LACROSSE
INSTANT
ACTIVITIES
Foot-tag:
This is a wonderful instant activity
to get the heart pumping The idea of this game is to hit your partners
foot as many times as you can with a soft kusch ball. To get this
game started do the following: Have the students partner up.
Next, give each student one of the kusch balls. Then have the partners
spread out throughout the designated play area. Make sure the play
area is big because this game requires the student to run, jump, sprint
and constantly stay in motion.. When each student and his partner
have spread out throughout the play area let the game start. Rules:
Remember, each student is only to hit his partner’s foot, no one else.
Students may only hit their partners foot, no other part of the body.
Students must stay in the designated play area.
Equipment: Four cones to designate
boundaries. One soft kusch ball for each student.
Pac Man:
Remember the video game Pac
Man? Just like the name, it is the same exact game as the old video
game. Select a couple of students to be Pac man and then have the
rest of the students be ghosts. Next, have all the ghosts find a
place on a line anywhere in the gym. Once all the students have found
a place on a line tell them to all freeze and sit down. Make sure
that all students are evenly spread throughout the gym. Now that
all the ghosts are sitting down, explain to them that they can move all
over the gym, but the only way they can do this is by staying on gym lines.
Not only is this the only way they can move about the gym, but they cannot
jump from line to line. They need to walk from line to line to another.
The point of the game for all ghosts is to not get tagged. It is
the job of the Pac man to tag as many ghosts as he possibly can.
All the rules ghosts must follow apply to the Pac man as well. If a ghost
is tagged by a pac man than he or she needs to go to the given jail area
and either do six sit-ups or six push-ups. While doing this, the
jailed ghost must spell out PAC MAN. So one push-up equals p, the
second pushup equals a and so on. After the ghost has spelled out
pac man he or she may re-enter the game. If done properly, this game
can last for hours. Rules: Students must stay on a line at all times.
Students cannot jump from one line to another. Students are not allowed
to run while playing this game. Pushing is not allowed. Equipment:
A gymnasium with many activity lines on it and two to three colored jerseys
or pennies.
Football tag:
This game is a cross between
freeze tag and football. Students are picked to be “it” and when
they tag someone, the tagged person is automatically frozen. In the
game there is one football and the student with the football is responsible
to hand it off to someone who is frozen. The football acts as the
melting ball, when a frozen person is handed the ball he or she is defrosted
and once again free. The taggers main goal is to freeze everyone,
including the person with the football (melting ball). If he or she
accomplishes this the game is over. The runners or free students’
main objective is to stay defrosted and to keep all their classmates defrosted
as well. Rules: Students are not allowed to throw the football (melting
ball). They must hand off the ball at all times. Once a student
is defrosted they get free backs into the game. Equipment: A football
and some jerseys.
Spiders and Flies:
Choose 2 to 4 students to be the spiders. The spiders will then need
to put on pennies and go to the center of the designated play area.
The rest of the students should spread throughout the designated play area.
These students are the flies. Once the teacher gives the signal to
start all the spiders need to try and tag the flies. When a fly gets
touched that fly becomes a spider and must go out and get on a penny.
They then return and try to get the remaining flies. When all the
flies are caught the game is over. Rules: Students are not allowed
to leave designated play area. Equipment: Need pennies or jerseys
for spiders.
Animal Tag:
Make safe zones around the designated
play area. Give balls to the students who are “it” and have them
spread out in the designated play area. The students who are “it”
need to try and tag all the other students. Those students need to
try and run away from the “it” students. If a student is caught they
become a animal that was picked by either the students or the teacher.
The tagged student then needs to reach a safe area moving like the chosen
animal. For example if you were tagged as a Kangaroo you would have
to hop to the designated safe area. Equipment: Gator balls and cones.
King of the Hill:
This is probably my favorite instant
activity. Designate a play area and have all the students get in
the play area with a soccer ball. This is a game where it is everyone
against everyone. It’s a free for all. When you give the go
signal every student should immediately protect his or her ball and at
the same time try and kick other students balls out of the designated play
area. If your ball is kicked out of the play area you need to do
five jumping jacks and then you may re-enter the game. Equipment:
One soccer ball for each student and cones.
Sharks and Fishes
Pick a few students to be “it”.
Have these students stay to the side of the designated play area.
The “it” students are the sharks and need to put on colored pennies.
The other students are the little fishes and they all need a soccer ball.
Once they have a soccer ball they need to spread throughout the play area.
When the signal is given, the sharks need to go attack the fishes.
The only way to attack the fishes is to kick their balls out of the designated
play area. If your ball is kicked out of the designated play area
you have to do five push-ups and then you may return to the game.
Each shark needs to keep track of how many fishes he or she ejects from
the game. Equipment: One soccer ball per student, colored pennies
and cones.
Snake Charmer:
Pick a couple of students to be snakes
and have them go stand in the middle of the designated play area.
The rest of the students are snake charmers and their mission is to catch
the snakes. Each student should get a jump rope and should
swing it on the ground when the game starts. The snake charmers want
to capture the snakes and in order to do that they must step on the snakes
tails (jump ropes) while they are moving. If a snake is captured
they must change into a snake and the charmer needs to become a snake.
Rules: Snakes may not swing the jump rope above their ankles. Snakes
are not allowed to swing the jump rope at any student! Equipment:
4 to 5 jump ropes and cones.
Cards:
Students are put into even
numbered groups and must line up facing the designated play area.
Each group is given one card from a deck of cards. Example- group
#1 gets a joker and then has to go find the three other jokers in the deck.
The teacher should have placed the rest of the cards throughout the whole
designated area after each group had received a card. Once all the
cards are placed throughout the play area, the teacher should start the
game. After the teacher gives the go sign each teams first student
should go search for another one of his teams matches. The student
can only pick up one card and if it isn’t a match he or she must put the
card back face down and return to his or her line. Then the next
person in line from his or her team may go search for another card.
If you do find a card you must bring it back to your group and the next
person in line must go. Rules: You can only pick up one card at a
time. You must put all cards that you don’t want face down.
Equipment: One deck of cards and cones.