TRADING PLACES
Have students stand behind their pushed-in chairs. Call out a trait, and everyone who has that trait must change places with someone else (students who do not have the trait stay where they are). Examples: “Everyone with curly hair.” “Everyone who ate cereal for breakfast.” “Everyone who is wearing stripes."
SIX RINGS CHALLENGE
Number six spots around the perimeter of your room from 1-6. Then in the middle of the room do the same thing. Label areas around the middle of the room 1-6. To start the game have students each go to a spot of their choice on the outside edge of the room. One student will be in the middle with a die. That student will get to roll the die three times to start the game. On the first roll the students that are standing at the number that is rolled will have to leave their number on the outside perimeter of the room and go choose another number on the inside circle. They are safe until round two. The student in the middle will roll two more times for round one. Each time a number is rolled those students move to the inner circle and choose a new number. After round one is over choose a new student to roll the die. Before round two begins all the students may select a new number in the circle they are on. Round two will also have three rolls. However now anytime a student that is on the inside circle has a their number rolled they are eliminated and sit back at their desk. If the students on the inner circle never have a number rolled they may move back to the outer circle. You may play this as many rounds as you would like. (One variation is to have the students eliminated at their desk write down the first number they think will be rolled in a round and if they are correct they can join back in the game.
READY REACTIONS
Two students will pair up in this classroom game. They will stand facing each other and arms length apart. An object will be placed in between them such as a cup, an eraser, etc. The teacher will then go through a list of commands, such as head, shoulders, knees, toes, etc. Each time the teacher gives the command the students will touch their head with both hands, their shoulder with both hands etc. When the teacher says showdown, the first student to grab the cup in the middle receives a point.
QUICK PICK
Similar to the game listed above (Ready Reactions), speed will play a huge role in this game. Three objects will be placed in between two students. For this example I am going to use a Red, Green, and Blue cup. Preset decks of flash cards will be given to a third member in the group. These decks can either be colors, directional arrows, or even math problems. I will explain below the differences.
(COLORS) - The flash cards will have red, green, and blue colored on them. The third person in this game will countdown and then hold up a card. The color showing is the cup the two students in the face off will try to grab. Each successful attempt is a point.
(ARROWS) - You can have the students set the cups up side by side. The arrows will be an arrow pointing right, left, and up. When a card is held up the students will grab the cup that is in the direction showing. Up is the middle.
(VARIATION) - To make this harder and to get the students to cross their midlines. You could have them grab the left cups with their right hand and vice versa.
(COLORS) - The flash cards will have red, green, and blue colored on them. The third person in this game will countdown and then hold up a card. The color showing is the cup the two students in the face off will try to grab. Each successful attempt is a point.
(ARROWS) - You can have the students set the cups up side by side. The arrows will be an arrow pointing right, left, and up. When a card is held up the students will grab the cup that is in the direction showing. Up is the middle.
(VARIATION) - To make this harder and to get the students to cross their midlines. You could have them grab the left cups with their right hand and vice versa.
MAKING THE BAND
To begin this game all students will stand up and push in their chairs to open up space around the room. When the instructor starts the music the students will start walking around the room anywhere they would like. When the music stops everyone will freeze. The instructor will then proceed to say, "An agent has called and said they need a band for next weeks concert. They need a band of "4". " The students will then race to get into groups of four and then have a seat on the floor in a single file line. The number called out can always change. You can play just to see who the winner each round is and have those students get a point, or eliminate the last team to follow the directions.
FIND IT FAST
Call out a color or other trait (e.g. something round, something made of wood), and students must find an object in the room that fits the trait and get to it quickly.
ALPHABET ACTORS
Divide players into groups of three or four.
The leader then calls out a letter. The groups must then form that letter using their bodies.
The groups can decide if they want to build the letters standing or laying down with their group.
You can have the different groups spell out words as well.
The leader then calls out a letter. The groups must then form that letter using their bodies.
The groups can decide if they want to build the letters standing or laying down with their group.
You can have the different groups spell out words as well.
CATEGORY BALL
Category ball is an activity with all of the competitive and athletic aspects of a P.E. class activity, but it is designed specifically for the classroom. This game also allows students to practice their focus, aim and accuracy.
How to Play
- All students begin the game by sitting on their desk.
- Once they are on their desk everyone must be silent.
- A category is chosen by the teacher for the students to come up with answers. For example, the teacher might say “animals”. If so for the rest of that round every time someone catches a ball they must name an animal.
- Everyone starts with their hand raised. They keep their hand in the air until they have had a turn. After their turn the put their hand down until everyone has had a turn, in which case everyone’s hands would be down.
How to Play
- The play starts with a student chosen by the teacher. The teacher tosses that student the ball, if they catch it then they name an animal, and say another student’s name in the class for whom they are going to throw it to next. That student must also name an animal but cannot repeat an animal that has already been said. This continues until every student has had a turn.
- If a student gets out in this game they must sit in their chair at their desk.
- Speaking while it is not your turn.
- Having a bad throw to another student.
- Not catching a ball before it hits the ground in the case of a good throw.
- Repeating a category answer that has been said by another student.
- Keep your hands and feet to yourself at all times.
- No pushing or horseplay especially while on a desk.
- Do not stand or jump on or from a desk, you are only sitting.
ACTION SYLLABLES
With the group standing in a circle, have the participants each choose an action for every syllable of their name. Example: Elvis has 2 syllables, so he does a hip shake with �El� and snaps his fingers for �vis�. Once Elvis has done his action while saying his name, the whole group repeats. After the 2nd person does his/her name, the whole group repeats, then does Elvis�s again. And so on �til everyone�s done it.
WOLF IN SHEEP'S CLOTHING
- Have everyone start with their heads down and eyes closed on their desks.
- Have two students come up to the front of the room to be investigators. Investigators will turn toward the white board and close their eyes as well.
- Tap one person on the head (this person is the Big Bad Wolf).
- Tell everyone else to decide if they are a Sheep, a cow or a chicken, and make sure that they don’t tell anyone.
- Remind them that they must stay that animal for the entire round.
- Once everything is set, investigators may turn around. They have three rounds to figure out who the Big Bad Wolf is. They will say an animal, anyone who is that animal MUST switch to a new desk.
- Here is the catch, the wolf MUST SWITCH DESKS EVERY TIME, REGARDLESS
OF WHICH ANIMAL IS CALLED. - The object of the game is for people that are chosen to figure out who is the wolf.
- After 3 rounds. The students may make three guesses who they think the wolf is.
EVOLUTION RPS
This is a game of ultimate rock paper scissors. Have the students all down pretending they are eggs. They must play (R,P,S) to win and become a chicken. Only eggs can play eggs, chickens can play chickens, etc. They go from eggs, to chickens, to dinosaurs to supermen and women. But if they lose anywhere in that succession they go back one level and continue. If successfully make it through the entire rotation and win at all four levels they get a point and start back as an egg.
BACK WORDS
Divide the group into teams of 5 people each with pencil and paper. Call out a word which has four or more letters. Each team writes the word vertically down the left side of the paper, and on the right side write the word vertically backwards. Then they have to fill in between the letters to form new words.
CLASSROOM BOLF
Divide the group into two teams and set each one up 15 feet from a large bucket. Each group is given a variety of different objects to try and score in the bucket. For example two ping-pong balls, tennis balls, volleyballs, basket balls, golf balls, footballs, baseballs, soccer balls etc.
The object is to sink one of each type of ball into the bin. The two teams line up side by side in an order of their choice. They are then asked any sort of curriculum question from their teachings, be it spelling words, math problems, or science trivia. If they answer correctly they get a shot for their team. When successful, the ball gets put aside and the victor gets to take a shot at the basket. If unsuccessful, the ball is given to the next member of the team. The player goes to the end of the line to await another try with another type of ball.
Play continues until either every student has had a turn to answer a question or until each object type has been scored in the bucket.
The object is to sink one of each type of ball into the bin. The two teams line up side by side in an order of their choice. They are then asked any sort of curriculum question from their teachings, be it spelling words, math problems, or science trivia. If they answer correctly they get a shot for their team. When successful, the ball gets put aside and the victor gets to take a shot at the basket. If unsuccessful, the ball is given to the next member of the team. The player goes to the end of the line to await another try with another type of ball.
Play continues until either every student has had a turn to answer a question or until each object type has been scored in the bucket.
TELEPHONE MEETS PICTIONARY
Start out with a group of five or more (the more, the merrier!), and give everyone a stack of index cards equaling the amount of people playing, as well as a pen or pencil. For example, in a group of five, each person would receive five index cards.
In the first round everyone should write a sentence on their top card. Try to make it something fun and descriptive. Everyone then passes their entire stack of index cards clockwise to the next person in the circle, keeping their sentence on top.
That person would now read the sentence you just gave them, put that card at the very bottom of the stack, and draw a picture depicting the sentence they just read on the top card.
Then everyone passes their entire stacks of cards again, keeping the picture on top. When people see the drawings, they would put that card at the bottom of the stack, and write a sentence describing what they see on the top card.
The pattern continues until you receive YOUR stack of cards that you started with!
Once everyone receives their own stacks, you begin with your first sentence, and read and show it aloud like a picture story. The story usually becomes pretty convoluted, which makes for a hilarious time. This is a really fun game that will have everyone cracking up!
In the first round everyone should write a sentence on their top card. Try to make it something fun and descriptive. Everyone then passes their entire stack of index cards clockwise to the next person in the circle, keeping their sentence on top.
That person would now read the sentence you just gave them, put that card at the very bottom of the stack, and draw a picture depicting the sentence they just read on the top card.
Then everyone passes their entire stacks of cards again, keeping the picture on top. When people see the drawings, they would put that card at the bottom of the stack, and write a sentence describing what they see on the top card.
The pattern continues until you receive YOUR stack of cards that you started with!
Once everyone receives their own stacks, you begin with your first sentence, and read and show it aloud like a picture story. The story usually becomes pretty convoluted, which makes for a hilarious time. This is a really fun game that will have everyone cracking up!
CLASSROOM HEADBANDZ
Children stand up at the board. The teacher (or another child) then writes the names of 4 different people above the children's heads. If a chalkboard is not available, write names on paper and flash the names to the group. These people may be someone from the children's school or from a wider base, and can even be animals or inanimate objects. The children then ask questions to find out 'who they are". The whole class answers with either "yes" or "no". If a question is answered with a yes they can ask another question, if no, move on to next child! At the end of their go, they may guess who they are. The winner is the first person to correctly guess the name above their head! (To increase movement during the activity, set up four corners spread out in the room, which will be investigative corners. The students will go to one of the corners to ask their questions if they cannot guess correctly what their headband says after their question they will move on to a new corner.
LONG LOST TWIN
To prepare for the activity, decide ahead of time on a category such as animals, famous people, occupations, emotions, sports, etc.
Write specific examples on slips of paper of the category you have chosen. Make two slips for each example., which will be given out to participant partners. Create one set of three for an odd number of participants. To start the ativity, distribute the slips to players and advise them not to share what is written on the slip with anyone else. Ask the group to spread out in the playing area. Tell the group that each person must make a noise associated with the example on their slip of paper and/or perform a movement. Tell the group that each person must now find their twin by acting out their card. Once the partners have found each other, they stop where they are and watch the other playing find each other.
Write specific examples on slips of paper of the category you have chosen. Make two slips for each example., which will be given out to participant partners. Create one set of three for an odd number of participants. To start the ativity, distribute the slips to players and advise them not to share what is written on the slip with anyone else. Ask the group to spread out in the playing area. Tell the group that each person must make a noise associated with the example on their slip of paper and/or perform a movement. Tell the group that each person must now find their twin by acting out their card. Once the partners have found each other, they stop where they are and watch the other playing find each other.
LIVING VIRUS
The teacher chooses one student to become the classroom doctor. The doctor has to turn their back to the group or leave the area while the teacher chooses another camper to be the virus. The students (except for the doctor) are assembled in the same area and told to walk around and shake each other's hands. As the virus is shaking hands they must randomly tickle the palm of another student's hand. The tickled student continues to shake 2-3 more hands then sits down (or lays down and plays 'dead'). The doctor has three guesses to discover who the virus is.
HUMAN TIC TAC TOE
Mark a tic-tac-toe board on the ground.
Split the group into two teams. They then play TTT with the X's standing in one square and the O's sitting in their squares.
No one is allowed to talk until the game is won.
Split the group into two teams. They then play TTT with the X's standing in one square and the O's sitting in their squares.
No one is allowed to talk until the game is won.
CLASSROOM GUESS WHO
It is like the board game Guess Who. You divide the group into two teams sitting in neatly set up rows of chairs. One person from each team is picked to guess who the judge has in mind from the other team. (The judges must write the name down as proof.)
The pickers switch off asking yes or no questions (i.e. does he wear glasses). Any one who doesn't fit in with the answer must sit down until the picker guesses who.
That team gets a point and two new people are picked and you do it all over again.
The pickers switch off asking yes or no questions (i.e. does he wear glasses). Any one who doesn't fit in with the answer must sit down until the picker guesses who.
That team gets a point and two new people are picked and you do it all over again.
AH-HAH I GOT IT!!!
Pick a smallish object. Hide it in plain sight, where nothing has to be moved to find it.
The kids look for it, and when they find it, instead of picking it up or point to it, they sit down off to the side and say, "Huckle Buckle Beanstalk!" by leaving it there, everyone gets a chance to find it.
If they need help, you can play the hot/cold game. The first one to find it gets to hide it the next time.
The kids look for it, and when they find it, instead of picking it up or point to it, they sit down off to the side and say, "Huckle Buckle Beanstalk!" by leaving it there, everyone gets a chance to find it.
If they need help, you can play the hot/cold game. The first one to find it gets to hide it the next time.
MAGICAL MYSTERY
This game works well at large events. Set up like musical chairs and have about 10 or 20 people play, but allow an audience as this will make the game more fun.
The leader tells everyone to walk around the chairs (as they would for musical chairs) and instead of having music and stopping it, call out an object (such as a napkin, or an audience member's left sock).
Everyone then runs to find that object. While they are searching, leader takes away a chair and everyone begins coming back. Players find chairs to sit in, and the slowest person to find the object gets to the circle last, and therefore doesn't get a chair. He or she is eliminated.
The leader tells everyone to walk around the chairs (as they would for musical chairs) and instead of having music and stopping it, call out an object (such as a napkin, or an audience member's left sock).
Everyone then runs to find that object. While they are searching, leader takes away a chair and everyone begins coming back. Players find chairs to sit in, and the slowest person to find the object gets to the circle last, and therefore doesn't get a chair. He or she is eliminated.
RAINBOW BINGO
Make a bingo sheet with 9 different colors. Then hide 9 crayons (of the same colors) around the room. Ask the kids to search for the crayons and color in the bingo sheet as they find the colors.
The first to find them all wins and can the help others to find the remainder by playing hot or cold.
The first to find them all wins and can the help others to find the remainder by playing hot or cold.