the base. There is no tagging and every place must be a force out. Also, once a runner has left the Poly spot to go home they cannot turn back or they are out. This will eliminate the runner changing direction and potentially running into someone running behind them. Teams change sides when 3 outs have occurred.

Cannon 500

Needs six Cannon Launchers – Any large space will work. Line all six Cannon Launchers up in a row with one person behind each one. Each launcher can launch two balls at a time. Each ball needs to have a unique number on it. Examples are 25, 50, 75, 100, etc…..

Game Play – There needs to be one person behind each Cannon Launcher. This person is responsible for loading and launching the Cannon Launcher. Everyone else picks a spot 50-100 feet away in front of the Cannon Launchers. When the teacher yells “Launch” the people behind the Cannon Launchers jump on them and launch the balls towards the players in the field. The players must collect enough points to reach “500” Points. Once they have reached the point value they can replace one of the Cannon Launchers and the game continues. Options – Instead of having individuals catching balls you can create teams of six. When the team has enough points to hit 500 exactly then the team replaces the team using the Cannon Launchers. You can also add different multiplication symbols to the balls to teach addition, subtraction, multiplication, division and so on. You can also use letters to spell words, or use words to spell sentences.

Cannon 300

Needs six Cannon Launcher – Any Large space will work.  Line all six Cannon Launchers up in a row with one person behind each one.  Each launcher can launch two balls at a time.  Each ball needs to have a unique number on it.  Examples are 25, 50, 75, 100, etc..  Each player in the outfield has one bucket per player.  Large Jumbo Speed Stacks cups.

Game Play – The game is essentially played just like Cannon500 but there are no teams.  Each player must catch the cannon balls in the air and roll back the balls that are not caught to the cannon launchers.  Each them they catch a ball they must place it in their bucket.  Buckets should be placed on the sides or at the back of the court and out of the way.  Once a player collects 300 points they take their bucket and hand it to one of the cannon launchers and then take that persons place. The person who receives the bucket must now go into the outfield.  This is a continuous game and last’s a predetermined amount of time.

Cannon Shoot

Needs six Cannon Launchers, 6 Hoops, 6 Hoop Holders, 30 Spots (5 of each color red, blue, orange, green, yellow, purple)

Set the Hoops up using the hoop holders in a horizontal line at one end of the Gym or playing surface.  Then place the poly spots in a line every 12-15 feet away from the same colored hoop.  So if the hoop is yellow, you would make a row of evenly spaced yellow spots leading away from it.  Then place the yellow cannon launcher on the closest spot to the hoop facing the hoop.  Each person in that line would receive a yellow cannon ball (included with the cannons).  The object of the game is to shoot the cannon balls through the hoops at each poly spot.  After each successful shot the cannon is picked up and moved back one spot.  The first team to make a successful shot from the last spot is the winner.  Each player must receive their cannon ball after they shoot it and return to the back of the line.

Cannon Catch

Needs six cannon launchers and 30 spots (5 of each color red, blue, orange, green, yellow, purple)

This game is just like Cannon Shoot without the foam targets.  Instead of using a hoop to shoot through you have one player from each team stand 20 feet away from the closest spot.  The object is to catch the ball in the air when shot by a teammate.  After each successful catch the cannon is moved back one spot, the person who launched the cannon ball will change places with the person who caught the ball and the catcher goes to the back of the line of their team.  The first team to make a successful catch from all 5 spots is the winning team.  You can even make the teams reverse direction when they get to the back spot and have to work their way back to the first cannon again.

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Bone Bananza

Set- Up:

 

Bone Bananza

Be the first team to assemble a complete skeleton and teach the names and locations of the bones by completing the given challenges.

Objectives/purpose:
To be the first team to assemble a complete skeleton and teach the names and locations of the bones by completing the given challenges.

Grade Level: 2-8

Equipment:

How to Play:

  • Students are placed in teams of two or small groups (well behind first level of hoops)
  • 1 member from each team competes against another member from different team starting at red hoop level 1 (Rock-Paper-Scissor challenge)
  • Winner of challenge collects bone for each level and brings back to team, Loser performs given task before returning to team.
  • Students advance a level with each win.
  • With each loss students DO NOT COLLECT a BONE.
  • Losers return to the last level they were at (if cranium collected at first level, then can advance to orange. If all bones collected at orange level then can start at yellow, etc.)
  • Teams/students cannot advance a level until they have collected ALL bones from last level.
  • Once all bones have been collected, they may begin to assemble. Teams may NOT assemble until all bones have been collected.
  • Individual bone pieces will be found off to side of each level inside of a blue hoop

References:
Ideas and inspirations from…
• Justin Cahill @ justybubPE
• Austin Thompson 

Posted in Activities

Toss and Throw BINGO

Set up:

 

Toss and Throw BINGO

Allows students to work on tossing & throwing for accuracy as well as catching skills and addition!

 

Objective:

Toss & Throw Bingo allows students to work on tossing & throwing for accuracy as well as catching skills and addition (specifically decomposing numbers).

 

Grade Level: K-5

 

Equipment:

Set-up:

  • Set colored cones and hoops next to each other across one baseline
  • In front of each place index ring of math problems
  • Place three different types of throwing manipulatives of choice in each home hoop
  • Starting just past the half court line use hula hoops to mark the bingo grid 4×4, spread out generously to take up space reaching to almost the opposite baseline
  • Inside of each hoop place a numbered poly spot

 
Description of Game:

  • Divide students into pairs or small groups and place at one baseline spread out next to cone and hula hoop
  • Students have a pattern card to follow and must attempt to complete by throwing and catching at the appropriate hoop
  • As a successful catch is made, students look down at the number poly spot in the hoop, return to home hoop and mark the box they have caught with a dry erase marker and then remember the number they stood on and each decompose into an addition problem. So if they caught the ball on the number 10, they would each write out a problem that equaled 10 (so 5+5, or 4+6, or 7+3…)
  • Students continue taking turns with tossing/throwing & catching until a pattern is complete and then trade the card in for the next pattern. Pattern cards vary in difficulty.

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Two Base Kickball

 

Two Base Kickball

Be the team with the most points scored after 7 innings!

Objective:

To be the team with the most points scored after 7 innings.

Equipment:

Set Up:

  • Using a typical baseball field design, place the 6 cannons in a row, all at different angles, where home plate would typically rest. They should all face the outfield.
  • Place the spot marker or hoop 30-40 feet away from the cannon launchers where the pitcher’s mound would normally be.
  • One team will take positions in the outfield and place one player in the catcher’s position.
  • The other team lines up in a single file row close to the cannons. This is the “batting” team.

Gameplay:

  • The batting team scores points (runs) by running to the center spot/hoop and back to the cannons without getting out.
  • The batter steps up to one cannon and jumps or stomps on it to launch the ball. Batters can chose to run to the center spot/hoop and stay there, or immediately run back and attempt to score a run.  Note: Players may also run back after another batter’s turn or remain on the spot/hoop as long as they wish.
  • The next batter should load the empty cannon while awaiting their turn. All cannons should be loaded prior to a turn. However, a batter can stomp on any cannon during their turn.
  • There are 4 ways for a batter to get out.
  1. If a batter stomps on an empty cannon, for any reason.
  2. The opposing team catches the batter’s ball in the air.
  3. A “force out” – The opposing team retrieves the batter’s ball while in play and steps on the spot/hoop before the batter gets there, or the opposing team’s catcher gains control of the ball before the batter clears the line of cannons.
  4. The batter changes or reverses their running direction. Note: Runners must remain in a straight line and cannot change their mind once they decide to run.
  • After three outs, the teams switch places. It is the responsibility of the batting team to make sure their own cannons are properly loaded.

Game note: As soon as a play is over, the ball should be thrown/rolled back to the batting team.  As soon as this happens, the next batter can go. They do not need to wait for the ball to actually get back to them. The ball’s return is the signal for the next batter to go. This speeds up the game.

Posted in Activities

Five Base Kickball

 

Five Base Kickball

Be the team with the most points scored after 7 innings!

Objective:

To be the team with the most points scored after 7 innings.

Equipment:

Set Up:

  • Using a typical baseball field design, place the 6 cannons in a row, all at different angles, where home plate would typically rest. They should all face the outfield.
  • Place the four hoops in an equal distance arc, similar to the 3 bases of a normal baseball field. Note: There will be 4 “bases” rather than 3.
  • One team will take positions in the outfield and place one player behind the cannons, in the catcher’s position.
  • The other team lines up in a single file row close to the cannons. This is the “batting” team.

Gameplay:

  • The batter steps up to one cannon and jumps or stomps on it to launch the ball. Batters must run the bases in a counter clockwise direction like kickball.  They can chose to just run to the first base and stay there for the whole round. 
  • The next batter should load the empty cannon while awaiting their turn. All cannons should be loaded prior to a turn. However, a batter can stomp on any cannon during their turn.
  • Each base/hoop is worth one point.  So 1st base is worth 1 point, 2nd base 2 points, 3rd base 3 points, 4th base 4 points and Home base 5 points. 
  • There are four ways for a batter to get out.
  1. The opposing team catches the batter’s ball in the air.
  2. If a batter stomps on an empty cannon, for any reason.
  3. A “force out” – The opposing team retrieves the batter’s ball while in play and steps on the base before the batter gets there, or the opposing team’s catcher gains control of the ball before the batter clears the line of cannons.
    Note: There are no “tag outs.” Multiple runners may run to a base, but a force out will apply to them all.
  4. The batter changes or reverses their running direction while running to a base/home plate.

Note: Runners must remain in a straight line and cannot change their mind once they decide to run.

Teams switch places after each batter gets a turn. It is the responsibility of the batting team to make sure that all cannons are properly loaded.

Game note:

As soon as a play is over, the ball should be thrown/rolled back to the batting team.  As soon as this happens, the next batter can go.  They do not need to wait for the ball to actually get back to them.  The ball’s return is the signal for the next batter to go.  This speeds up the game.

Posted in Activities

Triangle Cannons

Set up:

 

Triangle Cannons

Get as many laps around the triangle as you can!

By KayDee Perry

Objective:

Get as many laps around the triangle as you can.

Equipment:

Equipment Note: All teams should color coordinate their equipment.

 

Set Up:

The playing area should be a large circle shape.
Create 6 triangles using 3 cones/markers each. Place the triangles evenly around the outer edge of the circle, with the triangle point facing away from the center. Each triangle should be a separate color that will coordinate with all other equipment used.
Place two cannons inside the top part of the triangle and load each cannon with 2 foam balls each.
Place one hoop in the middle of the triangle. 

Gameplay:

One player is selected to go first as the cannon launcher.  The other players start behind that player.  Play starts when the first player jumps/stomps on both cannons and launches the 4 balls into the center of the playing area. 

Note: All six teams are shooting the balls into the middle to make it harder to retrieve the correct color balls.

As soon as the balls are launched, the player who launched them starts running laps around their triangle and keeps tally of how many laps are run.  All of the other players have to retrieve all 4 of their team’s color balls from the circle center and place them into their hoop to end the round.  Then the player who ran the laps writes down their number.

The players take turns being the cannon launcher/runners.

Posted in Activities

Stomp and Score Sequence

Set up:

 

Stomp and Score Sequence

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.

SHAPE standards: P.E. Standards 1, 2, 4

Equipment:

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.
  • Use different skills to earn cards:
  • Rolling
  • Underhand Throwing

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Toss Boss

Set up:

Toss Boss

Work together and score as many points as possible by taking turns tossing ball/items into the round net goal!

Objective:

To work together and score as many points as possible by taking turns tossing ball/items into the round net goal. 

Equipment:

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

 

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