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1
All of the following warm up games can go for as short or as long as you desire.
2
Explanation
Arrange to have as many markers as children. Kicking tees work well here. Have several children spread the tees out over a large area,
with half the tees up the correct way and half upside down. Randomly place the tees. Tell the children to imagine it is raining. The first team
want to catch the rain in the upside down markers, so they must rush around, turning them all upside down. The other team don't want to
catch the rain so their mission is to turn them back the right way.
Both teams do this and then the markers are compared to see which team has the most their way. Repeat after changing teams around.
3
Explanation
Students are organised into two straight lines facing each other and 20 metres apart. Go along the lines and assign a fruit to each student,
pineapple, lemon, orange, banana etc. Start with some simple stretches, focussing on legs arms. On the whistle students skip on the spot.
Teacher calls out a fruit and students with that fruit assigned to them sprint out to the middle, stop and perform a forward roll then stand up
and run back to their spot. If fruit salad is called out, all students must run to the middle and shake hands with the student that meets them in
the middle, introducing themselves as a fruit. After running back the game can begin again with the students touching their toes.
Why is this game important for this stage?
• Stretching and bending are examples of non-locomotor skills that children need to utilise in playing games.
• Acute awareness of other students in close proximity and exercises self control in regards to following the rules.
• Locomotor skills such as running, skipping and rolling are incorporated.
4
Explanation
Students are organised into four teams. Four hula hoops are placed on the ground making a large square. One is placed right in the centre
of the square making the figure five on a die. Smaller teams can be made with more hoops. Each team positions themselves behind a hoop.
The aim is to get six beanbags into your hoop. Beanbags start in the middle hoop and on the whistle one child from each group runs to the
centre, grabs a beanbag and side gallops back to their hoop. After this point the next child can steal beanbags off another team – anything
goes until time is called.
An obstacle can be placed between all teams for the student to hop over.
Why is this game important for this stage?
• Emphasis on the sprint run and side gallop with beanbag in hand.
• Decisions on where best to steal a beanbag from (an opposing team with five as opposed to a team with only two is a better
strategy).
• Recognising and understanding different student’s limitations whilst encouraging teammates.
What are the PDHPE skills involved in this game? How?
• Decision Making: DMS2.2. Makes decisions as an individual and as a group member. Discusses advantages and disadvantages
of options with friends when making decisions.
• Moving: MOS2.4. Displays a focus on quality of movement in applying movement skills to a variety of familiar and new
situations. Performs bunny hops over a low bench.
• Interacting: INS2.3. Makes positive contributions in group activities. Displays tolerance in relation to individual differences.
Equipment and Teaching cues
Five or more hoops depending on class size. The amount of beanbags (any ball can be used here also) can be determined using a three
quarter rule. Three bags for every four students should suffice for a warm up. A whistle and an object/s to use as an obstacle such as a low
bench or even a couple of schoolbags are also needed.
5
Explanation
Three children hold hands and form a small circle (the herd). A fourth student (the lion) stands outside the circle. The lion chooses their
prey (one of the three) to chase. Dodging from side-to-side the lion tries to touch the arm of their meal. The other two players in the circle
move around in a circle to protect the herd member without running away. A kicking tee or schoolbag in the middle of the circle prevents
running.
Each time the lion is changed the new lion must nominate a stretch for the herd before continuing on with the game.
Why is this game important for this stage?
• Has an element of spatial awareness and the student needs to quickly distinguish which direction the group is moving.
• The lion decides whether dodging or faking a direction change can help.
• The group can become tight knit, relying on support from others. Also the lion can take a leadership role in directing the
stretches.
What are the PDHPE skills involved in this game? How?
• Moving: MOS2.4. Displays a focus on quality of movement in applying movement skills to a variety of familiar and new
situations. The type of movement changes depending on your role as herd member or lion.
• Decision Making: DMS2.2. Makes decisions as an individual and as a group member. Considers feelings and needs of others in
making decisions.
• Interacting: INS2.3. Makes positive contributions in group activities. Helps others to achieve set tasks.
6
Explanation
Two teams stand in a line facing each other about five metres apart. Use a line to separate them. One team are ninjas one team are
pirates. On the call of ninja, the ninjas must chase the pirates back to another line about twenty metres behind the pirates. Once at the line,
the ninjas must turn around and do super awesome ninja kicks back to their line while yelling ‘hiyaa’. The pirates must ‘climb’ an imaginary
rope while waiting for the ninjas to return. They can yell ‘arrr’. Everyone returns and the ninjas can do quick punches at their line while the
pirates can do swashbuckling sword moves on the way back.
Why is this game important for this stage?
• Locomotor skills such as stop/start sprinting and high kicks are involved.
• Spatial awareness such as knowing where your fellow teammates are when kicking.
• Endurance is involved even in a short game, students need to pace themselves while yelling at the same time.
What are the PDHPE skills involved in this game? How?
• Moving: MOS3.4. Refines and applies movement skills creatively to a variety of challenging situations. There are various
running patterns involved depending on what the teacher wants the students to achieve.
• Interacting: INS3.3. Acts in ways that enhance the contribution of self and others in a range of cooperative situations. Warm-up
is focussed on encouragement and friendly competition with the other team.
• Decision Making: DMS3.2. Makes informed decisions and accepts responsibility for consequences.
7
Explanation
Organise students into two teams. Both teams stand in a horizontal line. Markers are set at a distance of every three metres until the last
marker at thirty metres. Teacher shouts any sum involving three where the answer is thirty or less. “3 times 3”, “33 divided by 3” or “9
minus 3” are examples. The students then sprint to the corresponding boundary or marker and back. Students who guess incorrectly sit out
the next game by performing three star jumps and three squats. Each student who sits out a game awards their team one point. The least
amount of points at the end wins. For an extra challenge at the end the teacher can use square roots or other recently learnt math problems.
“Three times zero” for example can be used for fun once the students are warmed up and ready to run.
Why is this game important for this stage?
• The effect of physical activity on the body can be explored, namely thinking quickly under pressure.
• Different locomotor skills are used such as stop start running and quick acceleration.
• Communicating with team but also trusting your own judgement.
What are the PDHPE skills involved in this game? How?
• Moving: MOS3.4. Refines and applies movement skills creatively to a variety of challenging situations. There are various
running patterns involved depending on what the teacher wants the students to achieve.
• Problem Solving: PSS3.5. Suggests, considers and selects appropriate alternatives when resolving problems. Students must select
the most appropriate solution to a given problem.
• Interacting: INS3.3. Acts in ways that enhance the contribution of self and others in a range of cooperative situations.
Participants may shout out the answer to help the team or encourage those who did not answer correctly.
Equipment and Teaching cues
Masking tape can be used on asphalt. Tape can be placed so that every second multiple of three is missed (tape at three then nine then
fifteen metres for example), to save time. Be sure not to create a trip hazard.
Cardboard leant against school bags with the corresponding distance written on it can also be used to make the challenge easier.