3rd and 4thGAME DIRECTIONS: TUG Of WAR / TIRE PULL

Tug-O-War:

*This activity needs even teams. The team that has too many, take turns sitting out. If one team has 2 more, ask for a volunteer to go to other team for this station.

EQUIPMENT: Tug of war rope; 2 lines about 12 feet apart with a center mark.

SET UP: Each team lines up alternating sides of the rope. Please have students start at the line and alternate from there. NO ONE SHOULD BE IN THE LOOP. Do not wrap rope around body parts.

GAME: On your signal, each team will pull on the rope and try to get the flag in the middle of the rope over their line. Make sure that the flag is in the middle before starting. First do green vs. gray. There is usually extra time at this station. You can do boys vs. girls or 5th vs. 6th. Have the best of 3 tries for each.

REMINDERS:

-Tell students to stop pulling when you give them the stop signal

-Do not dive on the ground

-Do not wrap the rope around any body parts

Tire Pull:

Equipment: Tire, two start lines about 15 feet from the tire in the middle

Set UP: Give each studenta number, and have them stand across from their opponent who will have the same number. When you call the students’ numbers they will take their turn.

Game: On your signal (call a number or numbers) students run out to the tire and try to take it/pull it back to their line. You can call two numbers so the students do 2 vs. 2. Please stress good sportsmanship during this activity.

REMINDERS:

-Tell students to stop pulling when you give them the stop signal

-No one is to let go of the tire to make the other person fall

-Do not put entire arm through the tire.

At the end of the session, direct each team to their next station:

GRAY TEAM GOES TO: Soccer

GREEN TEAM GOES TO: Kickball

At the end of the activities, coil the rope up and put it into trash bag. Assign responsible students to carry it and the tire back to the gym.

Thanks for all your help!!!

3rd and 4thGAME DIRECTIONS: KICKBALL

This game needs even teams

If the teams are uneven have player or players kick twice until it is even.

***Please get this station started quickly so that every student gets a turn to kick.***

EQUIPMENT: 1 kickball, bases, painted baselines,

RULES: (basic baseball rules converted to kickball)

1.No pegging. This means students cannot throw the ball at each other to get an out.

2. No stealing, leading or sliding to prevent injuries and keep game moving.

3. Play three outs. 3rd and 4th grade may struggle to get 3 outs, so switch after the last batter gets around to home and scores.

4. No strikeouts or foul outs. Each player gets to kick until they kick a fair ball so the pitcher has to pitch a good ball.

5. Runners need to tag up if the ball is caught in the air.This means they can run after the ball is caught, as long as they tag the base they were on before they run.

6. A kickergets out if their kicked ball is caught in the air before it touches the ground, if the fielding team gets the ball to first base before the runner gets there, or if he gets tagged by the ball while running to any base.

7. A base runner gets out if there is a force out at the base they are running to, if they are tagged by the ball while running to a base, or if they forget to tag up and the fielding team gets the ball to the base runner’s original base.

At the end of the session, send each team to their next station:

GRAY TEAM GOES TO: Tug of War

GREEN TEAM GOES TO: Pickle

At the end of the activities, have the students carefully collect all equipment and assign responsible students to take it back into the gym.

Thanks for all your help!!!

3rd and 4thGAME DIRECTIONS: SPONGERELAY

Does not need even teams (either variation)

EQUIPMENT: 1 big tub of water; 2 sponges; 2 starting lines; 2 smaller buckets; ruler for measuring

SET UP: You can choose which variation to try. Empty small buckets before each session.

VARIATION 1: Pass it down the line style: Teams spread out evenly from the big tub of water to the smaller bucket at the opposite end (starting line). (You might need to adjust starting line for this variation). On your signal the sponge is dipped into the tub of water and tossed or passed down the line to the smaller bucket. Last student squeezes the sponge into the smaller bucket and takes the sponge and runs to the big bucket and everyone moves down 1 place. Allow this to continue for 3 – 4 minutes or the first team to fill the smaller bucket to the line is the winner.

VARIATION 2: Relay style Have teams stand behind the start line. On your signal the first runner takes sponge to opposite end, dips it into the tub, runs back and squeezes water into smaller bucket at the start line and passes the sponge to the next in line. This continues for a set amount of time, or until one team reaches the line on the small bucket. The team who has the most water in the bucket is the winner.

At the end of the session, send each team to their next station:

GRAY TEAM GOES TO: Water Toss

GREEN TEAM GOES TO: Firemans Relay

At the end of the activities, please carefully empty water from the tubs (don’t allow students to do this or be nearby). Have responsible students carry equipment back into the gym.

Thanks for all your help!!!

3rd and 4thGAME DIRECTIONS: FIREMANS RELAY

This game does not need even numbered teams.

EQUIPMENT: 2 tubs of water; 2 small buckets; 2 medium buckets; start line; ruler

SETUP: Each team has a large tub, a small bucket and a medium bucket of water.

GAME: Teams line up behind start in relay style. On signal first runner takes smallest bucket to opposite end, dips it into the big tub and fills it with water. Then he/she carefully runs back and empties it into the medium team bucket at the start line. Hand bucket to next runner and continue until one team gets to top; or allow a certain amount of time and measure which bucket is highest.

Before starting each session, make sure team bucket and small buckets are empty. Refill big tub as necessary.

At the end of each session, direct each team to their next station:

GRAY TEAM GOES TO: Sponge Relay

GREEN TEAM GOES TO: Relay Races

After the last station in the morning, carefully empty the tubs of water (do not allow students to do this or be nearby) and assign students to carry it back into the gym.

Thanks for all your help!!!

3rd and 4thDIRECTIONS: WATER TOSS/DANCE

A parent can step in and be a partner if necessary, or students can take turns sitting out if #s are odd. Parent volunteers can fill water bags so you don’t run out. Give students no more than 3 turns or we could run out of bags.

EQUIPMENT: lots of Ziploc bags; 2 starting lines about 6 feet apart; tub of water.

SET UP: Have a Ziploc baggie of water for every pair. Start with about 25 bags or so. Have students pick a partner and stand opposite each other on the starting lines. Give game directions before handing out the “water bag”. One partner should be stationary, and the other partner will be the one to take a step back after each successful catch. To keep the game under control, have them toss it on your command, “Ready toss”. If the catch was successful, one partner takes s a giant step backwards. If the bag breaks open, that pair is out of the contest. Have them sit in a designated area and continue with the next round. If the bag is dropped but doesn’t’ break open, that is ok. Continue until you have a winner. You will have time to refill the bags at the tub and try again. While teams are competing, have parents make extra bags of water for the next game or session. This will help save time.

***Please recycle bags if necessary – don’t let students destroy them.***

GAME: Have partners (must be from same color) stand on lines facing each other. On your command, the person with the bag will toss it to their partner. If the bag remains intact, one partner takes a step back. Keep the game under control, only allow them to throw on your command.

DANCE: There will probably be extra time after the students have all had threeturns. Play the Cha Cha Slide or Whip Nae Nae for the students to dance to for the remainder of the time.

At the end of each session, direct each team to their next game station:

GRAY TEAM GOES TO: Zombie Tag

GREEN TEAM GOES TO: Sponge Relay

After the last station in the morning, carefullyempty water from the tub (do not allow students to do this or be nearby) and have students carry equipment back into school.

Thanks for all your Help!!!

3rd and 4thGAME DIRECTIONS: PICKLE

*This game needs even numbered teams. Have someone be two different numbers

EQUIPMENT: 2 painted lines; 2 chickens; 2 pigs; score flip; chair; cones

SETUP: Have students stand on opposite lines, one team facing the other. They will stand in descending grade order. Number students starting at opposite ends, if necessary and if possible making sure 6th graders are against 6th graders, 5th against 5th…etc. Remind students to remember their numbers. Also, give a designated student two numbers if their team is short. Place chickens or pigs on the center marks.

GAME: Call a number. Players with that number run out and try to bring the chicken/bacon back past their line without getting tug. If they get the chicken/bacon across the line successfully, their team gets 2 points. If a player tags the person with thechicken/bacon, the tagger’s team gets 1 point.

A few reminders to give students:

-remember your number and be ready!

-no diving; sliding; or falling to the ground to avoid a tag

-no contact between players (no pushing, slapping, or pulling arms)

-cannot tag your opponent unless they have the chicken/bacon in their hand

-if both players grab the chicken/bacon simultaneously and neither leaves go, quickly stop the game and send them back.

-RETURN CHICKEN/BACON QUICKLY TO THE CENTER MARK!!!

***VARIATION 1: make them pass pig/chicken to a teammate to score***

***VARIATION 2: call two numbers at a time.

AT the end of every session, direct each team to their next station

GRAY TEAM GOES TO: Tug of War

GREEN TEAM GOES TO: Team Handball

At the end of the activities, assign responsible students return equipment to gym.Thanks for all your help!!!!!

3rd and 4thGAME DIRECTIONS: CAPTURE THE FOOTBALL

Field Dimensions: 100 ft. long x 80 ft wide

Equipment: Whistle, 2 Footballs, 8 cones

Game Directions: This game is very similar to Capture the Flag, only we are using a football. The field is divided into two sections, a green side and a grey side. Each team places their football in the “safe zone”. The “safe zone” is the only area that players from the other team cannot be captured. The object is to make it into the safe zone, steal the other team’s football one at a time and get it back to your side. If you enter the other team’s territory, you can be captured if they tag you with one hand. If you are tagged you need to go to jail for the remainder of the round. When a team scores a point by running or throwing the football back to their side the round is over. Everyone then is released from jail and goes back to their sides. And you start a new round.

Allow the students to throw the football, but they must leave their safe zone first before throwing. If there is an incomplete pass, the football mustbe returned to the safety zone by the offense before they can try to advance it again. (The defense does not have to return it for them.)

Addition: If you feel comfortable add multiple footballs to the center which allows more students to try to run the football back to their side.

Safety Rules:

1. Tag, do not push.

2. When you are tagged, raise your hand and walk to jail.

3. Stay on your feet.

***Please watch for good and bad sportsmanship as it can get competitive. Compliment good sportsmanship. If you have to talk to someone more than once about bad sportsmanship, have them sit out a few minutes if necessary.***

At the end of the session, direct each team to their new station:

GRAY team goes to: Pickle

GREEN team goes to: Gaga

At the end of the activities, assign responsible students return equipment to gym.

Thanks for all your help!!!!

3rd and 4thGAME DIRECTIONS: SOCCER

This game needs even teams.

If the teams are uneven have a team sub in and out.

Equipment: Soccerball, four cones or two nets, whistle.

Directions: You are a soccer referee for the day. Please bring a whistle if you have one, otherwise I will provide one for you. If a student is playing too rough or having bad sportsmanship, give them a warning. If you have to talk to them more than once, remove them from the game temporarily.

Rules:

  1. No slide tackling or tripping. – Free kickand back the defense up out of the way about 10 steps.
  2. If a student uses their hands, blow the whistle and give the other team a free kick. Back the defense up out of the way about 10 steps.
  3. If the ball goes out of bounds….

… over the sideline- throw-in

… over the endline off the offense- goal kick

… over the endline off the defense-corner kick

At the end of the session, send each team to their next station:

GRAY TEAM GOES TO: Relay Races

GREEN TEAM GOES TO: Tug Of War

At the end of the activities, have the students carefully collect all equipment and assign responsible students to take it back into the gym.

Thanks for all your help!!!

3rd and 4thGAME DIRECTIONS: RELAY RACES

*Need “even” numbered teams for the relay races. Can have someone go first and last.

EQUIPMENT: 4 small cones; 4 foam balls; 4 spoons; 4 golf balls; 4 hula hoops; 4 orange cones; 4 batons; 4 sacks, 4 whiffle ball bats

SET UP: 2 racing lanes about 45 ft. long; Each lane has a hula hoop with 1 of each piece of equipment in it. Assign each team to a lane. Before each race, give a brief explanation and have the entire team sit when done. This makes it very easy to determine the winner. Only about 12-13 minutes per station so start quickly! Everyone goes once (unless a team is “short” players) then on person has to go twice. Please have different people go twice.

GAME: The following are relay races you can try. Do as many as you can.

  1. DIZZY BAT RACE:Need a whiffle ball bat and place it at other end of race line. On your signal, run to the bat, spin around with head on bat 3-5 times (you designate), drop the bat and run back to team. Tag the next runner and sit to show you are finished.
  2. BATON RELAY: Need a baton. On signal while holding the baton, run to the end, touch the line and run back to team. Hand the baton to next runner.
  3. TENNIS BALL ON CONE RELAY: Need tennis ball and orange cone. Keep the orange cone in the middle of your lane. On your signal, the first runner holds the tennis ball and runs to balance the tennis ball on the cone, runs and touches the end line and returns to pick up the tennis ball and hand it to the next runner. If you drop the tennis ball you have to fix it. No throwing the ball to next player.
  4. HOOP THE CONE RELAY: Need 1 hoop and orange cone. Keep the orange cone in the middle of your lane. On your signal, the first runner holds the hula hoop and runs and hoops the cone (leaves the hoop over the cone), runs and touches the end line and returns to pick up the hoop and hand it to the next runner. If you miss the hoop you must go back and fix it. No throwing hoop to next player.
  5. HOOP THE PERSON RELAY: need 1 hoop (remove orange cone). First person starts with hoop raised over their head. On “go”, they drop the hoop to the ground (body stays inside hoop), step out of hoop, pick it up and run down and back with the hoop. Hoop the next person in line, and they step out of the hoop, take it and run.
  6. TWO IN A HOOP RELAY: need 1 hoop. First two runners start standing together in one hoop. On your signal, the runners go down and back together and pass the hoop to the next runners. If the numbers are odd make sure everyone gets at least one turn. This continues until the last runners return and sit.
  7. SACK RACE: need 1 sack. Jump down and back
  8. THREE LEGGED RACE: Need 1 sack per lane, 4 total. The first two students put one leg each in the sac. On your signal, first two runners run/hop to the opposite end and back. They pass the sac to the next two runners. If the numbers are odd make sure everyone gets at least one turn. This continues until the last runners return and sit.

At the end of the session, direct each team to their new station: