• Objective: To reinforce spatial awareness, fleeing and dodging, throwing for accuracy, and hula hoop manipulatives in the wacky, action-packed game of Hooper’s Hulas.
  • Objective: A strategy-based game where teamwork, decisiveness, and communication skills are critical to win it ALL or walk away with NOTHING (accept having fun with your friends and getting active)!
  • Each class that arrives to physical education must enter the gym, get into personal space, and await the teacher’s instructions. A student “caught being ready” (sitting still, listening, etc.) is chosen every class to go to the stage to be the Stretch Captain. Variation/Option: since most students want to be chosen, I’ve added a new stipulation in order to be selected as the Stretch Captain. In this variation I ask “who knows their multiples of 4 or 6 or 8, etc. This limits the number of students who raise their hands and challenges those students who do not know their multiples to learn them so that they may be chosen for a future class. The Stretch Captain will read and lead each stretch from the list of stretches, while counting to 10 or whatever multiple is chosen times 10. Upon completion, the Stretch Captain will roll the fitness die to determine what fitness activity all students must perform. Note: the teacher can supplement any fitness activity if a fitness die is not available. This is a great incentive for entering the gym correctly because EVERYONE wants to be the Stretch Captain!
  • EcSTATIC Bowling

    Free!
    OBJECTIVE: EcSTATIC Bowling is the advanced and more competitive version from the original game of EcSTATIC. Teams will race to complete the cooperative bowling and static balance challenges. AND as a bonus, holding static poses is great for building core strength!
  • Objective: To elevate dance appreciation through unique, fun, and exciting rhythmic dance skills with the attempt to alleviating any preconceived negative feelings concerning dance.
    Select options This product has multiple variants. The options may be chosen on the product page Details
  • Virtual Field Day

    The Virtual Field Day is an online, alternative Pre-K through 8th grade field day that contains 12 Minute to Win it Challenges. These movement-based activities will provide your students with a fun, yet challenging opportunity to participate in a new type of field day experience. This resource offers a Virtual Field Day document, 12 challenge activities, student rules and video submission information, along with equipment needs, teacher notes and scoring suggestions for each challenge. You can simply show my videos and use my scores or recreate your own videos and scoring. You can download it in a Word document so that you can modify, cut and paste, and basically do what you need to fit your program's needs. Minute to Win it Challenges: A video will be posted to provide you with the rules, equipment needed and a demonstration of how to perform each challenge
    1. Tennis Racket Challenge
    2. Rope Jump Challenge
    3. Frisbee Throw Challenge
    4. Rundown Challenge
    5. Basketball Shooting Challenge
    6. Marshmallow Move Challenge
    7. Penny Tower Challenge
    8. Bottle Flip Challenge
    9. Hoop in and out Challenge
    10. Wall Ball Challenge
    11. Grocery Bag Juggle Challenge
    12. Cartwheel Challenge
    13. Bonus: badges for every event that can be emailed
  • To elevate dance appreciation through unique, fun, and exciting rhythmic dance skills with the attempt to alleviating any preconceived negative feelings concerning dance.
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  • As I approach the end of my career, I look back at my teaching evolution from being a scared, young educator, with no idea how to really teach children, to a veteran author-teacher-mentor who truly loves the physical education profession. None of which would be possible if it had not been for the passionate teachers who came before me and shared with me their joy and expertise. If you have ever tried any of my games or participated in any of my staff development/workshops, I pray that you saw my heart for physical education and children and that my passion came across through what I shared and presented. So, it is with great joy to share with you my final publication, PE2theMax's Greatest Hits: Games Created to Maximize Skills, Participation, Teamwork, and Fun! Although it was extremely hard, I went back through all six of my books and selected my all-time favorite, most popular creations to share with you in one edition. As a bonus, I have also included six of my latest game creations that I think you will enjoy. A book full of my all-time favorite games and activities designed with play and fun with a PURPOSE. A wonderful guide to help enhance any physical education program by providing activities to be implemented as stand-alone lessons or as follow up activities to reinforce a particular learning target(s). PE2theMax's Greatest Hits includes 145 pages to help guide you toward greater success in your physical education program and most importantly, students having lots of fun in the gym. This is the 7th and final book in my 7 book series. This resource provides invigorating and challenging activities for classes of all sizes, resulting in minimal discipline problems and maximum participation. All games and activities are classroom-tested and have been used successfully with children ages 4 to 13. They maximize participation and ensure that every child is provided with numerous opportunities for success while learning basic fitness-, sport-, and academic-related skills. Now let’s play!
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  • HyPEd Up II! Physical Education Games to the Max!

    Price range: $18.00 through $27.00
    I’m excited to share with you my latest creation and 6th book of my 7 book series, HyPEd Up II! Physical Education Games to the Max. HyPEd Up II includes 25 new games with 100+ pages and TONS of diagrams and pictures. Being around children has taught me so many things over my 24+ years of teaching elementary physical education. I have embraced the notion that physical educators have a major impact on whether or not physically active children grow up to become physically active adults. With that thought in mind, I have asked myself numerous times… “at the end of the day, the end of the year, the end of my students’ elementary physical education experience, what is the number one outcome I want each child to take away from their time with me?” There are MANY learning outcomes and targets that I establish within my physical education curriculum. However, if I had to choose one overall outcome, it would have to be that all children would leave realizing that movement is FUN and that they want movement to be a part of their lives forever. Ultimately, my goal for each child is that they come to the conclusion that they will not be fully content in life unless they are actively pursuing lifelong fitness. It is my pleasure to present to you HyPEd Up II! Physical Education Games to the Max! A book of games and activities designed with play and fun with a PURPOSE. This book is a guide to enhancing any physical education program by giving the teacher suggestions of activities to be implemented as stand-alone activities or as follow up activities to reinforce a particular learning target(s).
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  • Pokémon Go Get ‘em is a cooperative game that will allow students the opportunity to explore various ways to develop and improve ball manipulation, slingshot skills of force and accuracy, while helping to improve each student’s cardiovascular endurance, muscular strength, and muscular endurance.
  • To elevate dance appreciation through unique, fun, and exciting rhythmic dance skills with the attempt to alleviating any preconceived negative feelings concerning dance.
    Select options This product has multiple variants. The options may be chosen on the product page Details
  • Objective: Students will explore the various ways to develop and improve manipulation skills such as visual tracking, accuracy, control, throwing, catching, right- and left-handed manipulation, and socialization skills through the use of juggling scarves.
  • OBJECTIVE: Derived from the original game of Pace Maker (PE2theMax by J.D. Hughes, 2005), the outrageously aerobic game of Pace Maker II reinforces the concept of pacing and its importance in physical activity, while introducing and reinforcing various locomotor skills.
  • OBJECTIVE: Derived from the classic game of Connect Four (by Milton Bradley), the teamwork game of Connect 4-Fun will get everyone active and hyped about whose team is going to demonstrate the best communication and strategy.
  • Objective: Volcanic Eruption will help students improve the skills of visual tracking, catching, throwing, and peripheral vision, while learning to use spatial awareness by moving and avoiding others within general space.
  • Stick It To Ya Game for PE and Math Integration

    Price range: $0.75 through $1.50
    Objective: Stick it to Ya is a fast-paced, high-energy, dice-rolling game where students will practice and reinforce number recognition, number comparisons, and subtraction problems in the attempt to get rid of all of their sticks.
    Select options This product has multiple variants. The options may be chosen on the product page Details
  • Cone Heads PE Game

    Price range: $1.00 through $1.50
    Objective: Students will practice and improve throwing for accuracy, spatial awareness, and defensive strategy in the high-energy game of Cone Heads.
    Select options This product has multiple variants. The options may be chosen on the product page Details
  • OBJECTIVE: Quick Six is an aerobic-based game to be introduced as a fun, prerequisite to the PACER test or as a great activity to get students jogging. Teams must demonstrate persistence, perseverance and have a little luck in order to become the Quick Six champions.
  • Objective: Students will explore the various ways to develop and improve balloon manipulation skills such as visual tracking, accuracy, control, tapping, catching, right- and left-handed manipulation, and socialization skills through the use of balloons.
  • OBJECTIVE: Watch as each team races to “stash their cash” in this fun, competitive game that provides a great way to introduce money recognition and addition, while integrating fitness and perseverance.
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