fun and active group games! exciting gym a - jones, alanna 2

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    Fun and Active Group Games!

    Exciting gym and outdoor games

    for physical education classes,

    youth groups, camps, and clubs

    Alanna Jones 2013

    Rec Room Publishing

    www.gamesforgroups.com

    All Rights reserved. No part of this

    publication may be reproduced or copied

    without written permission from the author.

    http://www.gamesforgroups.com/
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    Table of Contents

    1. Introduction

    2. Island Ball

    3. Cone Knock Over

    4. Color Match

    5. Run Rabbit Run

    6. Doctor Ball

    7. Flag Grab

    8. Memory

    9. One Lap Challenge

    10. Mat Pull

    11. Bench Ball

    12. Snake Wrangler

    13. Hula Hoop Toss

    14. Line Tag15. Sideline Ultimate Frisbee

    16. Dungeon Ball

    17. Ground Tag

    18. Circle Race

    19. Magic

    20. Jail Break

    21. The Answer Game

    22. King Catcher

    23. People Scavenger Hunt24. Line Leader

    25. Run the Gauntlet

    26. Double Cone Knock Over

    27. Shout Out

    28. Protector

    29. Pin Bombardment

    30. Challenge Score Card

    31. Bounce Out

    32. Team Timed Tag

    33. Dont Drop It!

    34. Mingle Race

    35. Obstacle Course Chase

    36. Soccer Bump

    37. Picture Run

    38. Big Wind Blows

    39. Spider Ball

    40. Pull Up41. Sticker Tag

    42. Pin Knockout

    43. Team Water Balloon Splash

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    44. Pass and Splash

    45. Water Balloon Race

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    Introduction

    Wherever I go, I am always the game leader from working summers at day camp, to

    my time as a Recreational Therapist and Ropes Course facilitator, to my volunteer work

    as a church youth group leader and soccer coach. The games found in this book are thetried and true favorites from all my years of leading active group games with various

    groups.

    I have found that the best games have a competitive element. However, during the

    course of playing these games, participants can easily return to active play if they get

    out. Dodge Ball is always a favorite; yet, once you are out and standing in line, it can

    take a very long time to return to the game. Unlike Dodge Ball, the games in this book

    are designed to keep things moving and to keep everyone involved as much as possible.

    Choosing Games

    When first working with a group, you will often choose the games that you have the

    space and equipment for. If you introduce the group to a variety of games, you will find

    hat works best, and it will become clear which games are the favorite of the group.

    These games will be requested each time your group meets. Once a game becomes a

    favorite, resist the urge to play it every time you meet. If you do keep using it, eventually

    the group will tire of the game. I try to play a favorite game no more than every fourth

    meeting time so it will still be exciting and fresh every time we play. Try out new games

    regularly.

    If a game doesnt work or the energy seems off, then try a completely different type

    of game the next time you meet. Or even switch games after 10 minutes of play. I never

    know what the group dynamics will be for the church youth group night when I show up.

    Therefore I have a list of games to choose from and pick the best one based on who is

    there that night.

    Game Equipment

    If you have a bag of foam balls, you can play a number of the games found in this

    book. Some games require additional small items, such as paper rolled into wands, 3x5

    cards, colored markers, jump ropes, cones or bandanas. But for the most part, a bag of

    foam balls is the main ingredient needed.

    The abilities and functioning level of your group determine which type of foam balls

    ill work best for your population. I personally have a bag of about 25 small foam balls

    (4 inch size with a smooth coating) and two large foam balls (soccer ball size) to lead

    games with my groups. I often have groups with 30 to 45 people, and it is best to have a

    bunch of balls so everyone can be involved as much as possible. But a ball bag with 10 to

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    15 balls will work for most groups.

    If you dont have all the equipment needed to play a game, you can often be creative

    and substitute other items. I have used 2-liter soda bottles (with the lids on tight) which

    had been filled with a couple inches of water, in place of cones. If a game calls for

    bandanas but they are only used for the purpose of capturing them I have

    occasionally substituted the small foam balls. By being creative, you can often find the

    supplies needed.

    For a few of the games, it will be helpful to be able to print out a list that goes with

    the game. You will find these lists in PDF format free at our website

    ww.gamesforgroups.com.

    Leading Games

    When leading games, you should always act as if you are excited about playing the

    game and explain it with enthusiasm. I have seen people introduce games in a boring

    manner that doesnt lead to good energy when the game begins. As a result, it can take a

    hile for the game to get going.

    Explain all the rules clearly and ask for questions to clarify rules. I sometimes will

    forget a small detail that makes a big difference in the way the game will flow. But when

    someone asks a really good question, this reminds me to add that detail. Never assume

    everyone knows all the rules to a game. Always review them in case there is one new

    member to the group who does not know how to play but is too embarrassed to say so.

    Find the best way to talk to the group. When I am leading a group of 45 teenagers, I

    have to ask them to sit down. That way, they can all see me, and I can make sure they are

    listening. When I am leading a group of 15 third graders, I can explain it while they are

    standing in front of me with no problem.

    Healthy Competition

    The games in this book are all competitive. There has been a movement over the

    years to play games that are noncompetitive; however, the reality is that kids like to play

    games with a winner. Striving to win is what makes the game fun, and this is what makes

    everyone try harder. In the process, the kids get more exercise out of the game. Also,

    learning how to deal with losing is an important life lesson that is taught through the

    playing of competitive games. This lesson is lost sometimes in todays everyone is a

    inner society. It is good to learn both how to lose and how to win graciously. When

    entering the workforce, everyone has to be able to deal with this element of life, and

    games are a great way to learn these lessons early on.

    There are ways to promote healthy competition without making those who lost feel

    like they are less valuable. First of all, dont make a big deal out of who won a game;

    ust move on to the next game after a game has finished. Many of the games in this book

    http://www.gamesforgroups.com/
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    can have several rounds if one team quickly wins. Sometimes I will adjust the teams or

    completely mix up teams after a round when it is clearly lopsided. Sometimes a game

    can go back and forth for a long time, and right when it is tied up is when I will call the

    game over with a tie. (Cone Knock Over or Flag Grab are good examples of games that

    this strategy works well with.)

    Making sure everyone plays by the rules is a big part of promoting healthy

    competition. I have played games with some younger youth group leaders who think it is

    funny to cheat or do something crazy. This doesnt sit well with some players, and it

    often causes chaos and leads to other players thinking it is funny to cheat. Find the best

    ays you can to handle cheating as it occurs.

    How to Handle Cheating

    Hopefully you wont have to deal with cheating when you lead games. However, at

    times during competitive games cheating can occur. Sometimes, it is people thinkingthey are being funny or who are seeking attention; other times, it comes from super

    competitive people who will do anything to win.

    It is important for a leader to always be a part of the game. The leader can participate

    or be on the sidelines watching to make sure everyone follows the rules. When I see

    someone not following the rules, I give them a playful reminder of what the rules are

    (sometimes they werent listening and didnt know, sometimes they didnt think anyone

    as watching). Most often the person will go back to playing by the rules. In extreme

    cases, I will call someone over to me and ask if they understand the rules. I do this tomake sure they understand I am watching and it is not OK to cheat. If cheating becomes

    a big problem, I will stop a game and address the group as a whole. I explain that if I see

    more cheating, we will have to change games. Sometimes I will hold a board game night

    after a night with too much cheating in the gym. This is a good opportunity to have a

    discussion about the importance of following the rules in everything they do in life and

    not just while playing a game.

    Picking Teams

    I never select team captains who then pick teams by taking turns. I have many

    creative ways to pick teams. I will often look over the group, and if I can find a

    commonality that half of them have, I will use this to select teams (all those wearing

    shorts on one team, all those wearing pants on the other). I often use birthdays to break

    up the groups by naming months; if your birthday falls in those months, you are on one

    team and the others are on the opposite team. You can use birthday days (if your birthday

    falls on an odd-numbered day, you are on one team, and if on an even day, you are on the

    other). I will count the group off to form teams in a 1-2-1-2 manner. But I havediscovered that when you count off, many people go with their friends and pretend they

    are on the same team as them. To handle this, I say, If you have a friend you need to be

    on the same team with, then link arms and stand with them on this side. If you can be on

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    a team with anyone, stand on this side. I then count off the groups in a 1-2-1-2

    fashion (counting each pair as an individual unit) and then do the same for the

    individuals. This has eliminated people going to whichever team they choose. Another

    ay to choose teams is to have grades stand up (all seventh graders stand up) and then

    evenly divide the group of seventh graders, then do the same with all the grades.

    As you can see, there are many ways to select teams. Be creative and have fun with it

    but dont take too long.

    Strength Differences with Ball Throwing Games

    Ball throwing games are always popular, and sometimes you may find that you have

    members of your group with much greater strength than others. If this is an issue, you

    can make a rule for a specific group of players (e.g., all boys over the age of 16 have to

    throw left-handed or from behind a certain line). Or name the specific players who have

    to follow a special rule.

    If I can divide up the teams in a way to balance out the strong players, I will do that

    too (high school boys and middle school girls versus middle school boys and high school

    girls, or leaders and girls versus boys). It will all depend on the make-up of your group,

    and there is always a way to adjust the rules to solve an unfair advantage one group may

    have over another.

    Using softer balls is also a solution when you have strong groups of players.

    Fitness through Fun

    By playing games that involve moving, running, and ball throwing, participants can

    get exercise without even realizing it. This is the beauty of physically active games.

    Some of the games in this book I use for off-season conditioning with my high school

    soccer team. We have one fun conditioning activity a week, and my team has their

    favorite games to play. (Color Match and Picture Run are the team favorites.)

    If you want to promote the use of exercise to help with mental well-being, then begin

    each group activity by doing a check-in. Ask everyone how they are feeling physically

    and mentally. Do another check-in after playing the game to help people recognize

    how much better they usually feel after engaging in exercise.

    I hope you find your favorite games and have as much fun leading and playing these

    games as I have over the years.

    Island Ball

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    Game Summary

    Two players throw balls from an island in the center of the gym. They try to recruit

    more throwers onto the island by hitting them with a ball.

    Group Size

    8 to 30 is ideal

    Materials

    Several foam balls (More is better)

    Play Area

    Gym or other large area with a circle in the middle

    Time

    Unlimited (20 to 30 minutes is ideal)

    Description

    Create an island in the middle of the gym. Most gyms will have a circle painted on

    the floor that works great, or you can use a rope or cones to make a circle. Place all of

    the balls you have in the island. Select two people to be the first throwers, and have them

    go inside the circle.

    Everyone else should line up in one corner of the gym. A leader stands at the front of

    the line and sends one kid at a time to run around the outside of the gym. The runner tries

    to make it back to the line without getting hit by a ball that is thrown. The leader should

    send a new runner about every one to five seconds so the runners do not run over each

    other. Any player who is hit immediately joins the throwers on the island (if a player is

    hit by a ball that has hit the ground first, it does not count). Once a ball is thrown, anyone

    on the island can retrieve it and bring it back to the island before throwing it again.

    Once the first runner makes it back to the front of the line, stop the game and allow

    everyone on the island to gather up all of the balls. That marks the end of the first round.

    At the start of each round, announce a new way the runners must move around thegym (skipping, spinning, walking backwards, etc.). When only two runners remain off

    the island, start over with those two on the island and everyone else back in line.

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    Variation

    If this game is played outside, you should mark the play area with cones so the runners

    do not run too far away from the island.

    Cone Knock Over

    Game Summary

    Two teams, on opposite sides of the gym, throw and roll balls back and forth to hit or

    knock down cones on the opposite side. The goal is to capture all of the cones on the

    other side and win.

    Group Size

    8 to 30 is ideal

    Materials

    Several foam balls

    6 to 10 small plastic orange cones (Substituting for cones can be 2-liter bottles filled

    with 2 inches of water; use with the cap on.)

    Play Area

    Gym or other large area

    Time

    Unlimited (20 to 30 minutes is ideal.)

    Description

    Divide the group into two teams. Assign each team to a different half of the gym.

    Give each team an equal amount of cones (three to five cones is ideal) along with half of

    the balls. If in a gym with a basketball court, use the key area (rectangle area under the

    basket used for free throws that is marked off by lines) and have each team place their

    cones somewhere inside their own key. If there is no key, set up a similar area using

    smaller cones or other markers.

    Each team must protect the cones on their side from being hit by a ball that is thrown

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    or rolled from the other side. During the game, players must stay on their own side of the

    gym and cannot go into their own key unless they are retrieving a ball that has rolled into

    the area. If at anytime someone throws a ball and it hits a cone on the opposite side (it

    does not have to knock it over), they can go to the other side and collect that cone and

    bring it back to their own side and place it in their own key. The winning team is the first

    team to collect all of the cones.

    This is a game that seems to never end since the cones go back and forth rather

    quickly. When leading this game, the leader can wait till the cones are back to equal

    numbers and declare it a tie before moving on to the next activity.

    Color Match

    Game Summary

    Groups compete to find all the colored markers in a large area before the other groups

    do.

    Group Size

    4 or more

    Materials

    2 sets of colored markers (It is best if one set is the washable type of marker.)

    3x5 cards

    Small poly cones

    Play AreaLarge open area is best

    Time

    20 minutes

    Description

    Prior to the activity, take one set of colored markers (use the washable ones if you

    have a set) and place one distinct color under each cone somewhere in the play area. The

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    cones should be spread out as much as possible in the play area.

    Divide the group into teams of two or more members each, and give each group a 3x5

    card. The leader has a set of markers and marks a different color on each card. Each

    group must go find that colored marker under a cone, and each person must put a mark

    on her arm in that color and then place the marker back under the cone. After finding the

    correct color, the group runs back to the leader for a different color to be marked on their

    cards. Once a group has found all the colors, they can be declared the winner.

    Variation

    Each person signs their name on the card in the correct color, instead of marking on

    their arm.

    Run Rabbit Run

    Game Summary

    Runners try to make it from one side of the play area to the other, without being hit by a

    ball that is thrown by one of two Throwers who are on the sides. If a player is hit by the

    ball, he must sit down and can tag runners as they run across the gym.

    Group Size

    10 to 40 is ideal

    Materials

    Several foam balls

    2 hula hoops (However, you may be able to play without these.)

    Play Area

    Gym or outside play area

    Time

    15 to 20 minutes is ideal

    Description

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    Select two players to be the Throwers, and give them each a few foam balls. Send

    the Throwers to the center of the gym or play area, and have one stand on the far right

    side of the center line and one on the far left. These two spots can be marked with hula

    hoops or other objects. The Throwers can only throw when standing inside this spot.

    Everyone else lines up side-by-side on one end of the gym or play area. When the leader

    says, Run rabbit run, everyone tries to cross the play area without being hit by a ball

    that has been thrown by either one of the Throwers. If hit by a ball, the runner must sit inthe spot where he was hit and can now try to reach out and tag other runners as they run

    by. Throwers can collect balls at any time and run back to their throwing spot to throw

    again. After all the runners make it across to the other side, the leader can say, Run

    rabbit run again or change the way the runners must get across the gym by saying, Hop

    rabbit hop, etc. When there are two runners remaining who have not been tagged or hit

    by a ball, they become the next two Throwers for a new game.

    Variation

    If someone who is sitting picks up a loose ball as it rolls by and gets someone out by

    throwing it at them (they must throw from a sitting position), then they can stand up

    and become a runner again.

    Doctor Ball

    Game Summary

    A variation of Dodge Ball, where you can be saved by the Doctor who touches you with

    her healing stick to get back into the game. However, dont let your Doctor get out or

    your team will lose.

    Group Size12 to 40 is ideal

    Materials

    Several foam balls

    One foam swim noodle cut into fourths (Or simply roll up paper to make a wand, or

    use empty paper-towel rolls)

    Two gym mats, or two hula hoops, or two ropes, yoga mats, or small cones to mark offa small box at each end of the play area

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    Play Area

    Gym or large play area

    Time

    Unlimited (20 to 30 minutes is ideal)

    Description

    Divide the group into two equal teams, and select one person from each team to be the

    Team Doctor. Give each Doctor a healing wand (a piece of a foam noodle that is about

    1 foot long, or see alternative materials above). Designate an area on each end of the

    gym to be the Hospital by placing a gym mat in this spot or mark off the Hospital with

    a rope, hula hoop, or small orange cones. The Doctor is safe when she is in the Hospital,and she cannot get out, even if hit by a ball that has been thrown from the other team.

    However, once the Doctor comes out of the Hospital, she can get out if hit by a ball.

    Divide the balls evenly among the two teams. On the Go! signal, players must stay

    on their own side of the gym but try to get members of the other team out by hitting

    them with a ball that is thrown. If the ball is caught, then the thrower is the one who is

    out. When a player is hit (or throws a ball that is caught), she must sit down in the spot

    here she was hit. This player then waits to be healed by the Doctor, who must touch her

    ith the healing wand before the downed player can return to the game. The first team to

    get the other teams Doctor out wins the game.

    At the start of each new round, select two new Doctors.

    Flag Grab

    Game Summary

    The first team to collect all of the flags before the other team does wins the game.

    Group Size

    20 to 40 is ideal

    Materials

    8 small cones to use as markers

    Extra cones to make a center line and boundary if playing outside

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    8 bandanas (or other similar items) to use as flags

    Play Area

    Large play area or gym

    Time

    20 to 30 minutes is ideal

    Description

    Divide the group into two teams, with one team on each end of the gym. Use the

    cones to make a box about 10 feet long and 10 feet across on each side, equal distance

    from the center line (about 30 feet from the center line is good). Place four flags inside

    each box. The object of the game is to capture all eight of the flags before the other team

    does, using the following rules to play:

    Once a player crosses the center line into the other teams territory, he can be

    tagged.

    When a player is tagged, he must sit down in that spot and cannot be freed until

    his own teammate runs across the line and tags him.

    Once a teammate has tagged and freed someone who is sitting, they both get free

    returns to go back to their side, and they have to go back before trying to

    capture one of the flags.

    If a player makes it into the box where the opposing teams flags are, he is in a

    safe zone, and cannot be tagged until he comes out of the box. The defending

    team may not go into the box.

    Any flag taken out of the other teams box and carried across the center line

    without the person carrying it being tagged is successfully captured.

    When a person who is carrying a flag is tagged, that flag goes back into the box.

    Only one flag can be captured at a time. All captured flags are placed inside the box of the team that captured it, and the

    first team to capture all eight flags wins the game.

    This is one of those games that can go back and forth for quite a while, and it can

    easily be called as a tie if the leader waits until both teams are back to four flags a

    piece.

    Variations

    Use six flags instead of eight.

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    Set up an exercise station with a list of exercises that participants can choose from.

    When a player gets out, instead of sitting down he goes to the exercise station and

    completes one of the exercises on the list in order to return to his side.

    Memory

    Game Summary

    Groups run from station to station with a list of activities they must complete. They turn

    over a card to see if there is an exercise listed on it that they havent done yet. If so, they

    can do it and cross the exercise off their list. If they have done it, they turn the card back

    over and go to the next station.

    Group Size

    4 or more

    Materials

    A list of exercises printed out on cards (See ideas below)

    Play Area

    Large play area or gym

    Time

    20 minutes

    Description

    Create a list of exercises (see list provided for ideas). Each exercise should be printed

    out on a 3x5 card or other paper that cannot be seen through. Make three sets of cards.

    Take each set of cards to a different area (station) with room to run between these areas.

    Lay out the cards face down (cards should be laid out at each station in a different

    arrangement).

    Divide the group into two or three teams. Give each team a list with all the exerciseson it, and have each team start at a different station. On the Go! signal, each group

    chooses one card to turn face up at their station, and they must complete the exercise.

    After completing the exercise, they can mark it off on their list. (If you have enough

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    leaders, you can assign one leader to each station, and they can sign off when a group

    completes an exercise, or have a leader participate with each group.) After signing off on

    an exercise, the group turns the card face down and runs to the next station. At the next

    station, they turn a card over. If it is a new exercise, they can do it and sign off on it. If it

    is an exercise they have already done, they must turn it face down and move on to the

    next station. The key is to remember which cards have already been turned over at each

    station.

    Variations

    Have only two stations instead of three.

    Create an easier list for younger kids and only have about six cards at each station.

    Exercise List(A printable PDF list can be found at www.gamesforgroups.com)

    Run one lap around the outside of the field (or perimeter of the gym).

    Lay with your back flat on the ground and hold your legs 6 inches off the ground for

    20 seconds. (Legs must be straight without knees bent.)

    Do 25 frog hops. (Jump up like a frog with hands touching the ground each time.)

    Do 15 knee lifts. (Hold hands out in front at waist height and alternate lifting the

    knees to touch the hands.)

    Do 10 pushups. Do 25 sit-ups

    Do 100 running legs. (Lie on back and, with legs outstretched, move them back and

    forth as if running in the air.)

    Do 20 scissors. (Lay on your back with straight legs lifted 6 inches off the ground,

    and cross them 20 times.)

    Take 20-second mandatory water break.

    Do 10 air chairs. (Hold a position like youre sitting in a chair for 3 seconds, and

    then stand up and do it again.)

    One Lap Challenge

    Game Summary

    Divide the group into two teams. One team must run one (or more) laps, while the other

    team tries to earn as many points as possible by completing various exercises.

    Group Size

    http://www.gamesforgroups.com/
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    4 or more

    Materials (Optional)

    Jump ropes

    Paper and pen to keep score

    Play Area

    An outdoor track is ideal but this can be done in a gym or a large outdoor area.

    Time

    30 minutes

    Description

    Divide the group into two equal teams. Set up a course for the teams to run around (if

    you have a track, it is ideal for the teams to run one lap around the track). Set up another

    area as an exercise station. Challenge one team to complete as many exercise repetitions

    (see list below for ideas) as they can before the players on other team can all complete

    one lap. (For the runners, set up a cone they can start sprinting at about the last quarter of

    the lap, and encourage them to run at a steady pace before this.) On the Go! signal, oneteam starts running and the other team starts earning points; however, the team doing the

    exercises must stop once the last runner reaches the finish line. After each lap, tally the

    points and then have the two teams switch places.

    Do several rounds of this, with a new exercise challenge each time. After completing

    the final lap and exercise, tally the points to determine the winning team.

    Variation Instead of giving 1 point for each exercise repetition completed (1 point for every sit-

    up, for example), give points for sets completed (1 point for every 10 sit-ups, etc.).

    Challenge List

    Sit-ups

    Pushups

    Leg lifts (Lie on your back and keep legs straight; lift the legs up and down, butdont let your legs, heels or feet touch the ground.)

    Jumps with a jump rope

    Frog hops (Jump up and down, but touch hands to ground on each down jump.)

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    Jumping jacks

    Jump ups (Hold hands out at waist level and jump up so knees touch your hands.)

    Mat Pull

    Game Summary

    Two opposing teams attempt to rescue their own teammate on the opposite end of the

    gym, who is sitting on a mat.

    Group Size

    20 to 40 is ideal

    Materials

    2 foam gym mats

    Play Area

    Gym

    Time

    Unlimited (20 to 30 minutes is ideal)

    Description

    Divide the group into two teams, and assign each team to one end of the gym. Place a

    gym mat at both ends of the gym, inside a box (use existing lines on the gym floor or

    mark off an area around the mat with cones or other markers). Select one person on each

    team to lie on her belly on the mat that is on the opposite end of the gym from her team.

    On the Go! signal, both teams try to rescue their own player by pulling the mat their

    teammate is lying on across the center line in the gym while following these rules:

    All players are safe when they are on their own end of the gym.

    Once a player crosses the center line, they can be tagged by a member of theopposite team and must sit down in the spot where they were tagged.

    A sitting player can be rescued by one of her own teammates if the teammate comes

    across the line and tags her, and then they both can freely go back across the line

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    and are safe from being tagged on the way back.

    The area where the mat was first sitting (the box or other marked off area) is a free

    zone. If a player from the opposite end makes it into that area, she is free from

    being tagged until she steps out of that area.

    If when pulling the mat across the floor the pulling player is tagged, she must

    let go of the mat in that spot and wait to be rescued, and the mat stays where it is.

    The winning team is the first team to get any part of their mat, with their teammatelying on it, across the center line (or you can decide if the entire mat must make it

    across the center line).

    You can play several rounds of this game with new players on the mats for each

    round.

    Bench Ball

    GameSummary

    Everyone tries to tag everyone else with foam balls. Once someone is hit, they go out

    until the person who hit them is out and then they can go back in.

    Group Size

    8 to 30 is ideal

    Materials

    Several foam balls

    Play Area

    Gym or other large area with boundaries

    Time

    Unlimited (15 to 30 minutes is ideal)

    Description

    To start this game, scatter several foam balls throughout the play area. Designate the

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    boundaries for the game, including an area on the side where everyone who is hit by a

    ball must go when they are out. On the Go! signal, anyone can pick up any ball that

    is in the area and may take no more than three steps before throwing it at another player.

    When a player is hit with the ball, he should make sure to remember who got him out

    and go stand on the sidelines. A player who throws a ball that is caught by another player

    is also out and must go to the sideline and make note of who got him out. A player who

    is out must watch the game carefully and can reenter the game when the person who gothim out goes out.

    Its fun to encourage kids to cheer for others to get the person out who got them out.

    When several people are cheering to get someone out, it means that person is a strong

    player, and they will like hearing their name chanted by several kids who are out.

    Variation

    This can be played as a soccer or basketball drill. Everyone has a ball and must dribbleit around the area (soccer style with feet or basketball style with hands) while at

    the same time trying to knock the ball out of bounds that someone else is dribbling. A

    player may reenter the game when the person who got them out goes out.

    Snake Wrangler

    Game Summary

    Try to get from one side of the gym to the other withoutbeing touched by the snake (a

    large rope in the middle being wiggled by two people who are holding the ends). If you

    touch the snake, you become one yourself.

    Group Size

    8 or more is ideal

    Materials

    One very large rope (A climbing rope works best or tie several jump ropes together.)

    Play Area

    Gym

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    Time

    Unlimited (15 to 20 minutes is ideal)

    Description

    Spread a rope across the middle of the gym, and select two people to be the SnakeWranglers (placing one of them at each end of the rope). The rest of the group is spread

    out against the wall on one side of the gym. On the Go! signal, everyone along the wall

    attempts to run from one side of the gym to the other withoutbeing touched by the

    snake. The two people holding the rope can wiggle it wildly back and forth, but may not

    lift the rope off of the ground. Anyone who touches the rope is turned into a snake and

    must lie on their belly and try to tag the runners as they come across. Once everyone has

    made it to the other side of the gym (or has been turned into a snake), give the Go!

    signal again. Everyone who is not a snake (or a Snake Wrangler) tries to make it back to

    the other side safely.

    For added fun, you may want to change the manner in which the runners get across

    the gym for each round (hop, skip, walk, in pairs, etc.). The two runners who last the

    longest without being turned into snakes become the Snake Wranglers for the next round.

    Hula Hoop Toss

    Game Summary

    Toss a hula hoop onto a cone. If your hoop makes it over the cone, your team tries for the

    next furthest cone continuing until all the cones have been captured.

    Group Size

    2 or more

    Materials

    1 hula hoop for every team of 5 or less participants

    4 orange cones for every team of 5 or less participants

    Play AreaGym or other open play area

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    Time

    10 to 15 minutes

    Description

    Divide the group into teams of one to five players. Have each team line up in a singlefile line. Set up four orange cones in a line in front of each team, with the first cone

    about 5 feet away, the second cone 10 feet away, then 15 feet and finally 20 feet. This is

    a relay race, and the first person in each line tries to toss their hula hoop over the first

    cone. After each toss, the person who threw the hula hoop must retrieve their hoop and

    give it to the next person in line (and set up any cones they accidentally knocked over). If

    the hoop goes over the first cone, the thrower puts that cone on top of the second cone.

    The relay continues in this manner until all of the cones are stacked on top of each other,

    and a member of the team tosses the hoop over the stack. The first team to toss their hula

    hoop over the final cone is declared the winner.

    Variations

    Change the distance of the cones based on the skill level of the group.

    Instead of using hula hoops, use balls to try to hit the cones in order to capture them.

    The balls can be rolled or thrown.

    Line Tag

    Game Summary

    A game of Tag that is played in a gym, and players can only travel on the lines in the

    gym.

    Group Size

    10 to 40 is ideal

    Materials

    2 soft balls or other small soft objects

    Play Area

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    A gym with several lines painted on the floor

    Time

    Unlimited (10 to 15 minutes is ideal.)

    Description

    Everyone must find a line to stand on that is on the gym floor. Select two people to be

    It, and give them each a small soft ball or object to hold (this object is just to show

    everyone who is It and is not meant to be thrown). On the Go! signal, play a game of

    Tag. During the course of the game, everyone must walk quickly (no running) on a line.

    They cannot jump from one line to another and cannot pass another player who is on the

    same line but they can move to a new line when it intersects with a different line. When

    a new player becomes It, she must take the object and becomes a chaser. When aplayer becomes it she cannot immediately tag the person who tagged her. End the

    game after a specified time limit.

    Sideline Ultimate Frisbee

    Game Summary

    Two teams compete in a game of Ultimate Frisbee but not everyone is on the playing

    field at the same time. Teammates that are on the sidelines participate by helping the

    players who are on the field score a point.

    Group Size

    20 to 30 is ideal, but could be played with as few as 12 and as many as 40

    Materials

    1 Frisbee

    Cones to mark the playing field if played outside

    Play Area

    Gym or large open area

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    Time

    20 to 30 minutes is ideal

    Description

    Set up the playing area by marking off a large rectangle-shaped area (the boundarylines of a basketball court work well when played in a gym). Divide the group into two

    equal teams, and have one team line up on one sideline and the other team on the

    opposite sideline. Assign each person a number, starting with one and counting up; do

    this for each team. If a team has one more player, assign a member of the opposite team

    two numbers. To play the game, the leader calls out two or more numbers, and everyone

    ho has been assigned those numbers runs to the middle when the leader throws the

    Frisbee and yells, Go!

    Play a game of Sideline Ultimate Frisbee using the following rules: Each team is trying to score on the opposite side of the field.

    To score a point, one member of a team must throw the Frisbee to another

    member of his own team who catches it across their teams end line

    Only three steps can be taken by someone who is holding the Frisbee before they

    must throw it.

    The Frisbee can be blocked when it is in the air.

    The Frisbee is turned over to the opposite team if it is not successfully caught by

    a member of the throwing team.

    The Frisbee may not be grabbed out of the hand of someone who is holding it.

    The players who are on the field can throw the Frisbee to their own sideline, and

    players on the sideline must catch the Frisbee when it is thrown to them or it is

    turned over to the other team. The sideline players can throw it but may not take

    any steps with the Frisbee. A point cannot be scored unless it is thrown from a

    player on the field (a throw from the sideline cannot result in a score).

    If at any time during the game the Frisbee falls to the ground, the team who was

    in possession of it last must turn it over to the other team who throws it from

    the spot where it hit the ground.

    At any time during the game, the leader may call out additional numbers and more

    players can join the game on the field. After each score, everyone goes back to their own

    sideline, and the leader calls out new numbers for the next round.

    Variation

    Instead of giving each team numbers, simply call out characteristics (everyone who is

    wearing blue, who is a girl, who has a birthday in July, etc.).

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    Dungeon Ball

    Game Summary

    Two teams are on opposite sides of the gym, and they try to hit each other with balls.

    When a player gets hit, she goes to the Dungeon on the other side and stays there untilshe catches a ball that is thrown by one of her own teammates.

    Group Size

    20 to 50 is ideal

    Materials Several foam balls

    Play Area

    Gym or large open area

    Time20 to 30 minutes is ideal

    Description

    Divide the group into two teams, with one team on one side of the gym and one team

    on the other. When playing in a gym, designate the area behind the end line on each side

    as a Dungeon. (If playing outside or in a gym without end lines, mark off an area with

    cones to be the Dungeon, and make a center line to divide the two teams.) Toss out

    several balls, and on the Go! signal, players must stay on their own side of the gym but

    try to hit players on the other side by throwing the balls at them. When a player is hit,

    she must cross over to the opposite side of the gym, and enter the Dungeon that is behind

    the other team. (If a player on the opposing team catches a ball that is thrown, the

    thrower is out and must go to the Dungeon.) A player in the Dungeon may be freed by

    catching a ball that has been thrown by her own teammate, and she may carry the ball

    back to her side and cannot be hit by a throw until she crosses the center line. The first

    team to capture all of the players from the other team wins the game.

    Variations

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    Players in the Dungeon can get a player from the opposite team out after picking up

    any ball that rolls into the Dungeon. They must throw the ball from inside the

    Dungeon and try to hit a player on the opposing team. You may or may not declare the

    thrower as free if she hits the player with the ball.

    If you throw a ball and it is caught by a member of the opposite team you are not out.

    Ground Tag

    Game Summary

    The group plays a game of Tag, with one Chaser and one Runner who are not lying down.

    When the Runner lies down next to a person who is lying down, that persons partner

    must quickly stand up and becomes the person being chased.

    Group Size

    10 to 20 is ideal, but can easily be played with a larger group

    Materials

    None

    Play Area

    Gym or large open area

    Time

    5 to 15 minutes is ideal

    Description

    Divide the group into pairs. Select one person to be the Chaser, and his partner is

    the person being chased and is the Runner. Everyone else must lie down on their belly,

    side-by-side with their partner, and spread out from the other pairs. On the Go! signal,

    the Chaser tries to tag the Runner. At any time, the Runner can lie down next to a pair,

    and the person who is on the opposite side from the Runner must stand up and thenbecomes the new Runner. Whenever the Chaser tags the Runner, they switch roles and

    the Chaser becomes the new Runner.

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    Variations

    If there is an uneven number of players, one group should have three members, and the

    person who is on the opposite side of the person who lies down is the one who stands

    up and runs.

    With a larger group, you may have more than one Chaser and Runner going at the

    same time. However, the Chaser can only chase his Runner and cannot tag the Runnerfrom another pair.

    This can also be played as the game Elbow Tag, where partners link elbows instead

    of lying down.

    Circle Race

    Game Summary

    This is a quick and intense running game, where everyone runs around the outside of a

    circle while trying to pass as many people as possible.

    Group Size

    8 or more

    Materials

    Cones to mark a large circle (Or use existing lines on the gym floor)

    Play Area

    Gym or large play area

    Time

    Less than 10 minutes

    Description

    Using cones, create a large circle about 15 yards in diameter. Everyone should spreadout around the outside of the circle. Then everyone runs around the outside of the circle

    in the same direction when the leader says, Go! Every time one runner passes another

    runner, she calls out the number of people she has passed. After one minute, the leader

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    rolled-up pieces of paper that are taped closed, per team). Each team must select three

    different players to hold onto the magic objects. These objects are used to get players

    back into the game who have gotten out.

    The game is played by both teams throwing balls across the center line to try to hit

    each other and get someone out. When hit by a ball, the player who is hit must sit down

    in the spot where he was hit and wait for a person with a magic object to touch him and

    get him back into the game. (If a ball is thrown and caught by a player from the opposite

    team, the player who threw the ball is out and must sit down.) If a player who has a

    magic object becomes out, he must give up his magic object, and it no longer has

    magical powers. The first team to get the opposing team to give up all of their magical

    objects wins the game.

    Start the next round by selecting new people to hold the magical objects.

    Variation When a person holding the magical object gets out, he may give this object to another

    member of his team, and it maintains its magical powers. A team only wins if they

    can get everyone on the opposite team out.

    Jail Break

    Game Summary

    Similar to Capture the Flag, only in this game the group must capture balls. If you get

    tagged, you must go to Jail. However, you can be freed if someone from your team tosses

    a ball and someone in the Jail catches it.

    Group Size20 to 40 is ideal

    Materials

    6 to 8 foam balls

    Cones or rope to mark off a Jail area and Ball Zone

    Play Area

    Large play area or gym

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    Time

    20 to 30 minutes

    Description Divide the group into two teams, with one team on one half of the gym and one on the

    other. Each half of the gym needs to have a marked off square that is equal distance back

    from the center line. The square should be about 3x3 yards. Inside each square, place

    three or four balls (each square should have an equal amount). These two squares are the

    teams Ball Zones. Each half of the gym also needs to have a designated Jail area. This

    should be off to the side and equal distance from the center line. This should also be

    about 3x3 yards.

    On the Go! signal, each team tries to capture all the balls from the other teams BallZone. Once a player crosses the center line, she can be tagged by a member of the

    opposite team and then sent to Jail. If they make it to the Ball Zone, they are safe and can

    stay there as long as they like (players cannot defend inside the Ball Zone). Once in a

    Ball Zone, a player can pick up one ball and try to run with the ball across the center line

    ithout being tagged. If they are tagged, they must go to Jail, and the ball goes back to

    the Ball Zone. If they make it across the line, their ball goes into the Ball Zone for their

    own team. (Each team is trying to capture all of the balls to their side.)

    Players can be freed from Jail if a team member chooses to use a ball from her ownBall Zone and throws it from her side of the gym to the Jail. If any person in the Jail can

    catch the ball, then everyone in Jail is freed and can return to their side. However, the

    ball must be sacrificed and placed in the other teams Ball Zone. Dropped balls must go

    into the other teams Ball Zone as well.

    Variations

    When a ball is caught in jail, it is not sacrificed and can be returned to the team whothrew it.

    Only the person who caught the ball is freed from Jail.

    The Answer Game

    Game SummarySet up individual cones around the room, and put different numbers on each cone. The

    person in the middle calls out a math problem, and everyone must get to the cone with

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    the answer on it before being tagged.

    Group Size

    10 to 30 is ideal

    Materials

    Several cones with numbers on them (Or simply put up pieces of paper on the wall

    with different numbers on them.)

    Play Area

    Wide open area or gym

    Time

    10 to 20 minutes

    Description

    Set up different cones around the play area, and tape a large visible number on eachcone (single digit numbers are easiest). One person is in the middle of the area and

    everyone else starts at the first cone. The person in the middle gives a simple math

    problem with the answer being one of the other numbers posted on cones (or the leader

    may call out the math problem). Everyone tries to safely get to that cone without being

    tagged by the person in the middle. If a runner is tagged, they join the person in the

    middle and try to tag other runners during the following rounds.

    Variations Everyone must dribble a soccer ball with their feet or a basketball with their hands

    while trying to get from one cone to the other.

    Spread everyone out by different cones and then say, If your number minus 3 equals

    5, then run to number 5 or If your number is an even number, move to another even

    number or something similar, so not everyone is running at once.

    King Catcher

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    first person out is the first person to return to the game, and so on). If anyone

    who is not a King Catcher catches a ball, then only one person returns to the

    game.

    The winning team is the first team to get everyone on the opposite team out.

    Variation For smaller groups, select less King Catchers and more for larger groups.

    People Scavenger Hunt

    Game SummaryA fun competition where teams try to find people in their group who fit the

    characteristics called out by the leader and who then try to beat the other teams in a race

    to the leader.

    Group Size

    16 or more is ideal

    Materials

    None

    Play Area

    A space where groups can sit with their team and then run up to the leader when called

    Time

    10 to 20 minutes

    Description

    Divide the group into teams with eight or more people on each team (this could be

    done with less if the list is adjusted for a smaller group). Have each team sit together onthe floor equal distance from the leader who is up front. The leader calls out different

    characteristics of people in the group (see list below for ideas), and each group tries to

    find people in their team who match the description. Then these people from the team

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    must get together and race to be the first teams group to make it to the leader. Award

    one point to the team who arrives to the leader first, before asking everyone to return to

    their own team and before calling out the next characteristic.

    Scavenger Hunt idea list: (A printable PDF list can be found at

    ww.gamesforgroups.com)

    2 people with the same middle name or first name 4 people wearing the same color shirt

    4 people with the same color eyes

    4 people whose shoe sizes add up to 30

    2 people with a birthday in the same month

    3 people with the same birth year

    2 people who were born in the same state

    3 people who havent come up yet skipping

    4 people whose ages add up to 50 Anyone who has the same first name as a parent or grandparent

    A group of people who ride the same bus to school

    3 people who have photo ID with them

    4 people in the same grade

    2 people whose moms have the same name (cant be the same mom)

    4 people with arms linked back to back (must travel this way)

    3 people with money in their pockets

    2 people who have traded shoes with each other

    Variation

    For each thing called, add an action that goes with it (skip, hop, walk backwards,

    piggyback, etc.), and those who are selected from each team must do the action on the

    way up to the leader.

    Line Leader

    Game Summary

    This game is a combination of Follow the Leader and Simon Says. The leader

    periodically stops and calls out a command. The last person to follow the direction must

    go to the end of the line.

    Group Size

    6 to 20 is ideal

    http://www.gamesforgroups.com/
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    Materials

    None

    Play AreaAn area with some open space for the group to walk around in

    Time

    10 to 15 minutes is ideal

    Description Everyone lines up in a single file line with the leader in the front of the line. The

    leader starts walking around the area with everyone following in line behind. At any

    given time, the leader will stop and call out a command (elbow to knee, hop on one foot,

    sit down and stand back up, spin around five times, etc.). The leader carefully watches

    the group, and the person who is the last to complete the action must go to the end of the

    line.

    You may switch leaders every so often, making the person who is in line right behind

    the leader the new leader for the next round.

    Variations

    Instead of calling out the action, the leader simply does the action, and the last one to

    complete it goes to the end of the line. It is helpful to have another leader, that is

    watching the line from the side, determine who the last person was to complete the

    action.

    Instead of going to the end of the line, the last person to do the action must do fivejumping jacks (or other simple exercise).

    Run the Gauntlet

    Game Summary

    Run from one side of the gym to the other, withoutbeing hit by a ball that is thrown from

    the sideline. If hit by a ball, join the throwers on the sideline.

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    Group Size

    10 to 40 is ideal

    Materials

    At least one soft foam ball per person

    Play Area

    Gym or other wide open space

    Time

    20 minutes

    Description

    Select two people to be It. Give each of the It players half of the balls, and have

    them each stand on opposite sides of the center line of the gym. Everyone else is lined up

    at one of the end-lines. On the Go! signal, everyone tries to run to the opposite end-

    line without getting hit by a ball that is thrown by one of the throwers who are on each

    side. Each person who is hit joins the two throwers on the sideline and helps gather upballs before the group runs across the gym again to get to the other side.

    After each round (run across the gym), those who are hit keep joining the throwers

    until only two remain in the play area. These two become the first two throwers for the

    next round.

    Double Cone Knock Over

    Game Summary

    Two teams compete to try to knock over two different types of cones that are placed

    around the play area.

    Group Size6 to 16 is ideal

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    Materials

    8 plastic orange cones (Substituting for cones can be 2-liter bottles filled with 2 inches

    of water; use with the cap on)

    4 plastic orange disc cones (Or use two different colored cones for first item above.)

    1 soccer ball

    Play Area

    Gym or large open field

    Time

    15 to 25 minutes

    Description

    Set up the eight cones around the play area, with as much space as possible between

    each cone. On four of the cones, place an orange plastic disc to distinguish them from the

    other cones. Divide the group into two teams, and assign each team to one of the types of

    cones that they will be trying to knock over. Using a soccer ball and soccer rules (no

    hands), each team tries to knock over the four cones assigned to their team before the

    other team knocks over their four cones. Once a cone is knocked over, it stays down, and

    the winning team is the first team to knock over all of their cones or the team with the

    most cones knocked over when the leader calls time.

    Variations

    Make a rule about how close a defender can get to the cone when guarding it so they

    are not standing right in front of it, making it impossible to knock over.

    Use soft foam balls that players throw instead of kick, but only allow a person to take

    three steps when they have the ball to encourage teamwork and passing of the ball.

    Shout Out

    Game Summary

    Two teams compete to be the first to complete the shout out command before the otherteam does.

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    Group Size

    10 or more

    Materials

    2 balls that are similar

    Play Area

    Gym or large outside area

    Time

    20 minutes

    Description

    Prior to the game, think of four different tasks for a group to do together using a ball

    (see below for ideas), and give each task a given command. Let the group know what the

    four commands are. Before each round, let them know which task they will have to do to

    earn points for that round. Each team stands in a large circle and must pass a ball around

    until the leader yells, Shout out! When the teams hear Shout out! they have toquickly complete the task. A team will earn a point if they complete the task before the

    other team does.

    Shout Out Idea List

    (A printable PDF list can be found at www.gamesforgroups.com)

    Tunnel

    People in each group line up separately, single file with legs spread apart. The person in

    the front of each line must roll the ball to the person in the back of their line though

    everyones legs, and the last person must run to the group leader with the ball.

    Over the Top

    Teams line up single file. The person in front of each line must pass the ball back over

    her head to the person behind her, who passes it to the next person. This continues all the

    ay down the line till the last person in the line runs the ball to the group leader.

    http://www.gamesforgroups.com/
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    Circle Out

    Each group stands in a circle shoulder-to-shoulder, facing outward, and must pass the

    ball around the outside of the circle. Everyone must touch the ball before the last person

    runs the ball to the group leader.

    Kick It

    Each group passes the ball between its teammates by kicking it on the ground. The last

    person who receives the ball on each team then runs it to the group leader.

    Variations

    Play music, and stop the music instead of yelling Shout out! At this point, the teams

    have to complete the task.

    Yell out the command for the task instead of yelling Shout out!

    Have a hand signal for each task instead of yelling a command.

    Protector

    Game SummaryTwo teams compete in two different circles, trying to get the four members of the

    opposing team out that are inside their own circle before the other team does the same.

    Group Size

    20 to 40 is ideal

    Materials

    2 large (soccer ball size) soft foam type balls

    Small cones, or tape, or rope to mark off two large circles

    Play Area

    Gym or other large open space

    Time

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    20 to 30 minutes

    Description

    Mark off two large circles with cones, tape, rope, or other items. Each circle should

    be 10 yards in diameter with about 10 yards distance between the two circles.

    Divide the group into two equal teams, with one team standing on the outside edge of

    one of the two circles and the opposing team on the outside of the other circle. Each team

    must then select five members from their own team to go to the middle of the other

    teams circle and designate one member of the group to be the Protector. Each team

    has a ball, and on the Go! signal, they try to get the members of the opposing team out

    by hitting them with the foam ball in the air. The Protector cannot get out, and this

    person can block the ball to protect his team. If a Protector catches the ball, he must toss

    it back to a member of the other team. Once a player is hit and they are out, they can

    return to their own circle and help in getting players from the other team out. The firstteam to get all four members of the opposing team out wins the round.

    After each round, select a new group to go into the middle of the other teams circle.

    Variation

    For larger groups, you may wish to send more than five members to the opposing

    teams circle.

    Pin Bombardment

    Game Summary

    An old-fashion game of Dodge Ball with a twist knock over a pin and your whole team

    can come back into the game.

    Group Size

    20 to 40 is ideal

    Materials

    Several foam balls 6 bowling pins, or 2-liter soda bottles filled with 1 inch of water and closed with cap

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    Play Area

    Large playing area or gym with a center dividing line

    Time

    20 to 40 minutes is ideal

    Description

    Divide the group into two equal teams who go to opposite sides of the gym. Set up

    three of the bowling pins on each side about 10 yards behind the center line (closer for

    younger groups). On the Go! signal, the two teams use the foam balls to play a game of

    Dodge Ball (see rules below). However, when a pin is knocked over, everyone who is

    out, on the team of the person who threw the ball, can come back in. Continue playinguntil one team gets everyone on the opposite team out or knocks over all of the pins

    (whichever comes first).

    Dodge Ball Rules:

    Everyone must stay on their own side of the line.

    Anyone can pick up a ball that is on their side of the gym and throw it across the

    line to try to get a member of the opposite team out (or aim for a pin).

    If you are hit directly by a ball thrown by the opposite team, you are out, or if you

    throw a ball that is caught by a member of the opposite team, you are out. When you are out, you must go to the designated area for your team, and wait for a

    member of your team to catch the ball before you can return to the game (the first

    person out is the first person to return to the game, and so on), or wait for a pin to

    be knocked over.

    The winning team is the first team to get everyone on the opposite team out or to

    knock over all the pins.

    Variation

    Set up any knocked over pins to increase the chance of getting everyone back into the

    game, and you can only win if you get everyone on the opposite team out.

    Challenge Score Card

    Game Summary

    Smaller teams move from station to station trying to earn as many points as possible in

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    5-minutes increments.

    Group Size

    16 to 40 is ideal

    Materials

    Large jump rope

    Basketball

    Basketball hoop

    Small orange cones (Or use empty 2-liter bottles)

    Several foam balls

    Volleyball (Or use a beach ball in place of volleyball)

    Volleyball net with a sheet draped over it so the two sides cannot see each other (Oruse a partition wall if you have one available)

    Play Area

    Gym

    Time25 to 30 minutes

    Description

    Divide the group into four teams, and give each team a copy of the Challenge Score

    Cardfound below. Each team starts at a different station and has 5 minutes to earn as

    many points as possible before the 5 minutes are up. If possible, it is best to have a

    leader at each station to keep track of points. Rotate to a different station every 5minutes. At the end, gather the score cards and announce a winner for each station and an

    overall winner. You may announce funny awards to teams who dont score a win at any

    of the stations.

    Variation

    Come up with your own stations, based on the materials you have to work with.

    CHALLENGE SCORE CARD!

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    (A printable PDF list can be found at www.gamesforgroups.com)

    At each station, try to get as many points as you can in 5 minutes.

    TEAM NAME____________________________________________________

    BASKETBALL SHOOT

    (Set-up: Basketball hoop with a line marked for the group to shoot behind vary

    distance, depending on skill level of group)

    Use one basketball, and your team gets 1 point for each basket made from behind the

    designated line. After each person on your team has successfully made one basket, all

    baskets made after that are worth 5 points. If everyone makes a 5-point basket, then all

    baskets after that are worth 10 points.

    Points __________________

    CONE KNOCK OVER

    (Set-up: Mark off a circle and spread out cones in the middle.)

    Using the balls, you must try to knock over as many of the cones that are set up insidethe circle as you can before the time is up. You will get 1 point for each cone. At no time

    may anyone enter the circle to retrieve a ball or for any other reason. You may reach into

    the circle but you may not touch the ground of the circle. Once all balls are stuck in the

    middle of the circle, your team may retrieve all the balls and continue the game. If you

    knock over all the cones, you may set them all back up, and continue to earn points by

    knocking over the cones.

    Points __________________

    GROUP JUMP ROPE

    (Set-up: One long jump rope or several ropes tied together to make a long rope)

    Your team gets 5 points for each person who is a part of a group that completes 5

    consecutive jumps together. If every member of your group is able to complete 5 jumps

    as a group, you can earn 1 bonus point for each jump you complete as a group after those

    first 5 jumps.

    http://www.gamesforgroups.com/
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    Points ___________________

    BLIND VOLLEYBALL

    (Set-up: A volleyball net covered with a blanket or sheet or use a divider wall if one is

    available)

    Divide your group into two, with half of the group on one side of the wall (or net that is

    covered by a sheet/blanket) and half on the other. Your team gets 1 point for each time

    the ball goes over the net without the ball touching the ground (count your highest

    number of consecutive hits as your final score). Your team can only hit the ball three

    times on a side before returning it to the other side, and one person cannot hit it two

    times in a row.

    Points ____________________

    TEAM TOTAL POINTS______________

    Bounce Out

    Game Summary

    Each team takes a turn standing inside a square. The members of the other teams try to

    toss balls into the square, and they earn a point for each ball that hits the ground inside

    the square.

    Group Size

    12 or more

    Materials

    Several foam balls

    Cones or other markers that can be used to mark out a square

    Play Area

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    Large play area or gym

    Time

    10 to 20 minutes

    Description

    Divide the group into teams of 6 to 12 members each. Using cones, set up two equally

    sized squares that are large enough for team members to move freely around in. The

    squares should be at least 10 yards apart (longer distances for older teams).

    To start, divide the balls equally between the two teams. On the Go! signal, the

    players try to make as many of the balls as they can hit the ground inside the square of

    the other team and then bounce out before the other team stops it. If a ball is stopped

    inside the square, then a point is prevented and the other team may throw it back. Any

    balls that are not stopped in the square can be retrieved by the nearest team and taken

    back to the teams own square to be thrown. A point is earned for each ball that bounces

    on the ground inside the square of the opposing team and then rolls out before being

    stopped.

    Note: It is helpful to have scorekeepers watch each square to determine how many

    balls hit the ground.

    Variation

    Adjust the size of the square and distance between the two squares for the age and size

    of your group.

    Team Timed Tag

    Game Summary

    Play Tag in two teams. The team with the most members who are It when the time

    stops has to do an exercise, sing a silly song, or other task the leader assigns.

    Group Size

    8 or more

    Materials

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    Several small foam balls (Or use another type of item that can be handed off, such as a

    bean bag, rolled sock, etc.)

    Play Area

    Large play area or gym

    Time

    20 minutes

    Description

    Divide the group into two teams (it is easiest if you have a way to distinguish theteams by dividing them up based on what they are wearing, etc.). Give three to five

    members of each team a small foam ball (or other item that can be passed off, such as a

    little bean bag). It is best to start off with an odd number of balls.

    Set up a boundary, and on the Go! signal, those who have a ball try to tag members

    of the other team who do not have a ball. The ball is not thrown but rather handed off to

    someone when they are tagged so everyone knows who It is. A person who is tagged

    has to wait 10 seconds before tagging back the person who tagged her; however, she can

    go on to tag any other member of the opposite team immediately. After a set period of time (2 or 3 minutes is good), yell, Freeze! and everyone who

    has a ball gives 1 point to her team. The team with the most points (most people who are

    It) has to do an exercise, sing a silly song, or complete whatever other task the leader

    requires of them.

    Do several rounds of this with a different task assigned to the losing team at the end

    of each round.

    Variation

    Allow members to throw the balls to tag team members.

    Dont Drop It!

    Game Summary

    Take two tennis balls, and put a slice in the side of each ball so a message can be placed

    inside. Toss the balls around the room. If anyone drops a tennis ball at any time, then

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    everyone on his team must do whatever the message says.

    Group Size

    10 or more

    Materials

    2 tennis balls

    Small strips of paper

    Pen

    Play Area

    Large play area or gym

    Time

    10 to 20 minutes

    Description

    Prior to the activity, take two tennis balls and put a slice in the side of each so they

    can be opened up when squeezed. Write down several different exercises (see list below

    for ideas) onto small strips of paper. Some of the exercises can be fun and goofy, and

    others may be tougher or require teamwork.

    Randomly select two of the exercises, and put one into each ball. However, dont tell

    the group what the exercises are. Divide the group into two teams who must spread out

    around the gym. Once in a location, everyone must stay in their spot. Give the Go!

    signal (you may play music for this signal), at which point both teams should start

    tossing their tennis ball around the room. (The balls must make it though every group

    member before starting back through the group.) If at any time the ball is dropped or hits

    the ground, the team who dropped it has to open the ball, pull out the slip of paper, and

    find out what they have to do before they can start passing the ball again. Once the group

    has completed the task, place a different task inside the ball so that they can resume

    tossing. Give points for each successful toss a team makes before the end of the game.

    The team with the most tosses can select something from the remaining exercises for the

    other team to do.

    Exercise Ideas (A printable PDF list can be found at www.gamesforgroups.com)

    http://www.gamesforgroups.com/
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    1. Everyone must run one lap around the outer perimeter of the gym (or play area).

    2. Everyone must give the leader/teacher a high 5.

    3. Five group members have to do 10 pushups while the rest of their team counts out

    loud.

    4. Everyone must sit and pretend to row a boat while singing the song Row, Row, Row

    Your Boat.

    5. Five group members must spin around 20 times and then form a circle that the rest oftheir team has to run around the outside of 10 times.

    6. Everyone must do 20 jumping jacks.

    7. Everyone must do 10 sit-ups.

    8. Everyone must do 10 frog hops (crouch down on the ground like a frog, and then hop

    up in the air with feet and hands leaving the ground).

    9. Half the group must hop up and down on one foot while the other half completes 8

    pushups.

    10. Half the group must carry the other half of their group piggyback around the

    perimeter of the play area.

    Variations

    Individuals have to do the exercise if they are the one who causes the ball to hit the

    ground.

    Give a point to a team if they can pass it to everyone on their team without dropping

    the ball.

    Make it a race. The first team to pass the ball successfully to each person on their teamwins, and the opposing team must do the exercise in their own ball.

    Mingle Race

    Game Summary

    Group members jog around the perimeter of the gym (or around cones if outside). When

    the leader calls a number, everyone races to a designated center area and gathers in

    groups of that number. Those who dont get to a group in time have to do a simple

    exercise.

    Group Size

    12 or more

    Materials

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    8 to 20 is ideal

    Materials

    Various supplies that can be used to create an obstacle course (cones, balls, chairs,

    etc.)

    Play Area

    Large play area or gym

    Time

    20 minutes

    Description

    Create an obstacle course with various stations where the individuals have to jump

    over something, interact with an item, throw a ball, do a task, etc. Have the group line up

    in a single file line, and send one person at a time through the course. At a given time

    interval, send the next person through, and challenge them to catch up to the person in

    front of them. Do several rounds of this, but each time have those who have passed the

    most people start in the back of the line. Give points for each person that each player cancatch up with.

    Soccer Bump

    Game Summary

    A fun game that is a variation of the popular basketball game called Bump. However,

    in this case, you are kicking a soccer ball into a goal instead of shooting a basketball into

    a hoop.

    Group Size

    8 or more

    Materials

    Several soccer balls (Or use foam soccer balls)

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    A soccer goal or cones/markers to make a goal

    Play Area

    Large play area or gym with an area that can be used as a soccer goal (Or use a gym wall

    that can be kicked at as the goal.)

    Time

    20 minutes

    Description

    Everyone needs a partner for this game. One set of partners starts in the goal as the

    two goalies. The first pair in line uses one soccer ball, and one partner dribbles up to a

    line (mark off a line) about 15 yards out and leaves the ball there for his partner to run up

    and shoot the ball at the goal. After shooting the ball, the pair quickly gets into the goal

    to become the next goalies. The pair that was in the goal runs to the end of the line to get

    ready to shoot a ball. (You dont have to have one ball per pair but there does need to be

    enough balls that the pair in front of the line always has one ready to go.) This is an

    elimination game. A pair gets eliminated any time they do not score and then get in the

    goal area as goalies and are scored on. Play until one team is remaining and declared

    them the winner before starting another round.

    Variation

    Can be played as individuals instead of in partners.

    Picture Run

    Game Summary

    Give the group a list of photos to take, and the first team to capture all the photos is

    declared the winner. The photos require the group to run from place to place.

    Group Size

    6 or more

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    Materials

    One digital camera per team (Or use a phone with picture-taking capabilities.)

    Play Area

    Large play area or gym

    Time

    20 minutes

    Description

    Create a list of things that the group must find or do, and then they take a picture ofthemselves finding or doing each thing on the list. Each photo must contain every

    member of the group (minus the one who took the photo). The first team to capture

    pictures of all the things on the list and show their camera to the leader is declared the

    inner. You can use the list below or create your own.

    Variations

    If you have a large area, think about the landmarks or significant items in that area.Make a list of these things for the teams to find and take their picture in front of.

    Use video cameras, and make a list of things the group must do (10 jumping jacks, 10

    sit-ups, etc.).

    Give the group a time frame, and if they complete the list in the time frame, they earn

    a prize (not just the first team).

    If you only have enough participants to make one team, then challenge them to

    complete the list within a certain time frame.

    List Ideas

    The whole group jumping in the air and all feet must be off the ground in the photo

    The group forming a pyramid

    The group running in a circle

    The group standing on a set of stairs

    The group under a table

    The group jumping up to give a group high 5

    Big Wind Blows

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    Game Summary

    There is one less spot in the circle than there are players. Everyone scrambles to find an

    open spot so they arent left standing in the middle at the end of each round.

    Group Size

    8 or more is ideal

    Materials

    Cones (Or use Post-it Notes see Variations)

    Optional: Soccer balls or basketballs (See Variations)

    Play Area

    Large play area or gym

    Time

    20 minutes is ideal

    Description

    Make a circle out of cones with enough space between each cone for one player to

    stand. Make one less space than there are participants. One person should be standing

    between each cone, with one player in the middle of the circle. The person in the middle

    is It, and she says, The Big Wind Blows for Everyone who ______. The blank is

    filled in with anything that is descriptive of the players in the group. It might say,

    Everyone who is wearing blue, who is 10 years old, who had cereal for breakfast,etc. Anyone who fits that description must leave her own spot and run through the

    middle of the circle to find another spot, and this includes the player who was It. The

    one person who does not find a new spot becomes It for the next round.

    Variations

    If you are in a gym, give each person a Post-it Note and have them place it on the floor

    and stand on it while in the circle. The person in the middle wont have one. Playerstry to run from one note to another.

    Give each person a soccer ball or a basketball, and they must dribble across the circle

    (soccer or basketball style) and get to a spot and stop.

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    Spider Ball

    Game Summary

    Toss a ball and hit someone, and they are out and must sit down. However, they can

    return to the game if they snag a ball as it rolls by and get someone out who is

    standing. Each person tries to be the last one standing.

    Group Size

    6 or more

    Materials

    2 to 6 foam balls (depending on the size of the group)

    Play Area

    Gym or other large area with boundaries

    Time

    20 to 30 minutes

    Description

    Toss two or more foam balls out (more if your group is big) and yell, Go! On the

    Go! signal, anyone can pick up a ball and throw it at another player to try and hit themin order to get them out. If you have a ball, you can only take three steps with it before

    you have to throw it. If a player is hit by a ball, then he must sit down in the spot where

    he was when he got hit. A player who is out may reenter the game by first grabbing a ball

    as it rolls past; then, to reenter, he must throw it from a sitting position and get a

    standing player out. If he throws it and misses, he remains seated. (If a ball goes out of

    the boundary area, anyone who is standing can run to retrieve it and bring it back. Then

    they get three steps with the ball once entering the area before they can throw it at

    another player.) The last one standing is declared the winner, and everyone can stand up

    and start another round.

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    Variations

    Declare more than one winner when two or three people are the last ones standing.

    If a player catches a ball that is thrown at him, then he is not out but the person who

    threw it is out.

    Divide the group into two teams. Whichever group has a team member standing at the

    end is declared the winner. Teammates can help each other by giving balls to those

    who are seated who are on their own team.

    Pull Up

    Game Summary

    A game of guys versus girls, where a few members are standing in the middle of a circleand they race to change places with those who are seated. When the leader says, Stop!

    the team with the least members standing in the middle earns a point.

    Group Size

    20 or more

    Materials (Optional)

    Music player

    Play Area

    Large play area or gym

    Time

    10 minutes

    Description

    The group sits on the floor (or ground) in a large circle. Select three people to stand in

    the middle of the circle (these three must be a mix of guys and girls). On the Go!

    signal (or when you start the music), those who are standing run to someone of the

    opposite gender and reach out their hand for the person who is sitting to grab. The person

    in the center then pulls up the person who was seated and changes places with him or her.

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    This continues at a high speed pace until the leader says, Stop! (or stops the music). At

    this point, count how many girls are standing in the center and how many guys are

    standing there. If more girls are up, then the guys earn a point. If more guys are standing,

    then the girls earn a point.

    Play several rounds of this game, and when one team reaches a predetermined amount

    of points,