1. Swim Relay
Players line up in relay teams and pull themselves along (using kick boards or noodles) on their stomachs (or backs to simulate the backstroke) over the course. Once the players reach the other side of the course the quickly walk back to tag the next person in line.  The team that completes the course first wins.

2.  Swim Medley
Divide students into teams of four participants, relay style.  Use four types of swimming strokes. Each student performs one type of swimming stroke. The first team to complete four different strokes wins.

3.  Soccer Scatter:
This activity is preferably done in large outdoor grassy area.  Pair students
up.  One partner has a ball at their feet while the other while the other partner doesn't.  On the teachers signal the person with the ball dribbles throughout the coned off general space while their partner runs/jogs all over the area.  On the stop signal the person with the ball traps the ball, the partner without the ball needs to get in position to receive a pass.  He/she calls for the ball, the person with the ball makes a nice inside of the foot pass to the person and they start moving again.
 

4.  Pursuit:
Equipment: None
Area:  Shallow or Deep end of pool
Object:  To tag a free player.
Directions:  Pairs of players station themselves throughout the pool standing together.  One pursuer and one pursue are chosen to play.  These two players must be in continual motion at all times.  In order to be tagged, the pursuer can link with one of the pairs.  The remaining partner becomes the new pursuer.
Variation:  Make more than one set of pursuers and pursues.

5.  Jaws:
Equipment: None
Area:  Deep end of pool
Object:   To elude tag and be remaining free player.
Directions:  Choose one shark who continually treads water in the middle of the deep end of the pool.  All other players line up on one side of the pool.  The shark, with their back to the players, calls out "jaws."  All players have ten seconds to jump in and swim to the other side in any manner possible without being tagged.  If tagged before reaching safety, that player also becomes a shark.  This process continues until there is a soul survivor.

 

6.  Water Brick Relay:
Equipment:  One diving brick per team
Area:  Deep end of pool
Object:  To complete brick pass before opponents.
Directions:  Have a team line up, one behind the other.  On command, the first person passes the brick between the legs to the next player,  who passes it over the head to the next and so on.  This process continues until the brick reaches the end of the team.  Once the brick reaches the end, all players turn around and return the brick in the same manner.   Everyone must tread water the whole time.  The first team finished by placing the brick on the side of the pool is the winner.
 


7.  Save the Whales:
Equipment:  four kick boards, six elastic arm bands; equipment depends on class size
Area:  Shallow or deep end of pool
Object:  Whales try to remain free; killer scouts try to tag whales; peace scouts set whales free by removing the tags.
Directions:  This game is begun when all scouts have kick boards and whales are assigned to groups of two. Scouts of both kinds must trap whales by remaining at all times on the surface.  Whales may use main advantage of surface dive to escape killers and peace scouts.  Scouts may corner whales for the catch.  Killers must place and elastic band on one of the two whales in a group to score.  Peace scouts score by collecting the tags.  The game begins with the killers having three tags and three whales already tagged.  The game is played
for a five-minute time limit.

8.  Three Arm-Three Leg Race:
Equipment:  Ties
Area:  Shallow or deep end of pool
Object:  To complete course with legs or arms tied with partners.
Directions:  Pair up in twos and then in teams, if desired.  Tie one set of arms and one set of legs together.  Pairs try to reach the other end of the pool to win,  using any method of travel.
Variations:  May tie arms only or legs only. Players not allowed to touch the bottom.


9.  Army Ants:
Equipment:  None
Area:  Shallow end of pool
Object:  To move queen ant from one end of the pool to the other without getting her wet.
Directions:  Teams of four, one designated as queen ant.  Three players line up single file, the queen is held in laid out position above players with head pointing in direction of movement.  Players move to opposite end of pool, once there they switch positions.  Everyone must be queen ant once.  The first team to complete the trip wins.
 
 

Course Outline
Instant Activities
Assessment Materials
Task Cards
Parent Information
Block Plan
Daily Lessons
Useful References and Web Links
Developmental Analysis