Main Events or Active Games Conditions Simply put, the Main Event provides opportunity for fun and fitness, and is intended, primarily, to teach participants that fitness opportunities can co-exist with entertaining activities. The basic principle of this lesson component is that every participant deserves to be a part of the activity, regardless of skill level or fitness conditioning, and that the activities can be performed in nearly any setting. As such, the main Event activities are intended to adapt to the needs of the participants and the environment. Participants are further encouraged in that competition is not the focus of the activities, as participation, again, is the principal objective. Objective Fitness Games are more aerobic in nature and are a great balance to the anaerobic nature of the auxiliary components. Aerobic exercise is any activity that uses large muscle groups, can be maintained continuously, and is rhythmic in nature. It is a type of exercise that causes the body to work harder than at rest. The important idea behind aerobic exercise, and the Main events, is to get up and get moving! Guidelines Keep it “Fitness”. Regardless of the activity, every participant should be moving and have opportunity to get vigorous exercise. Additionally, it is recommended that the Fitness Activity Leader get involved. The Main Event activities are often a great time to share in the excitement. Keep in mind, however, that the Leader is there to maintain control and order, and not to showcase in the activities. Alley – Gators Instructions Arrange children in a single line along one end of playing area. The playing area will be referred to as the “alley”. Place several jump ropes at both sides of the alley. Designate three children to be “Alley-gators” and place them in the center of the alleyway. When the fitness activity leader calls out “Alley-gators” all the children must attempt to pass through the alley as many times as they can without being tagged by a gator. In other words, the objective is to pass from one end of the alley to the next and back again, over and over, without being tagged by a gator. However, the children are not allowed to run from end to end. Instead, they must perform one of the following movements (chosen prior to the game): Bear Crawl – Skipping – Hopping - One-legged Hopping - Crab Walk Additionally, the children must continue moving from end to end. In other words, there are no “safe” areas. The gators, meanwhile, must also perform the same predetermined movement in attempt to reach one of the children passing through their alleyway. If a gator tags a child, that child must move to either side of the playing area and jump rope until he/she counts to 30. After this time, the child may return to the game, beginning again at the original starting line. Repeat as necessary using new “Alley-gators”. Y Kids R Fit YMCA of Central Ohio Fitness Games Each Fitness Game is numbered to assist referencing. When a game is used, be sure to record the title on the lesson plan. Overview Additionally, each Fitness Game has an index, which will indicate the existence diagrams, Health & Nutrition Activities, Challenge Activities, and Expansion Activities. These too are numbered to assist location. When an activity is identified in the index, it is recommended that the Fitness Activity Leader plan to implement it in the days immediately following, or leading up to, the Fitness Game. Designate about 20 minutes of the lesson plan for this component. More time may be allotted, however, it is a wise practice to stop the Fitness Games while the participants are still having fun. This way, the participants will remember enjoying the activity the next time it is introduced. Music Box Instructions Items Needed: CD player and music Have children spread out with enough room to dance. A teacher will play music. When the music stops, the children quickly sit down on the floor or grass. The last child to sit does a set of 5 calisthenics (jumping jacks, sit ups, toe touches, etc.) The other children count with the child doing calisthenics, then the game resumes and is repeated until the teacher ends the game. Annie- Cherry Creek Y Kids R Fit YMCA of Central Ohio Tornado Tag Students are to move around the gym (all in the same direction) either running or walking. The only time that a student can stop is to dodge a ball. One person starts in the center circle of the gym with multiple dodge balls. The goal of the game is for the person in the middle to hit the runners that are circling the gym. If a runner gets hit then they go to the middle to be a thrower. The last one left as a runner… wins. Sidney- North Chinese Tag Two or three students are designated as taggers. The rest of the students spread out in the gym. The goal of the game is for the taggers to tag the students that are on the loose. If a student is tagged, then they must stay in that spot until another student either leap frog jumps them or crawls between their legs. Once they have been jumped or had someone crawl between their legs the students are free again. Play for 3-5 minutes and then pick different taggers. Sidney- North Y Kids R Fit YMCA of Central Ohio Cops & Robbers Pick 1 or 2 students to start as cops in the center circle of the gym. The rest of the students can spread out and are robbers. The goal of the game is for the cops to tag the robbers. Once a robber is tag they then become a cop and start tagging other robbers. This game is fun because the students loose track of who are cops & robbers so they don’t know who to avoid. Last robber to be tagged… wins. Sidney- North Alfonso Ball The goal of the game is to score the most runs. The game is designed to be a fitness activity. It takes the place of running around the gym. It is a great activity for rainy days or colder weather. The game is played with a tennis racquet and a small gator skin ball. It can also be played by kicking the ball instead of hitting it with a racquet (like kickball). Rules of the game: 1. Hitter stands at the baseline of the basketball court and hits the ball with the tennis racquet. 2. The defense must be outside of the three-point line and cannot enter inside of it until the ball is hit. 3. The pitcher must make a fair underhand pitch. (The game is designed so that the hitter has a lesser chance of getting out, however if they swing and miss and the pitch was fair they are out) 4. There are no foul balls in the game so the hitter can hit the ball backwards if they want. The defense has no catcher. (No one can be inside of the three-point line or behind the baseline until the ball is hit.) 5. At the beginning of the game all of the players on offense can run when the ball is hit. If you have a class of 40, then 20 may be running at the same time. (Stampede!) (It is a good idea to keep 2 or 3 hitters back in case they are needed.) 6. The bases are the out of bounds area behind both baskets. There is no baseline. The students run from one end of the gym to the other trying to avoid being hit with the ball. The runners do not have to run when the ball is hit. They run at their discretion. Runners can steal bases when the pitcher has the ball. The pitcher can fake a pitch and try to get runners stealing out. (Runners therefore can lead off.) 7. Three outs are given and are awarded when a hit ball is caught in the air or a runner is hit with the ball below the waist (unless they are in the act of dodging the ball by ducking or jumping.) 8. A run is scored when a runner makes it successfully down and back without being hit with the ball. The runners stay on base the entire time and they can hit when they get an opportunity. This keeps everyone involved and they play hard. Typical scores are in the 70's or 80's. Other comments: The hitter is the only player that must run on the pitch. Balls hit off the walls or goals are playable but not out if caught. Obviously you can do, as you like. I try to keep them running as much as possible. Sidney - North Y Kids R Fit YMCA of Central Ohio Capture the Flag Divide kids into two teams. Place each team at opposite baselines. The center court line is the dividing line between the two teams. Place a ball on each team’s side somewhere toward the corner but away from the wall 5-10 feet. The goal of the game is for each team to try to sneak across to the other team’s side, capture their ball, & get it back across the half court line to their team’s side without getting tagged. If a player is tagged on the opposing side, then they must go to the opposing team’s end line. There they must do 10 wall jumps & 10 jumping jacks before trying to sneak back to their home side. If they are tagged trying to get back to their home side, they must repeat the 10 wall jumps & jumping jacks. The game is won when a team is able to retrieve the ball from the opposing team & get it to their home side. Sidney- North Blowfish Super Bowl Instructions Arrange children along a starting line and facing a finishing line about 40 – 60 feet away. Provide each child with a paper cut out of the fish shape below. Instruct the children to assume the Bear Crawl and/or Push-up position. When the Fitness Activity Leader calls out, “Blowfish!” the children must begin blowing their paper fish toward the finish line. They may only blow to move the fish and may not use any other part of there body. Furthermore, the children must remain in the Bear Crawl and/or Push-up position throughout the game. If any part of the body, other than hands and feet, touch the ground, the child must return to the starting line with his/her fish and begin again. Repeat as necessary. Y Kids R Fit YMCA of Central Ohio 4 Corner Challenge Set up: You will need 4 hula hoops and some dodge balls. Place each of the 4 hula hoops in the 4 corners of the gym with the dodge balls in the middle. When the teacher says begin, each team tries to get as many dodge balls to their corner by the end of the round as possible. You can only grab one ball at a time and once all the balls are gone from the middle, you can now take from the other team’s corner. There is no defense in this game and you are not allowed to pass the ball to your teammate. Each person has to put their own ball in the hula hoop for it to count. You can play rounds of 2 to 4 minutes for this activity. Jimmy- SWCC Healthy Hula Tag Set Up: Spread out as many colored hula hoops as possible. Two people that are “IT” and the rest are runners. If a child feels like they are going to get tagged they have to run inside a hula hoop and say a food that is the color of the hula hoop. For example, if you run into a red hula hoop, you can say apple and the person it can’t tag you. If they tag you before you get into one, then you become tagger. This game gets the kids thinking about different kinds of foods and it keeps them active. Jimmy- SWCC Y Kids R Fit YMCA of Central Ohio Blob Tag Instructions Arrange children in a scattered formation within the designated playing area. Designate 2 children as the “Blobs”. The remaining children are the “Dots”. The “Blobs” are positioned at one end of the playing area and are provided one hula-hoop with which to share. When the Fitness Activity Leader calls out, “Go!” the “Blobs” must both perform the crab walk, back to back, inside the hulahoop. Meanwhile, the “Dots” are also to perform the crab walk. The object of the game is for the “Blobs” to tag the “Dots”, who on the contrary, must attempt to avoid being tagged. If the “Blob” is successful, and tags a “Dot”, the “Dot” becomes a new addition to the “Blob”. Now, the three children must work together within the hula-hoop. When the “Blob” successfully tags a second “Dot”, the “Blob” divides in two. Now, there will be two “Blobs”, each with two children sharing a hula-hoop. The game continues until all “Dots” are tagged. Bumpety Bump-Bump Instructions Arrange the children in a scattered formation throughout the playing area. Also, within the playing area, scatter as many poly-spots and/or beanbags as there are children. Instruct the children to stand on a marker and to remain facing you, who by the way, will be positioned at one end of the playing area. When the Fitness Activity Leader calls out, "Right, Bumpety Bump Bump-Bump" or "Left, Bumpety Bump Bump-Bump" the children must quickly move to a new marker before the Activity Leader finishes saying the command. Furthermore, the children must not turn in the direction they are moving, as they must always stay facing you. Therefore, the children will be either shuffling left or right, or if the command were, “Back Bumpety Bump Bump-Bump” or “Up Bumpety Bump Bump-Bump” the children would move forward to a marker or shuffle back to a marker. The objective, for the children, is to get to a new marker before the Fitness Activity Leader finishes the directional command. The objective for the Leader is to keep the children moving quickly. If a child does not reach a marker before the leader finishes the command, one marker is removed and that child must jog-onthe-spot until the next command. If several children do not make it in time, still only one marker is removed; however, each of the children must jog-on-the-spot. Obviously, there is an incentive in getting to a marker before the command is finished, as fewer markers means it will be harder to find one and not finding one means having to jog-on-the-spot. Y Kids R Fit YMCA of Central Ohio Chicken Run Instructions Divide the children into two groups. Arrange one group in a single file line and at one end of the playing area. Instruct the children to lie-down on their backs with their knees bent at a right angle and their heads at the feet of the person behind them. This group will be known as the “Weasel”. Provide the child at the front of the line with a beanbag, which otherwise will be known as the “egg”. The egg must be placed between the child’s feet. Arrange the remaining group in a tight bundle at the other end of the playing area. This group will be known as the “Hen House”. Instruct this group to elect one member to be a “Chicken Runner”. When the Fitness Activity Leader calls out, “Chicken Run!” the Weasel will begin to pass the egg down the length of the line. However, to do so, the weasel members must remain on their backs, performing crunches, until the egg is placed between their feet. When the egg reaches the feet of a given child, they must perform a sit-up in effort to reach the egg. Once the egg is in hand, the child must carefully lower his/her body back to the floor before placing the egg between the feet of the child who is next in line. After which, the child resumes with the crunches. This process continues until the egg is in the hands of the last child in line. Meanwhile, the Chicken Runner is circling the Hen House as fast as he/she can and calling out the number of laps as he/she completes them. The members that make-up the Hen House must be performing squats the entire time the Chicken Runner is circling the group. So, in effect, you will see several bobbing hens with a chicken running crazily around their house. It’s funny. When the egg reaches the end of the Weasel line, the child holding it must throw it as far ahead of the group as possible. The Hen House group must now hurry over to the egg and form a single file line like that of the other group. This group is now the Weasel while the original Weasel line becomes the Hen House. This newly formed Hen House must also quickly elect a Chicken Runner to circle the group while they perform squats. When, for the second time, the egg is thrown to the ground, the game ends. The group that accumulated the most Chicken Run laps is the winner. Cherry Picker Dodge Ball Instructions Arrange the children equally along two parallel lines facing each other. The lines should be about 40 feet apart. Designate a proportionate number of children as runner/dodgers and move them to one end of the course. The course needs to be at least 60 feet long. The children on the two parallel lines are the designated Cherry Pickers and must sit facing inward on the playing course. Small foam balls are placed inside hula-hoops, which are to be placed between each child. On the Leaders signal, the runner/dodgers try to run from one end to the next without being hit by the foam balls, or “cherries” (Fitness Activity Leader needs to keep the children running. A 5 – 10 sec. break is fine, but no more). The Cherry Pickers must sit with their feet off of the ground and in front of them. Each time they reach for a ball, they must do so with both hands. In effect, they will alternate twisting from side to side as they reach into the hula-hoops for “cherries” (Fitness Activity Leader needs to make sure that the children are keeping their feet off of the floor). The Cherry Pickers can move into the playing area to retrieve “cherries”, however, they must return to their throwing position before resuming play. Y Kids R Fit YMCA of Central Ohio Ultimate Dodge Ball Played like any other dodge ball game but in order to get back in you can either wait for someone to catch the ball or do exercises - 10-20 pushups, sit up, jumping jacks, ect...usually kids will choose exercise because they want to play this game. Gymnastic mats can also be set up as barriers for teams to hide behind but they cannot touch it. If the other team to knocks the mats over with the gatorballs, they are taken out of the game... Jake- Hilltop Teens Fitness Dodge-ball Arrange children in 2 teams for this activity. When you get hit by a ball from shoulder below or someone catches your ball, you will go off to side where the child has to perform a designated exercise. You can have the child do the exercise for 10 seconds and they get right back into the game. You can play this in 2 rounds of anywhere from 3 to 10 minutes. For each group of kids based on age, you can make the time or exercise more challenging for them. In this game the fun never stops and nobody has to sit down Jimmy - SWCC Amyball Items needed - Soccer ball - Indoor soccer or hockey goals - Full court basketball gym Rules = No Goalies No Hands Can't catch the ball off the wall or ceiling (or you can..its up to you) Cannot kick it up to yourself Cannot catch the ball and drop it for a kick on goal Soccer rules apply with a twist! The ball can be caught in the air by your hands only if kicked in the air by someone. When caught that person cannot move and the defense cannot knock or swat the ball from them (one arms length is given by defense). The one with the ball then tries to throw it to another teammate who in turn throws it to another, and so on until eventually shooting the ball in the basketball hoop. If the ball is knocked down or touches the floor the game turns back into soccer. Teams can score by kicking it in the goals, or until someone kicks it up and it is caught again then it turns into (ultimate Frisbee/Basketball). Jake- Hilltop Teens Y Kids R Fit YMCA of Central Ohio Terrel Ball Matball rules apply however this game is played with a racket and a gatorball (soft dodgeball). If the ball hits the ceiling and hits the floor = foul ball If the ball hits the ceiling and is caught = out Jake- Hilltop Teens Copy Tag Instructions Arrange children in near equal numbers on two facing lines that are about 50 – 60 feet apart. One child is the designated ‘Tagger” and is placed between the two opposing lines. The Fitness Activity Leader is the designated “Leader” and should be positioned at the side and center of the playing area. The game begins with the Leader calling out an activity, like “Jumping Jacks!” for example. On this signal, all the children perform jumping jacks while in passage to the other side. The Tagger also must perform jumping jacks while trying to tag the other children. Any child that is tagged during a given round must join the Tagger in the middle and is then a Tagger, too. The game resumes with the Leader calling out a new activity. The game continues until one child remains untagged. This child then becomes the new Tagger and all the other children find their place in the lines Y Kids R Fit YMCA of Central Ohio Crocodile In The Flamingo Pool Instructions Arrange the children in a scattered formation within the playing area. Instruct the children to stand on one leg, as if they were Flamingos. Throughout the game, they are to remain balancing on just one leg. The children are allowed to switch from one leg to the next, but must never have both feet on the ground simultaneously. Furthermore, the children are not allowed to stand idle, as most Flamingos do, for they are a nervous bunch today. So in other words, instruct the group to start hopping about. The Flamingos are on edge because a Crocodile has been spotted in their pooland if given the chance, that Crocodile would surely love to take a bite at a skinny Flamingo leg. The Crocodile, which is actually a playground ball, will be kept at bay as the Flamingos swat it away with their hands. This is all that the Flamingos can do; after all, they must keep their balance with the one and only leg they have available. The Crocodile, furthermore, must never touch a Flamingo’s leg- if it does, that Flamingo must continue his life as a Crab, crawling belly up and on hands and feet. Now, the Crab would much rather see a Flamingo be eaten by the Crocodile then to have the Flamingo eat him/her, so it’s in the advantage of the Crab to swat the Crocodile toward the legs of the Flamingos. So, in effect, the Flamingos must avoid the Crocodile who is getting a lot of help from the Crabs. The game continues until one Flamingo remains standing in the pool. Elves, Giants, Wizards Instructions This game is based on the same concept as rock, paper, and scissors, except that in this game, Elves beat Wizards (they can run through their legs) Giants beat Elves (they stomp on their heads) Wizards beat Giants (because they are smarter). Divide the children into 2 groups. Arrange the groups along two parallel lines about 30 feet apart. In the center of the playing area, create a divide using tape, cones, or any other objects available. Before each round, the groups need to secretly choose one of the three signs- Elves, Giants, or Wizards. When the Fitness Activity Leader calls out, “Go!” the two groups run toward the center divide and stop such that they are facing off the opposing group. In unison, both groups will yell out, “Elves, Giants, Wizards… (Perform Chosen Sign)!” The group whose sign won chases the other group back to their starting line, trying to tag them along the way. Players that are tagged must join the apposing group. The object is to get everyone on your team. If both groups do the same sign, it is a tie, and so, they will need to run back to the start to choose again. The actions for each sign are as follows: ELVES - squat low to the ground and waddle around in circles with one finger to either side of your head like little pointed ears. GIANTS - stand up on the tip of your toes, stretch your arms high over your head, and hop from side to side. WIZARDS – squat low to the ground, jump up off of the ground as hard as you can, and spin in a complete circle before returning to the ground again. Y Kids R Fit YMCA of Central Ohio Echo – Exercise Instructions Secretly assign callisthenic exercises to each child, giving the same exercise to two children, thereby creating pairs. For example, whisper jumping jacks to two children, push-ups to two other children, squats to two more yet, and so on. Scatter the children within the playing area. Instruct the children not to tell anyone what exercise they have. On the Fitness Activity Leader’s signal, each child must perform the callisthenic exercise he/she has been given. When the children see another child doing the same exercise, they are to run toward each other, face one another, and perform 10 repetitions of that same exercise, together, while counting aloud. Each round is complete when all pairs have finished the 10 repetitions together Farmer & The Crow Instructions Divide the children into groups of three and arrange them along a starting line, facing a finishing line about 40 – 60 feet away. The first child in each group is a farmer, the second a crow, and the third a farmer as well. When the Fitness Activity Leader Calls out, “Go!” the first farmer from each group must plant seeds (5 –10 pieces of wadded-up paper) and space them at equal intervals from the starting line to the finish line. After which, he/she runs back and touches his/her teammate, the crow. The crow must hop the entire way to the finishing line, on one leg, and over each of the seeds. Once to the finish line, the crow must change to the other hopping foot, hop back, and pick up each seed as he/she comes to it. At this time, the crow hands the seeds off to the next farmer, who repeats the process of planting seeds. The children continue this rotation throughout the game. In doing so, each child in every grouping will alternate being a farmer and a crow. The objective is to see how many seeds can be planted within a defined period of time, say 5 minutes. Be sure to remind the children to keep count of the seeds as they race the clock. Y Kids R Fit YMCA of Central Ohio Fitness Bingo Instructions Create three sets of Fitness Bingo Cards using index cards or scrap paper. On one side of each card, print one of the following callisthenic exercises: Jumping Jacks, Push-ups, Crunches, Burpies, Squats, Lunges, Jog-on-the-spots, Mountain Climbers, and Bicycles. Next, create three sets of Number Cards using index cards or scrap paper. On one side of each card, print one of the following repetition numbers: 6, 8, 10, 12, 14, 16, 18, and 20. Place three different colored hula-hoops in the center of the playing area Place both sets of cards (callisthenic and number) in each of the three hulahoops. Be sure to keep the piles separate. Divide the children into 3 groups and place them around the activity area. Assign each group to a colored hula-hoop. Each group is to remain together while jogging around the activity area at a low –moderate pace. The Fitness Activity Leader needs to monitor the pace of each group so that it does not become too fast, or conversely, too slow. The groups should remain equidistant from one another. No passing is allowed. Instruct the groups to start jogging. After completing one full lap, each group is to send the first member in line to the center of the activity area to choose one card from each of the two piles located in the assigned hula-hoop. After picking a callisthenic and repetition card, the group member must perform the noted exercise as many times as indicated. After completing the exercise, the group member discards the Fitness Bingo cards from the hula-hoop, promptly returns to the back of his/her group line, and resumes jogging around the activity area. The next group member in line will then immediately go to the center and play the Fitness Bingo Cards. The game is finished when a group completes all the Fitness Bingo cards from their hula-hoop and calls out “FITNESS BINGO!” Fitness Stand – Off Instructions Arrange children in pairs along two parallel lines separated by about 10 – 15 ft. One line is designated as runners, the other as groovers. The children designated as groovers have a poly spot located directly behind them and about 5 – 10 ft. away. On the Fitness Activity Leader’s signal, the groovers sprint off to their poly spot to perform a set number of a predetermined callisthenic exercise (i.e., jumping jacks, push-ups, etc). Also at that time, the runners sprint back and forth between the two paralleling lines, touching each one as they come to it. Within each round, the runners and groovers switch roles once. The object of the game is for the runner to accumulate as many “runs” as possible before the groover returns to his/her starting spot. Continue using new callisthenic exercises for every round. Y Kids R Fit YMCA of Central Ohio Fitness Tag Instructions Arrange children in scatter formation. Name four callisthenic exercises (i.e., jumping jacks, push-ups, crunches, squats) and designate one child as the runner. Each child secretly chooses one callisthenic exercise. The runner calls out one of the exercises. All the children who have secretly chosen that particular exercise must try to tag the runner. The runner must try to avoid being tagged while staying with a defined playing area. All the while, the remaining children will perform the given exercise as many times as they can before the runner is tagged (or after a reasonable time). The game is repeated with the “Tagger” becoming the new runner. The new runner must not call out the callisthenic exercise that was just used. (Repeat as necessary using four different callisthenic exercises) Geometry Moves Instructions Arrange children along a line within a playing area. Instruct the children to face you and to perform the geometric/numeric command that you call out. For example: Forward – 5 – Jumps Back – 3 – Jumps Right – 90º – Jump! Left – 180º – Jump! Right – 360º – Squat! Forward – 20 – Strides Lateral – 10 – Shuffles Diagonal – 15 – Steps It is important for the Fitness Activity Leader to prepare for this one so as to insure that the children are moving and getting exercise. Another option is to use similar commands while playing Simon Says! Y Kids R Fit YMCA of Central Ohio Fox & The Hound Instructions Arrange the children in a scattered formation throughout the playing area. Select one child to start off the game as the Fox and a second child to start off as the Hound. When the Fitness Activity Leader calls out, “Release the Hound!” all of the children, with the exception of the two playing the Fox and Hound, must assume a bear crawl position (hands and feet on the ground; similar to a push-up but not necessarily as flat). At this time, the children must crawl about the playing area. For the purpose of the game, the children performing the bear crawl are moving Fox Holes; holes that the Fox must scramble through while trying to avoid being caught by the hound. The Fox must attempt to pass through (under) as many holes as possible before being caught by the Hound. If the Hound is successful in catching his/her target, he/she will join the other children as a moving hole. The Fox, on the other hand, will become the new Hound. The Fitness Activity Leader may now select a new Fox from the group of moving holes. The game begins anew when the Leader calls, “Release the Hound!” Heart Alert Instructions Arrange children in a scattered formation within the playing area. Designate two children as “Heart Attackers”. The remaining children are the “Hearts”. On the Fitness Activity Leader’s signal, the Heart Attackers attempt to tag the Hearts. When tagged, the Heart must jog on the spot with hands in the air saying, “Heart Alert!” to signal other Hearts that they need their help. Hearts are saved when another heart performs five jumping jacks with them. Hearts cannot be tagged when performing jumping jacks. Play for only a few minutes before choosing new Heart Attackers. Continue as necessary. Y Kids R Fit YMCA of Central Ohio In The River & On The Shore Instructions Arrange the children single file along the side of a line at least as long as the group. Instruct the children to be about 2 arms lengths behind the person in front of them. On one side of the line, and directly across from each child, place a poly-spot for a target. This side will represent “On The Shore”. On the opposite side, mark a paralleling line with tape to serve as a second target. It also should be the length of the line of children. This side will represent “In The River”. Instruct the children to stand toe-to-heel on the taped line (In The River). When the Fitness Activity Leader calls out, “In the river and on the shore, if you’ve got rhythm show me more!” the children must begin to jump with the leaders tempo, which by the way, will be called out loudly to the group, i.e., one, two, three, four, etc. When the children jump up they must switch the position of their feet so that when they land, the back foot has become the front, and visa versa. Furthermore, they must remain on the line at all times, requiring a bit’ of balance and coordination. When the Fitness Activity Leader has completed the fourth count, i.e., “One, two, three, four…” he/she will then say, “… out of the river and on to the shore!” At this time, the children must leap across the midline, landing on their outermost foot, and remaining on that foot without falling off the polyspot or touching the ground with any other part of there body. When the Fitness Activity Leader calls out, “On the shore and in the river, if you’ve got balance start to slither!” the children must begin to move their entire body about as if swimming through the water or slithering across the ground. Remind the children that it’s a balance challenge, so the more movement the better. After the four-count has followed, i.e., “One, two, three, four…” the Fitness Leader will say, “… off the shore and in to the river!” At this time, the children will leap back across the midline, landing toe-to-heel on the taped line and immediately following tempo with switch-foot jumping. The Fitness Leader can attempt to throw the children off by changing the commands ever so slightly. For example, if the children were already in the river you could say, “… into the river and off of the shore!” and if the children were already on the shore you might say, “… on the shore and out of the river!” Hurry – Up & Wait Instructions Arrange children in a single line at the end of a defined playing area. The area needs to be about 60 – 100 feet long and wide enough to accommodate the length of the line of children. Behind the line of children, place all your foam balls in a container or inside a hula-hoop (so as to keep them from rolling away). This game is like that of “Stop and Go” yet different enough to interest the older children. The Fitness Activity Leader is the designated “Target” and stands in the center of a hula-hoop, which is placed at the end of the playing area opposite of the children. One child is designated the “Retriever” and is responsible for restocking the foam ball container as it is being depleted. The game begins when the Leader calls out “Hurry-Up!” at which time the children run toward the Leader attempting to hit the “Target” with a foam ball. The children are only allowed to throw balls that they have retrieved from the containment system and not from the floor. Furthermore, the children are only allowed four balls at a time. When the Leader calls out “Wait!” all the children must stop all forward movement and jog on the spot. Attempts to hit the target are still allowed during this time. When a child needs to “reload” with foam balls, he or she must return to the containment system, but can only do so when the Leader call out “Hurry-Up!” The game “ends” when the target is hit. The child responsible for hitting the target becomes the new ball retriever. Once the containment system is restocked, play resumes. Y Kids R Fit YMCA of Central Ohio Jack & Jills Instructions Arrange children equally in two parallel lines facing each other and about 50 feet apart. The space between is the play area. Designate the children in one line as the “Jacks” and the children in the other as the “Jills”. The Jacks are assigned one callisthenic while the Jills are assigned another. For example, the Jacks will perform Jumping Jacks while the Jills will perform Mountain Climbers. Any arrangement will due. As the Fitness Activity Leader begins to call out “ J-j-j-j… the two line begin to perform there assigned callisthenic exercise. When the Leader completes one of the two words, “Jack” or “Jill”, the corresponding line of children must stop the callisthenic and run after the others, who also must stop the callisthenic and run, all the while trying to avoid being tagged. All children must remain in the play area. The children are only safe from being tagged when they recite the rhyme “Jack & Jill went up the hill to fetch a pail of water, jack fell down and…” while performing Jumping jacks. Only one recital is allowed at a time. Play continues until one child remains untagged. Continue as necessary using different callisthenic exercises. Jumping Bean Relay Instructions Arrange children along a line at one end of the activity area and facing an apposing line about 60 feet away. Instruct children to space themselves about 6 – 8 feet apart. Provide each child with a jump rope. When the Fitness Activity Leader calls out, “Jumping Beans!” the children begin jump roping while in transit to the opposing line. If, at any point, the child does not clear the rope, he/she must drop everything and run to the nearest available hula-hoop and perform 5-Jumping jacks. After completing the jumping jacks, the child can return to his/her jumping rope to make another attempt. Continue the game, as necessary, while encouraging each child to do as many down and backs as he/she can. Y Kids R Fit YMCA of Central Ohio Kickball Madness Instructions Divide the group into two teams. One will be the fielding team while the other is the kicking team. After every round, the teams switch. Kickball Madness is much like traditional kickball; however, there are some exceptions: With each round, every child on the kicking team will kick… and they will do so at the same time! So, for every child on the kicking team there must be a ballplayground balls, foam ball, etc. Arrange the kicking team in a single file line behind and perpendicular to home plate. Arrange a line of kickballs in front of the line of children- one ball for every kid. The fielding team, on the other hand, will be arranged in a similar fashion- single file and parallel to the kicking team. Furthermore, arrange the fielding team deep into the outfield, or in other words, as far away from home plate as possible (the greater the distance the better- within reason of course). On the Fitness Activity Leaders signal, both the fielding team and the kicking team will need to perform the same predetermined callisthenic exercise. Once a child from the kicking team completes the specified number of repetitions, he/she can kick his/her assigned ball. The same is true for a child on the fielding team once the repetitions are complete, he/she can field any ball that has been kicked into play. One rule to note is that the fielding team members can only field one ball each. In other words, once a fielder has played a ball, he/she must not go after another. The objective is for the kicking team to kick their ball into the playing field and travel around all the bases, like traditional kickball, and return home again to receive a point. The fielding team must each take their turn in receiving a ball and attempting tag (balls may not be thrown) a running kicker. Scoring is kept by adding the number of children making around the bases and back home without being tagged. Teams switch and play resumes. Repeat as necessary. Jumping-Back To Jumping-Back Instructions Arrange children in pairs and in a scattered formation within the playing area. Select one child to be start the game as ‘it’. A new child will be it after each round. When it calls, "Jumping-back to Jumping-back!" the players must back up, or in other words, hop backwards, to a new partner and perform jumping jacks with their backs facing each other. Remember, each time it calls out, “Jumping-back to Jumping-back!” all players must change partners. During each change, it tries to find a partner, too. The player left out becomes the new it for the next round. Y Kids R Fit YMCA of Central Ohio Leap the Lead Instructions Arrange the children in groups of three, with each group positioned like spokes in a wheel. The Fitness Activity Leader is positioned at the center with a jump rope. While squatting low to the ground, the Leader passes the jump rope, fully extended, beneath the children, who must “leap the lead” as it passes by. Each time the lead passes by, the child nearest the center of the circle must quickly move to the back of his/her line, at the perimeter of the circle. The child that was directly behind him/her must now step forward to make room at the end. For each successful pass, a point is scored. Keep track of the score and try to do better each time this game is played. Encourage the children to sing songs or chant rhymes that they know as they play. Monster Crab Relay Instructions Arrange children in pairs. Provide each pair with one hula-hoop. Mark two parallel lines that are about 60 feet apart. Arrange the pairs along one of the lines facing the other. Each pair is to sit back to back and place the hula-hoop around them. On the Fitness Activity Leader’s signal, the groups raise up from the seated position into a crab-walk position, using each other for leverage and balance, and race to the end line and back to the starting line. The first pair back wins; however, the game is not over until all groups have returned to the starting line. Y Kids R Fit YMCA of Central Ohio Line – Up Kickball Instructions Arrange children in two teams. One team takes the field while the other is at “bat”. The Fitness Activity Leader rolls the ball toward the kicker as expected. The ball is kicked, as expected, but this is where the traditional kickball game ends and where Line-up Kickball begins. Once the ball is kicked fair, play begins. If a ball is kicked foul, it counts as an out. If a ball is missed all together, it also counts as an out. When the ball is kicked fair, the “kicking” team must immediately line-up behind the kicker and run the bases in a single file line. The kicking team members must remain single file and not pass one another during their entire trip around the bases. The last person in the kicking line must cross home base in order for the run to count. When the ball is kicked fair, the fielding team must immediately line-up behind the person who received the ball and begin passing the ball “Under-Over” style (between legs and over head) towards the back of the line. Once the ball reaches the end, it must then return to the front of the line traveling “Under-Over” style before the last member of the kicking team crosses home base. If the kicking team successfully crosses home base before the fielding team can completely deliver the ball to the back of their line and to the front again, it counts as a run. Each team is allowed three outs. After three outs, the teams switch. Keep the play going fast so as to avoid accumulating too much idle time. Monster Crab Soccer Instructions Divide the children into pairs and arrange them in scattered formation within a large playing area. Provide each pair with one hula-hoop. Instruct each pair, or team, to sit back to back, with the hula-hoop around them. In this game, each team must cooperate as they work together as a team to kick a ball into a goal. In order to move across the playing area, each team must raise up from the seated position into a crabwalk position, relying on each other for leverage and balance. From this “mobile” position, the team attempts to navigate the playing area, all the while trying to kick a ball between two cones. Two cones, separated by about 5 feet, mark the goal. No team is allowed to be within a 5’ x 5’ zone in front of the goal. The objective for each team is to score a goal by successfully kicking the ball between the cones. Furthermore, each team is allowed to block the attempts made by other teams. “Steeling” the ball from opposing teams is also allowed Y Kids R Fit YMCA of Central Ohio Parachute Partners Instructions Spread parachute out in activity area. Separate the group into pairs. Each pair consists of a number one child and a number two child. Instruct the children to stand with their partner around the parachute. Instruct the number ones to hold the parachute at their location. On the fitness leader’s signal, the 1’s will raise the chute in unison, forming a cloud, while the 2’s run to the center to perform as many jumping jacks as they can before the cloud collapses! On the Fitness Leader’s signal, the 2’s will now raise the chute as the 1’s run beneath the cloud to perform as many push-ups as they can before the cloud collapses! Repeat in opposite order (2’s do jumping jacks and 1’s do push-ups). Instruct the 1’s to raise the chute and walk clockwise while its form is a cloud. While the cloud is up, the 2’s should run to the center and jog-on-the-spot for as long as they can before the cloud collapses on them. Instruct the 2’s to raise the chute and walk clockwise while the 1’s run under to perform as many mountain climbers as they can before the cloud collapses. Repeat in opposite order. Repeat this format utilizing any callisthenic exercise. Pull – Over Tag Instructions Arrange the children along a long line allowing for about an arms reach between each of them. Alternate the direction of every other child in line such that you have one facing forward and the next facing backward, and so on. Select one child to begin the game as a chaser and one child as a runner. Instruct them to stand on opposite sides of the line. When the Fitness Activity Leader calls out, “Go!” the children in line must perform 15 squats while the Leader counts the repetitions. The squats must be performed in tempo with the Leaders counting, which should allow for about 1-2 seconds on the up phase of the squat and about 3 seconds on the down phase of the squat. (It may be necessary for the Fitness Activity Leader to be positioned such that he/she can demonstrate and be seen while counting.) When the game begins the Runner can take off in any direction around the line as he/she chooses. The Chaser must follow suit in that same direction. However, once the Runner commits to a direction, he/she must stick with it. No changes in direction are allowed. Furthermore, the Runner must not cross over the line but circle it completely. The object of the game is for the Chaser to tag the Runner while accumulating as few squat counts as possible. The Runner, on the other hand, is trying to avoid being caught. If the Runner stays uncaught for the full 15 repetition squat count, a new Runner is selected. The chaser remains the same. To make it interesting, however, the Runner may pull over at any point in time prior to the end of the squat count and change place with anyone in line. When this happens, a few things are necessary: First, the new runner can go in any direction of his/her choosing- clockwise or counter clockwise. Second, the squat count resumes again, counting 0 - 15. Third, and lastly, the Chaser is allowed to pull out one additional child from the line to help with the Chase; however, it may only be a child that is facing the side that the chaser is on, hence, the alternating orientations. Both Chasers must travel in the direction of the new Runner. Each time a new runner is pulled out, the direction can change, the squat count begins anew, and an additional chaser is appropriately selected from the line. The game ends when the Runner is caught. Y Kids R Fit YMCA of Central Ohio Dr. Octopus Description: Choose one childe to be the shark (tagger) and one child to be the dr. octopus. Have the shark stand in the middle of the playing area. Have all the other children (fish) including the dr. octopus line up along the base line at one end of the playing area. When the shark calls the fish over the ocean (little fishies cross my ocean), all the fish including the dr. run to the other side of the playing area. When they cross the baseline they are safe (out of the playing area). If tagged by the shark, they must freeze and become seaweed. They can tag children who run by them, but they must keep their feet planted. They can be unfrozen by the Dr. Octopus. If the Dr. is tagged, then he or she is frozen. The game continues until only one person is left. They become the new shark. Hint: Every time the shark calls the fish over, he must start in the middle of the playing area. You can have two sharks and two Dr.’s if the group is large Katie- Harmon Dinosaur Tag Equipment: Two different color balls (blue and red) and a pinny or jersey Description: Pick two children to be the tag dinosaurs. The child with the blue ball is the freeze dinosaur and the child with the red ball is the dance dinosaur. The dinosaurs can throw the ball underhand to tag players. If a child is tagged with the blue ball the child must freeze their feet but wave their hands in the air for help, and if tagged by the dance dinosaur, the child must dance in one spot. The child wearing the pinny or jersey is the save dinosaur. This player runs around and tags the children back into the game. This save dinosaur in invincible and cannot be frozen or made to dance. Tips: Make sure when the balls are thrown, children make sure not to pick them up, only the dinosaurs can touch the balls. This keeps from the balls being thrown away from the dinosaurs. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Triangle Tag Equipment: Polly spots (1 per group) Description: Have children get into groups of 4. Have 3 children hold hands (making a circle or triangle of three- facing towards eachother). The child on the outside of the group is the tagger. One person within the group holding hands is picked to be the fleer (the one being chased). Explain that the tagger is trying to tag this person and that the other two children need to protect this person by moving the group away from the tagger. Have children protect by moving the circle from left to right and right to left so that the fleer is always far from the tagger. Rotate children through each position. Tips: children cannot tag through the circle, cannot go into, under or over the circle. Children in the circle must hold hands at all times. Try to pair students of the same size together. Place a poly spot on the floor in the middle of the group of three and explain that they should try to keep the group over that spot- this keeps the group from wondering all over the playing area and running into other groups. Katie- Harmon Blob Tag Description: Start with 2 taggers. They must link arms or hold hands and try to tag other children. If tagged, the child must link arms with the taggers. Now the group of three moves together to try and tag other children. Each time someone is tagged, they must link arms or hold hands. When 4 children make up a blob, they can split in half so that there are two groups of two. These two groups start the process over again so that there are a bunch of blob teams trying to tag individual children. Play until all children are part of a blob team. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Alien Tag Equipment: 2 hula-hoops, cones Description: Place 1 hula hoop at one end of the playing area and the other at the other end of the playing area. Use cones (if you do not already have a marked off circle in the middle of the space) to make a large enough circle for children to go into if tagged. Choose two children to be the taggers (aliens) and the rest of the children as the fleers (astronauts). Explain that the playing area is outer space and the middle circle is a black hole. The astronauts are exploring outer space and the aliens do not like them and want them out! The aliens try to tag the astronauts, if tagged, the astronauts go into the black hole and wait for another astronaut to tag them out. The astronauts have space stations (the hula hoops) where they can rest. Only one astronaut can be in the hoop at a time. If another astronaut comes into the hoop, the other astronaut must get out. Astronauts cannot go back into the hoop that they were just in; they must go to the other hoop if they want to rest. Tip: If a child is in the hula hoop and someone comes in after them, that first child must get out. Katie- Harmon Buffalo Tag Description: Choose one player to be it. All other children are buffalo. If tagged by the tagger, the child must lay on their back with hands and feet in the air (like an upside down buffalo). To get back in the game another child must tap the feet and hand of the upside down buffalo. Tip: Change tagger every few minutes to keep the game interesting. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Healthy Heart Tag Equipment: Dice Description: Choose one child to be it (MR. Yuck). This child represents unhealthy food. If tagged by mr. yuck the child must freeze and cover their heart and yell for help. Explain that if you’re tagged by the unhealthy food, your heart becomes sick and you must freeze. Choose one child to be the Dr. The only way to get back into the game if tagged by mr yuck is by having the dr. prescribe an exercise, he/she then rolls the dice, and the child who was frozen must perform this exercise the amount of times rolled. After exercising, the child is back in. Katie- Harmon Clothes Pin Tag Equipment: Clothes pins (2 per child) Description: Have children put clothes pins (2 per child) on their backs. Have children try to get as many clothes pins from other children. If a clothes pin is taken, the child with the pin gets down on one knee and places the pin on his/her back. While on one knee, the child is safe and cannot have their clothes pins taken. A knee can only be taken when a child is placing a clothes pin on their back. Only one clothes pin can be taken at a time. Play the game for a given time period and then have children count how many clothes pins they have on their back. Tip: No one is eliminated, if a child doesn’t have any clothes pins simply encourage them to keep at it. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Ace Tag Equipment: Deck of cards Description: Use the same number of cards as you have children playing the game. Use the highest cards possible (including 1 or 2 aces – depending on how many kids you have, you can use more than 1 ace). Explain to the children that everyone is going to get a card and that only they can see their card. The point of the game is to try to get the ace and then the highest cards. Each child receives a card and moves to his/her own space in the playing area, making sure that no one knows which card they have. When the game starts, children play tag with each other. When a child tags another child, they HAVE TO switch cards. They must then go on to another child (cannot tag back immediately). Whenever a child is tagged, they have to switch cards. The game continues until it’s obvious that everyone knows where the ace is. After stopping the game, reveal who has the ace or aces and then which children have the next 3 highest cards. Tip: Make sure children do not give themselves away if they have the ace and make sure no child announces who has the ace while trading. Katie- Harmon Dog Pound Equipment: Cones, ball Description: Set up the playing area by sectioning off (with the cones) a small space, which will be used as the dog pound. Pick one child to be the dogcatcher. Have this person face the opposite direction of the group and then secretly (so the dogcatcher doesn’t know) pick a dog buyer. The rest of the children are the dogs. The dogs use the playing area and try not to get tagged by the dogcatcher. The dogcatcher uses the ball to (either throw underhand at children or tap children with – depending on your group and what you think is best). If tagged by the dogcatcher, the dog goes into the dog pound. They get back into the game when the dog buyer tags them free. If the dog buyer is tagged, they look to the teacher and receive one free pass. Make sure this happens sneakily so that the dogcatcher doesn’t realize whom the dog buyer is. If the dog buyer is tagged a second time, the game is over and a new dogcatcher and buyer are chosen. Tip: Works well with the song “Who Let the Dogs Out” Katie- Harmon Y Kids R Fit YMCA of Central Ohio Island Stealers Equipment: Towels or scooters, hula hoops or polly spots, cones Description: Choose one child to be the shark (tagger) and one child to be the island stealer. The rest of the children are Island hoppers. The hula hoops or polly spots (islands) are scattered out around the playing area (1 for each child). Mark off an area with cones, which will serve as the hospital and mark off another area (a few feet from the hospital) as the recovery zone. Start off with all children on an island. They can only stay on the island for 5 seconds, which is counted out loud. After 5 seconds, the child must move to another open island. While this is happening, the island stealer is moving around the entire playing area and trying to steal an open island and place them in the recovery zone (they can only take one at a time). Also while this is happening, the shark is trying to tag the island hoppers that are off of an island. If tagged, the island hoppers go to the hospital and get onto a towel or scooter (ambulance) and move themselves over to the recovery center. If islands are available at the recovery center they first take their ambulance back to the hospital area and then take one island and place it in the playing area and start again by counting 5 seconds on that island and then move to another. Tip: Children may have to wait for the island steal to place an island in the recovery center before they can get back in. If this happens, place a few more hula-hoops or polly spots in the playing area. Also make sure that children take their ambulance back to the hospital before returning into the game with their island. Katie- Harmon Window Soccer Equipment: 2 cones, pinnies, soccer ball Description: played just like regular soccer except that there is only one goal. The goal is placed in the middle of the playing area. The goal is marked with two cones, so that children can score from either side of the goal. A point is made when a team member from either side passes the ball through the cones from either side. The team who did not score then takes the ball out from the sidelines. There is no goalie in this game. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Sheep and wolves Equipment: Pinnies or jerseys, ball Description: Explain to children that the taggers are the wolves and the fleers are the sheep. The wolves want to try and catch all of the sheep. The game starts out with two taggers. The taggers where the pinnies and get 1 ball to pass back and forth to try and trap and then catch a sheep (they catch sheep by throwing the ball and hitting them). When the wolf has the ball he/she cannot move, when they do not have the ball the can move. If a sheep is tagged, they put a pinny on and become a wolf. The more wolves, the easier it is to start tagging more sheep. Encourage teamwork and lots of passing to trap the sheep. Katie- Harmon Ultimate Sicko Ball Equipment: pinnies, ball tape, cones Description: On each side of the playing area mark of a s section (about 5 feet wide) with the cones. Explain to children that these areas are the scoring areas. Make two teams. Give one team the pinnies to wear. Start the game with the ball in the middle of the playing area. Have a jump off to start the game (like basketball). Each team has their designated side (like basketball). The teams try to move the ball by passing it down the court and eventually passing the ball into the hands of an open player that is standing in the opposing teams goal (coned off area). When a player has the ball they cannot move, they can only pivot. The point of the game is to pass the ball up the court and to score a goal in the opposing teams designated goal center. There is no dribbling the ball or moving with the ball. Players must also play defense when the other team has the ball. Tips: If you have baskets in your playing area use those as well as using the coned off goals. Create point values for the two different goal so that children have an option of where to shoot for different points. If you do not have a basket you can create another goal by marking an area on the wall that they can aim at and hit for a goal. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Ultimate Kickball (can be played as ultimate baseball) Equipment: Bases, kickball, 1 cone, I smaller sized ball, tape if needed Description: Divide children into two teams. Set up the cone in the corner of the playing area near the base line where the kickers are standing (but off to the side). Place the smaller ball on top of the cone (balancing). Choose a line or mark a line with tape (about 5-10 ft) from the cone that children must stand behind when aiming at this cone. 1 team will start out as the kicking team and 1 will start out as the pitching team. Select the pitching order for children (pitchers will change for every kicker). When the kicker kicks the ball, he/she runs all of the bases (1home) without stopping, as fast as she/he can. The pitching team, at this time, fields the ball and passes it to the pitcher. The pitcher then stands behind the line or marked line and aims the kickball at the cone. The pitcher throws the ball and tries to knock the smaller ball off of the cone before the kicker (runner) makes it home. ONLY THE PITCHER can knock the ball off of the cone. If the pitcher misses he/she can retry as many times as they can before the runner makes it home. If the pitcher knocks the ball off of the cone before the runner makes it home, the runner is out. If the runner makes it home before the pitcher knocks the ball of the cone, then they are safe. Next kicker is up- new pitcher is up. Tips: Make sure every time the pitcher throws the kickball at the cone they are behind the line – stand by the line and remind them. Make sure only the pitcher is throwing the ball at the cone. Explain to the fielding team that they can have a catcher, which will make it easier to have multiple shots at knocking the ball off of the cone. Adjust the distance between the cone and the marked line for the age group of the children (older children – farther distance and younger children- closer distance.) CAN PLAY THE SAME GAME WITH BASEBALL. Katie- Harmon Paramedics Equipment: Multiple gaiter balls, two hula-hoops or scooter (4 if you have a large group) Description: Like doge ball but children can be rescued by the paramedic. Divide children into two teams. Set the balls up on the centerline. Choose 1 or two players per team (depending of the group size) to be the team’s paramedics. The paramedics can stand behind the base line or in a marked off given area on the teams side. The paramedics use the hula hoops or scooters to move frozen children into the designated area or behind the base line to safety where they can recover and go back into the game. The game starts with all children having their hands on the wall on their side of the playing area. When the game starts, children run out and grab a ball, they must then activate the ball by taking the ball back to their side, touch the wall with the ball and then begin play. If a child is hit with a ball from the other team they must sit down where they were hit and wait for the paramedic to save them. They are saved by being brought back to the safe zone. They can then get back into the game. If the opposing team catches a ball that is thrown, then that person who threw it has to sit. If a ball hits someone in the face, it does not count. Tip: You can make the paramedics invincible if you want to avoid eliminating children. You can decide who wins by giving the children a set time for a game and then when the game is over, count who has the most players standing at that exact time. Katie- Harmon Y Kids R Fit YMCA of Central Ohio Relays: - Dribbling (soccer ball, basketball) Balloon tap – give each team a balloon, have 1 player at a time tap balloon in the air down and back the playing area. Bean bag balance- balance bean bag on top of head without using hands Spin and run – spin 4 times and then run to cone and back Spoon balance- balance ping pong ball on spoon Jump rope Crab walk Toss and catch- toss ball up and catch down to cone and back Backward run/walk Speed skating – use two towels under feet to glide across the playing area Inch worm- use towels to place hands and knees and inch across the playing area Yell – O – Tag Instructions Divide the children equally into two groups and scatter them within a large playing area. Create a pile of blue, red, yellow and green hula-hoops at one end of the playing area using as many of each color as possible. Designate one group as the “Runners” and the other as the “Chasers”. The Chasers must attempt to tag the Runners who must attempt to avoid being tagged. When a Chaser tags a Runner, he/she must call out one of the following YMCA character development words, which will indicate to the Runner, what he/she must do next: HONESTY= Runner must skip to the hula-hoops, pick-up a blue one, hula-hoop, and loudly spell H-O-N-E-S-T-Y. RESPONSIBILITY= Runner must skip to the hula-hoops, pick-up green one, hula-hoop, and loudly spell R-E-S-P-O-N-S-I-B-I-LI-T-Y. RESPECT= Runner must skip to the hula-hoops, pick-up a yellow one, hulahoop, and loudly spell R-E-S-P-E-C-T. CARING= Runner must skip to the hula-hoops, pick-up a red one, hula-hoop, and loudly spell C-A-R-I-N-G. After spelling the word the child may return to running. If a child is having difficulty spelling the words, consider creating a cheat-sheet or writing the words on his/her hand. After playing for a reasonable amount of time, switch the groups so that runners become chasers and vice versa. Y Kids R Fit YMCA of Central Ohio
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