• 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)!
  • 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.
  • 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!
  • 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: Dicey Situation is a fast-paced and exciting fitness game, requiring a little strategy, luck, and honesty; but ultimately perseverance will make the difference to be successful. Students will practice and reinforce number recognition, number comparisons, and be able to recognize the differences between greater than, less than, more, less, high, low, and equal to through the game of Dicey Situation.
  • Objective: Word Up, derived from Building Blocks (Hughes, PE2theMax, 2003) is a game designed to stretch student’s minds by providing multiple opportunities to recall and practice spelling words and creating sentences. The combination of spelling fundamentals, locomotor movements, and teamwork forces players to strategize and think while constantly exercising to spell words and earn as many points as possible.
  • Objective: Challenge students’ throwing accuracy and spelling skills through the hair-raising game of Scrabblistic. In Scrabblistic, students must score points in order to earn scrabble tiles, and in turn, stretch the student’s minds by providing multiple opportunities to recall and practice spelling words. The combination of spelling fundamentals, exercise, memorization, and teamwork forces players to strategize while constantly earning tiles in order to spell words and earn as many points as possible.
  • OBJECTIVE: The Savage Sumos are angry because the hungry, village peasants are taking their food supply of noodles the Sumos eat to become Sumo Legends. Peasants must travel through the Sumo’s village, avoiding the Sumo’s clutches in order to find noodles and bring home to their families.
  • Objective: Match Madness is a high energy, nonstop fitness game. The key to success in this game is to find multiple hidden card matches. Note: “What lies Beneath?” is a great game to play with Grades 3 through 8 in conjunction with Match Madness due to similarities in game set up.
  • OBJECTIVE: This whacky game, created by my great friend and colleague Mickey Eidson that he derived from an old-school TV show reinforces spatial awareness, using the forehand, backhand, and overhand paddle striking skills for accuracy, and eye-hand coordination. PaddleStar Galactica will test each student’s accuracy by challenging them to hit and destroy various targets before the time elapses.
  • 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.
  • Connect 4 Game Image
    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.
  • cooPEration Image
    OBJECTIVE: This zany, action-packed teamwork game reinforces spatial awareness, throwing for accuracy, bucket manipulation, eye-hand coordination, communication, patience and most importantly…..cooPEration!
  • Let'em Roll Image
    OBJECTIVE: Let ‘em Roll, derived from the game of EcSTATIC Bowling is a high energy target-based game where cooperation, speed and accuracy are essential to be successful. Teams will race to complete the various target and level challenges.
  • Noodling Through Time Image
    OBJECTIVE: According to www.dictionary.com, noodling means to improvise, experiment, or think creatively. Come take an imaginary trip, Noodling through Time as students explore, develop and improve ways to manipulate a foam noodle. Students will practice visual tracking, throwing for accuracy, balance, noodle control, catching and teamwork skills using foam noodles. Today we are going to get into our time machine and travel all over the world to the past, present and future. Our noodle will change into something different everywhere we travel. We will not know what the noodle becomes until we arrive to the new destination. It is now time to travel. Hold your noodle above your head and spin your body like a helicopter propeller as fast as you can. Ready and begin…..10, 9, 8, 7, 6, 5, 4, 3, 2, 1……
  • Pace Maker II Image
    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.
  • Personal High Jinks Image
    OBJECTIVE: The game of Personal High Jinks is a team-based challenge that provides a great way to introduce personal hygiene, while reinforcing the skill of targeting, accuracy, and finesse with a little bit of perseverance and some silly high jinks.
  • Quick Six Image
    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: Each student will partner up to form a Dynamic Duo. Each Dynamic Duo will be given many opportunities to demonstrate teamwork and communication in order to earn points by completing the silly, Dynamic Duo Challenges.
  • The Germ Invasion Image
    OBJECTIVE: Did you know that there is a group of tiny, but sneaky invaders that can make your bodies sick? These invaders, called germs are lurking everywhere, ready to creep into your body without being noticed. Explore with your class as you share some facts about germs and how students can protect themselves from these tiny organisms. Grab your scooter and be prepared because the Germ Invasion is coming!


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